Bullwhip

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) Bullwhip.png
Name bullwhip
Appearance bullwhip
Damage vs. small 1d2
Damage vs. large 1
To-hit bonus +0
Weapon skill whip
Size one-handed
Base price 4 zm
(+10/positive
enchant)
Weight 20
Material leather

A bullwhip is a kind of weapon. In addition to its obvious uses, it can be applied to grab weapons out of enemies' hands.

Bullwhips are ineffective against thick-skinned monsters.

Archeologists start with a +2 bullwhip.[1] This is a reference to the Indiana Jones movies of Lucas and Spielberg.

Balrogs are always generated with a bullwhip, but owing to the order of monster weapon preference, they will never wield it unless they somehow lose their broadsword. While most monsters could theoretically wield a bullwhip they find, they prefer most other weapons to it (notable exceptions include quarterstaves and daggers - monsters will wield whips in preference to these).

Notably though, horned devils have a 25% chance of spawning with a bullwhip. Since, unlike balrogs, they do not generate with another weapon, they will wield it.

Tricks

A bullwhip can be applied to snap it in a direction. This can allow you to perform a number of special tricks[2]:

  • Wrap around furniture, a boulder, or a large monster to pull yourself out of a pit.
  • Disarm an enemy.
    • Their weapon may end up on the floor at their feet, on the floor at your feet, or in your inventory depending on a "proficiency check".
    • This does not reduce tameness if the target is a pet.
    • If the target is wielding a non-cursed weapon and it works, disarming does not break weaponless conduct. Trying to disarm non-pets can break the conduct because you always have a 10% chance to attack instead, and you can decline only for pets.
    • It will anger a peaceful monster, so using a bullwhip to grab the Minetown Watch captain's silver saber is probably a Bad Idea unless you're sure you can escape him quickly, are willing to take the consequences of killing him, or have a medium strength pet on hand who would appreciate not having to deal with the weapon.
  • Pick an item up off the floor when you are riding a steed or levitating. (A cockatrice corpse will not petrify you.[3])
  • Attack a monster normally.
  • Fish an item out of a pool below you.

Your actual skill with the whip is irrelevant to the success of these tricks, instead proficiency is approximated based on your dexterity, whether you are an archaeologist, and whether you are fumbling. Whip tricks will always fail unless you are proficient (an archaeologist or dex > 14).

Use by monsters

The only trick a horned devil or other whip-bearing monster may use is disarm. It functions similarly to the same trick used by the player, with the following exceptions:[4]

  • an iron ball is too heavy to be disarmed
  • A horned devil or other Silver-hating monster will never use a whip to pull a silver item from the player's hands into its inventory; if one would, the item is dropped at the player's feet instead.

Whip skill

Whip
Max Role
Basic
Expert

Both bullwhips and rubber hoses use the whip skill. There are no artifact whips.

SLASH'EM

An archaeologist wielding a bullwhip will not fall through trap doors, regardless of dexterity. Objects on the trap might still be shoved through.[5]

But thanks to your trusty whip ... You don't fall in.

The Undead Slayer sometimes starts with a bullwhip. This is a reference to the Castlevania series.

References