Difference between revisions of "Attribute"

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An '''attribute''' shows some capability of the player.
+
{{tocright}}
 +
An '''attribute''' shows some capability of the player. Alternatively, "attribute" may refer to [[property|properties]] divined through [[enlightenment]] or [[death]].
  
There are six basic attributes, as in [[Dungeons & Dragons]].
+
There are six basic attributes, as in ''[[Dungeons & Dragons]]''. Four of a player's attributes can be increased by [[Exercise|exercising]] them.
  
 
==Strength==
 
==Strength==
'''Strength''' corresponds to the ability to have more [[weight]] in [[you]]r [[inventory]]. Also, the stronger you are the more damage you do in melee combat and the farther you can [[throw]] objects.
+
{{main|Strength}}
 +
'''Strength''' corresponds to the ability to have more [[weight]] in [[you]]r [[inventory]]. Also, the stronger you are, the more damage you do in melee combat, and the farther you can [[throw]] objects.
  
Like all attributes, strength ranges between 3 and 25. However, as in Dungeons and Dragons, strength has the unique property that values between 18 and 19 are given in ''percentage'' terms rather than jumping straight from 18 to 19 as with other attributes. For example, a strength of 18/35 means roughly that one is 35% of the way between 18 strength and 19 strength. Depending on race, most characters can attain a maximum strength of 18/** in their natural form. Note that, for gameplay purposes, the only differences between a strength of 18/** and 25 is that 25 allows you to throw [[Mjollnir]] and possibly to carry more.
+
==Dexterity==
 +
{{main|Dexterity}}
 +
'''Dexterity''' has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell.
  
{| class="prettytable"
+
==Constitution==
!| strength
+
{{main|Constitution}}
!| to-hit
+
Having a high '''constitution''' increases your healing rate and the number of [[HP]] you gain when levelling up and allows you to carry more [[weight]] in your [[inventory]].
!| damage
 
|-
 
|| 3-5 || -2 || -1
 
|-
 
|| 6-7 ||  -1 || 0
 
|-
 
|| 8-15||  0  || 0
 
|-
 
|| 16 || 0 ||  +1
 
|-
 
|| 17 || +1 || +1
 
|-
 
|| 18 || +1 || +2
 
|-
 
|| 18/01-18/50 || +1 || +3
 
|-
 
|| 18/51-18/75 || +2 || +3
 
|-
 
|| 18/76-18/90 || +2 || +4
 
|-
 
|| 18/91-18/99 || +2 || +5
 
|-
 
|| 18/**-25 ||  +3 || +6
 
|}
 
Reference: [[Weapon.c#line695]].
 
  
The to-hit adjustment only applies to wielded weapons.  The damage adjustment affects wielded and thrown weapons.
+
==Intelligence==
 +
'''Intelligence''' is useful for [[read]]ing [[spellbook]]s, for [[spellcasting]] (unless you are a [[Healer]], [[Knight]], [[Monk]], [[Priest]] or [[Valkyrie]], in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with [[foocubi]]. [[Mind flayer]]s have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of [[brainlessness]].
  
You can [[exercise]] strength by pushing [[boulder]]s around. (One possibility: whenever [[you]] need to heal, spend your time pushing a boulder back and forth at one of the higher dungeon levels.) Eating [[royal jelly]] or [[giant]] [[corpse]]s also increases your strength, as does spinach. Wearing [[gauntlets of power]] is a common and easy way to quickly maximize your strength.  
+
Intelligence cannot be [[exercise]]d, but can be permanently increased by drinking a blessed [[potion of enlightenment]] or a [[potion of gain ability]]. It can also be temporarily increased by wearing a [[helm of brilliance]]. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be permanently increased by one point.
  
Beware of [[poison]]: it can reduce your strength, as can hunger to the point of weakness. Sometimes strength increases when 'you feel sick' after eating a corpse remaining after destroying a [[mummy]] or [[zombie]]. Eating [[spinach]] makes you feel like Popeye!
+
==Wisdom==
 +
{{main|Wisdom}}
 +
A Healer, Knight, Monk, Priest or Valkyrie requires '''wisdom''' to cast [[spell]]s. Wisdom is not particularly important for most other classes, though it affects how fast your [[power]] regenerates (and is thus fairly important for [[wizard]]s) and how much power you gain when leveling up.
  
