Difference between revisions of "Binder (dNetHack role)"

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The '''Binder''' is a new role added directly to dNethack. Binders are a new type of spellcaster, that conduct rituals and follow special conducts in return for power. They face a difficult early game, though they can eventually achieve great power.  
+
The '''Binder''' is a role specific to [[dNetHack]]. Binders are spellcasters who conduct rituals and observe special conducts in return for power. They face a difficult early game, but can eventually achieve great power. The abilities of dNetHack Binders are almost completely dependent on what spirits they have bound.
  
The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions like that found in the Lesser Key of Solomon. The abilities of dnethack Binders are almost completely dependent on which spirits they have bound.
+
Binders always follow the '''gnostic''' alignment: only peasants are naturally friendly towards them. They can be of any race. Their quest artifact is [[The Pen of the Void]].
 
 
Binders always follow the '''gnostic''' alignment: no creatures are naturally friendly towards them. They can be of any race.
 
  
 
               Binders are peasants who have come under the influence of
 
               Binders are peasants who have come under the influence of
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           significant power.
 
           significant power.
  
Binders are poor fighters initially, starting with poor quality weapons and low ability scores. The spirits they bind give them great flexibility in the mid-to-late game.
+
Binders are poor fighters initially, starting with poor quality weapons and low ability stats. The [[Spirits_(dNetHack)|spirits]] they bind give them great flexibility in the mid- to late game.
  
 
== Starting equipment ==
 
== Starting equipment ==
Each binder starts with the following:
+
Dwarvish Binders start with the following:
* a +0 [[rust]]y [[pole cleaver]]
+
* a +0 [[axe]]
* a +0 [[rust]]y [[knife]]
+
* a +0 [[dagger]]
* a +0 [[leather cloak]]
+
* a +0 [[club]]
 +
* a +0 [[knife]]
 +
* a +0 [[rust|thoroughly rusty]] [[chain mail]]
 +
* a +0 [[Erosion|burnt]] [[dwarvish cloak]]
 +
* a +0 [[Erosion|burnt]] [[leather gloves]]
 +
* a +0 [[Erosion|burnt]] [[high boots]]
 
* a [[cram ration]] (with the usual chance of getting a stack)
 
* a [[cram ration]] (with the usual chance of getting a stack)
 
* a stack of [[apple]]s
 
* a stack of [[apple]]s
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* a [[flint stone]]
 
* a [[flint stone]]
  
== Abilities ==
+
Elven Binders start with the following:
 +
* a +0 [[Erosion|burnt]] [[elven dagger]]
 +
* a +0 [[Erosion|burnt]] [[User:Chris/dNethack/dNethack Items#Farm Implements|elven sickle]]
 +
* a +0 [[Erosion|burnt]] [[elven spear]]
 +
* a +0 [[Erosion|burnt]] [[User:Chris/dNethack/dNethack_Items#Body_armor|elven toga]]
 +
* a [[lembas wafer]] (with the usual chance of getting a stack)
 +
* a stack of [[apple]]s
 +
* a stack of [[tripe ration]]s
 +
* a small stack of [[rock]]s
 +
* a [[flint stone]]
  
Binders are almost completely dependent on the spirits they bind. In game terms, a spirit is a package of:  
+
Vampire Binders start with the following:
*One or more mandatory [[conducts]], known as taboos. Breaking a taboo will drain a level, but leaves you 1 XP point away from the next one (as with all level drain). Note that this level drain ignores drain resistance.
+
* a +0 [[rust]]y iron [[User:Chris/dNethack/dNethack_Items#Sabers|rapier]]
*Zero or more [[Binder_%28role_in_dNethack%29#Skills|skills]] (typically at least one), which are permanently [[unrestricted]] and which may be advanced further while the spirit is bound.
+
* a +0 [[rust]]y knife
*Zero or more [[Binder_%28role_in_dNethack%29#Active_Powers|Active Powers]] (typically at least one), which may be used via Ctrl^F or #power once every 25 turns.
+
* a +0 [[Erosion|tattered]] [[User:Chris/dNethack/dNethack_Items#Body_armor|gentleman's suit or gentlewomen's dress]]
*Zero or more Passive Powers (typically at least one), which are used automatically.
+
* a +0 [[Erosion|tattered]] [[User:Chris/dNethack/dNethack_Items#Shirts.2Fetc|ruffled shirt or victorian underwear]]
*A mark, which if not hidden will cause priests and shopkeepers to ban you from their establishments.
+
* a stack of [[apple]]s
 +
* a stack of [[potion of blood|potions of blood]]
  
Binding is done by engraving the spirit's seal in a square, stepping to one side, and #chatting to the seal. In order for the binding to be successful,most spirit's seals must be drawn in a specific location, or have a specific type of item sitting on its square.
+
Female droven Binders start with the following:
 +
* a +0 drug-coated [[User:Chris/dNethack/dNethack Items#Daggers|droven dagger]]
 +
* a +0 stolen [[User:Chris/dNethack/dNethack_Items#Shirts.2Fetc|black dress]]
 +
* a +0 [[User:Chris/dNethack/dNethack_Items#Cloaks|droven cloak]]
 +
* a stolen [[cram ration]] (with the usual chance of getting a stack)
 +
* a stolen stack of [[slime mold]]s (named mushroom cakes)
 +
* a [[potion of sleeping]]
 +
* a drug-injecting [[User:Chris/dNethack/dNethack_Items#Random_appearances_with_special_properties_2|black signet ring]]
 +
* a small stack of [[rock]]s
 +
* a [[flint stone]]
  
Bindings expire after 5000 turns, or when the taboo is broken.
+
Male droven Binders start with the following:
 +
* a +0 drug-coated [[User:Chris/dNethack/dNethack Items#Daggers|droven dagger]]
 +
* a +0 drug-coated obsidian [[User:Chris/dNethack/dNethack_Items#Polearms|voulge]]
 +
* a +0 [[User:Chris/dNethack/dNethack_Items#Cloaks|droven cloak]]
 +
* a stolen [[cram ration]] (with the usual chance of getting a stack)
 +
* a stolen stack of [[slime mold]]s (named mushroom cakes)
 +
* a [[potion of sleeping]]
 +
* a drug-injecting [[User:Chris/dNethack/dNethack_Items#Random_appearances_with_special_properties_2|black signet ring]]
 +
* a small stack of [[rock]]s
 +
* a [[flint stone]]
  
As Binders level up, both the maximum number of spirits bound and the size of the damage dice used by most spirit powers increase. Spirits are learned in random order.
+
Other Binders start with the following:
 +
* a +0 [[rust]]y [[knife]]
 +
* a +0 [[rust]]y [[User:Chris/dNethack/dNethack Items#Farm Implements|sickle]]
 +
* a +0 [[leather cloak]]
 +
* a stolen [[cram ration]] (with the usual chance of getting a stack)
 +
* a stolen stack of [[apple]]s
 +
* a stolen stack of [[tripe ration]]s
 +
* a +0 [[User:Chris/dNethack/dNethack Items#Polearms|shepherd's crook]]
 +
* a small stack of [[rock]]s
 +
* a [[flint stone]]
  
{| class="prettytable"
+
Other unlisted racial modifications are sizing for gnomes and chiropterans, iron items converted to mithril for yuki-onna, spellbooks for incantifiers, and any racial items substitutions for equipment like knives to orcish daggers.
! Level !! Title !! Max Spirits Bound !! Die Size
 
|-
 
| 1-2 || Exile || 1 || 1
 
|-
 
| 3-5 || Heretic || 2 || d2
 
|-
 
| 6-9 || Cultist || 2 || d3
 
|-
 
| 10-13 || Binder || 3 || d4
 
|-
 
| 14-17 || Akousmatikoi || 3+1 || d5
 
|-
 
| 18-21 || Mathematikoi || 4+1 || d6
 
|-
 
| 22-25 || Doctor || 4+1 || d7
 
|-
 
| 26-29 || Unbinder || 5+1 || d8
 
|-
 
| 30 || Gnostikos || 5+2 || d9
 
|}
 
=== Spirit Summary Table ===
 
[[File:Binder Spirits online.ods]]
 
  
The above file is a copy of my development notes for the binder role, and may be useful as a quick summary of what each spirit does.
+
== Abilities ==
 
 
=== Gnosis Premonition ===
 
 
 
A binder of 2nd level or higher without any spirits bound can temporarily bind any spirit whose seal they know, for 5 turns. This power may be used once every 125 turns. Spirits bound with Gnosis Premonition are not unbound if their taboo is broken.
 
  
Gnosis Premonition is used via Ctrl^F or #power
+
Binders are almost completely dependent on the spirits they bind. Binding is done by engraving the spirit's seal in a square, stepping to one side, and #chatting to the seal. In order for the binding to be successful, most spirits' seals must be drawn in a specific location, or when a specific type of item is lying on the square. For information about the spirits possible to bind, see [[Spirits (dNetHack)]].
 
