Noble

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Noble Role
Author Chris
Download [first part,second part link]
NetHack PatchDB unknown

The Noble is a role added in the Pirate Role patch, which was implemented for dNetHack. It is also a playable role in Slash'EM Extended.

Nobles are a melee-focused role that specializes in one-handed weapons. They can engage in some spellcasting if their ability scores are good enough.

In Slash'EM Extended, they can be of any race, gender and alignment, and also reach expert firearms skill. Their artifacts are less powerful in that variant though. Also in that variant, they may choose to curse their ruffled shirt/victorian underwear on purpose, which is a good idea because wearing a cursed one grants a 25% chance of automatic life saving on death, with no penalties; this feature only exists in Slash'EM Extended version v45 or greater.

In dNetHack, they can be Humans, Incantifiers, Vampires, Elves, Drow, or Dwarves. In this variant many races receive race-specific quests, artifacts, equipment, and skill lists for this role.

Slash'EM Extended and dNethack Human, Vampire, and Incantifier Noble

This was the first set of races to be implemented, and is therefore the 'default' Noble configuration. This configuration is essentially the Vampire racial configuration, and is very (very very) loosely based on the classic Ravenloft D&D module.

Skills

Noble skills
Max Skills
Basic
Skilled
Expert

The Noble's special spell is protection. Spell success is determined by intelligence.

Starting Pet

The starting pet is a saddled pony.

Starting Equipment

The ruffled shirt and Victorian underwear will be cursed in Slash'EM Extended.

Artifacts

First Gift: Rod of Lordly Might

The Rod grants +1d3 to-hit, 2x damage, and can be invoked for a variety of effects.

  • At will: The Rod can be ordered to assume a different form as often as desired.
    • Become Mace
    • Become Axe
    • Become Rapier
    • Become Spear
    • Become Lance
    • Fast engraving: the Rod engraves as an athame.
  • Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
    • Become Ladder (Rod must be a mace):
      • Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
      • After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
      • While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
    • Show me my surroundings: Maps local area using clairvoyance.
    • Inspire Fear: Scares nearby monsters that can see you.
    • Give me your life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 hp.
    • Kneel: Paralyzes one adjacent monster.

Quest Artifact (non-vampire): Mantle of Heaven

The Mantle of Heaven is an artifact ornamental cope that grants cold resistance when carried. When worn, it also grants shock resistance , half spell damage, and double the AC bonus of a non-artifact ornamental cope. As an ornamental cope, its base item type varies from game to game. If found in a bones file, it will be lawful

Quest Artifact (vampire): Vestment of Hell

The Vestment of Hell is an artifact opera cloak that grants fire resistance when carried. When worn, it also grants acid resistance, half physical damage, and double the AC bonus of a non-artifact opera cloak. As an opera cloak, its base item type varies from game to game. If found in a bones file, it will be chaotic.

Crowning Artifact (Lawful or Neutral Non-vampire): The Crown of the Saint King

The Crown of the Saint King is an artifact gold circlet that causes all pets on a dungeon level to follow you when traveling between dungeon levels (normally, only adjacent pets will follow you between levels). When invoked, it shows the location of all pets on the current level, and increases their tameness. This can be useful for keeping inediate pets tame. As a gold circlet, its base item type varies from game to game, it may even be a Helm of opposite alignment. As with all gold circlets, it increases your charisma score by its enchantment bonus when worn. It can be safely enchanted at +5 or below, meaning it can safely reach +7.

Crowning Artifact (Vampire or Chaotic Non-vampire): The Helm of the Dark Lord

The Helm of the Dark Lord is an artifact visored helmet that causes all pets on a dungeon level to follow you when traveling between dungeon levels (normally, only adjacent pets will follow you between levels). When invoked, it shows the location of all pets on the current level, and increases their tameness. This can be useful for keeping inediate pets tame. As a visored helm, its base item type varies from game to game, it may even be a Helm of opposite alignment. As with all visored helms, it protects your eyes from the blinding attacks of Ravens. It can be safely enchanted at +5 or below, meaning it can safely reach +7.

Quest

The Noble quest sees the Noble returning to their ancestral keep to put down a peasant revolt, by recovering their stolen quest artifact.

