Difference between revisions of "Archeologist"

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'''Archeologists''' are one of the [[Class difficulty|harder classes]], but can become powerful in the late game. NetHack spells archeologist without the extra a in the middle. Most people call them '''Arc'''s for short.
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'''Archeologists''' are one of the [[Role difficulty|harder roles]], but can become powerful in the late game. NetHack spells archeologist without the extra a in the middle. Most people call them '''Arc'''s for short.
  
  

Revision as of 15:59, 15 September 2006

Archeologists are one of the harder roles, but can become powerful in the late game. NetHack spells archeologist without the extra a in the middle. Most people call them Arcs for short.


Archeologists can be lawful (human or dwarf) or neutral (human or gnome).

Starting equipment

Abilities

Archeologists gain the following abilities upon reaching the specified experience level:

Additionally:

Stats

Main article: Hit points and power

You start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, +1 for gnomes.

You start with a base power of 1, with a racial bonus: +2 for gnomes, +1 for humans.

Quest

Main article: Archeologist quest

The archeologist quest artifact is The Orb of Detection, a crystal ball. When carried, it confers magic resistance, telepathy and half damage when attacked by spells. When #invoked, it toggles invisibility on/off.

Gods

Main article: Religion

  • Lawful: Quetzalcoatl
  • Neutral: Camaxtli
  • Chaotic: Huhetotl

Archeologist rank titles

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

  • XL 1-2: Digger
  • XL 3-5: Field Worker
  • XL 6-9: Investigator
  • XL 10-13: Exhumer
  • XL 14-17: Excavator
  • XL 18-21: Spelunker
  • XL 22-25: Speleologist
  • XL 26-29: Collector
  • XL 30: Curator

Origin

The archeologist's attire is heavily influenced by the Indiana Jones movies - you start with a leather jacket, fedora and bullwhip. The encyclopedia entry for Archeologist states:

             Archeology is the search for fact, not truth. [...]
             So forget any ideas you've got about lost cities, exotic travel,
             and digging up the world. We do not follow maps to buried
             treasure, and X never, ever, marks the spot.
                     [ Indiana Jones and the Last Crusade ]

Strategy

Early Archeologists are neither combat wombats nor powerful spellcasters, but can - and must - become proficient tool-users. The early game must be played cautiously, akin to the Tourist and Healer.

Your starting touchstone will instantly identify a gem even when uncursed. This is useful in the mines, where many gems clutter the floor and where there are shops in which to sell precious stones, and a priest to donate the cash to. Luck is very important in the early game, so you should throw your oversupply of gems (or at least your cheap ones) to unicorns.

Weapon selection and skills

Class Maximum skill
Weapons
Dagger basic
Knife basic
Pick-axe expert
Short sword basic
Scimitar skilled
Saber expert
Club skilled
Quarterstaff skilled
Sling skilled
Dart basic
Boomerang expert
Whip expert
Unicorn horn skilled
Spells
Attack basic
Healing basic
Divination expert
Matter basic
Other
Two weapon combat basic
Riding basic
Bare-handed combat expert

The best early weapons are the pick-axe and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). Dwarvish mattocks are two handed pick-axes that do more damage than any other non-artifact weapon.

A good artifact weapon for you is Grayswandir, which does double-damage and silver damage. A plain non-artifact silver saber is an excellent weapon - the watch captain in Minetown often carries one, so consider getting a pet to kill him for it.

Archeologists should, like all classes, advance dagger to basic as soon as possible. Advancing pick-axe to expert is probably also a good idea, as a dwarvish mattock may be your primary weapon until you get an artifact. That artifact will hopefully be Grayswandir, so advance saber to expert too. That uses 12 skill slots so far, which you will have available at XL 13 - before you do the quest.

Later on you may want expert divination for casting magic mapping and identify, and basic in two weapon combat for supplementing your artifact sword with a silver saber. That uses 19 skill slots, for which you must be XL 20.

Ascension kit

Main article: Ascension kit

You cannot rely on The Orb of Detection as a source of magic resistance; the Wizard and other covetous monsters can easily steal it. Assuming you do not wish for another quest artifact, that essentially requires you to wear either gray dragon scale mail or a cloak of magic resistance.


This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
  2. Any modifications to the spoiler must be acknowledged and credited.