 
=== Basic Spirits (The 31 Spirits of the Near Void) ===
 
These spirits are learned in random order as binders increase in levels. Other roles may learn of these spirits by finding an engraved seal in a binder [[bones]] level or from a few artifacts.
 
 
 
{| class="prettytable"
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Ahazu|Ahazu]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Amon|Amon]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Chupoclops|Chupoclops]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Echidna|Echidna]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Huginn and Muninn|Huginn and Muninn]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Jack|Jack]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Malphas|Malphas]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Mother|Mother]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Orthos|Orthos]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Otiax|Otiax]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Paimon|Paimon]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]]
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]] || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]] ||
 
|}
 
  
The following table shows how many of these spirits the binder knows at each level.
+
Binders have a certain number of spirit slots for them per level, while non-Binders can bind a maximum of one Spirit of the Near Void at a time. Binders learn a certain number of seals of spirits of the Near Void as they level up, eventually learning all 31.
  
 
{| class="prettytable"
 
{| class="prettytable"
! Level !! Total Seals Known
+
! Level range !! Binder rank title !! Max spirits bound !! Total seals known !! Spirit die size
 
|-
 
|-
| 1 || 3
+
| 1 || rowspan=2 | Exile || rowspan=2 | 1 || 3 || rowspan=2 | 1
 
|-
 
|-
 
| 2 || 5
 
| 2 || 5
 
|-
 
|-
| 3 || 7
+
| 3 || rowspan=3 | Heretic || rowspan=7 | 2 || 7 || rowspan=3 | 2
 
|-
 
|-
 
| 4 || 10
 
| 4 || 10
Line 106: Line 99:
 
| 5 || 12
 
| 5 || 12
 
|-
 
|-
| 6 || 14
+
| 6 || rowspan=4 | Cultist || 14 || rowspan=4 | 3
 
|-
 
|-
 
| 7 || 17
 
| 7 || 17
Line 114: Line 107:
 
| 9 || 21
 
| 9 || 21
 
|-
 
|-
| 10 || 24
+
| 10 || rowspan=4 | Binder || rowspan=5 | 3 || 24 || rowspan=4 | 4
 
|-
 
|-
 
| 11 || 26
 
| 11 || 26
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| 12 || 28
 
| 12 || 28
 
|-
 
|-
| 13 || 31
+
| 13 || rowspan=6 | 31
|}
 
 
 
=== Quest Spirits (the Two Spirits of the Gate) ===
 
These two spirits are learned as part of the Binder Quest. They share a separate slot, distinct from the slots used to bind the 31 basic spirits.
 
* [[User:Chris/dNetHack/dNethack_Roles/Binder/Dahlver-Nar|Dahlver-Nar]]: You learn this spirit's seal when you are accepted onto the Binder Quest. Being accepted for the quest also automatically binds this spirit into your quest slot. This binding will time out as normal after 5000 turns.
 
* [[User:Chris/dNetHack/dNethack_Roles/Binder/Acererak|Acererak]]: This spirit's seal is learned after you kill your quest nemesis, who is Acererak himself.
 
=== Alignment Spirits (the Five Spirits of Conflict) ===
 
These spirits are learned as part of the Alignment Quests. They share a separate slot, distinct from the slots used to bind the 31 basic spirits and the one used to bind the Quest Spirits.
 
 
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/Cosmos|Cosmos]]: Cosmos is learned from the [[dNetHack Artifacts#The_Black_Crystal| Black Crystal]] at the end of the Chaos Quest. She allows you to use lawful artifacts safely.
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/Miska|Miska]]: Miska is learned from the [[dNetHack Artifacts#The_Rod_of_Seven_Parts| Rod of Seven Parts]] at the end of the Law Quest. He allows you to use chaotic artifacts safely.
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/Nudziarth|Nudziarth]]: Nudziarth is learned from the [[dNetHack Artifacts#The_Hand-Mirror_of_Cthylla| hand-mirror of Cthylla]] at the end of the Neutral Quest. He allows you to use neutral artifacts safely.
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/The Alignment Thing|The Alignment Thing]]: The Alignment Thing is hidden alignment spirit, that can be learned by obtaining a particular item from all three alignment quests.
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/The Unknown God|The Unknown God]]: The Unknown God is a hidden alignment spirit, that can be learned while on the Neutral Quest.
 
 
 
=== Crowning Spirit ===
 
This spirit is gained by getting crowned as a binder. It occupies its own slot and can never be unbound.
 
 
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/Council|The Council of Elements]]
 
 
 
=== Level 30 Spirit (The numberless spirits of the Outer Void) ===
 
This spirit is learned by a 30th level binder. If bound, the binding will not expire naturally, but can be broken by dropping below 30th level. It too occupies its own slot.
 
*[[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]]
 
 
 
=== Summary of Binding Requirements and Taboos ===
 
{| class="prettytable"
 
! Spirit
 
! Binding requirement
 
! Taboo
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Ahazu|Ahazu]]
 
| Bottom of pit
 
| Becoming weak with hunger
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Amon|Amon]]
 
| Level without altar
 
| Prayer or Donating to a priest
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]]
 
| Corner of room
 
| Breaking worked walls
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]]
 
| Any two of a list of items
 
| Using an item marked as stolen
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]]
 
| A rusted, corroded, burnt, or rotted item
 
| Deliberately breaking a mirror, wand, or potion
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]]
 
| An ice square
 
| Sacrificing an intelligent being
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]]
 
| A cavalry item or a blessed silver ring on left finger
 
| Killing a pet or former pet
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]]
 
| No requirement
 
| Using death magic
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Chupoclops|Chupoclops]]
 
| A grave or corpse of your race
 
| Using Wards
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]]
 
| A throne
 
| Destroying thrones
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Echidna|Echidna]]
 
| A cave level
 
| Breaking or eating eggs
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]]
 
| A fountain
 
| Destroying trees or fountains
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
| A square at least 2 squares away from any walls
 
| Refusing foocubi (an engagement ring is ok)
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]]
 
| A water square
 
| Resting with '.'
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]]
 
| A tree
 
| Eating fruit
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]]
 
| A vault or 1000 gp per level
 
| Having 0 gold in open inventory
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Huginn and Muninn|Huginn and Muninn]]
 
| No requirements, drains 1 int and wis
 
| Being put to sleep, suffering from amnesia
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]]
 
| A stinking cloud
 
| Looking in a mirror or other reflective surface (including enemies)
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Jack|Jack]]
 
| Not in Gehennom or endgame
 
| Entering Gehennom or the endgame, dying.
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Malphas|Malphas]]
 
| A fresh corpse
 
| Harming a crow
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]]
 
| A graveyard level
 
| Using curse removal
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Mother|Mother]]
 
| A source of blindness
 
| Using genocide
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]]
 
| 14 int and wis
 
| Failing to drink at least 1 booze per level
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Orthos|Orthos]]
 
| A hole
 
| Spending too much time in the dark
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]]
 
| Two adjacent squares of water, able to submerge in water
 
| Falling into water
 
|-
 
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Otiax|Otiax]]
 
| A locked door
 
| Locking a door
 
 
|-
 
|-
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Paimon|Paimon]]
+
| 14–17 || Akousmatikoi || 5
| A spellbook
 
| Reading a scroll while confused
 
 
|-
 
|-
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]]
+
| 18–21 || Mathematikoi || rowspan=2 | 4 || 6
| 8 stones
 
| Using a mummy wrapping
 
 
|-
 
|-
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]]
+
| 22–25 || Doctor || 7
| A level open to the sky
 
| Falling through holes or down stairs
 
 
|-
 
|-
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]]
+
| 26–29 || Unbinder || rowspan=2 | 5 || 8
| A dark square
 
| Spreading light
 
 
|-
 
|-
| [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]]
+
| 30 || Gnostikos || 9
| A rotting poisonous corpse
 
| Sacrificing or eating giants
 
 
|}
 
|}
=== Intrinsics ===
 
 
Binders do not receive intrinsics from leveling up, nor do they receive intrinsics from [[crowning]]. Many spirits, however, grant intrinsics while bound.
 