===Uses of strength===
+
==Charisma==
 
+
'''Charisma''' is mostly useful for obtaining better prices at [[shop]]s.{{refsrc|src/shk.c|2134|nethack=3.6.6}} It also helps with [[foocubus]] encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.{{refsrc|src/mhitu.c|2431|nethack=3.6.6}}
Strength is required for the following activities:
 
 
 
* To cast [[spells]], you need strength of at least 4.
 
* To [[jump]] or do self-[[teleportation]], you need strength of at least 6.
 
* To break a [[wand]], you need strength of at least 10.
 
* To throw [[Mjollnir]], you need strength of 25.
 
  
Strength is helpful for the following activities:
+
Charisma also has other effects:
 +
* The chance of successfully [[bribe#Bribing_in_Gehennom|bribing demons]] with less money than they demand.{{refsrc|src/minion.c|304|nethack=3.6.6}}
 +
* The amount of gold required to [[bribe#Bribing_the_Yendorian_Army|bribe the Yendorian army]].{{refsrc|src/dokick.c|372|nethack=3.6.6}}
 +
* The chance of successfully applying a [[saddle]] to a monster.{{refsrc|src/steed.c|94|nethack=3.6.6}}
 +
* The initial [[apport]] of new pets is equal to your charisma.{{refsrc|src/dog.c|45|nethack=3.6.6}}
 +
* Several [[YAFM|messages]] that don't affect game mechanics.{{refsrc|src/dig.c|1362|nethack=3.6.6}}{{refsrc|src/apply.c|826|nethack=3.6.6}}{{refsrc|src/eat.c|751|nethack=3.6.6}}
  
* Strength of at least 18 speeds escape from a [[bear trap]].
+
{{upcoming|NetHack 3.7.0|Charisma affects the probability that monsters are affected by [[conflict]].}}
* Greater strength allows you to carry more inventory.
 
* Greater strength speeds escape from a [[web]].
 
* Greater strength allows better accuracy when fighting and increases damage per hit.
 
  
===Events that alter strength===
+
Charisma is a difficult stat to increase, as it cannot be exercised. It can be permanently increased by drinking a [[potion of gain ability]], or temporarily increased by wearing a charged [[ring of adornment]]. You can also gain charisma by triggering a [[magic trap]]; however, this can be dangerous.
  
Strength may increase when:
+
{| class="prettytable striped"  
 
+
!| Charisma
* you eat a [[giant]] [[corpse]]
+
!| Price
* you eat non-cursed [[royal jelly]] or [[spinach]]
 
* you are at least weak, and eat or pray, and are no longer weak
 
 
 
Strength may decrease when:
 
 
 
* you become hungry to the point of being weak
 
* you are hit by certain monsters' attacks
 
* you are poisoned
 
* you eat cursed [[royal jelly]] or [[spinach]]
 
 
 
===Exercising and abusing strength===
 
 
 
Strength may be exercised when:
 
 
 
* you are [[stressed]] or [[strained]]
 
* you have intrinsic regeneration from eating a ring of regeneration (wearing a ring or wielding the Staff does '''not''' exercise strength)
 
* you kick a non-boobytrapped door
 
* you throw an [[iron ball]] or a [[boulder]]
 
* you push a boulder
 
* you #[[force]] a [[lock]] using a [[blunt]] weapon (for using a [[blade]] instead exercises dexterity)
 
* you attempt to open a door and it resists
 
* a [[nurse]] heals you
 
* you "feel restored to health" after consorting with a [[foocubus]]
 
* you are polymorphed into a [[golem]] and an attack increases your health
 
* you drink a [[potion of extra healing]] or [[potion of full healing|full healing]]
 
* you read a non-cursed [[scroll of enchant armor]] while not wearing armor
 
* you fight
 
 
 
Strength may be abused when:
 
 
 
* you are hungry to the point of being weak or beyond
 
* you are hit or dragged by an [[iron ball]] while descending stairs
 
* you [[kick]] and hurt your leg
 
* you are hurt in any kind of explosion
 
* you are choked or crushed by a monster's attack
 
* you are polymorphed into a [[black pudding|black]] or [[brown pudding]] and are divided by a monster's attack
 
* a [[xan]] pricks your leg
 
* you are burned by [[acid]]
 
* a digestion attack comes close to totally digesting you
 
* you are pummeled by debris, as by an [[air elemental]]
 
* you "feel exhausted" after consorting with a [[foocubus]]
 
* you break out of your armor when [[polymorph|polymorphing]]
 
* you read a cursed [[scroll of enchant armor]] while not wearing armor
 
* you read a [[scroll of destroy armor]] while [[confusion|confused]], or the scroll is non-cursed, and you are not wearing armor
 
* you sit while trapped in a [[spiked pit]]
 
* you are choked by an [[amulet of strangulation]]
 
* you are hit by a [[falling rock trap|falling rock]]
 
* you fall into a [[pit]], [[spiked pit|spiked]] or not
 
* you are hit by a [[wand of striking]] or a [[magic missile]]
 
* you are injured by an exploding potion (from fire attacks) or wand (from electrical attacks)
 
 
 
===Messages===
 
When you gain a point in strength by exercising, it will say:
 
* You feel strong! You must have been exercising.
 
