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Археолог
+
{{Languages}}
Археолог довольно сложный персонаж, но станоновится довольно могучим к концу игры.
+
{{Wikipedia|Archaeology}}
  
Согласно руководству:
+
'''Археолог''' один из самых [[Role difficulty|сложных персонажей]], но может стать сильным ближе к концу игры. Название часто сокращают до '''Арк'''. Согласно [[Guidebook|путеводителю]]:
Археолог хорошо разбирается в подземельях;
 
это позволяет ему быстро передвигаться и покрадываться к местным "обитателям".
 
Игру они начинаю с экипировкой достойной научной экспедиции.
 
Археологи могут быть послушными (человек или карлик) или нейтральным (человек или гном).
 
  
Начальная экипировка
+
Archeologists understand dungeons pretty well; this
+2 бычий хлыст,
+
enables them to move quickly and sneak up on the local nasties.
+0 кожаный жакет,
+
They start equipped with the tools for a proper scientific expedition.
+0 фетровая шляпа,
 
от 3 до 6 пайков,
 
+0 кирка,
 
непроклятый набор для консервирования (от 30 до 99 зарядов),
 
непроклятый пробный камень,
 
непроклятый ранец.
 
  
С определенной вероятностью можно получить
+
Archeologists can be [[Alignment|lawful]] ([[human (starting race)|human]] or [[dwarf]]) or [[Alignment|neutral]] (human or [[gnome (starting race)|gnome]]).
10% непроклятая открывашка,
 
22.5% непроклятая масляная лампа,
 
6.75% непроклятый магический маркер (от 30 до 99 зарядов).
 
  
Способности
+
==Starting equipment==
Археолог приобретает следующие способности с достижением уровня:
 
XL 1 : Скрытность
 
XL 1 : Скорость
 
XL 10: Поиск
 
  
Дополнительно:
+
*+2 [[bullwhip]],
Вы можете использовать двуручное оружие.
+
*+0 [[leather jacket]],
Вы можете использовать непроклятый пробный камень как будто он освященный.  
+
*+0 [[fedora]],
 +
*3 to 6 uncursed [[food ration]]s,
 +
*+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).
  
Статы
+
==Abilities==
Главные: Уровень здоровья и энергии
 
Начальные показатели: 11 HP, расовые бонусы : +2 у человека, +4 у карлика, +1 у гнома.
 
Начальные показатели энергии 1, расовые бонусы : +2 у гнома, +1 у человека.
 
  
Квест
+
Archeologists gain the following abilities upon reaching the specified [[experience level]]:
Квестовый артефакт это Сфера Обнаружения, хрустальный шар. При ношении увеличивает сопротивление магии, телепатию и вполовину увеличивает урон при атаке заклинаниями.  Команда #invoked вкл/выкл невидимость.
 
  
Боги
+
*XL 1: [[Stealth]]
Послушный: Кольцекоатль
+
*XL 1: [[Speed]]
Нейтрал: Камакстли
+
*XL 10: [[Searching]]
Хаотик: Хухетоти
 
  
Звания
+
Additionally:
В зависимости от достигнутого уровня в строке состояния указан один из следющих рангов:
 
  
XL 1-2: Digger
+
*You can use [[two-weapon combat]].
XL 3-5: Field Worker
+
*You can use uncursed [[touchstone]]s as blessed.
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
 
  
Происождение
+
==Stats==
Наряд археолога навеян образом Индианы Джонса - вы начинаете с кожаным жакетом, фетровой шляпой, хлыстом.
 
  
Стратегия
+
{{main|Hit points|energy}}
Вначале Археологи ни хорошие воины, ни могучие волшебники, но могут - и должны стать искусным инструментом игрока.
 
Начинать игру нужно осторожно, примерно как Туристом и Лекарем.
 
Из тех всего, что может убить "юного" Археолога, голод наименее вероятен. Вы начинаете игру с кучей пайков и заряженным набором консервирования. Полезно консервировать больших низкоуровневых монстров на начальних уровнях подземелий и шахт.
 
  
Пробный камень, даже будучи непроклятым поможет мгновенно определить драгоценные камни, что сделает несколько первых этажей очень прибыльными. Используя возможность определять драгоценности и работать киркой, вы можете накопить богатство всего лишь за несколько первых уровней. You can aim to purchase protection as soon as you reach minetown, even without having to play a dangerous protection racket strategy.
+
You start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, +1 for gnomes.
Археологи всегда могут спуститься в шахты после XL 4, одним словом перед прохождением Сокобана.
 