  
{| class="prettytable"
+
===Gnosis Premonition===
! Intrinsic !! Spirit
+
A Binder of 2nd level or higher without any spirits bound can temporarily bind any spirit whose seal they know for 5 turns. This power may be used once every 125 turns. Spirits bound with Gnosis Premonition are not unbound if their taboo is broken.
|-
 
| Acid resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Echidna|Echidna]]
 
|-
 
| Blindness resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]]
 
|-
 
| Cold resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Amon|Amon]]
 
|-
 
| Confusion resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]]
 
|-
 
| Death resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]]
 
|-
 
| Disease resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]]
 
|-
 
| Disintegration resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Orthos|Orthos]]
 
|-
 
| Drain resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]]
 
|-
 
| Engulf resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ahazu|Ahazu]]
 
|-
 
| Fast healing || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]]
 
|-
 
| Fire resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]]
 
|-
 
| Free Action || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]]
 
|-
 
| Half-magic damage || [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]]
 
|-
 
| Half-physical damage || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]]
 
|-
 
| Hallucination resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Huginn and Muninn|Huginn and Muninn]]
 
|-
 
| Invisible || [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]]
 
|-
 
| Life Saving || [[User:Chris/dNetHack/dNethack_Roles/Binder/Jack|Jack]]
 
|-
 
| Magic resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Mother|Mother]]
 
|-
 
| Poison resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]]
 
|-
 
| Punishment resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Malphas|Malphas]]
 
|-
 
| Reflection || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]]
 
|-
 
| Resist ability damage || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dahlver-Nar|Dahlver-Nar]]
 
|-
 
| Resist leg injuries || [[User:Chris/dNetHack/dNethack_Roles/Binder/Acererak|Acererak]]
 
|-
 
| See invisibility || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]]
 
|-
 
| Shock resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]]
 
|-
 
| Sleep resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Chupoclops|Chupoclops]]
 
|-
 
| Stealth || [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]]
 
|-
 
| Stoning resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]]
 
|-
 
| Stun resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]]
 
|-
 
| Teleport control || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]]
 
|-
 
| Theft resistance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]]
 
|-
 
| Thick skin || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|}
 
  
== Skills ==
+
Gnosis Premonition is used via ^F or #power.
  
Binders can advance in no skills innately, their bound spirits again determine what their abilities are.
+
==Skills==
 +
Binders cannot advance any skills innately - their bound spirits determine what their abilities are.
  
Most spirits [[Unrestricted|unrestrict]] one or more skills. While that spirit is bound, the binder receives a +1 skill rank bonus in the noted skill, and can advance the skill to Skilled (for a cumulative maximum score of Expert).
+
Most spirits [[Unrestricted|unrestrict]] one or more skills: While that spirit is bound, the Binder receives a +1 skill rank bonus in the noted skill, and can advance to Skilled (for a cumulative maximum score of Expert).
  
Skills are permanently unrestricted, but if the binder advances beyond Basic they lose access to those additional skill ranks while not bound to the spirit.  They will be restored to the correct skill level when/if rebound. The special level 30 spirit Numina allows access to all skills, but does not grant bonuses to any skill.
+
Skills are permanently unrestricted, but if the Binder advances beyond Basic, they lose access to those additional skill ranks while not bound to the spirit.  Skills will be restored to the previous skill level when and if the spirit is rebound. When the spirit is unbound, the skill slots are freed up to allow enhancing other skills, but spirit-specific skill levels will be restored if you rebind the spirit. The special spirit [[Numina]] allows access to all skills up to Skilled, but does not grant bonuses in any skill.
  
{| class="prettytable"
+
{{todo|Does spirit binding raise skill ranks (as well as unrestricting the skills) for non-Binders?}}
! Skill !! Spirit
 
|-
 
| Attack Spells || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]]
 
|-
 
| Axe || [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]]
 
|-
 
| Boomerang || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Bow || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]]
 
|-
 
| Broad Sword || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]]
 
|-
 
| Cleric Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Amon|Amon]]
 
|-
 
| Club || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]]
 
|-
 
| Crossbow || [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]]
 
|-
 
| Dagger || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]]
 
|-
 
| Dart || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Divination Spells || [[User:Chris/dNetHack/dNethack_Roles/Binder/Mother|Mother]]
 
|-
 
| Enchantment Spells || [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]]
 
|-
 
| Escape Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]]
 
|-
 
| Flail/Heavy Iron Ball || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ahazu|Ahazu]]
 
|-
 
| Hammer || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Harvest || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]]
 
|-
 
| Healing Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]]
 
|-
 
| Javelin || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Knife || [[User:Chris/dNetHack/dNethack_Roles/Binder/Chupoclops|Chupoclops]]
 
|-
 
| Lance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]]
 
|-
 
| Long Sword || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]]
 
|-
 
| Mace || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]]
 
|-
 
| Matter Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]]
 
|-
 
| Musicalize Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Orthos|Orthos]]
 
|-
 
| Pickaxe || [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]]
 
|-
 
| Polearms || [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]]
 
|-
 
| Quarterstaff || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]]
 
|-
 
| Riding || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]]
 
|-
 
| Saber || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]]
 
|-
 
| Scimitar || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]]
 
|-
 
| Short Sword || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Shuriken || [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]]
 
|-
 
| Sling || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]]
 
|-
 
| Spear || [[User:Chris/dNetHack/dNethack_Roles/Binder/Huginn and Muninn|Huginn and Muninn]]
 
|-
 
| Trident || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]]
 
|-
 
| Two Handed Sword || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]]
 
|-
 
| Unarmed Strike || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]]
 
|-
 
| Unicorn Horn || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]]
 
|-
 
| Whip || [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]]
 
|}
 
  
== Stats ==
+
==Stats==
 +
Binders have very bad starting stats. While most classes have 75 stat points distributed among the six ability scores, Binders have only 55. They start restricted in all skills, giving them −2 to-hit and −4 to damage, on top of their already substandard ability scores.
  
Binders have very bad starting stats. While most classes have 75 stat points distributed among the six ability scores, binders have only 55. They start restricted in all skills, giving them -2 to-hit and -4 to damage, on top of their already substandard ability scores.
+
They start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, and +1 for gnomes. You gain 1d10 each level below level 15, and 2 HP thereafter.
  
They start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, +1 for gnomes. You gain 1d10 each level below level 15, and 2hp thereafter.
+
They start with a base power of 5, with a racial bonus: +2 for gnomes and +1 for humans. You gain 1 energy each time you gain a level.
  
They start with a base power of 5, with a racial bonus: +2 for gnomes, +1 for humans. You gain 1 energy each time you gain a level.
+
{{todo|Clarify spellcasting armor penalties, special spell, casting stat?}}
  
 
==Invocation Ritual==
 
==Invocation Ritual==
  
Binders use the Book of the Dead and Candelabrum of Invocation, but don't have the Bell of Opening. Instead, they must have otiax bound (not into the pen, just onto themselves) and use the double-bladed Pen's "Void Chime" ability.  This duplicates the effect of ringing the bell, and the binder can then light/read the other artifacts as normal.
+
Binders use the Book of the Dead and Candelabrum of Invocation, but don't have the Bell of Opening. Instead, they must have Otiax bound (not into the Pen) and invoke the double-bladed [[The Pen of the Void|Pen]].  This duplicates the effect of ringing the bell, and the Binder can then light the Candelabrum and read the Book in the normal way.
  
Binders cannot get the Silver Key, they instead get the The Hand-Mirror of Cthylla, which cannot perform the invocation the way the Key can. As such, a binder must complete the quest to ascend.
+
Binders cannot get the Silver Key; instead they get the Hand-Mirror of Cthylla, which cannot perform the invocation as the Key can. For this reason, a Binder ''must'' complete the quest to ascend.
  
 +
== Binders and religion ==
  
== Binders and Religion ==
+
{{todo|More regarding binders and [[alignment record]], please? E.g., any alignment boost - as with chaotics - for same-race sacrifice?}}
All binders worship the Void, a distant deity not recognized by any of the worlds religions. For this, they are hunted by the servants of law, chaos, and neutrality alike, and are listed as belonging to the 'gnostic' alignment.  
+
 
 +
All Binders worship the Void, a distant deity not recognized by any of the world's religions. For this, they are hunted by the servants of law, chaos, and neutrality alike, and are listed as belonging to the 'gnostic' alignment.  
  
 
=== Gods ===
 
=== Gods ===
All binders must deal with two sets of gods over the course of the game.
+
All Binders must deal with two sets of gods over the course of the game.
 +
 
 
==== The Order of Seropaenes ====
 
==== The Order of Seropaenes ====
No altars to the Void will be generated in the dungeon. At the beginning of the game, Lawful, Neutral, and Chaotic gods are chosen from among the viable PC alignment-role combinations. Each god is chosen from a different pantheon.
+
No altars to the Void will be generated in the dungeon. At the beginning of the game, lawful, neutral, and chaotic gods are chosen from among the viable PC alignment-role combinations. Each god is chosen from a different pantheon.
 +
 
 +
[[Altars]] belonging to these gods may be converted as normal, resulting in altars to the Void. Binders cannot convert to another alignment (including using these altars), nor can other classes convert to the Void using a binder-converted altar in a [[bones]] file.
  
[[Altars]] belonging to these gods may be converted as normal, resulting in altars to the Void. Binders can not convert to another alignment using these altars, nor can other classes convert to the Void using a binder-converted altar in a [[bones]] file.
+
Hostile [[quest guardian]]s and [[player monsters]] belonging to the roles corresponding to the chosen gods will appear in the [[Binder_quest_(dNetHack)|Binder quest]].
  
