Difference between revisions of "Caveman"

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           unfortunately, with neolithic weapons.
 
           unfortunately, with neolithic weapons.
  
Caveman may be seen as a weaker, less advantaged version of [[Valkyrie]]. Certainly, they are a more [[role difficulty|difficult]] role and are more likely to appeal to the player looking for a bit of a challenge. In the gallery of NetHack's warrior-type roles, they have very few comparative advantages.
+
Caveman may be seen as a weaker, less advantaged version of [[Valkyrie]]. Certainly, they are a more [[role difficulty|difficult]] role and are more likely to appeal to the player looking for a bit of a challenge. In the gallery of NetHack's warrior-type roles, they have very few comparative advantages; among them, however, is the lack of penalties for cannibalism and the fact that their quest artifact is considered one of the best in the game.
  
== Starting inventory ==
+
== Starting equipment ==
 
Each caveman starts with the following:{{refsrc|src/u_init.c|49|version=NetHack 3.6.0}}{{refsrc|src/u_init.c|685|version=NetHack 3.6.0}}{{refsrc|src/mkobj.c|838|version=NetHack 3.6.0}}
 
Each caveman starts with the following:{{refsrc|src/u_init.c|49|version=NetHack 3.6.0}}{{refsrc|src/u_init.c|685|version=NetHack 3.6.0}}{{refsrc|src/mkobj.c|838|version=NetHack 3.6.0}}
 
* a +1 [[club]]
 
* a +1 [[club]]
Line 26: Line 26:
 
Cavemen start with ''Basic'' skill in ''Club'', ''Sling'' and ''Bare hands''.
 
Cavemen start with ''Basic'' skill in ''Club'', ''Sling'' and ''Bare hands''.
  
== Special rules ==
+
==Special Rules==
 
Cavemen do not suffer any penalty for cannibalism.
 
Cavemen do not suffer any penalty for cannibalism.
  
Line 34: Line 34:
  
 
==== Weapons ====
 
==== Weapons ====
Cavemen start with a ready source of ranged weapons in their [[sling]] and some [[flintstone]]s and [[rock]]s, but they are extremely heavy and will make the player want to drop them very quickly. Like all ranged weapons, they're handy for wearing down powerful opponents or killing enemies with deadly passive attacks like [[floating eye]]s, but in 3.6.1 this function is superseded by the [[aklys]], which uses the same skill as [[club]] (which cavemen also start with), and will return when thrown 99% of the time if it is wielded (like Mjollnir). Once you locate a non-cursed aklys or two, it's best to drop all the starting rocks.
+
Cavemen start with a ready source of ranged weapons in their [[sling]] and a set [[flintstone]]s and [[rock]]s, but they are quite heavy and will make the player want to drop them very quickly. Like all ranged weapons, they're handy for wearing down powerful opponents or killing enemies with deadly passive attacks like [[floating eye]]s. Upon finding a replacement ranged weapon or two, you can freely drop all the starting rocks. The starting club should be just enough to tide the player over until they can find a better weapon.
 +
 
 +
Cavemen can reach expert in clubs, including the [[aklys]]; prior to [[3.6.1]], the aklys was simply an iron club that got a to-hit bonus when thrown. As of 3.6.1, it is a tetherable weapon that will return 99% of the time when thrown while it is wielded. Once you locate a non-cursed aklys or two, it can easily pull double duty as both a ranged and melee weapon. [[Spear]]s, especially the [[dwarvish spear]], are also a solid weapon choice, since Cavemen are the only class besides the Ranger that can reach Expert in spear; they can also stack and also be used as projectiles, and the dwarvish spear has the best base damage after the silver spear.
  