Они хорошо экипированы для этого с самого начала, и могут "выдержать" шахты даже на низких уровнях если имеют хорошо прокачаного питомца. Удача очень важна в начале игры, поэтому стоит оставить хотя бы один драгоценный камень, чтобы бросить его единорогу одной с вами веры. Это хороший способ держать удачу на нужном уровне пока вы не найдете камень удачи.
 
  
Археологам необходимо позаботиться о сопротивлению яду до прохождения квеста, так как квест полон ядовитых змей.
+
You start with a base power of 1, with a racial bonus: +2 for gnomes, +1 for humans.
  
Навыки
+
==Quest==
Макс Навыки
 
Базовый Оружие: кинжалы, ножи, короткие мечи
 
Боевые: двуручное оружие, верховая езда
 
Заклинания: атаки, лечения, материи
 
  
Опытный Оружие: ятаган, дубина, боевой посох
+
{{main|Archeologist quest}}
  
Эксперт Оружие: кирка, сабля, бумеранг, хлыст
+
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 #[[invoke]]d, it toggles [[invisibility]] on/off.
Боевые: безоружный бой
 
Заклинания: прорицание
 
  
С начала, лучшее оружие кирка и хлыст (это касается только хлыста с бонусом +2, обычно хлысты плохи)
+
==Gods==
Кнутом можно разоружать монстров, если ловкость равна 6 или больше. Это часто спасет вам жизнь учитывая ваш начальный уровень защиты :). Мотыга - двуручная кирка, у которой урон больше чем у другого не-артефактного оружия.
 
  
Хорошим артефактным оружием для вас будет Грейсвандир; он имеет двойной урон плюс урон серебром. Серебрянная сабля великолепное оружие, капитан караула Города Гномов часто носит одну при себе, стоит рассмотреть возможность убить его и завладеть саблей, натравив питомца. Если вы розоружите его с помощью хлыста с целью помочь питомцу, на вас разозлится он, но не другие охранники.
+
{{main|Religion}}
  
Археологам досупно несколько видов оружия ближнего боя, однако отсутствие оружия дальнего боя весьма ощутимо поначалу. Владение бумерангом может быть развито до уровня эксперта, но шансы найти его без изменения вещей весьма малы. Раскачать пращи можно до уровня "опытный", но как оружие они слабы, да и камни много весят. Дротик и кинжалы это два шикарных варинта на начальних этапах, каждый из которых можно развить до базового уровня. из них, вероятно, лучшими будут кинжалы, поскольку вы никогда не потеряете их. Однако, если вы найдете кучу дротиков с бонусом +2 или лучше, наверное стоит использовать их.
+
*Lawful:  Quetzalcoatl
 +
*Neutral: Camaxtli
 +
*Chaotic: Huhetotl
  
Итак, вы решили занять слот под кинжалы (или дротики). Хорошо бы прокачать кирку до уровня эксперта, если мотыга будет основным оружием пока не найдете артефакт. Этим артефактом, мы надеемся, будет Грейсвандир, поэтому прокачайте саблю заранее, если найдете одну.
+
==Rank titles==
  
 +
The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
  
Later on you may want expert (or skilled if you can get away with decent spell failure rates) divination for casting magic mapping (which is the Archeologist's special spell) 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.
+
*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
  
Бумеранг очень мощное дальнобойное оружуие. Они наверное самое мощное из дистанционного оружия, доступного Археологам в игре. К сожалению, редко встречается. Если найдете с самого начала один или два, имеет смысл прокачать их до базового уровня. Много позже, уровне на 20 и выше, можно пополиморфить их. Если прокачать их до эксперта, то пачка +7 бумерангов может наносить много-много урона. Нестоит раскачивать их навык выше базового если вы имеете всего 1 или 2 бумеранга, разве только в конце игры.
+
==Origin==
  
Действия характерные для Археолога.
+
The archeologist's attire is heavily influenced by the [[Wikipedia:Indiana Jones|Indiana Jones]] movies - you start with a leather jacket, fedora and bullwhip.
Следующие действия ухудшают отношение бога к вам:
 
раскапывние могил, если вы лавфул. Вы получаете дополнительное "Вы чувствуете себя презренным грабителем могил." сообщение во всех случаях, но это не ухудшает отношения с вашим богом если вы, к примеру, нейтрал.
 
разрушение исторически значимых статуй, как на уровне Оракула.
 