Hostile [[Quest guardian]]s and [[player monsters]] belonging to the roles corresponding to the chosen gods will appear in the binder [[Quest]].
+
==== The Binder pantheon ====
 +
{{todo|Are some neutral beings on the Astral Plane friendly to Binders, or are they all (effectively?) renegades?}}
 +
The true pantheon is revealed only when the player reaches the [[Astral Plane]]:
 +
* Mundane (Lawful): Yaldabaoth
 +
* Gnostic (Neutral): the Void
 +
* Xaotic (Chaotic): Pistis Sophia
 +
(All angels and priests encountered on the Astral Plane will be of either one of these or Moloch.) Binders may only [[ascend]] at the gnostic high altar, even with a [[helm of opposite alignment]]. It is a [[Bad Idea]] to try to ascend at a non-void altar.
  
==== The Binder Pantheon ====
+
=== Prayer and Sacrifice ===
 +
The Void cannot become angry at all. This makes prayer much safer, since a prayer too early will not anger the Void (but it still fails and won't grant protection). You can still make unholy water, it just will not anger the Void as a side effect.
  
The true binder pantheon is revealed only when the player reaches the [[Astral Plane]]. Binders may only [[ascend]] at the neutral high altar, even with the help of a helm of opposite alignment. It is a [[Bad Idea]] to try to ascend at a non-void altar.
+
Moloch is unable to block the influence of the Void; Binders may therefore pray as normal within [[gehennom]].
* Lawful: Yaldabaoth
 
* Neutral: the void
 
* Chaotic: Sophia
 
  
=== Prayer ===
+
Binders may sacrifice without any negative consequences for [[Sacrifice#Sacrificing_creatures_of_own_race|same-race sacrifice]], and cannot permanently convert to another alignment.
The Void does not become angry if prayed to before the [[prayer timeout]] has elapsed (though, neither does it grant protection). Binders may therefore pray with less uncertainty of the outcome.
 
  
Moloch is unable to block the influence of the Void, binders may therefore pray as normal within [[gehennom]].
+
== Quest ==
 +
{{main|Binder quest (dNetHack)}}
 +
The Binder quest sees you fighting [[Acererak]].  Unlike other roles, the quest reward may be given before you actually complete the quest through sacrificing, but otherwise Acererak will generate with [[the Pen of the Void]].
  
== Active Powers ==
+
A Binder cannot be permanently barred from the quest. Bad alignment will just send them away, but the number of failed attempts has no effect. This is to make the game always winnable, since the Silver Key doesn't appear for Binders.
  
Binders also receive active powers from their spirits. Each power may be used once per 25 turns, but requires no [[energy]].
+
== Strategy ==
  
 +
=== Early game ===
 +
In the early game you want [[Spirits (dNetHack)|spirits]] with offensive powers that do not require attack rolls, as the early game Binder is pretty weak and has difficulty hitting targets. Your limited resources will also make some binding conditions difficult to meet. Of course, there is no guarantee that you will start the game knowing any of these, but the odds of knowing or quickly learning at least one are pretty good. Also a object to engrave with is needed so you want to find one fast.
 
{| class="prettytable"
 
{| class="prettytable"
! Ability !! Spirit !! Effect
+
! Spirit !! Binding notes !! Other notes
|-
 
| Abduction || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ahazu|Ahazu]] || Attempt to remove single adjacent monster from the game. You must have injured the monster with a melee attack or a thrown or fired projectile.
 
|-
 
| Fire Breath || [[User:Chris/dNetHack/dNethack_Roles/Binder/Amon|Amon]] || Breath a ray of fire.
 
|-
 
| Transdimensional Ray || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]] || Fire an invisible beam that passes through walls, teleports struck monsters, and moderately damages them.
 
|-
 
| Teleport || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andrealphus|Andrealphus]] || Hungerless teleport.
 
|-
 
| Jester's Mirth || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]] || Immobilize single adjacent monster with laughter.
 
|-
 
| Thief's Instincts || [[User:Chris/dNetHack/dNethack_Roles/Binder/Andromalius|Andromalius]] || Detect nearby secret doors, traps, etc.
 
|-
 
| Astaroth's Assembly || [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]] || Projects an invisible beam up to 5 spaces in the chosen direction. A electrical explosion centers on the first target struck. This explosion looses 1 die of damage per square traveled. You gain increase AC in inverse proportion to the damage dealt by the explosion.
 
|-
 
| Astaroth's Shards || [[User:Chris/dNetHack/dNethack_Roles/Binder/Astaroth|Astaroth]] || Fires a barrage of shuriken along random ranks. You take damage as well.
 
|-
 
| Icy Glare || [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]] || Deals ice damage in a ~45 degree wedge. Blinds you for 5 turns.
 
|-
 
| Balam's Anointing || [[User:Chris/dNetHack/dNethack_Roles/Binder/Balam|Balam]] || Makes an ice-damage touch attack against a single adjacent creature. Target may be killed outright (10% chance).
 
|-
 
| Blood Mercenary || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]] || Fires an invisible beam in a chosen direction. Damage is non-elemental, but must be financed by your visible gold.
 
|-
 
| Sow Discord || [[User:Chris/dNetHack/dNethack_Roles/Binder/Berith|Berith]] || Monsters on the level attack each other for a short period of time.
 
|-
 
| Gift of Healing || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]] || Heal single adjacent target. May also be used to heal yourself.
 
|-
 
| Gift of Health || [[User:Chris/dNetHack/dNethack_Roles/Binder/Buer|Buer]] || Clear most status ailments from single adjacent target. May also be used to remove status ailments from yourself.
 
|-
 
| Throw Webbing || [[User:Chris/dNetHack/dNethack_Roles/Binder/Chupoclops|Chupoclops]] || Throw a ball of webbing in a chosen direction.
 
|-
 
| Thought Travel || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]] || Teleport to chosen creature you can sense telepathically.
 
|-
 
| Dread of Dantalion || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dantalion|Dantalion]] || Cause all monsters in line-of-sight to flee from you.
 
|-
 
| Earth Swallow || [[User:Chris/dNetHack/dNethack_Roles/Binder/Shiro|Shiro]] || Targets one adjacent square. Digs a pit and then fills it with a boulder.
 
|-
 
| Echidna's Venom || [[User:Chris/dNetHack/dNethack_Roles/Binder/Echidna|Echidna]] || Spit acid in the chosen direction.
 
|-
 
| Suckle Monster || [[User:Chris/dNetHack/dNethack_Roles/Binder/Echidna|Echidna]] || Attempt to suckle chosen adjacent monster on your blood. You take damage equal to the target monster's level +1. Monsters must not be mindless and must be an animal or monstrous (snake-like or have no hands).
 
|-
 
| Purifying Blast || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]] || Powerful multi-hit attack. Deals 10d damage with a 25 square knockback, followed by a 10d fireball fired along the same line. The blast must charge for 5 turns after the direction is specified, during which the character is immobile.
 
|-
 
| Recall to Eden || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]] || Attempts to remove 1 adjacent target from the game. Probability of success is based on your relative HP totals.
 
|-
 
| Stargate || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eden|Eden]] || Branchport. Drains your energy.
 
|-
 
| Walker of Thresholds || [[User:Chris/dNetHack/dNethack_Roles/Binder/Enki|Enki]] || Teleport to a chosen doorway.
 
|-
 
| Vengance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]] || Damage all adjacent creatures that have damaged you with their attacks.
 
|-
 
| Shape the Wind || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eurynome|Eurynome]] || Creates a number of temporary pets.
 
|-
 
| Thorns and Stones || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]] || Creates a small stack of ammunition for your currently wielded ranged weapon.
 
|-
 
| Barrage || [[User:Chris/dNetHack/dNethack_Roles/Binder/Eve|Eve]] || Fire a large number of your currently quivered items.
 
|-
 
| Breath Poison || [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]] || Create a stinking cloud centered on a chosen point.
 
|-
 
| Ruinous Strike || [[User:Chris/dNetHack/dNethack_Roles/Binder/Fafnir|Fafnir]] || Destroy single adjacent wall or trap. Damage single adjacent nonliving monster or destroy single adjacent golem.
 
|-
 
| Raven's Talons || [[User:Chris/dNetHack/dNethack_Roles/Binder/Huginn and Muninn|Huginn and Muninn]] || Damage and blind single adjacent sighted monster, or moderately damage sightless monster.
 
|-
 
| Horrid Wilting || [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]] || Moderately damage single adjacent monster, and heal yourself for a like amount.
 
|-
 
| Horrid Rainbow || [[User:Chris/dNetHack/dNethack_Roles/Binder/Iris|Iris]] || Turn away of slay nearby humanoids and animals.
 
|-
 
| Refill Lantern || [[User:Chris/dNetHack/dNethack_Roles/Binder/Jack|Jack]] || Add fuel to a wielded oil lamp.
 