When you lose a point in strength by exercising, it will say:
 
* You feel weak! You must have been abusing your body.
 
 
 
==Dexterity==
 
'''Dexterity''' has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell.
 
 
 
There is no direct way to increase your intrinsic dexterity apart from drinking a blessed [[potion of gain ability]] which increases all stats by one.  However, there are ways to [[exercise]] it, for example repeatedly locking and unlocking doors.  It is also exercised by fighting monsters and disarming traps.
 
 
 
Be aware that dexterity is easy to [[abuse]].  If you are trying to train it up, do not walk around satiated, and do not allow yourself to become strained or overtaxed.  Being stunned or paralysed or having wounded legs are also bad for dexterity.
 
 
 
A pair of [[gauntlets of dexterity]] magically increases (or decreases) [[you]]r dexterity by the amount of its enchantment, to a maximum of 25.
 
 
 
{| class="prettytable"  
 
!| dexterity
 
!| to-hit
 
 
|-  
 
|-  
|| 3 || -3
+
|| 3–5 || ×2
 
|-
 
|-
|| 4-5 || -2
+
|| 6–7 || ×1.5
 
|-
 
|-
|| 6-7 || -1
+
|| 8–10 || ×1.33
 
|-
 
|-
|| 8-14 || 0
+
|| 11–15 || ×1
 
|-
 
|-
|| 15 || +1
+
|| 16–17 || ×0.75
 
|-
 
|-
|| 16 || +2
+
|| 18 || ×0.67
 
|-
 
|-
|| 17 ||  +3
+
|| 19–25 || ×0.5
 +
|}
 +
Reference: {{sourcecode|shk.c|1910}}.
 +
 
 +
==Starting attributes==
 +
The player's starting attributes depend on their [[role]] as follows:{{refsrc|src/role.c|54|nethack=3.6.6|comment=base attributes and distributions}}
 +
 
 +
{| class="prettytable"
 +
!| Class || [[Strength]] ||  [[Dexterity]] || [[Constitution]] ||[[Intelligence]] || [[Wisdom]] || [[Charisma]] || Remaining
 
|-
 
|-
|| 18 || +4
+
| [[Archeologist]] || 7\20% || 7\10% || 7\20% || 10\20% || 10\20% || 7\10% || 27
 
|-
 
|-
|| 19 || +5
+
| [[Barbarian]] || 16\30% || 15\20% || 16\30% || 7\6% || 7\7% || 6\7% || 8
 
|-
 
|-
|| 20 || +6
+
| [[Caveman]] || 10\30% || 7\20% || 8\30% || 7\6% || 7\7% || 6\7% || 30
 
|-
 
|-
|| 21 || +7
+
| [[Healer]] || 7\15% || 7\15% || 11\25% || 7\20% || 13\20% || 16\5% || 14
 
|-
 
|-
|| 22 || +8
+
| [[Knight]] || 13\30% || 8\10% || 10\20% || 7\15% || 14\15% || 17\10% || 6
 
|-
 
|-
|| 23 || +9
+
| [[Monk]] || 10\25% || 8\20% || 7\15% || 7\10% || 8\20% || 7\10% || 28
 
|-
 
|-
|| 24 || +10
+
| [[Priest]] || 7\15% || 7\15% || 7\20% || 7\10% || 10\30% || 7\10% || 30
|-
 
|| 25 || +11
 
|}
 
Reference: [[Dothrow.c#line1200]],[[Weapon.c#line705]].
 
 
 
===Messages===
 
 
 
You feel clumsy! You haven't been working on your reflexes.
 
 
 
You have been abusing your dexterity, and you lost one point of it.
 
 
 
You feel agile! You must have been working on your reflexes.
 
 
 
You have been exercising your dexterity, and you gained one point of it.
 
 
 
==Constitution==
 
Having a high '''constitution''' increases your healing rate and the number of [[HP]] you gain when levelling up and  allows you to carry more [[weight]] in your [[inventory]].
 
