Straitjacket
[ straitjacket | |
---|---|
Appearance | long-sleeved jacket |
Slot | body armor |
AC | 0 + 1 DR |
Special | |
Base price | 10 zm |
Weight | 15 |
Material | cloth |
A straitjacket is a type of body armor that appears in dNetHack and notdNetHack. It is made of cloth and appears as a long-sleeved jacket when unidentified.
Generation
Madpeople start each game with a worn cursed straitjacket.
The monsters inhabiting the cells on the floors above the home level of the Madman quest are generated with straitjackets.
The Stranger has a unique monster spell known as "incarcerate" that has a 2⁄3 chance of attempting to trap the character in a cursed straitjacket, if they are humanoid in shape and not wearing any body armor.
Description
While worn, a straitjacket covers the upper body and arms, and confers 0 base AC, 1 base DR, and grants MC2.
A worn cursed straitjacket has several adverse effects: the use of the character's hands are prevented similar to that of a cursed two-handed weapon, and any actions that use the upper limbs - e.g., the default melee attack, casting spells, wearing and removing armor and other objects, and opening doors - are completely prevented. A character in a cursed straitjacket can only attack in melee by kicking if their form allows it, and cannot attack at all if anything would prevent kicking, such as standing in shallow water or being at stressed levels of encumbrance or worse. A character in a straitjacket cannot take deep breaths, and so any breath weapon that they may have is weakened, with the number of damage dice and their size halved (rounded up), and the range reduced to 3-5 squares (compared to the usual 7-13).
Weldproofing does not prevent any of these effects, as the straitjacket is stuck to itself rather than the character's body.
Strategy
Though it confers some minimal non-zero level of protection and uniquely covers the arms as well as the upper body, straitjackets should not be worn as armor due to the significant drawbacks of a worn one becoming cursed.
Similar to the Convict, removing the cursed straitjacket is one of the primary tasks for a starting Madperson - various standard methods of curse removal and removing armor are viable to this end, though some may be less practical than others depending on the circumstances:
- Successful prayer can uncurse the jacket, as your god considers this a major trouble - unfortunately, Madpeople start the game with an angry god, and must appease them prior to praying or seeking any other form of favor from their deity.
- A scroll of remove curse or an effigy will uncurse the jacket.
- A scroll of destroy armor can destroy the jacket - be sure to remove any other worn armor prior to reading a scroll you suspect to be or have identified as destroy armor.
- Some shopkeepers offer curse removal as a service, though gaining access to the shop often requires waiting for an intelligent monster to open the door.
- A nymph that seduces you can remove the jacket as normal, and an encounter with a foocubus allows them to remove the jacket as well.
- Amusingly, a nymph that steals or picks up a cursed straitjacket may proceed to trap herself in the jacket, preventing further theft attacks.
- Yuki-onna characters are immune to seduction from other nymphs, though they can still initiate encounters with foocubi. In notdNetHack, they also have the added hurdle of a worn ring of protection from shape changers: yuki-onna cannot shift to their snow cloud form without removing the ring, which in turn requires removing the jacket.
- Polymorphing into a form of a different size can destroy the straitjacket or shrink the character out of it.
- A magic trap has a 4.8% chance of applying a remove curse effect, which can uncurse the straitjacket.
The Stranger
The Stranger's incarcerate monster spell can only trap your character in a cursed straitjacket if they are humanoid and not wearing body armor: to this end, if your character has body armor, the spell can also randomly select worn armor and turn it yellow, with metallic armor transmuted to gold if possible; if the spell targets armor that is already yellow, it is stolen and warped directly into the Stranger's inventory, potentially opening you up to being trapped in the straitjacket.
Though the incarcerate spell can be potentially game-ruining, it has an effective 1⁄27 chance of occurring per casting: it will take at least five castings of the spell (if not several more) for the Stranger to stick a straitjacket onto a character that was fully equipped with non-yellow gear prior to the fight. A sufficiently-prepared character should be able to escape and make it to a cache of replacement armor in the absolute worst case.