  
Ascension kit
+
==Strategy==
Main article: Ascension kit
+
 
You should not rely on The Orb of Detection as a source of magic resistance; the Wizard of Yendor 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.
+
Early Archeologists are neither berserkers 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, which can make the first few floors of the [[mines]] very profitable. Between the ability to identify gems and the ability to use your [[pick-axe]] to dig up [[vault]]s, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. You can aim to purchase [[protection]] as soon as you reach [[Minetown]], even without having to play a dangerous [[protection racket]] strategy. [[Luck]] is very important early in the game, so save at least one cheap gem to throw to a co-aligned [[unicorn]]. Throwing an identified precious gem gives a very large boost to luck, so you might consider doing it even before you find a [[luckstone]].
 +
 
 +
Archeologists should try to have [[poison resistance]] before even thinking of doing the quest because the quest is full of poisonous snakes.
 +
 
 +
===Weapon selection and skills===
 +
 
 +
<div class="thumb tright">{{Archeologist skill table}}</div>
 +
 
 +
The best early [[weapons]] are the [[pick-axe]] and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). The whip can be applied towards a monster, which will disarm the monster if your [[Attribute#Dexterity|dexterity]] is 6 or higher. This can be a lifesaver when fighting some monsters, given your poor starting AC. [[Dwarvish mattock]]s are two handed pick-axes that do more damage than any other non-artifact weapon.
 +
 
 +
Archeologists are particularly suited to take advantage of the intrinsics granted by [[black pudding]]s, and should be sure to kick a few sinks early in the game. First, ensure that the level has a loop you can have the pudding chase you around (you can dig one with your pick-axe if necessary). Then kick the sink until a pudding emerges, and hit it with your pick-axe or a junk metal weapon to get it to divide. Use your whip (which will not corrode) to hit it while it chases you around the loop. When you kill it, tin the corpse. Then hit the other pudding and get it to divide. Complete this until the last pudding fails to divide; you should have gained 3-4 levels and gotten at least as many tins of black pudding meat. Eat the tins for the intrinsics (poison resistance, shock resistance, and cold resistance).
 +
 
 +
A good [[artifact]] weapon for you is [[Grayswandir]], which does double-damage and [[silver damage]]. A normal [[silver saber]] is an excellent weapon - the [[watch captain]] in [[Minetown]] often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, that will help your pet, and will anger him but not anger other guards.
 +
 
 +
Archeologists have several decent options for melee weapons available in the early game, but the lack of a good ranged weapon will really hurt in the beginning. [[Boomerangs]] can be advanced to expert, but your chances of finding one without [[polypiling]] aren't very good and their flight pattern is unusual. [[Slings]] can be advanced to skilled, but they are weak and rocks are very heavy. [[Darts]] and [[daggers]] are your other two plentiful options in the early game, both of which can be advanced to basic. Of these, daggers are probably the better option because you will never lose them. However if you find a large stack of darts with +2 or better [[enchantment]], you might consider using those instead.
 +
 
 +
So you will definitely want to give a skill slot to daggers (or possibly darts). 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 if you find one. That uses 12 [[skill slot]]s so far, which you will have available at [[experience level|XL]] 13 - before you do the quest.
 +
 
 +
Later on you may want expert (or skilled if you can get away with decent spell failure rates) 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.
 +
 
 +
[[Boomerangs]] are a very powerful ranged weapon. They are probably the most powerful ranged weapon available to Archeologists in the game. Unfortunately they are also very rare. If you find one or two early on, it's probably worth advancing your skill to basic. Very late in the game (XL 20 or over) you might consider [[polypiling]] for them. A stack of +7 boomerangs can do a lot of damage if advanced to expert level. However, it's probably not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them--thus this is only a viable strategy late in the game.
 +
 
 +
===Actions specific to an archeologist===
 +
 
 +
The following actions abuse your [[alignment record]]:
 +
 
 +
* digging up graves, if you are lawful. You get the additional "You feel like a despicable grave robber." message in all cases, but you don't abuse your alignment if you're neutral, for example.
 +
* breaking historically significant statues, like the ones on the [[Oracle]] level.
 +
 
 +
===Ascension kit===
 +
 
 +
{{main|Ascension kit}}
 +
 
 +
You should not rely on [[The Orb of Detection]] as a source of magic resistance; the [[Wizard of Yendor]] can easily steal it. Assuming you do not wish for another quest artifact or use [[Magicbane]], that essentially requires you to wear either [[gray dragon scale mail]] or a [[cloak of magic resistance]].
 +
 
 +
== SLASH'EM ==
 +
In [[SLASH'EM]], Archeologists may be [[Doppelganger (starting race)|doppelgangers]], [[Elf (starting race)|elves]], or [[Hobbit (starting race)|hobbits]] in addition to the vanilla roles. They can use the [[research]] [[technique]] at level 1. The starting equipment has also changed.
 +
 