Gods

Main article: Religion
  • Lawful: God the Father
  • Neutral: Mother Earth
  • Chaotic: the Satan

Rank titles

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

  • XL 1-2: Pargar
  • XL 3-5: Cneaz
  • XL 6-9: Ban
  • XL 10-13: Jude
  • XL 14-17: Boier
  • XL 18-21: Cupar
  • XL 22-25: Clucer
  • XL 26-29: Domn
  • XL 30: Domnitor

These are English transliterations of Slavic titles of nobility.

dNethack Elf Noble

This page is a stub. Should you wish to do so, you can contribute by expanding this page.

Skills

Starting Pet

kitten or little dog

Starting Equipment

Artifacts

First Gift: The Rod of the Elvish Lords

  • First Gift for Elvish Nobles
  • Lawful, elf-noble-favoring elvish mace/elvish sickle/elvish lance/elvish broadsword/elvish spear (variable)
  • Grants +1d3 to-hit, 2x damage
  • Fast engraving: the Rod engraves as an athame while in broadsword form.
  • Invoke for a variety of effects
    • At will: The Rod can be ordered to assume a different form as often as desired.
      • Become Mace
      • Become Sickle
      • Become Broadsword
      • Become Spear
      • Become Lance
    • Limited: these powers are limited by the artifact's invoke cooldown. Once you invoke one of them, you can't invoke any of these powers for rnz(100) turns.
      • Become Ladder (Rod must be a mace):
        • Prior to gaining the amulet: Similar to quaffing a cursed potion of gain level, allows you to escape through the ceiling to the level above.
        • After gaining the amulet: Similar to zapping a wand of digging downward, allows you to escape through the floor to the level below.
        • While swallowed: Similar to zapping a wand of digging, the extending ladder seriously injures physical monsters engulfing you.
      • Show me my surroundings: Maps local area using clairvoyance.
      • Inspire Fear: Scares nearby monsters that can see you.
      • Give me your life (Rod must be a spear): Drains two levels from one adjacent monster, healing you for 4d8 hp.
      • Kneel: Paralyzes one adjacent monster.

Quest Artifact: The Palantir of Westernesse

  • Chaotic, elf-favoring intelligent crystal ball
  • Invoke to tame nearby monsters
  • Grants xray vision when carried
  • Grants telepathy when carried
  • Grants waring when carried
  • Grants reflection when carried

Alternate Quest Artifact: Belthronding

  • Chaotic, elf-favoring intelligent elven bow
  • Grants +1d5 to-hit and 2x damage
  • Invoke to create a small stack of elven arrows
  • Grants displacement when carried
  • Grants stealth when wielded

Crowning Artifact (Lawful): Arcor Kerym

  • Lawful, elf-favoring intelligent long sword
  • Grants +1d5 to-hit and 2x damage
  • Invoke for healing
  • Grants life-drain resistance when wielded

Crowning Artifact (Neutral): Aryfaern Kerym

  • Neutral, elf-favoring intelligent runesword
  • Grants +1d5 to-hit and +1d10 electrical damage
  • Grants Shock resistance when wielded
  • Grants 2x damage for beam and ray spells (as Knight with Magic Mirror of Merlin)

Crowning Artifact (Chaotic): Aryvelahr Kerym

  • Chaotic crowning gift
  • Chaotic, elf-favoring intelligent silvered crystal sword
  • Grants +1d5 to-hit and 2x damage
  • Grants life-drain resistance when wielded
  • Grants reflection when wielded

Quest

The Elvish Racial Quest sees the Elf PC traveling to Dol Guldur to recover their stolen quest artifact.

Gods

Main article: Religion

Male:

  • Lawful: Manwe Sulimo
  • Neutral: Mandos
  • Chaotic: Lorien

Female:

  • Lawful: Varda Elentari
  • Neutral: Vaire
  • Chaotic: Nessa

Which set of gods are worshiped has no practical effect on the game.

In addition, Moloch will be refered to as Morgoth and Marduk the Creator as Eru the One.

Rank titles

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

  • XL 1-2: Edhel/Elleth
  • XL 3-5: Edhel/Elleth
  • XL 6-9: Ohtar/Ohtie
  • XL 10-13: Kano/Kanie
  • XL 14-17: Arandur/Aranduriel
  • XL 18-21: Hir/Hiril
  • XL 22-25: Aredhel/Arwen
  • XL 26-29: Ernil/Elentariel
  • XL 30: Elentar/Elentari

These titles are in Tolkien's Elvish language, and are copied from the original Elf role.

dNethack Female Drow Noble

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dNethack Male Drow Noble

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dNethack Dwarf Noble

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References

Reference: Chris' Noble Patch