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 can be [[Alignment|lawful]] ([[human (starting race)|human]] or [[dwarf (starting race)|dwarf]]) or [[Alignment|neutral]] (human or [[gnome (starting race)|gnome]]). | |
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==Starting equipment== | ==Starting equipment== | ||
Line 26: | Line 21: | ||
==Abilities== | ==Abilities== | ||
− | *XL 1 : Stealth | + | Archeologists gain the following abilities upon reaching the specified [[experience level]]: |
− | *XL 1 : Speed | + | |
− | *XL 10: Searching | + | *XL 1 : [[Stealth]] |
+ | *XL 1 : [[Speed]] | ||
+ | *XL 10: [[Searching]] | ||
+ | |||
+ | Additionally: | ||
+ | |||
*You can use [[two-weapon combat]]. | *You can use [[two-weapon combat]]. | ||
*You can use uncursed [[touchstone]]s as blessed. | *You can use uncursed [[touchstone]]s as blessed. | ||
− | == | + | ==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 spell damage|half damage when attacked by spells]]. When #[[invoke]]d, it toggles invisibility on/off. | ||
==Gods== | ==Gods== | ||
− | *Lawful: Quetzalcoatl | + | ''Main article: [[Religion]]'' |
− | *Neutral: Camaxtli | + | |
+ | *Lawful: Quetzalcoatl | ||
+ | *Neutral: Camaxtli | ||
*Chaotic: Huhetotl | *Chaotic: Huhetotl | ||
==Archeologist rank titles== | ==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 [[Wikipedia:Indiana Jones|Indiana Jones]] movies - you start with a leather jacket, fedora and bullwhip. | ||
+ | |||
+ | ==Strategy== | ||
+ | |||
+ | ===Weapon selection=== | ||
+ | |||
+ | The best early [[weapons]] are the [[pick-axe]] and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). [[Dwarvish mattock]]s 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. | ||
+ | |||
{{DOD}} | {{DOD}} | ||
[[Category:Roles]] | [[Category:Roles]] |
Revision as of 11:20, 6 August 2006
Archeologists are one of the harder classes, 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).
Contents
Starting equipment
- +2 bullwhip,
- +0 leather jacket,
- +0 fedora,
- 3 to 6 uncursed food rations,
- +0 pick-axe,
- uncursed tinning kit (30 to 99 charges),
- uncursed touchstone,
- uncursed sack.
- Following chances of ONE of:,
- 10% uncursed tin opener,
- 22.5% uncursed oil lamp,
- 6.75% uncursed magic marker (30 to 99 charges).
Abilities
Archeologists gain the following abilities upon reaching the specified experience level:
Additionally:
- You can use two-weapon combat.
- You can use uncursed touchstones as blessed.
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.
Strategy
Weapon selection
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.
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:
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