 +
They begin with a spellbook, one of {{Spell of|detect food}}, {{Spell of|detect monsters}}, {{Spell of|light}}, {{Spell of|knock}}, or {{Spell of|wizard lock}}, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The starting [[fedora]] has also changed in SLASH'EM and gives +1 charisma and acts as a luckstone when worn.
 +
 
 +
== Encyclopedia entry ==
 +
 
 +
{{encyclopedia|
 +
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 ]
 +
}}
 +
 
 +
{{DOD}}
 +
 
 +
{{nethack-343|offset=1}}
 +
{{featured}}
 +
[[Category:Roles]]

Revision as of 17:48, 22 November 2012

Археолог один из самых сложных персонажей, но может стать сильным ближе к концу игры. Название часто сокращают до Арк. Согласно путеводителю:

Archeologists understand dungeons pretty well; this
enables them to move quickly and sneak up on the local nasties.
They start equipped with the tools for a proper scientific expedition.

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 articles: Hit points and energy

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

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

Early Archeologists are neither berserkers 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, which can make the first few floors of the mines very profitable. Between the ability to identify gems and the ability to use your pick-axe to dig up vaults, you can accumulate a lot of wealth in just the first few floors of the dungeon and mines. You can aim to purchase protection as soon as you reach Minetown, even without having to play a dangerous protection racket strategy. Luck is very important early in the game, so save at least one cheap gem to throw to a co-aligned unicorn. Throwing an identified precious gem gives a very large boost to luck, so you might consider doing it even before you find a luckstone.

Archeologists should try to have poison resistance before even thinking of doing the quest because the quest is full of poisonous snakes.

Weapon selection and skills

Archeologist skills
Max Skills
Basic
Skilled
Expert

The best early weapons are the pick-axe and your starting whip (purely for the +2 bonus; whips are ordinarily quite poor). The whip can be applied towards a monster, which will disarm the monster if your dexterity is 6 or higher. This can be a lifesaver when fighting some monsters, given your poor starting AC. Dwarvish mattocks are two handed pick-axes that do more damage than any other non-artifact weapon.

Archeologists are particularly suited to take advantage of the intrinsics granted by black puddings, and should be sure to kick a few sinks early in the game. First, ensure that the level has a loop you can have the pudding chase you around (you can dig one with your pick-axe if necessary). Then kick the sink until a pudding emerges, and hit it with your pick-axe or a junk metal weapon to get it to divide. Use your whip (which will not corrode) to hit it while it chases you around the loop. When you kill it, tin the corpse. Then hit the other pudding and get it to divide. Complete this until the last pudding fails to divide; you should have gained 3-4 levels and gotten at least as many tins of black pudding meat. Eat the tins for the intrinsics (poison resistance, shock resistance, and cold resistance).

A good artifact weapon for you is Grayswandir, which does double-damage and silver damage. A normal silver saber is an excellent weapon - the watch captain in Minetown often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, that will help your pet, and will anger him but not anger other guards.

Archeologists have several decent options for melee weapons available in the early game, but the lack of a good ranged weapon will really hurt in the beginning. Boomerangs can be advanced to expert, but your chances of finding one without polypiling aren't very good and their flight pattern is unusual. Slings can be advanced to skilled, but they are weak and rocks are very heavy. Darts and daggers are your other two plentiful options in the early game, both of which can be advanced to basic. Of these, daggers are probably the better option because you will never lose them. However if you find a large stack of darts with +2 or better enchantment, you might consider using those instead.

So you will definitely want to give a skill slot to daggers (or possibly darts). 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 if you find one. 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 (or skilled if you can get away with decent spell failure rates) 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.

Boomerangs are a very powerful ranged weapon. They are probably the most powerful ranged weapon available to Archeologists in the game. Unfortunately they are also very rare. If you find one or two early on, it's probably worth advancing your skill to basic. Very late in the game (XL 20 or over) you might consider polypiling for them. A stack of +7 boomerangs can do a lot of damage if advanced to expert level. However, it's probably not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them--thus this is only a viable strategy late in the game.

Actions specific to an archeologist

The following actions abuse your alignment record:

  • digging up graves, if you are lawful. You get the additional "You feel like a despicable grave robber." message in all cases, but you don't abuse your alignment if you're neutral, for example.
  • breaking historically significant statues, like the ones on the Oracle level.

Ascension kit

Main article: Ascension kit

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

SLASH'EM

In SLASH'EM, Archeologists may be doppelgangers, elves, or hobbits in addition to the vanilla roles. They can use the research technique at level 1. The starting equipment has also changed.

They begin with a spellbook, one of detect food, detect monsters, light, knock, or wizard lock, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The starting fedora has also changed in SLASH'EM and gives +1 charisma and acts as a luckstone when worn.

Encyclopedia entry

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 ]

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