 
 
Constitution is exercised by keeping from being hungry and is increased when you sleep with a [[foocubus]] and "feel good enough to do it again".
 
 
 
{| class="prettytable"
 
!| Constitution
 
!| hp/level
 
|-
 
|| 3 || -2
 
 
|-
 
|-
|| 4-6 || -1
+
| [[Ranger]] || 13\30% || 9\20% || 13\20% || 13\10% || 13\10% || 7\10% || 7
 
|-
 
|-
|| 7-14 || 0
+
| [[Rogue]] || 7\20% || 10\30% || 7\20% || 7\10% || 7\10% || 6\10% || 31
 
|-
 
|-
|| 15-16 || +1
+
| [[Samurai]] || 10\30% || 10\30% || 17\14% || 8\10% || 7\8% || 6\8% || 17
 
|-
 
|-
|| 17 || +2
+
| [[Tourist]] || 7\15% || 7\15% || 7\30% || 10\10% || 6\10% || 10\20% || 28
 
|-
 
|-
|| 18 || +3
+
| [[Valkyrie]] || 10\30% || 7\20% || 10\30% || 7\6% || 7\7% || 7\7% || 27
 
|-
 
|-
|| >18 || +4
+
| [[Wizard]] || 7\10% || 7\20% || 7\20% || 10\30% || 7\10% || 7\10% || 30
 
|}
 
|}
Reference: [[Attrib.c#line649]].
 
 
==Intelligence==
 
'''Intelligence''' is useful for [[read]]ing [[spellbook]]s, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with [[foocubi]]. A [[monster]] called the [[mind flayer]] can drain your intelligence; if your intelligence falls below 3, you [[death|die]].
 
 
Intelligence cannot be [[exercise]]d but can be increased by drinking a blessed [[potion of enlightenment]] or eating a mind flayer corpse, as well as by a [[potion of gain ability]].
 
{{stub}}
 
 
==Wisdom==
 
A Healer, Knight, Monk, Priest or Valkyrie requires '''wisdom''' to cast [[spell]]s.  Wisdom is not particularly important to other classes, though it affects how fast your [[power]] regenerates and how much power you gain when levelling up.
 
  
Wisdom is one of the easiest stats to maximise.  Many activities exercise it, including engraving [[Elbereth]] and  successful searching. It can also be increased by sleeping with a [[foocubus]] and getting the "You will always remember the foocubus" message.
+
First, points are distributed so that the player receives, as a minimum, the number indicated before the backslash. This is always out of a pool of 75 points, and the Remaining column contains the amount of leftover points from this step.
  
When your wisdom changes through [[exercise]] or abuse you will receive the message "You feel wise!  You must have been very observant." if it goes up, and "You feel foolish!  You haven't been paying attention." if it goes down.
+
Next, the remaining points are distributed randomly according to the percentage after the backslash. If an attribute is chosen that would raise it above the player's racial maximum, it will try 99 more times to choose a different attribute to raise. If it fails to pick an attribute on all 100 attempts, it will abort this step and any remaining points will be lost.{{refsrc|attrib.c|565|version=NetHack 3.6.0}}
  
==Charisma==
+
Third, each attribute has a 5% probability of having a random number from −2 to +4 added to it {{refsrc|u_init.c|884|version=NetHack 3.6.0}}. These respect racial maximums.
'''Charisma''' is mostly useful for obtaining better prices at [[shop]]s.  It also helps with [[foocubus]] encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.
 
  
Charisma is a difficult stat to increase, as it cannot be exercised.  You can gain charisma by triggering a [[magic trap]], so some players deliberately trigger magic traps until they explode, a strategy known as the "magic trap boogie". However, this can be dangerous - many monsters will be summoned, and the towers of flame will reduce your maximum HP unless you have [[fire resistance]].
+
Finally, strength will, if necessary, be increased until the player is [[Encumbrance|unencumbered]] by their starting inventory. If their racial maximum is not enough, constitution will be increased similarly.
  