 
==== Armor ====
 
==== Armor ====
[[Leather armor]] should be dumped for anything better (hopefully [[Mithril-coat|mithril]]) as soon as possible. Your very poor starting AC can improve substantially if you use your pet to curse-test all the armor you find, and continually swap out worse pieces for better ones. Leather rots, so stay away from puddings while you are wearing your starting suit.
+
[[Leather armor]] should be dumped for anything better, hopefully a [[mithril-coat]], as soon as possible. Your very poor starting AC can improve substantially if you use your pet to curse-test all the armor you find, and continually swap out worse pieces for better ones. Leather rots, so stay away from puddings while you are wearing your starting suit. Due to Cavemen possessing the second-largest spellcasting penalty of all classes (topped only by the [[Barbarian]]), high AC should be the main priority.
 +
 
 +
====General====
 +
After gaining a few levels, non-human cavemen may want to head to the [[Gnomish Mines]] as soon as reasonably possible; they will not only have an easier time dealing with the inhabitants, but can more easily procure a better set of weapons and armor using their pet if they so choose. Due to lacking a penalty for cannibalism, dwarves and gnomes also provide a nice temporary source of food on the way to Minetown; however, since cavemen still suffer penalties for murder, they will prefer letting a pet do the dirty work, and a carnivorous pet may get to the corpse first. In addition to Minetown, an early visit to Sokoban is also worth considering for a source of permafood.
 +
 
 
=== Mid game ===
 
=== Mid game ===
  
==== Objectives ====
+
==== Weapons ====
Due to the nature of the quest leader, the caveman is guaranteed a co-aligned [[temple]] on the first level of the quest branch. Normally, the temple will be effectively unavailable to you until you reach experience level 14, as your quest leader will keep rejecting you and sending you back to the main dungeon if you make a move for the altar. However, if you are [[fast]] enough to move adjacent to Shaman Karnov on his turn and then #chat to him, he will begin wandering around (after first returning you to the main dungeon). After returning, you can then wait for him to move out of the way so you can get to the priest.
+
Cavemen are notably limited in their weapon options compared to other classes; an enchanted spear is still a viable primary option, and in addition to finding dwarvish spears in the Mines, [[soldier]]s are often generated with normal spears that can be stacked and used as ranged weapons. Another good option is a [[mace]], which is superior to a club and allows you to train the mace skill in anticipation of your [[quest artifact]], [[The Sceptre of Might]]. If you have access to a co-aligned altar, you may also wish to sacrifice for an artifact weapon, as receiving a weapon from your god automatically un-restricts the corresponding skill.
  
==== Weapons ====
+
====Armor====
Cavemen are notably limited in their weapon options. If you stumble over a [[spear]] (try to get a dwarvish one, but if you can't, [[soldier]]s usually carry them), you might want to make it your primary weapon. Cavemen and Rangers are the only classes that can get expert in spears. Good weapons to wish for are [[silver spear]]s, which do enormous damage against demons. In the hands of a Caveman they are better than most artifacts, and have the advantage that you may wish for a stack. Later in the game, you may wish to carry a small stack of highly enchanted spears as a distance weapon. Another good option is a [[mace]], which is superior to a club and allows you to train mace skill in anticipation of your quest artifact. If you have access to a co-aligned altar, you may wish to sacrifice for an artifact weapon, as receiving a weapon from your god automatically un-restricts the corresponding skill. You don't really have to worry much about your weapon as long as it kills your quest nemesis, which is the [[Chromatic Dragon]]. After that, you get one of the best weapons in the game, [[The Sceptre of Might]].
+
Since they cannot #[[twoweapon]], cavemen need not worry as much about utilizing [[shield]]s; in the event you chance upon a wish, and Sokoban does not provide an amulet of reflection and you have not found one elsewhere, a [[shield of reflection]] is particularly useful to wish for. This leaves the amulet slot open, and the reflection will prove vital for the [[Caveman quest]].
  
=== Late game ===
+
====General====
 +
Due to the nature of the, there is a guaranteed a co-aligned [[temple]] on the first level of the quest branch. Normally, the temple will be effectively unavailable to you until you reach experience level 14, as your [[quest leader]] [[Shaman Karnov]] will keep rejecting you and sending you back to the main dungeon if you make a move for the altar. However, if you are [[fast]] enough to move adjacent to Shaman Karnov on his turn and then #chat to him, he will begin wandering around (after first returning you to the main dungeon). After returning, you can then wait for him to move out of the way so you can get to the priest.
  