 
|-
 
|-
| Hellfire || [[User:Chris/dNetHack/dNethack_Roles/Binder/Jack|Jack]] || Subtract fuel from a lit, wielded oil lamp to invoke a moderately damaging fireball at a chosen point.
+
| '''[[Spirits (dNetHack)#Amon.2C_the_Shadow_Before_the_Altar|Amon]]''' || The Gnomish Mines, or any level you've fully explored, are good places for binding. It's possible to die from failing to bind Amon at level 1. || Amon's taboo is prayer, which some races like clockworks may rely on. Remember that you can still hurt yourself with reflected fire breath. Darkvision is helpful for the mines.
 
|-
 
|-
| Call Murder || [[User:Chris/dNetHack/dNethack_Roles/Binder/Malphas|Malphas]] || Create a tame crow.
+
| '''[[Spirits (dNetHack)#Andrealphus.2C_Marquis_of_Angles|Andrealphus]]''' || Very easy, all you need is the corner of a room. || Very good for increasing your survivability, not so good for killing enemies. One of the better level 1 spirits.
 
|-
 
|-
| Root Shout || [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]] || Dig out a line and moderately damage creatures caught in the blast.
+
| '''[[Spirits (dNetHack)#Buer.2C_who_walks_all_places|Buer]]''' || Very easy, just draw the seal anywhere || No offensive powers, but increases survivability immensely. Martial arts means that you don't have to start searching for a better weapon just yet. Quite possibly the best early-game spirit possible.
 
|-
 
|-
| Yank Wires || [[User:Chris/dNetHack/dNethack_Roles/Binder/Marionette|Marionette]] || Fling yourself around the dungeon. Distance is based on strength.
+
| '''[[Spirits (dNetHack)#Echidna.2C_Mother_of_Monsters|Echidna]]''' || Can be bound on the first mine level. || Her offensive power requires a to-hit roll; her reflexive attack is low-damage but early-game enemies don't have a lot of HP. Synergizes well with Buer or Eurynome for increased unarmed damage.
 
|-
 
|-
| Disgusted Gaze || [[User:Chris/dNetHack/dNethack_Roles/Binder/Mother|Mother]] || Heavily damage one target monster with a bolt of lightning. May paralyze a nearby target. You drop your wielded weapons.
+
| '''[[Spirits (dNetHack)#Eden.2C_the_First_Garden|Eden]]''' || You need a fountain to bind Eden, which may only come at the Oracle or Minetown. Remember you can #untrap water/rust traps that you may find in the mines. || Reflection prevents death by [[GWTWOD]]. Branchport becomes usable as soon as the mines are entered. Eden's offensive power is strong, but works best on slow targets. Overall, perhaps better as a second spirit than as a first spirit.  
 
|-
 
|-
| Bloody Tongue || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]] || Frighten one adjacent target.
+
| '''[[Spirits (dNetHack)#Enki.2C_God_of_the_First_City|Enki]]''' || A large room isn't that hard to find.|| Enki's Geyser is acceptable damage, and he gives you multiple early-game weapon options. His teleportation can be used to escape in a pinch, but is not quite as useful in the Mines.
 
|-
 
|-
| Silver Tongue || [[User:Chris/dNetHack/dNethack_Roles/Binder/Naberius|Naberius]] || Pacify one adjacent target.
+
| '''[[Spirits (dNetHack)#Eurynome.2C_the_Lonely_Dancer|Eurynome]]''' || Shallow water can be used to bind Eurynome, or the ground floor of the Windowless Tower. || If you're careful with the taboo, Eurynome's unarmed damage can be quite nice. In a pinch, her Shape the Wind can help you.
 
|-
 
|-
| Exhalation of the Rift || [[User:Chris/dNetHack/dNethack_Roles/Binder/Orthos|Orthos]] || Fire a line of wind in a chosen direction. Wind throws back creatures and damages them.
+
| '''[[Spirits (dNetHack)#Huginn_and_Muninn.2C_Thought_and_Memory|Huginn and Muninn]]''' || Just draw the seal anywhere. || Their melee power doesn't require an attack roll, but blinds the target - unfortunately rendering them immune to wards.  
 
|-
 
|-
| Querient Thoughts || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]] || Potentially damage and put to sleep all hostile, non-mindless creatures on the current level. Power is guaranteed to affect telepathic creatures.
+
| '''[[Spirits (dNetHack)#Mother.2C_who_beheld_beauty|Mother]]''' || You need a way to blind yourself, which is RNG-dependent. || Her gaze attack is powerful, and paralyzes close targets. Magic resistance makes the lower mines substantially safer.
 
|-
 
|-
| Great Leap || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ose|Ose]] || Level teleport. Costs a lot of nutrition.
+
| '''[[Spirits (dNetHack)#Shiro.2C_the_stone_soldier|Shiro]]''' || You need 8 rocks to bind him, which is (only) 3 more than you start with. || He grants invisibility and stealth, which are useful for avoiding foes, and his stone choir ability augments the offensive power of early game characters fairly well. He can also be used to cheat at Sokoban by filling the holes.
 
|-
 
|-
| Master of Doorways || [[User:Chris/dNetHack/dNethack_Roles/Binder/Otiax|Otiax]] || Open a door through just about anything. If targeted at a creature, deals damages them, with a chance of causing instant death.
+
| '''[[Spirits (dNetHack)#Tenebrous.2C_the_Demonic_Shadow|Tenebrous]]''' || Any corridor can be used to bind Tenebrous. || Tenebrous grants multiple attack powers that work vs. a variety of targets. However, his mark is difficult to hide, as it requires you to stand in darkness. Moreover, his early-game weapon skills and actives aren't always incredibly effective.
 
|-
 
|-
| Read Spell || [[User:Chris/dNetHack/dNethack_Roles/Binder/Paimon|Paimon]] || Cast a spell from a wielded spellbook. This spell is not subject to spell failure and does not require magical energy.
+
| '''[[Spirits (dNetHack)#Ymir.2C_Lord_of_the_Grassless_Gap|Ymir]]''' || You need the rotting corpse of a poisonous monster, so any kobold with do (wait at least 50 turns unless the corpse is from a zombie). || His mark isn't visible until at least 5000 turns have passed, so he does not block the use of any early shops you may find.
|-
 
| Unite the Earth and Sky || [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]] || Fill target adjacent pit with water, or grow a tree in target open square.
 
|-
 
| Hook in the Sky || [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]] || Rise up to the dungeon level above you.
 
|-
 
| Enlightenment || [[User:Chris/dNetHack/dNethack_Roles/Binder/Simurgh|Simurgh]] || Cast enlightenment.
 
|-
 
| Damning Darkness || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]] || Spread darkness in nearby squares. Damage monsters standing on lit squares, and moderately damage creatures standing on unlit squares.
 
|-
 
| Touch of the Void || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]] || Drain a level from one adjacent creature.
 
|-
 
| Echos of the Last Word || [[User:Chris/dNetHack/dNethack_Roles/Binder/Tenebrous|Tenebrous]] || Remove single adjacent life-drain or genocide resistant creature from the game.
 
|-
 
| Poison Gaze || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]] || Damage single target creature with a poisonous gaze.
 
|-
 
| Gap Step || [[User:Chris/dNetHack/dNethack_Roles/Binder/Ymir|Ymir]] || Begin levitating. The natural duration of the levitation effect is equal to 5+Ymir's remaining binding period. You can also cease levitating with '>'.
 
|-
 
| Moan || [[User:Chris/dNetHack/dNethack_Roles/Binder/Dahlver-Nar|Dahlver-Nar]] || Frighten and confuse nearby creatures.
 
|-
 
| Swallow Soul || [[User:Chris/dNetHack/dNethack_Roles/Binder/Acererak|Acererak]] || Kill single adjacent creature.
 
|-
 
| Identify Inventory || [[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]] || Identify items in your pack.
 
|-
 
| Clairvoyance || [[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]] || Map nearby area via clairvoyance.
 
|-
 
| Find Path || [[User:Chris/dNetHack/dNethack_Roles/Binder/Numina|Numina]] || Detect the presence of nearby magic portals.
 
 
|}
 
|}
  
== What Spirits are Good? ==
+
=== Mid game ===
 +
At this point in the game, you will find that the damage output of your offensive spirit powers starts to lag behind enemy HP totals. Spirits' secondary powers, as well as the skills they grant, become correspondingly more important. By this point, you can probably bind any spirit you want.
  
=== Early Game ===
 
In the early game you want spirits with offensive powers that do not require attack rolls, as the early game binder is pretty weak and has difficulty hitting targets. Your limited resources will also make some binding conditions difficult to meet. Of course, there is no guarantee that you will start the game knowing any of these, but the odds of knowing or quickly learning at least one are pretty good. Also a object to engrave with is needed so you want to find one fast.
 