 
==Maximum attributes==
 
==Maximum attributes==
You can increase strength, dexterity, constitution and wisdom through [[exercise]], and adjust all six stats through other means such as [[potion of gain ability|potions of gain ability]]. Some magic items, like the [[helm of brilliance]], [[gauntlets of power]] and [[gauntlets of dexterity]], allow you to exceed these maximums. In fact, such items are common in [[ascension kit]]s.
+
The player's maximum attributes depend on their [[race]] as follows:{{refsrc|role.c|405}}
 
+
{| class="prettytable sortable striped"
The maximum stats for each race are:
+
!| [[Race]]
{| class="prettytable"
+
!| Strength
|| ''[[role]]''
+
!| Dexterity
!| strength
+
!| Constitution
!| dexterity
+
!| Intelligence
!| constitution
+
!| Wisdom
!| intelligence
+
!| Charisma
!| wisdom
+
|-<!--                               St      Dx    Co    In    Wi    Ch -->
!| charisma
+
|| [[Human (starting race)|Human]] || 18/** || 18 || 18 || 18 || 18 || 18
|-         <!-- St      Dx    Co    In    Wi    Ch -->
 
|| [[human]] || 18/** || 18 || 18 || 18 || 18 || 18
 
 
|-
 
|-
|| [[elf]]   || 18    || 18 || 16 || 20 || 20 || 18
+
|| [[Elf (starting race)|Elf]]     || 18    || 18 || 16 || 20 || 20 || 18
 
|-
 
|-
|| [[dwarf]] || 18/** || 20 || 20 || 16 || 16 || 16
+
|| [[Dwarf (starting race)|Dwarf]] || 18/** || 20 || 20 || 16 || 16 || 16
 
|-
 
|-
|| [[gnome]] || 18/50 || 18 || 18 || 19 || 18 || 18
+
|| [[Gnome (starting race)|Gnome]] || 18/50 || 18 || 18 || 19 || 18 || 18
 
|-
 
|-
|| [[orc]]   || 18/50 || 18 || 18 || 16 || 16 || 16
+
|| [[Orc (starting race)|Orc]]     || 18/50 || 18 || 18 || 16 || 16 || 16
 
|}
 
|}
  
Reference: [[role.c#line405]].
+
These maxima only apply to your base "naked" attributes. Some magic items, like the [[helm of brilliance]], [[gauntlets of power]] and [[gauntlets of dexterity]], allow you to exceed these limits, up to 25 for all attributes. All attributes have a minimum of 3.
 
 
== NetHack brass ==
 
''You can ignore this section unless you play the variant called NetHack brass.''
 
  
[[NetHack brass]] implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. [[Human]]s have +2 to strength. All [[hero]]es have a minimum of 3 for each attribute.
+
==Variants==
 +
===NetHack brass===
 +
[[NetHack brass]] implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. For example, humans have +2 to strength. All [[hero|heroes]] have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role.
  
{| class="prettytable"
+
{| class="prettytable sortable striped"
|| ''[[role]]''
+
!| [[Role]]
!| strength
+
!| Strength
!| dexterity
+
!| Dexterity
!| constitution
+
!| Constitution
!| intelligence
+
!| Intelligence
!| wisdom
+
!| Wisdom
!| charisma
+
!| Charisma
|-             <!--   St      Dx    Co    In        Wi    Ch -->
+
|-<!--                 St      Dx    Co    In        Wi    Ch -->
 
|| [[Archeologist]] || 16    || 10 || 17 || ''19!'' || 18 || 19
 
|| [[Archeologist]] || 16    || 10 || 17 || ''19!'' || 18 || 19
 
|-
 
|-
Line 287: Line 165:
 
Reference: src/role.c in NetHack brass 040923.
 
Reference: src/role.c in NetHack brass 040923.
  
===Racial modifiers===
+
====Racial modifiers====
 
To find your maximum attributes in [[NetHack brass]], after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the ''maximum'' attributes of each player, not the initial attributes.
 
To find your maximum attributes in [[NetHack brass]], after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the ''maximum'' attributes of each player, not the initial attributes.
  
Line 294: Line 172:
 
For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50.
 
For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50.
  
{| class="prettytable"
+
{| class="prettytable striped"
|| ''[[race]]''
+
!| [[Race]]
!| strength
+
!| Strength
!| dexterity
+
!| Dexterity
!| constitution
+
!| Constitution
!| intelligence
+
!| Intelligence
!| wisdom
+
!| Wisdom
!| charisma
+
!| Charisma
|-     <!--   St    Dx    Co    In    Wi    Ch -->
+
|-<!--                               St    Dx    Co    In    Wi    Ch -->
|| [[human]] || +2 ||  0 ||  0 ||  0 ||  0 ||  0
+
|| [[Human (starting race)|Human]] || +2 ||  0 ||  0 ||  0 ||  0 ||  0
 +
|-
 +
|| [[Elf (starting race)|Elf]]    ||  0 ||  0 || −2 || +2 || +2 || +1
 +
|-
 +
|| [[Dwarf (starting race)|Dwarf]] || +2 || +2 || +2 || −2 || −2 || −2
 +
|-
 +
|| [[Gnome (starting race)|Gnome]] || +1 ||  0 ||  0 || +1 ||  0 ||  0
 +
|-
 +
|| [[Orc (starting race)|Orc]]    || +2 ||  0 ||  0 || −2 || −2 || −3
 +
|}
 +
 