==== Objectives ====
+
The monster generation for quest levels favors [[bugbear]]s and other [[humanoid]]s, most of which are no trouble at this point; [[hill giant]]s can provide valuable strength boosts from their corpses, and so it may be worth bringing a [[tinning kit]] along to avoid constant satiation. Bringing down the [[quest nemesis]], the [[Chromatic Dragon]], almost requires magic resistance and reflection, though there are alternative strategies; see that article for more detailed information. Once you have retrieved the Sceptre of Might, [[Erosion#Preventing and curing erosion|corrode-proof]] it as soon as possible.
Once you have reached XL 15 and received the warning intrinsic, there is little reason to raise your experience level much farther unless you intend to make your Caveman a spellcaster. It only makes the game generate tougher monsters, while providing little benefit to you: hit points can be boosted through [[alchemy]], you don't need a lot of skill slots for spells or additional weapons, and, with a blessed [[luckstone]] and high luck from sacrifices (remember the guaranteed temple on your quest), you should be able to hit opponents pretty much all of the time.
 
  
 +
=== Late game ===
 
==== Weapons ====
 
==== Weapons ====
Heading in to the endgame, you must not rely on the Sceptre of Might as your only melee weapon or your only source of magic resistance, as the Sceptre can be stolen by the [[Wizard of Yendor]]. In case this happens, you need to be sure you have a backup weapon (one you would be willing to fight the Wizard with!) and a second source of magic resistance.
+
Heading into the endgame, you must not rely on the Sceptre of Might as your only melee weapon or your only source of magic resistance, as the Sceptre can be stolen by the [[Wizard of Yendor]]. In case this happens, you need to be sure you have a backup weapon (one you would be willing to fight the Wizard with!) and a second source of magic resistance. A stack of [[silver spear]]s is a good choice for a wish, as they do enormous damage against demons, and in the hands of a Caveman they are better than many artifacts.
  
 
==== Armor ====
 
==== Armor ====
Cavemen cannot [[twoweapon]] and are bad spellcasters, so it is a good idea to wear a [[shield]] if you find one. A [[shield of reflection]] is very useful item, so you may want one for your acension kit (combined with [[GDSM]]) so you have a free amulet slot (for example for [[amulet of magical breathing|magical breathing]] or [[amulet of life saving|life saving]]).
+
The shield of reflection is still a very useful item to have for your ascension kit, especially when combined with [[gray dragon scale mail]]; this provides redundant magic resistance in case the Sceptre is stolen, as well as the free amulet slot (e.g. for [[amulet of magical breathing|magical breathing]] or [[amulet of life saving|life saving]]).
 +
 
 +
==== General ====
 +
Once you have reached XL 15 and received the warning intrinsic, leveling further is not strictly necessary; while improved hit rates and hit points are nice to have, [[alchemy]] and a [[blessed]] [[luckstone]] combined with high luck from sacrifices can easily provide a good substitute.
  
==== Spellcasting ====
+
As discussed earlier, most cavemen are unlikely to take up [[spellcasting]]; even though a player can sufficiently boost their [[intelligence]] and opt for a robe, Cavemen can only advance their skill in attack and matter spells as of [[3.6.2]], and will very likely prefer wands and other magical items. Unlike Barbarians and their ability to cast [[haste self]], the Caveman's [[special spell]], [[spell of dig|dig]], is of much more questionable utility, and [[wand of digging|wands of digging]] (which the player is likely to have several by that point) serve the same purpose with much less opportunity cost.
Cavemen are, on the whole, abysmal [[spellcasting|spellcasters]]. Their stats are poor, their skills are limited, and of course they will be wearing as much metallic armor as they can get their hands on for much of the game. It is hard to imagine a Caveman removing armor to zap an attack spell like [[Force bolt]], and their "special" spell, [[Dig]], is so difficult that most Cavemen probably never cast it, even with the guaranteed spellbook on the [[Plane of Earth]]. Perhaps the one useful thing a Caveman can do is find an uncursed, low-level spellbook of any sort early in the game, read it once, wait 20,000 turns to forget it, and then "cast" the spell for on-demand [[confusion]], useful for reading certain [[scroll]]s and [[portal detection methods|portal location]] in the endgame.
 
  
==== General ====
+
As Cavemen suffer no cannibalism penalty, [[nurse]] corpses can be freely eaten by [[human]] Cavemen to recover full HP; blessed tins of nurse meat provide a very effective healing resource on par with potions of [[full healing]].
Since cavemen can only be [[lawful]] or [[neutral]], you will suffer consequences of [[murder]], but not [[cannibalism]]. One happy consequence of this is that [[Nurse]]s can be eaten by [[human]] cavemen without consequence to recover full HP, and, once you have a [[tinning kit]], their corpses can be tinned, and the tins blessed, for a very effective healing resource.
 
