Archeologist

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Revision as of 16:35, 2 September 2006 by Jayt (talk | contribs) (Origin: encyclopedia entry)
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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).

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

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:

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