 +
In [[wizard mode]], the #[[rrllududab]] [[extended command]] sets your attributes to their maximum; this is a reference to the [[wikipedia:Konami code|Konami code]].
 +
 
 +
===SLASH'EM===
 +
[[SLASH'EM]] handles several attributes differently compared to ''NetHack''.
 +
 
 +
====Strength====
 +
Due to the changed behavior of the [[gauntlets of power]], strength between 18/** and 25 is handled differently. Strength grants bonuses to damage and to-hit as follows:
 +
 
 +
{| class="prettytable striped"
 +
!| strength
 +
!| to-hit
 +
!| damage
 +
|-
 +
|| 3&ndash;5 || &minus;2 || &minus;1
 +
|-
 +
|| 6&ndash;7 || &minus;1 || 0
 +
|-
 +
|| 8&ndash;15|| 0 || 0
 +
|-
 +
|| 16 || 0 || +1
 +
|-
 +
|| 17 || +1 || +1
 +
|-
 +
|| 18 || +1 || +2
 +
|-
 +
|| 18/01&ndash;18/99 || +1 || +3
 +
|-
 +
|| 18/** || +2 || +4
 +
|-
 +
|| 19 || +2 || +5
 +
|-
 +
|| 20 || +3 || +6
 +
|-
 +
|| 21 || +3 || +7
 +
|-
 +
|| 22 || +4 || +8
 +
|-
 +
|| 23 || +4 || +9
 +
|-
 +
|| 24 || +5 || +10
 +
|-
 +
|| 25 || +5 || +11
 +
|}
 +
Reference: {{sourcecode|weapon.c|900|version=SLASH'EM 0.0.7E7F2}}.
 +
 
 +
====Dexterity====
 +
Dexterity now has an impact on AC, and higher Dexterity provides bonuses to AC.
 +
 
 +
{| class="prettytable striped"
 +
!| dexterity
 +
!| AC
 +
|-
 +
|| 3< || +3
 +
|-
 +
|| 4&ndash;5 ||  +2
 +
|-
 +
|| 6&ndash;7 ||  +1
 +
|-
 +
|| 8&ndash;14 || 0
 +
|-
 +
|| 15 || &minus;1
 +
|-
 +
|| 16 || &minus;2
 +
|-
 +
|| 17 || &minus;3
 +
|-
 +
|| 18 || &minus;4
 
|-
 
|-
|| [[elf]]  || 0 ||  0 || -2 || +2 || +2 || +1
+
|| 19 || &minus;5
 
|-
 
|-
|| [[dwarf]] || +2 || +2 || +2 || -2 || -2 || -2
+
|| 20&ndash;21 || &minus;6
 
|-
 
|-
|| [[gnome]] || +1 ||  0 ||  0 || +1 ||  0 ||  0
+
|| 22&ndash;23 || &minus;7
 
|-
 
|-
|| [[orc]]  || +2 ||  0 ||  0 || -2 || -2 || -3
+
|| >23 || &minus;8
 
|}
 
|}
  
=== Wizard mode ===
+
===UnNetHack===
The [[wizard mode]] of NetHack brass supplies the #[[rrllududab]] [[extended command]], a code that gives your maximum attributes to you.
+
[[UnNetHack]] adds the ability to exercise intelligence by fighting a [[weeping angel]]'s mental reflection, which requires that the player does ''not'' have [[reflection]].<ref>https://sourceforge.net/p/unnethack/git/ci/master/tree/src/mhitu.c#l2206</ref>
  
==Other traits of the [[player]]==
+
===FIQHack===
These are important, though you might choose to avoid calling them ''attributes''.
+
In [[FIQHack]], strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows:
 +
 
 +
* [[Elf (starting race)|Elves]]: 18
 +
* [[Gnome (starting race)|Gnomes]]: 19
 +
* [[Orc (starting race)|Orcs]]: 20
 +
* [[Human (starting race)|Humans]]: 21
 +
* [[Dwarf (starting race)|Dwarves]]: 21
 +
 