  
 
== Rank titles ==
 
== Rank titles ==
Line 78: Line 86:
  
 
== Quest ==
 
== Quest ==
 +
 
{{main|Caveman quest}}
 
{{main|Caveman quest}}
The Caveman quest sees you fighting the [[Chromatic Dragon]] for [[The Sceptre of Might]]. The Sceptre uses the mace skill which you can advance to expert. You definitely want to [[Erosion#Preventing_and_curing_erosion|corrode-proof]] this artifact since it lacks resistances to both water and acid, not having been provided by your deity.
+
 
 +
The Caveman quest sees you fighting the [[Chromatic Dragon]] for [[The Sceptre of Might]].
  
 
== Variants ==
 
== Variants ==
Line 85: Line 95:
 
=== SLASH'EM ===
 
=== SLASH'EM ===
  
Cavemen in [[SLASH'EM]] have a handful of benefits beyond their NetHack equivalents; most obvious is their natural 2-square vision range, making corridors and places like the [[Gnomish Mines]] substantially safer to explore. In addition, they are guaranteed [[Skullcrusher]] as their first sacrifice gift, which is a weapon that holds its own well into the late game. Lawful Cavemen will gain a point of alignment for commiting cannibalism, with the message "You honour the dead".  Also, their starting stack of [[flint stone]]s can be [[upgrade]]d into [[luckstone]]s or [[healthstone]]s. Unfortunately, [[The Sceptre of Might]] is considerably worse in SLASH'EM, and is not recommended as a main weapon unless no other alternatives exist.
+
Cavemen in [[SLASH'EM]] have a handful of benefits beyond their NetHack equivalents; most obvious is their natural 2-square vision range, making corridors and places like the [[Gnomish Mines]] substantially safer to explore. In addition, they are guaranteed [[Skullcrusher]] as their first sacrifice gift, which is a weapon that holds its own well into the late game. Lawful Cavemen will gain a point of alignment for commiting cannibalism, with the message "You honour the dead".  Also, their starting stack of [[flint stone]]s can be [[upgrade]]d into [[luckstone]]s or [[healthstone]]s. Unfortunately, The Sceptre of Might is considerably worse in SLASH'EM, and is not recommended as a main weapon unless no other alternatives exist.
  
The caveman's [[Primal roar]] [[technique]] can be a life-saver in early levels; using it temporarily boosts all your nearby pets up a tier in growth (a kitten becomes a housecat, a dog becomes a large dog, etc.). Enterprising Cavemen may find this technique useful in the late game as well, if they happen to find themselves with liches or gnolls as pets.
+
The caveman's [[Primal roar]] [[technique]] can be a life-saver in early levels; using it temporarily boosts all your nearby pets up a tier in growth (a kitten becomes a housecat, a dog becomes a large dog, etc.). Enterprising Cavemen may find this technique useful in the late game as well, if they happen to find themselves with liches or gnolls as pets.
  
 
=== UnNethack ===
 
=== UnNethack ===

Revision as of 07:19, 7 January 2020

The caveman (cavewoman if female) is one of the player roles in NetHack. Cavemen can be either lawful or neutral, and can be humans, dwarves or gnomes.

Their special spell is dig and their default starting pet is a little dog called Slasher. Cavemen suffer no consequences from cannibalism. The guidebook has little to say about cavemen:

         Cavemen  and  Cavewomen start with exceptional strength but,
         unfortunately, with neolithic weapons.

Caveman may be seen as a weaker, less advantaged version of Valkyrie. Certainly, they are a more difficult role and are more likely to appeal to the player looking for a bit of a challenge. In the gallery of NetHack's warrior-type roles, they have very few comparative advantages; among them, however, is the lack of penalties for cannibalism and the fact that their quest artifact is considered one of the best in the game.

Starting equipment

Each caveman starts with the following:[1][2][3]

Intrinsics

Cavemen gain intrinsics at these experience levels:[4]

Skills

Caveman skills
Max Skills
Basic
Skilled
Expert
Master

Cavemen start with Basic skill in Club, Sling and Bare hands.

