Bat from Hell

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Revision as of 04:24, 9 February 2011 by AileTheAlien (talk | contribs) (Strategy: link to artifact blast)
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)   The Bat from Hell   Baseball bat.png
Base item Baseball bat
Damage vs. small 1d8 +20
Damage vs. large 1d6 +20
To-hit bonus +3
Bonus versus (any)
Weapon skill club
Size one-handed
Affiliation
When carried

(none)

When wielded

(none)

When invoked

(none)

Base price 5000 zm
Weight 40
Material wood

The Bat from Hell is a SLASH'EM-specific artifact. Its base item is a baseball bat, and it gets +3 to-hit and +20 damage bonus, making it a weapon suitable even for SLASH'EM's endgame. It uses the club skill. It is the first sacrifice gift for SLASH'EM rogues.

Strategy

By far the most overpowered weapon in all of SLASH'EM, the Bat even outdoes many artifacts that are attacking their "hated" monsters. It certainly makes the rogue role much easier in SLASH'EM, combined with the other advantages they are given; a rogue's only goal in SLASH'EM's early game is almost certainly going to be to find an altar and sacrifice everything in sight. It makes the early game absurdly easy, felling most monsters in one or two hits, but one should always be careful not to be overconfident. The Bat does not make you invulnerable.

The Bat is something that many roles may find it worthwhile to wish for, although it is not strictly speaking an essential. Even non-chaotics might want to wish for it; it is not an intelligent artifact, although one should be mindful that blasting damage has been considerably increased for all artifacts in SLASH'EM. Also, for those roles that can manage it, it may be worthwhile to #twoweapon the Bat with an artifact that provides drain resistance, since that will not compromise its increased damage.

See Also