 +
==See also==
 
* [[hit points]]
 
* [[hit points]]
 
* [[inventory]]
 
* [[inventory]]
 
* [[purse]]
 
* [[purse]]
 
* [[encumbrance]]
 
* [[encumbrance]]
** [[weight]]
+
* [[weight]]
** [[burdened]]
 
** [[stressed]]
 
** [[strained]]
 
** [[overtaxed]]
 
** [[overloaded]]
 
 
* [[intrinsic]]
 
* [[intrinsic]]
[[Category:Attributes| ]]
+
* [[Drain for gain]], which involves manipulating your attributes, and discusses how to do so.
 +
 
 +
==References==
 +
<references/>
 +
{{nethack-366|offset=2}}
 +
{{slashem-7E7|offset=1}}
 +
{{variant-343}}
 +
[[Category:Your character]]

Latest revision as of 08:03, 22 November 2023

An attribute shows some capability of the player. Alternatively, "attribute" may refer to properties divined through enlightenment or death.

There are six basic attributes, as in Dungeons & Dragons. Four of a player's attributes can be increased by exercising them.

Strength

Main article: Strength

Strength corresponds to the ability to have more weight in your inventory. Also, the stronger you are, the more damage you do in melee combat, and the farther you can throw objects.

Dexterity

Main article: Dexterity

Dexterity has a multitude of effects, of which the most significant is probably that it affects your chance of hitting monsters, whether in melee combat or with a missile or spell.

Constitution

Main article: Constitution

Having a high constitution increases your healing rate and the number of HP you gain when levelling up and allows you to carry more weight in your inventory.

Intelligence

Intelligence is useful for reading spellbooks, for spellcasting (unless you are a Healer, Knight, Monk, Priest or Valkyrie, in which case it is wisdom that affects your chances of successfully casting a spell) and for encounters with foocubi. Mind flayers have a brain-eating attack that can drain your intelligence; if you are hit by a successful brain-eating attack when your base intelligence is already 3, you die of brainlessness.

Intelligence cannot be exercised, but can be permanently increased by drinking a blessed potion of enlightenment or a potion of gain ability. It can also be temporarily increased by wearing a helm of brilliance. If you eat a mind flayer corpse, there is a 50% chance your intelligence will be permanently increased by one point.

Wisdom

Main article: Wisdom

A Healer, Knight, Monk, Priest or Valkyrie requires wisdom to cast spells. Wisdom is not particularly important for most other classes, though it affects how fast your power regenerates (and is thus fairly important for wizards) and how much power you gain when leveling up.

Charisma

Charisma is mostly useful for obtaining better prices at shops.[1] It also helps with foocubus encounters, both by increasing the chance of a positive result and by giving more control over whether they remove your armor.[2]

Charisma also has other effects:

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Charisma affects the probability that monsters are affected by conflict.

Charisma is a difficult stat to increase, as it cannot be exercised. It can be permanently increased by drinking a potion of gain ability, or temporarily increased by wearing a charged ring of adornment. You can also gain charisma by triggering a magic trap; however, this can be dangerous.

Charisma Price
3–5 ×2
6–7 ×1.5
8–10 ×1.33
11–15 ×1
16–17 ×0.75
18 ×0.67
19–25 ×0.5

Reference: shk.c, line 1910.

Starting attributes

The player's starting attributes depend on their role as follows:[10]

Class Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining
Archeologist 7\20% 7\10% 7\20% 10\20% 10\20% 7\10% 27
Barbarian 16\30% 15\20% 16\30% 7\6% 7\7% 6\7% 8
Caveman 10\30% 7\20% 8\30% 7\6% 7\7% 6\7% 30
Healer 7\15% 7\15% 11\25% 7\20% 13\20% 16\5% 14
Knight 13\30% 8\10% 10\20% 7\15% 14\15% 17\10% 6
Monk 10\25% 8\20% 7\15% 7\10% 8\20% 7\10% 28
Priest 7\15% 7\15% 7\20% 7\10% 10\30% 7\10% 30
Ranger 13\30% 9\20% 13\20% 13\10% 13\10% 7\10% 7
Rogue 7\20% 10\30% 7\20% 7\10% 7\10% 6\10% 31
Samurai 10\30% 10\30% 17\14% 8\10% 7\8% 6\8% 17
Tourist 7\15% 7\15% 7\30% 10\10% 6\10% 10\20% 28
Valkyrie 10\30% 7\20% 10\30% 7\6% 7\7% 7\7% 27
Wizard 7\10% 7\20% 7\20% 10\30% 7\10% 7\10% 30

First, points are distributed so that the player receives, as a minimum, the number indicated before the backslash. This is always out of a pool of 75 points, and the Remaining column contains the amount of leftover points from this step.