Special Rules

Cavemen do not suffer any penalty for cannibalism.

Strategy

Early game

Weapons

Cavemen start with a ready source of ranged weapons in their sling and a set flintstones and rocks, but they are quite heavy and will make the player want to drop them very quickly. Like all ranged weapons, they're handy for wearing down powerful opponents or killing enemies with deadly passive attacks like floating eyes. Upon finding a replacement ranged weapon or two, you can freely drop all the starting rocks. The starting club should be just enough to tide the player over until they can find a better weapon.

Cavemen can reach expert in clubs, including the aklys; prior to 3.6.1, the aklys was simply an iron club that got a to-hit bonus when thrown. As of 3.6.1, it is a tetherable weapon that will return 99% of the time when thrown while it is wielded. Once you locate a non-cursed aklys or two, it can easily pull double duty as both a ranged and melee weapon. Spears, especially the dwarvish spear, are also a solid weapon choice, since Cavemen are the only class besides the Ranger that can reach Expert in spear; they can also stack and also be used as projectiles, and the dwarvish spear has the best base damage after the silver spear.

Armor

Leather armor should be dumped for anything better, hopefully a mithril-coat, as soon as possible. Your very poor starting AC can improve substantially if you use your pet to curse-test all the armor you find, and continually swap out worse pieces for better ones. Leather rots, so stay away from puddings while you are wearing your starting suit. Due to Cavemen possessing the second-largest spellcasting penalty of all classes (topped only by the Barbarian), high AC should be the main priority.

General

After gaining a few levels, non-human cavemen may want to head to the Gnomish Mines as soon as reasonably possible; they will not only have an easier time dealing with the inhabitants, but can more easily procure a better set of weapons and armor using their pet if they so choose. Due to lacking a penalty for cannibalism, dwarves and gnomes also provide a nice temporary source of food on the way to Minetown; however, since cavemen still suffer penalties for murder, they will prefer letting a pet do the dirty work, and a carnivorous pet may get to the corpse first. In addition to Minetown, an early visit to Sokoban is also worth considering for a source of permafood.

Mid game

Weapons

Cavemen are notably limited in their weapon options compared to other classes; an enchanted spear is still a viable primary option, and in addition to finding dwarvish spears in the Mines, soldiers are often generated with normal spears that can be stacked and used as ranged weapons. Another good option is a mace, which is superior to a club and allows you to train the mace skill in anticipation of your quest artifact, The Sceptre of Might. If you have access to a co-aligned altar, you may also wish to sacrifice for an artifact weapon, as receiving a weapon from your god automatically un-restricts the corresponding skill.

Armor

Since they cannot #twoweapon, cavemen need not worry as much about utilizing shields; in the event you chance upon a wish, and Sokoban does not provide an amulet of reflection and you have not found one elsewhere, a shield of reflection is particularly useful to wish for. This leaves the amulet slot open, and the reflection will prove vital for the Caveman quest.

General

Due to the nature of the, there is a guaranteed a co-aligned temple on the first level of the quest branch. Normally, the temple will be effectively unavailable to you until you reach experience level 14, as your quest leader Shaman Karnov will keep rejecting you and sending you back to the main dungeon if you make a move for the altar. However, if you are fast enough to move adjacent to Shaman Karnov on his turn and then #chat to him, he will begin wandering around (after first returning you to the main dungeon). After returning, you can then wait for him to move out of the way so you can get to the priest.

The monster generation for quest levels favors bugbears and other humanoids, most of which are no trouble at this point; hill giants can provide valuable strength boosts from their corpses, and so it may be worth bringing a tinning kit along to avoid constant satiation. Bringing down the quest nemesis, the Chromatic Dragon, almost requires magic resistance and reflection, though there are alternative strategies; see that article for more detailed information. Once you have retrieved the Sceptre of Might, corrode-proof it as soon as possible.

Late game

Weapons

Heading into the endgame, you must not rely on the Sceptre of Might as your only melee weapon or your only source of magic resistance, as the Sceptre can be stolen by the Wizard of Yendor. In case this happens, you need to be sure you have a backup weapon (one you would be willing to fight the Wizard with!) and a second source of magic resistance. A stack of silver spears is a good choice for a wish, as they do enormous damage against demons, and in the hands of a Caveman they are better than many artifacts.