 
{| class="prettytable"
 
{| class="prettytable"
! Spirit !! Binding Notes !! Other Notes
+
! Spirit !! Notes
 
|-
 
|-
| '''Amon''' || There must not be an altar on the same level as you. The first mines level can be a good place to bind this spirit. || Amon's taboo is prayer; also, you can hurt yourself with reflected fire breath. His ability to see in the dark can be very useful for dark mines.
+
| '''Eden''' || Since this spirit grants [[reflection]], it may be necessary to keep it bound until you can find an alternate source of reflection. Branchporting can be quite helpful to travel around.
 
|-
 
|-
| '''Andrealphus''' || Very easy, all you need is the corner of a room. || Very good for increasing your survivability, not so good for killing enemies. Probably the best level 1 spirit.
+
| '''Mother''' || [[Magic resistance]] is almost essential if you haven't found another source yet.
 
|-
 
|-
| '''Astaroth''' || Very easy, all you need is the rusty equipment you start out with. || Relatively short-range attack.
+
| '''Tenebrous''' || This spirit grants [[drain resistance]]. His Echos of the Last Word power is also useful for countering [[Lich (monster class)|liches]] and [[Vampire (monster class)|vampires]]. Helpful for the quest, so that Acererak can't drain you to death.
|-
 
| '''Buer''' || Very easy, just draw the seal anywhere || No offensive powers, but most low-level enemies can't out-damage Buer's HP regeneration rate. Likely the best choice for binder incantifiers (since they don't regenerate HP normally). He grants skill in martial arts, so you don't need any weapon. You can just unwield the starting knife and punch monsters to death.
 
|-
 
| '''Echidna''' || Can be bound on the first mine level. || Her offensive power requires a to-hit roll; her reflexive attack is low-damage but early-game enemies don't have a lot of HP.
 
|-
 
| '''Eden''' || You need a fountain to bind Eden, minetown or the Oracle level may therefore be required. Remember you can #untrap water/rust traps that you may find in the mines. || Eden's offensive power is strong, but works best on slow targets. In all perhaps better as a second spirit than as a first spirit. He also grants the very useful Reflection intrinsic.
 
|-
 
| '''Huginn and Muninn''' || Just draw the seal anywhere || Their melee power doesn't require an attack role, but blinds the target, rendering them immune to wards.
 
|-
 
| '''Mother''' || You need a way to blind yourself, which is RNG-dependent || Her gaze attack is powerful, and paralyzes close targets. She also grants magic immunity.
 
|-
 
| '''Shiro''' || You need 8 rocks to bind him, which is 3 more than you start with. || He grants invisibility and stealth, which are useful for avoiding foes, and his stone choir ability augments the offensive power of early game characters fairly well. He can also be used to cheat at Sokoban, by using his Earth Rend power to fill the holes.
 
|-
 
| '''Ymir''' || You need the rotting corpse of a poisonous monster, so any kobold with do (wait at least 50 turns unless the corpse is from a zombie). || His mark isn't visible until at least 5000 turns have past, so he does not block the use of any early shops you may find.
 
|-
 
| '''Tenebrous''' || Any corridor can be used to bind Tenebrous || Tenebrous's mark is difficult to hide, as it requires you to stand in darkness.
 
 
|}
 
|}
  
=== Mid Game ===
+
=== Late game ===
At this point in the game, you will find that the damage output of your offensive spirit powers starts to lag behind enemy hp totals. Spirits' secondary powers, as well as the skills they grant, become correspondingly more important. By this point, you can probably bind any spirit you want.
+
At this point, you should probably have mastered an additional means of fighting beyond your spirit powers.
  
{| class="prettytable"
+
==== Melee ====
! Spirit !! Notes
+
*Six spirits ([[Spirits (dNetHack)#Amon.2C_the_Shadow_Before_the_Altar|Amon]], [[Spirits (dNetHack)#Chupoclops_the_Hope-trapper|Chupoclops]], [[Spirits (dNetHack)#Iris.2C_Friend_from_Afar|Iris]], [[Spirits (dNetHack)#Naberius.2C_mysterious_councilor|Naberius]], [[Spirits (dNetHack)#Otiax.2C_the_Key_to_the_Gate|Otiax]], and [[Spirits (dNetHack)#Simurgh.2C_who_roosts_on_the_Tree_of_Life|Simurgh]]) grant extra melee attacks.
|-
+
*[[Spirits (dNetHack)#Miska.2C_the_Wolf-Spider|Miska]] allows [[twoweapon]]ing and gives you a maximum of 4 different weapon attacks.
| '''Eden''' || Since this spirit grants [[reflection]], it may be necessary to keep it bound until you can find an alternate source of reflection.
+
*[[Spirits (dNetHack)#Echidna.2C_Mother_of_Monsters|Echidna]], [[Spirits (dNetHack)#Eden.2C_the_First_Garden|Eden]], [[Spirits (dNetHack)#Eurynome.2C_the_Lonely_Dancer|Eurynome]], and [[Spirits (dNetHack)#Fafnir.2C_Jotunn_Dragon|Fafnir]] grant retaliatory or passive attacks against foes that strike you in melee.
|-
+
*[[Spirits (dNetHack)#Marionette.2C_Puppet_of_Screams|Marionette]] causes your weapon attacks to strike two squares instead of one.
| '''Mother''' || Likewise, this spirit grants [[magic resistance]].
+
*Finally, [[Spirits (dNetHack)#Ahazu.2C_the_Seizer|Ahazu]] effectively reduces enemy HP by 10% in melee combat.
|-
+
 
| '''Tenebrous''' || This spirit grants [[drain resistance]]. His Echos of the Last Word power is also useful for countering [[L]]s and [[V]]s
+
==== Bare-handed ====
|}
+
A subset of melee combat, but can be equally as effective.
 +
*[[Spirits (dNetHack)#Buer.2C_who_walks_all_places|Buer]] grants regeneration, improves your barehanded attacks to [[martial arts]], and grants skill in bare-handed combat.
 +
*[[Spirits (dNetHack)#Eurynome.2C_the_Lonely_Dancer|Eurynome]] increases the size of your unarmed attack's damage-dice and grants skill in bare-handed fighting.
 +
*[[Spirits (dNetHack)#Dahlver-Nar.2C_the_First_Binder|Dahlver-Nar]] increases the damage dealt by your unarmed attacks as you take damage.
 +
*If both Buer and Eurynome are bound, you can advance your hand-to-hand fighting skill up to Grand Master. If only one is bound, you are limited to Expert. This can let you name (the) [[DNetHack artifacts#Grandmaster.27s_Robe|Grandmaster's Robe]] once you reach level 30.
 +
*[[Spirits (dNetHack)#Miska.2C_the_Wolf-Spider|Miska]] will still grant extra attacks, but to prevent his arms from choosing weapons, you must have no valid weapons or weapon-tools in open inventory.
  
=== Late Game ===
+
==== Spellcasting ====
At this point, you should probably have mastered an additional means of fighting, beyond your spirit powers.
+
*Being able to advance at least one of the magic skills is probably important:
 +
**[[Attack spells]]: [[Spirits (dNetHack)#Naberius.2C_mysterious_councilor|Naberius]]
 +
**[[Clerical spells]]: [[Spirits (dNetHack)#Amon.2C_the_Shadow_Before_the_Altar|Amon]]
 +
**[[Divination spells]]: [[Spirits (dNetHack)#Mother.2C_who_beheld_beauty|Mother]]
 +
**[[Enchantment spells]]: [[Spirits (dNetHack)#Simurgh.2C_who_roosts_on_the_Tree_of_Life|Simurgh]]
 +
**[[Escape spells]]: [[Spirits (dNetHack)#Andrealphus.2C_Marquis_of_Angles|Andrealphus]]
 +
**[[Healing spells]]: [[Spirits (dNetHack)#Buer.2C_who_walks_all_places|Buer]]
 +
**[[Matter spells]]: [[Spirits (dNetHack)#Iris.2C_Friend_from_Afar|Iris]]
 +
*Naberius: Grants huge bonuses to spells, both in damage and sizes. He is almost essential for any spellcaster.
 +
*[[Spirits (dNetHack)#Huginn_and_Muninn.2C_Thought_and_Memory|Huginn and Muninn]]: Adjust both Int and Wis to 25, although binding them does drain 1 point from your true ability scores.
 +
*[[Spirits (dNetHack)#Paimon.2C_the_Fell_Archivist|Paimon]] can increase the lifespan of spellbooks by draining enemies' lives into the books, or to cast directly from books, without using energy. She also grants hungerless spellcasting and boosts your failure rates, making her quite helpful.
 +
*[[Spirits (dNetHack)#The_Unknown_God|The Unknown God]]:  Increases energy regeneration rate, you recover 1 energy per turn. Not essential, but possibly the most useful of the [[Spirits (dNetHack)#The_Seven_Spirits_of_Conflict|alignment spirits]] for a spellcaster.
  