Next, the remaining points are distributed randomly according to the percentage after the backslash. If an attribute is chosen that would raise it above the player's racial maximum, it will try 99 more times to choose a different attribute to raise. If it fails to pick an attribute on all 100 attempts, it will abort this step and any remaining points will be lost.[11]

Third, each attribute has a 5% probability of having a random number from −2 to +4 added to it [12]. These respect racial maximums.

Finally, strength will, if necessary, be increased until the player is unencumbered by their starting inventory. If their racial maximum is not enough, constitution will be increased similarly.

Maximum attributes

The player's maximum attributes depend on their race as follows:[13]

Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Human 18/** 18 18 18 18 18
Elf 18 18 16 20 20 18
Dwarf 18/** 20 20 16 16 16
Gnome 18/50 18 18 19 18 18
Orc 18/50 18 18 16 16 16

These maxima only apply to your base "naked" attributes. Some magic items, like the helm of brilliance, gauntlets of power and gauntlets of dexterity, allow you to exceed these limits, up to 25 for all attributes. All attributes have a minimum of 3.

Variants

NetHack brass

NetHack brass implements different maximum attributes per role. Find your maximum attributes by looking for your role in the next table, then applying the racial modifiers. For example, humans have +2 to strength. All heroes have a minimum of 3 for each attribute. The entries with the exclamation marks are the spellcasting stats for each role.

Role Strength Dexterity Constitution Intelligence Wisdom Charisma
Archeologist 16 10 17 19! 18 19
Barbarian 18/** 18 20 12! 16 10
Caveman 18/** 18 20 14! 16 15
Healer 12 19 19 19 19! 18
Knight 18/50 13 18 17 19! 19
Monk 10 20 20 18 20! 18
Priest 18 15 18 17 20! 18
Ranger 17 21 13 19! 16 19
Rogue 18 20 17 17! 17 16
Samurai 18/50 20 19 15! 15 15
Tourist 17 15 18 19! 19 19
Valkyrie 18/** 16 20 12 17! 16
Wizard 10 19 16 20! 20 18

Reference: src/role.c in NetHack brass 040923.

Racial modifiers

To find your maximum attributes in NetHack brass, after finding your role in the above table, you must apply the racial modifiers of the below table. These racial modifiers apply only to the maximum attributes of each player, not the initial attributes.

An elven Ranger of NetHack brass, for example, can reach 19+1 = 20 in charisma by increasing charisma one more time after a human Ranger would have maxed at 19.

For strength modifiers only, a +1 raises 18 to 18/50, while a +2 raises 18 to 18/** or 17 to 18/50.

Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Human +2 0 0 0 0 0
Elf 0 0 −2 +2 +2 +1
Dwarf +2 +2 +2 −2 −2 −2
Gnome +1 0 0 +1 0 0
Orc +2 0 0 −2 −2 −3

In wizard mode, the #rrllududab extended command sets your attributes to their maximum; this is a reference to the Konami code.

SLASH'EM

SLASH'EM handles several attributes differently compared to NetHack.

Strength

Due to the changed behavior of the gauntlets of power, strength between 18/** and 25 is handled differently. Strength grants bonuses to damage and to-hit as follows:

strength to-hit damage
3–5 −2 −1
6–7 −1 0
8–15 0 0
16 0 +1
17 +1 +1
18 +1 +2
18/01–18/99 +1 +3
18/** +2 +4
19 +2 +5
20 +3 +6
21 +3 +7
22 +4 +8
23 +4 +9
24 +5 +10
25 +5 +11

Reference: weapon.c in SLASH'EM 0.0.7E7F2, line 900.

Dexterity

Dexterity now has an impact on AC, and higher Dexterity provides bonuses to AC.

dexterity AC
3< +3
4–5 +2
6–7 +1
8–14 0
15 −1
16 −2
17 −3
18 −4
19 −5
20–21 −6
22–23 −7
>23 −8

UnNetHack

UnNetHack adds the ability to exercise intelligence by fighting a weeping angel's mental reflection, which requires that the player does not have reflection.[14]

FIQHack

In FIQHack, strength over 18 is no longer considered a special attribute, and "exceptional strength" of 18/XX does not exist - their numeric equivalents are used instead, as follows:

See also

References