Armor

The shield of reflection is still a very useful item to have for your ascension kit, especially when combined with gray dragon scale mail; this provides redundant magic resistance in case the Sceptre is stolen, as well as the free amulet slot (e.g. for magical breathing or life saving).

General

Once you have reached XL 15 and received the warning intrinsic, leveling further is not strictly necessary; while improved hit rates and hit points are nice to have, alchemy and a blessed luckstone combined with high luck from sacrifices can easily provide a good substitute.

As discussed earlier, most cavemen are unlikely to take up spellcasting; even though a player can sufficiently boost their intelligence and opt for a robe, Cavemen can only advance their skill in attack and matter spells as of 3.6.2, and will very likely prefer wands and other magical items. Unlike Barbarians and their ability to cast haste self, the Caveman's special spell, dig, is of much more questionable utility, and wands of digging (which the player is likely to have several by that point) serve the same purpose with much less opportunity cost.

As Cavemen suffer no cannibalism penalty, nurse corpses can be freely eaten by human Cavemen to recover full HP; blessed tins of nurse meat provide a very effective healing resource on par with potions of full healing.

Rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1-2: Troglodyte
  • XL 3-5: Aborigine
  • XL 6-9: Wanderer
  • XL 10-13: Vagrant
  • XL 14-17: Wayfarer
  • XL 18-21: Roamer
  • XL 22-25: Nomad
  • XL 26-29: Rover
  • XL 30: Pioneer

Quest

Main article: Caveman quest

The Caveman quest sees you fighting the Chromatic Dragon for The Sceptre of Might.

Variants

SLASH'EM

Cavemen in SLASH'EM have a handful of benefits beyond their NetHack equivalents; most obvious is their natural 2-square vision range, making corridors and places like the Gnomish Mines substantially safer to explore. In addition, they are guaranteed Skullcrusher as their first sacrifice gift, which is a weapon that holds its own well into the late game. Lawful Cavemen will gain a point of alignment for commiting cannibalism, with the message "You honour the dead". Also, their starting stack of flint stones can be upgraded into luckstones or healthstones. Unfortunately, The Sceptre of Might is considerably worse in SLASH'EM, and is not recommended as a main weapon unless no other alternatives exist.

The caveman's Primal roar technique can be a life-saver in early levels; using it temporarily boosts all your nearby pets up a tier in growth (a kitten becomes a housecat, a dog becomes a large dog, etc.). Enterprising Cavemen may find this technique useful in the late game as well, if they happen to find themselves with liches or gnolls as pets.

UnNethack

UnNethack gives Cavepeople a bit of help at the beginning: their starting pet is a wolf.

Encyclopedia entry

Human cave(wo)man

Now it was light enough to leave. Moon-Watcher picked up
the shriveled corpse and dragged it after him as he bent
under the low overhang of the cave. Once outside, he
threw the body over his shoulder and stood upright - the
only animal in all this world able to do so.
Among his kind, Moon-Watcher was almost a giant. He was
nearly five feet high, and though badly undernourished
weighed over a hundred pounds. His hairy, muscular body
was halfway between ape and man, but his head was already
much nearer to man than ape. The forehead was low, and
there were ridges over the eye sockets, yet he unmistakably
held in his genes the promise of humanity.

[ 2001: A Space Odyssey, by Arthur C. Clarke ]

Dwarvish/Gnomish cave(wo)man

'Twas in a land unkempt of life's red dawn;
Where in his sanded cave he dwelt alone;
Sleeping by day, or sometimes worked upon
His flint-head arrows and his knives of stone;
By night stole forth and slew the savage boar,
So that he loomed a hunter of loud fame,
And many a skin of wolf and wild-cat wore,
And counted many a flint-head to his name;
Wherefore he walked the envy of the band,
Hated and feared, but matchless in his skill.
Till lo! one night deep in that shaggy land,
He tracked a yearling bear and made his kill;
Then over-worn he rested by a stream,
And sank into a sleep too deep for dream.

[ The Dreamer, by Robert Service ]

References


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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.