==== Melee Binder ====
+
Binders don't strictly use either their wisdom or intelligence for spellcasting; it depends on what spirits they have bound. Wisdom spirits are Amon, Buer, Mother, Simurgh, and Dahlver-Nar, and intelligence spirits are Andrealphus, Naberius, Paimon, and Acererak. If the Binder has more wisdom than intelligence spirits they'll use wisdom, and vice versa. [[Spirits (dNetHack)#Ose.2C_Dreamer_in_a_Drowned_City|Ose]] overrides this and makes them use charisma regardless of any other bound spirits. If they've got equal, then they'll use the max of the two scores. If they have none bound, they will use the minimum of the two scores. With [[Spirits (dNetHack)#Numina.2C_The_Whispering_Multitude|Numina]] bound, they will use the max with either equal numbers of int and wis spirits or one less for either (2 and 3, or 3 and 4, but not 2 and 4).
Perhaps the most natural endgame strategy, the Melee Binder favors spirits that improve close-range combat.  
 
*Six spirits (Amon, Chupoclops, Iris, Naberius, Otiax, and Simurgh) grant extra melee attacks.
 
*Additionally, Echidna, Eden, Eurynome, and Fafnir grant retaliatory attacks against foes that strike you in melee.
 
*Marionette causes your weapon attacks to strike two squares instead of one.
 
*Finally, Ahazu effectively reduces enemy HP by 10% in melee combat.
 
==== Hand-to-Hand Binder ====
 
A subset of Melee Binders, Hand-to-Hand Binders favor spirits that improve unarmed attacks.
 
*Buer grants regeneration, improves your hand-to-hand attacks to [[martial arts]], and grants skill in hand-to-hand fighting.
 
*Eden causes your unarmed attacks to count as silver.
 
*Eurynome increases the size of your unarmed attack's damage-dice and grants skill in hand-to-hand fighting.
 
*Marionette provides [[stoning resistance]], protecting you from [[c]]-related [[YASD]]s.
 
*Dahlver-Nar increases the damage dealt by your unarmed attacks as you take damage.
 
*If both Buer and Eurynome are bound, you can advance your hand-to-hand fighting skill up to Grand Master. If only one is bound, you are limited to Expert.
 
  
==== Spellcasting Binder ====
+
==== Projectiles ====
The spellcasting binder chooses spirits that grant access to magic skills and enhance spellcasting
+
*[[Spirits (dNetHack)#Eve.2C_the_First_Sinner|Eve]]'s barrage power allows you to put a lot of ammo in the air when it counts. Her Thorns and Stones power creates ammo for your current weapon.
*Being able to advance at least one of the magic skills is probably important:
+
*[[Spirits (dNetHack)#Andrealphus.2C_Marquis_of_Angles|Andrealphus]]'s Teleport power allows you to easily relocate yourself, and his Transdimensional Ray can send away monsters that get too close for comfort.
**[[Attack spells]]: Naberius
+
*[[Spirits (dNetHack)#Astaroth.2C_the_Broken_Clockmaker|Astaroth]] grants skill in crossbows and shuriken, which opens up more weapon possibilities.
**[[Clerical spells]]: Amon
+
*[[Spirits (dNetHack)#Dantalion.2C_Star_Emperor|Dantalion]]'s Dread of Dantalion power frightens nearby enemies, potentially giving you some additional breathing room. His damage bonus applies to all attacks, including ranged ones, unlike a standard strength bonus.
**[[Divination spells]]: Mother
+
*[[Spirits (dNetHack)#Orthos.2C_Sovereign_of_the_Howling_Dark|Orthos]]'s Exhalation of the Rift knocks back targets in a 3-square wide line, allowing you to keep your targets at range.
**[[Enchantment spells]]: Simurgh
+
*[[Spirits_(dNetHack)#Nudzirath.2C_the_Mirrored_Destructor|Nudzirath]] makes certain kinds of ammo explode, and can be helpful with a droven crossbow.
**[[Escape spells]]: Andrealphus
 
**[[Healing spells]]: Buer
 
**[[Matter spells]]: Iris
 
*Other spirits grant useful abilities
 
**Huginn and Muninn: Adjust both Int and Wis to 25, although binding them does drain 1 point from your true ability scores.
 
**Paimon
 
***When bound into the Pen of the Void, Paimon grants 1 or 2 energy per successful melee attack with the Pen.
 
***When bound normally, Paimon can increase the lifespan of spellbooks by draining enemies' lives into the books. Paimon can also be used to cast spells directly from books, without using energy.
 
**The Unknown God:  Increases energy regeneration rate, you recover 1 energy per turn.
 
  
==== Projectile Binder ====
+
== History ==
*Andrealphus's Teleport power allows you to easily relocate yourself, and his Transdimensional Ray can send away monsters that get too close for comfort.
+
The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions such as that found in the Lesser Key of Solomon.
*Dantalion's Dread of Dantalion power frightens nearby enemies, potentially giving you some additional breathing room. He also improves the damage dealt by ranged weapons.
 
*Eve's barrage power allows you to put a lot of ammo in the air when it counts. Her Thorns and Stones power creates ammo for your current weapon.
 
*Orthos's Exhalation of the Rift knocks back targets in a 3-square wide line, allowing you to keep your targets at range.
 
  
[[Category:dNethack]]
 
 
[[Category:dNethack Roles]]
 
[[Category:dNethack Roles]]

Latest revision as of 00:10, 9 January 2024

The Binder is a role specific to dNetHack. Binders are spellcasters who conduct rituals and observe special conducts in return for power. They face a difficult early game, but can eventually achieve great power. The abilities of dNetHack Binders are almost completely dependent on what spirits they have bound.

Binders always follow the gnostic alignment: only peasants are naturally friendly towards them. They can be of any race. Their quest artifact is The Pen of the Void.

              Binders are peasants who have come under the influence of
         the spirits of the outer void. The begin with substandard weapons
         and a small supply of stolen food. Over time, they can gain 
         significant power.

Binders are poor fighters initially, starting with poor quality weapons and low ability stats. The spirits they bind give them great flexibility in the mid- to late game.

Starting equipment

Dwarvish Binders start with the following:

Elven Binders start with the following:

Vampire Binders start with the following:

Female droven Binders start with the following:

Male droven Binders start with the following:

Other Binders start with the following:

Other unlisted racial modifications are sizing for gnomes and chiropterans, iron items converted to mithril for yuki-onna, spellbooks for incantifiers, and any racial items substitutions for equipment like knives to orcish daggers.

Abilities

Binders are almost completely dependent on the spirits they bind. Binding is done by engraving the spirit's seal in a square, stepping to one side, and #chatting to the seal. In order for the binding to be successful, most spirits' seals must be drawn in a specific location, or when a specific type of item is lying on the square. For information about the spirits possible to bind, see Spirits (dNetHack).

Binders have a certain number of spirit slots for them per level, while non-Binders can bind a maximum of one Spirit of the Near Void at a time. Binders learn a certain number of seals of spirits of the Near Void as they level up, eventually learning all 31.

Level range Binder rank title Max spirits bound Total seals known Spirit die size
1 Exile 1 3 1
2 5
3 Heretic 2 7 2
4 10
5 12
6 Cultist 14 3
7 17
8 19
9 21
10 Binder 3 24 4
11 26
12 28
13 31
14–17 Akousmatikoi 5
18–21 Mathematikoi 4 6
22–25 Doctor 7
26–29 Unbinder 5 8
30 Gnostikos 9

Gnosis Premonition

A Binder of 2nd level or higher without any spirits bound can temporarily bind any spirit whose seal they know for 5 turns. This power may be used once every 125 turns. Spirits bound with Gnosis Premonition are not unbound if their taboo is broken.

Gnosis Premonition is used via ^F or #power.

Skills

Binders cannot advance any skills innately - their bound spirits determine what their abilities are.

Most spirits unrestrict one or more skills: While that spirit is bound, the Binder receives a +1 skill rank bonus in the noted skill, and can advance to Skilled (for a cumulative maximum score of Expert).

Skills are permanently unrestricted, but if the Binder advances beyond Basic, they lose access to those additional skill ranks while not bound to the spirit. Skills will be restored to the previous skill level when and if the spirit is rebound. When the spirit is unbound, the skill slots are freed up to allow enhancing other skills, but spirit-specific skill levels will be restored if you rebind the spirit. The special spirit Numina allows access to all skills up to Skilled, but does not grant bonuses in any skill.

A user has suggested improving this page or section as follows:

"Does spirit binding raise skill ranks (as well as unrestricting the skills) for non-Binders?"

Stats

Binders have very bad starting stats. While most classes have 75 stat points distributed among the six ability scores, Binders have only 55. They start restricted in all skills, giving them −2 to-hit and −4 to damage, on top of their already substandard ability scores.

They start with a base 11 HP, with a racial bonus: +2 for humans, +4 for dwarves, and +1 for gnomes. You gain 1d10 each level below level 15, and 2 HP thereafter.

They start with a base power of 5, with a racial bonus: +2 for gnomes and +1 for humans. You gain 1 energy each time you gain a level.

A user has suggested improving this page or section as follows:

"Clarify spellcasting armor penalties, special spell, casting stat?"

