Medical kit

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Revision as of 09:40, 28 August 2024 by Ion frigate (talk | contribs) (okay, this actually *is* useful for that often-crucial first wish on a healer (hello, bat from hell))
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( Medical kit.png
Name Medical kit
Appearance leather bag
Base price 500 zm
Weight 25
Material leather
Monster use Will not be used by monsters.

A medical kit is a type of tool that appears in SLASH'EM, SlashTHEM and Hack'EM, and is also a defunct item that appears in early versions of SpliceHack. It is a special type of container that is made of leather. In SLASH'EM and SlashTHEM, it appears as a leather bag while unidentified, and in Hack'EM it appears as a bag while unidentified due to the object materials system.

Generation

Medical kits make up 1% of all randomly-generated tools in SLASH'EM.

General stores and hardware stores can sell medical kits.

Healers start each game with a medical kit.

Randomly-generated medical kits are created with 1-60 items, which each have an equal chance of being a pill, bandage, or phial.[1]

Description

A medical kit is much different from a traditional container: the hero is unable to add items to a medical kit, and cannot directly remove its contents, though they can still view said contents by looting.

Pills

For the item appearing by itself, see pill.

Applying a medical kit will cause the hero to take a pill from the bag and consume it, with the odds of the pill "working" and having a beneficial effect depending on the hero's role:

  • Healers will always gain beneficial effects from pills ingested by applying a non-cursed medical kit, while a cursed medical kit instead reduces this chance to 13.
  • If the hero is a Monk, Priest, Samurai, or Undead Slayer, then they have a 56 chance of a beneficial effect from applying a blessed medical kit to ingest a pill, a 12 chance with an uncursed medical kit, and a 16 chance with a cursed medical kit.
  • Otherwise, the hero has a 34 chance of a beneficial effect from applying a blessed medical kit to ingest a pill, a 14 chance with an uncursed medical kit, and a 112 chance with a cursed medical kit.

A pill that works when consumed this way will cure one of the following troubles, in order of priority: sickness, blindness not caused by venom or a cream pie, hallucination, nausea, confusion, and stunning. If none of these troubles apply to the hero, the pill will heal them for 10-19 HP. If a pill from an applied medical kit fails, it may have no effect, cause HP loss or induce sickness.

Bandages

For the item in NetHack brass, see bandage.

Bandages are items that are only generated in medical kits, and are designed for use as part of the surgery technique that is available to Healers. If a Healer performs the technique while carrying a medical kit with bandages, they are not curing sliming or sickness, and their current HP is below maximum, then they use up one of the bandages - the technique restores an amount of HP equal to TECHLEVEL + 4 + d5, plus an additional (TECHLEVEL)d2 HP if using a bandage.

Phials

Phials are items that are only generated in medical kits, and are designed for use as part of the draw blood technique that is available to vampire heroes. Performing the technique while carrying a medical kit with phials uses up one phial and drains an experience level in order to create a potion of vampire blood of the same beatitude as the medical kit.

Strategy

Early on, the Healer's starting medical kit can be a potent (if limited) source of healing, and they can be important for vampiric players looking to create permafood, but past the mid-game they are not terribly useful: a well-enchanted unicorn horn works just as well to cure ailments, while healing potions and spells are generally much better at reversing HP loss. They are flat-out dangerous to other characters, even when blessed.

Burying

Due to one of SLASH'EM's more infamous bugs, it is actually possible (if tedious) to directly access the items in a medical kit. Burying the kit by dropping it in a pit and filling it in with a boulder will eventually cause the kit to rot away, after a random period of up to 250 turns. Unearthing the kit early will restart the timer, while unearthing it too late will cause the pills and bandages to themselves rot away. A source of object detection (or a wand of probing) is useful to "check on" the kit to see when it is ready. Once the kit has rotted away, the items can be unearthed and directly added to the character's inventory.

The bandages and phials are useless on their own, but the pills are in fact the same pink pills that are occasionally found as food items, complete with 17 chance apiece of producing a wish when eaten. Because each kit will contain an average of 10 or so pills, it is theoretically possible to produce infinite wishes this way, although the high variance in the number of pills per kit and the number of wishes produced by pills means that the technique can easily "fizzle out" before producing a large number of wishes.

A character truly desiring to carry this technique on indefinitely will also need a source of boulders. Wishing for scrolls of earth is a possibility, but makes the technique considerably less efficient. A monster capable of casting summon nasties can produce an indefinite number of fire giants, as the spell does not respect extinction, and they may be generated with boulders. Overall though, the slow speed of the technique combined with the availability of wishes through gypsies generally makes it impractical in a real game. The one exception is a starting Healer: they might consider burying their starting kit in hopes of gaining a first wish. Even they will not find it worthwhile to bury multiple kits, however.

External links

References