Spellbook of slow monster
| spellbook of + slow monster | |
|---|---|
| Appearance | random |
| Abundance | 3% |
| Base price | 200 zm |
| Weight | 50 |
| Turns to read | 4 |
| Ink to write | 10–19 |
| Spell type | enchantment |
| Level | 2 |
| Power cost | 10 Pw |
| Direction | beam |
| Equivalent | wand of slow monster |
In NetHack, the spellbook of slow monster can be read to learn the spell of slow monster. It is a level 2 enchantment spell, and the spellbook takes 4 actions to read.
Contents
Generation
Wizards may be given a spellbook of slow monster as the secondary spellbook in their starting inventory.[1]
Spellbooks of slow monster make up 3⁄100 (3%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can stock spellbooks of slow monster.
An aligned priest can be generated with the spellbook of slow monster as one of their spellbooks.[2]
Writing a spellbook of slow monster with a magic marker uses up 10 to 19 charges.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit 319dfbda and commit 495a1a9b, non-pauper Wizards start each game with knowledge of the appearance for the spellbook of slow monster, due to starting with Basic skill in enchantment spells.Description
When successfully cast at any skill level in enchantment spells, the spell of sleep has nearly the same effect as zapping a wand of slow monster:[3][4] the spell prompts the player for a cardinal direction to fire the beam in, and any monster hit by the beam of the hero's spell will be rendered slower unless they succeed a roll against their MR score[5][6]—monsters with the speed intrinsic are returned to normal speed, while monsters without the intrinsic will slow to 2⁄3 of their normal speed. Disguised mimics affected by the spell will be uncloaked.[7] A whirly monster (i.e. any vortex or air elemental) that is affected by the spell while engulfing the hero will be slowed as above if applicable and forced to immediately release the hero.[8]
A hero that zaps the spell downward while riding will affect their steed as normal.[9] A hero that zaps themselves with the spell will lose any intrinsic speed they have.[10]
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Slowed monsters whose natural speed is above 12 lose a greater proportion of their movement points above 12 - 2⁄3 of them. I.e. a monster with speed 17 would lose 1⁄3 of their first 12 movement points and 2⁄3 of their next 5 movement points, rounded down, for a total of only 9 movement points.Strategy
The spell of slow monster is considered somewhat niche: though it is generally useful against approaching hostile monsters–especially ones that are faster than the hero, such as soldier ants, leocrottas or winged gargoyles–many of these monsters can also be immobilized outright by the sleep spell, wand of sleep or similar methods, and the slow monster spell also costs more energy to cast than the sleep spell. Additionally, the spell is somewhat lackluster against hostile spellcasters that cast mage spells, since they can use the haste self monster spell to re-apply their speed; this could potentially be used to the hero's advantage, since turns spent casting the spell to gain speed are not spent on other annoying or detrimental spells.
If a hero lacks better options against a threatening monster (as is often the case in the early game), or else if they are facing a monster with sleep resistance (e.g., the faster undead, elves and most whirly monsters), this spell is still decent if it can be reliably cast and will often reduce the potential damage that a slowed monster can deal, while allowing you to escape from inside whirly engulfers as well. In particular cases involving engulfing whirlies (usually energy vortices and air elementals), it is wiser to slow the monster with the spell first if possible before they can engulf you, giving yourself more time to perform other actions; this is especially pertinent if you are on the Plane of Air.
Pacifist conduct play can benefit somewhat from the spell, especially when it comes to a pacifist hero escaping engulfers in order to allow pets to deal with them. The slow monster spell also has another niche use in exposing mimics hiding within shops without the spell affecting any of the wares.[11] Otherwise, a hero not interested in the spell can optionally learn it to forget later and polypile or blank the book, as with other unwanted spellbooks.
History
The spellbook of slow monster and its spell first appear in NetHack 1.3d.
Messages
- <Monster> seems to be moving slower.
- You zapped a monster, and it has been slowed.
- You disrupt <monster>! A huge hole opens up...
- You zapped it at a vortex or air elemental that was engulfing you, and will be expelled from it.
- You slow down.
- You zapped yourself, and no longer have the speed intrinsic.
- Your quickness feels less natural.
- As above, but you still have extrinsic speed.
Variants
SLASH'EM
In SLASH'EM, Ice Mages have a 1⁄2 chance of starting with the spellbook of slow monster as their tertiary spellbook.[12] Wizards have a 1⁄9 chance of receiving the spellbook of slow monster as their fourth spellbook.[13]
GruntHack
In GruntHack, some monsters can use the same set of spells as the hero, including the slow monster spell.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, male drow Healers (or hedrow Healers) can start the game having forgotten the spell of slow monster.
Knowledge of the slow monster spell is required to perform "Lethargy" via the musicalize spell skill, unless the hero is either a Troubadour or has the spirit Orthos bound.
One of the invoke effects for the Rod of Seven Parts casts both the force bolt and slow monster spells simultaneously in a prompted direction followed by casting the cause fear spell, which uses up 2 points from the artifact's current enchantment and requires a minimum enchantment of +2.
FIQHack
In FIQHack, monsters can use the same set of spells as the hero, with skill levels to match, and can learn and utilize the slow monster spell.
Aligned priests and high priests will have knowledge of the slow monster spell 1⁄4 of the time (i.e. if they are not given the confuse monster spell), while Nazgul, Orcus, Demogorgon, Thoth Amon, the Dark One, the Chromatic Dragon, and Master Kaen will always have the slow monster spell.
The hero can be abnormally slowed temporarily by the slow monster spell (or any other source of slowing), halving their speed for the duration of the effect—a source of free action can block the spell effect 2⁄3 of the time, and blue dragon scales and blue dragon scale mail grant immunity to the spell while worn. Blue dragons themselves are immune to the spell and other slowing effects. Quaffing a blessed potion of speed can undo abnormal slowing.
SlashTHEM
In SlashTHEM, in addition to SLASH'EM details, Electric Mages have a 1⁄2 chance of receiving the spellbook of slow monster as their tertiary spellbook.
Hack'EM
In Hack'EM, the spell of slow monster has its level lowered to 1.
Ice Mages have a 1⁄2 chance of starting with the spellbook of slow monster as their tertiary spellbook, as in SLASH'EM.
References
- ↑ src/u_init.c in NetHack 3.6.7, line 169
- ↑ src/priest.c in NetHack 3.6.7, line 264
- ↑ src/spell.c in NetHack 3.6.7, line 1091: case explicitly calls weffects()
- ↑ src/spell.c in NetHack 3.6.7, line 1137: all spells assigned wand equivalents fall through to this line
- ↑ src/zap.c in NetHack 3.6.7, line 181
- ↑ src/zap.c in NetHack 3.6.7, line 185
- ↑ src/zap.c in NetHack 3.6.7, line 183
- ↑ src/zap.c in NetHack 3.6.7, line 187
- ↑ src/zap.c in NetHack 3.6.7, line 2705
- ↑ src/zap.c in NetHack 3.6.7, line 2431
- ↑ src/zap.c in NetHack 3.6.7, line 2067
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1089
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1279