Invocation Ritual

Binders use the Book of the Dead and Candelabrum of Invocation, but don't have the Bell of Opening. Instead, they must have Otiax bound (not into the Pen) and invoke the double-bladed Pen. This duplicates the effect of ringing the bell, and the Binder can then light the Candelabrum and read the Book in the normal way.

Binders cannot get the Silver Key; instead they get the Hand-Mirror of Cthylla, which cannot perform the invocation as the Key can. For this reason, a Binder must complete the quest to ascend.

Binders and religion

A user has suggested improving this page or section as follows:

"More regarding binders and alignment record, please? E.g., any alignment boost - as with chaotics - for same-race sacrifice?"

All Binders worship the Void, a distant deity not recognized by any of the world's religions. For this, they are hunted by the servants of law, chaos, and neutrality alike, and are listed as belonging to the 'gnostic' alignment.

Gods

All Binders must deal with two sets of gods over the course of the game.

The Order of Seropaenes

No altars to the Void will be generated in the dungeon. At the beginning of the game, lawful, neutral, and chaotic gods are chosen from among the viable PC alignment-role combinations. Each god is chosen from a different pantheon.

Altars belonging to these gods may be converted as normal, resulting in altars to the Void. Binders cannot convert to another alignment (including using these altars), nor can other classes convert to the Void using a binder-converted altar in a bones file.

Hostile quest guardians and player monsters belonging to the roles corresponding to the chosen gods will appear in the Binder quest.

The Binder pantheon

A user has suggested improving this page or section as follows:

"Are some neutral beings on the Astral Plane friendly to Binders, or are they all (effectively?) renegades?"

The true pantheon is revealed only when the player reaches the Astral Plane:

  • Mundane (Lawful): Yaldabaoth
  • Gnostic (Neutral): the Void
  • Xaotic (Chaotic): Pistis Sophia

(All angels and priests encountered on the Astral Plane will be of either one of these or Moloch.) Binders may only ascend at the gnostic high altar, even with a helm of opposite alignment. It is a Bad Idea to try to ascend at a non-void altar.

Prayer and Sacrifice

The Void cannot become angry at all. This makes prayer much safer, since a prayer too early will not anger the Void (but it still fails and won't grant protection). You can still make unholy water, it just will not anger the Void as a side effect.

Moloch is unable to block the influence of the Void; Binders may therefore pray as normal within gehennom.

Binders may sacrifice without any negative consequences for same-race sacrifice, and cannot permanently convert to another alignment.

Quest

The Binder quest sees you fighting Acererak. Unlike other roles, the quest reward may be given before you actually complete the quest through sacrificing, but otherwise Acererak will generate with the Pen of the Void.

A Binder cannot be permanently barred from the quest. Bad alignment will just send them away, but the number of failed attempts has no effect. This is to make the game always winnable, since the Silver Key doesn't appear for Binders.

Strategy

Early game

In the early game you want spirits with offensive powers that do not require attack rolls, as the early game Binder is pretty weak and has difficulty hitting targets. Your limited resources will also make some binding conditions difficult to meet. Of course, there is no guarantee that you will start the game knowing any of these, but the odds of knowing or quickly learning at least one are pretty good. Also a object to engrave with is needed so you want to find one fast.

Spirit Binding notes Other notes
Amon The Gnomish Mines, or any level you've fully explored, are good places for binding. It's possible to die from failing to bind Amon at level 1. Amon's taboo is prayer, which some races like clockworks may rely on. Remember that you can still hurt yourself with reflected fire breath. Darkvision is helpful for the mines.
Andrealphus Very easy, all you need is the corner of a room. Very good for increasing your survivability, not so good for killing enemies. One of the better level 1 spirits.
Buer Very easy, just draw the seal anywhere No offensive powers, but increases survivability immensely. Martial arts means that you don't have to start searching for a better weapon just yet. Quite possibly the best early-game spirit possible.
Echidna Can be bound on the first mine level. Her offensive power requires a to-hit roll; her reflexive attack is low-damage but early-game enemies don't have a lot of HP. Synergizes well with Buer or Eurynome for increased unarmed damage.
Eden You need a fountain to bind Eden, which may only come at the Oracle or Minetown. Remember you can #untrap water/rust traps that you may find in the mines. Reflection prevents death by GWTWOD. Branchport becomes usable as soon as the mines are entered. Eden's offensive power is strong, but works best on slow targets. Overall, perhaps better as a second spirit than as a first spirit.
Enki A large room isn't that hard to find. Enki's Geyser is acceptable damage, and he gives you multiple early-game weapon options. His teleportation can be used to escape in a pinch, but is not quite as useful in the Mines.
Eurynome Shallow water can be used to bind Eurynome, or the ground floor of the Windowless Tower. If you're careful with the taboo, Eurynome's unarmed damage can be quite nice. In a pinch, her Shape the Wind can help you.
Huginn and Muninn Just draw the seal anywhere. Their melee power doesn't require an attack roll, but blinds the target - unfortunately rendering them immune to wards.
Mother You need a way to blind yourself, which is RNG-dependent. Her gaze attack is powerful, and paralyzes close targets. Magic resistance makes the lower mines substantially safer.
Shiro You need 8 rocks to bind him, which is (only) 3 more than you start with. He grants invisibility and stealth, which are useful for avoiding foes, and his stone choir ability augments the offensive power of early game characters fairly well. He can also be used to cheat at Sokoban by filling the holes.
Tenebrous Any corridor can be used to bind Tenebrous. Tenebrous grants multiple attack powers that work vs. a variety of targets. However, his mark is difficult to hide, as it requires you to stand in darkness. Moreover, his early-game weapon skills and actives aren't always incredibly effective.
Ymir You need the rotting corpse of a poisonous monster, so any kobold with do (wait at least 50 turns unless the corpse is from a zombie). His mark isn't visible until at least 5000 turns have passed, so he does not block the use of any early shops you may find.

Mid game

At this point in the game, you will find that the damage output of your offensive spirit powers starts to lag behind enemy HP totals. Spirits' secondary powers, as well as the skills they grant, become correspondingly more important. By this point, you can probably bind any spirit you want.

Spirit Notes
Eden Since this spirit grants reflection, it may be necessary to keep it bound until you can find an alternate source of reflection. Branchporting can be quite helpful to travel around.
Mother Magic resistance is almost essential if you haven't found another source yet.
Tenebrous This spirit grants drain resistance. His Echos of the Last Word power is also useful for countering liches and vampires. Helpful for the quest, so that Acererak can't drain you to death.

Late game

At this point, you should probably have mastered an additional means of fighting beyond your spirit powers.

Melee

Bare-handed

A subset of melee combat, but can be equally as effective.

  • Buer grants regeneration, improves your barehanded attacks to martial arts, and grants skill in bare-handed combat.
  • Eurynome increases the size of your unarmed attack's damage-dice and grants skill in bare-handed fighting.
  • Dahlver-Nar increases the damage dealt by your unarmed attacks as you take damage.
  • If both Buer and Eurynome are bound, you can advance your hand-to-hand fighting skill up to Grand Master. If only one is bound, you are limited to Expert. This can let you name (the) Grandmaster's Robe once you reach level 30.
  • Miska will still grant extra attacks, but to prevent his arms from choosing weapons, you must have no valid weapons or weapon-tools in open inventory.

Spellcasting

Binders don't strictly use either their wisdom or intelligence for spellcasting; it depends on what spirits they have bound. Wisdom spirits are Amon, Buer, Mother, Simurgh, and Dahlver-Nar, and intelligence spirits are Andrealphus, Naberius, Paimon, and Acererak. If the Binder has more wisdom than intelligence spirits they'll use wisdom, and vice versa. Ose overrides this and makes them use charisma regardless of any other bound spirits. If they've got equal, then they'll use the max of the two scores. If they have none bound, they will use the minimum of the two scores. With Numina bound, they will use the max with either equal numbers of int and wis spirits or one less for either (2 and 3, or 3 and 4, but not 2 and 4).

Projectiles

  • Eve's barrage power allows you to put a lot of ammo in the air when it counts. Her Thorns and Stones power creates ammo for your current weapon.
  • Andrealphus's Teleport power allows you to easily relocate yourself, and his Transdimensional Ray can send away monsters that get too close for comfort.
  • Astaroth grants skill in crossbows and shuriken, which opens up more weapon possibilities.
  • Dantalion's Dread of Dantalion power frightens nearby enemies, potentially giving you some additional breathing room. His damage bonus applies to all attacks, including ranged ones, unlike a standard strength bonus.
  • Orthos's Exhalation of the Rift knocks back targets in a 3-square wide line, allowing you to keep your targets at range.
  • Nudzirath makes certain kinds of ammo explode, and can be helpful with a droven crossbow.

History

The Binder is based on the class of the same name from the DnD 3.5 Tome of Magic. Tome of Magic Binders were, in turn, based on medieval magical traditions such as that found in the Lesser Key of Solomon.