Difference between revisions of "Dungeon level"

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The '''dungeon level''' is displayed to the far left of the [[status line]]. You start the game on dungeon level 1, where it might read:
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In ''[[NetHack]]'', the '''dungeon level''' or '''depth''' represents how many levels you are beneath the surface. The dungeon level is closely related to a different number, '''level difficulty'''. Normally this is the same as the dungeon level, but has a few special cases:
  
Dlvl:1  $:1699 HP:13(13) Pw:5(5) AC:8  Xp:1/0 T:1
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# In branches such as [[Sokoban]] that go upwards, the level difficulty increases as depth decreases. For instance, if the stairway to Sokoban is on dungeon level 9, the first level of Sokoban will have a level difficulty of 10, and the second will be 11, etc.
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# If you are carrying the [[Amulet of Yendor]], level difficulty is the depth of the deepest level you have reached (which will always be the [[Sanctum]] in normal play).
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# If you are in the [[Planes]], level difficulty is the depth of the Sanctum ''plus'' half your [[experience level]]. {{refsrc|src/dungeon.c|1590|nethack=3.6.6}}
  
The type and difficulty of monsters generated are based on the dungeon level.
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==Effects of depth==
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Depth is shown in-game at the far left of the [[status line]], as "Dlvl". You start the game on dungeon level 1, where it might read:
  
==Special dungeon levels==
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Dlvl:1 $:1699 HP:13(13) Pw:5(5) AC:8 Xp:1/0 T:1
 
 
Dungeon level 0 is "nowhere". Attempting to [[teleport]] there via [[teleport control|controlled level teleport]] is fatal, but you will get a warning:
 
 
 
  Go to Nowhere.  Are you sure? [ynq] (q)
 
 
 
If you decide to answer yes, you die:
 
 
 
You scream in agony as your body begins to warp...
 
You cease to exist.  Your possessions land on the floor with a thud.
 
 
 
Your type of death will be recorded as suicide.
 
 
 
Dungeon levels -1 to -5 are the elemental planes and the astral plane. These are not accessible via teleportation, so the numbers are only useful in [[wizard mode]]. If you attempt to teleport to any level between -1 and -9, you find yourself high above the clouds, and plummet to your death:
 
 
 
  You are now high above the clouds...
 
Unfortunately, you don't know how to fly.
 
You plummet a few thousand feet to your death.
 
 
 
If you are polymorphed into a monster which can fly, you float to the ground, and [[escaping|escape]] the dungeon:
 
 
 
You are now high above the clouds...  You fly down to the ground.
 
  
Teleporting to level -9 additionally gives the message:
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Depth influences:
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* The number of gold pieces that generate in random piles and [[vault]]s.
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* Whether a shop square will generate a [[mimic]] instead of a real item.
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* Whether a mimic will appear as a [[strange object]] instead of successfully mimicking something else.
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* How many [[Keystone Kop (monster class)|Keystone Kops]] show up when you rob a [[shop]].
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* Whether [[closet]]s will generate [[level teleporter]]s and [[trap door]]s.
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* Whether a given room in the Dungeons of Doom will contain a random [[grave]] or [[graffiti]].
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* Whether a given room in the Dungeons of Doom will be lit or dark.
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* Which types of [[special room]] a given Dungeons of Doom level is eligible for, and specifically the probability there will be a [[shop]].
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* How much [[gold]] will be buried in stone.
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* Whether a level can have the [[Fort Ludios]] portal on it.
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* Whether a level will create [[bones]] if you die on it.
  
You feel deliriously happy.  (In fact, you're on Cloud 9!)
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==Effects of level difficulty==
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Level difficulty influences:
  
Teleporting to level -10 or higher sends you to heaven:
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* The monsters that are eligible to [[Monster creation|generate randomly]], as well as which monsters are eligible to generate, when a single monster class is specified.
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* The experience level of generated monsters.
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* The number of gold pieces that generate in random piles, graves, [[container]]s, monsters' starting inventory, [[leprechaun hall]]s, and [[treasure zoo]]s.
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* Whether a randomly generated [[statue]] will contain a random [[spellbook]].
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* Whether a [[water demon]] from a fountain will give you a wish instead of attacking.
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* The number of undead monsters appear when you [[raise the dead]].
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* Which monsters are eligible to appear in a [[graveyard]], [[throne room]], or [[barracks]].
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* Whether you succeed when you try to disarm a trap on a container or a trapped door.
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* The amount of damage an exploding door or tin does.
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* Whether a door will be trapped (or a mimic).
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* The amount of traps that appear in a given room in the Dungeons of Doom, and which kinds of trap are eligible.
  
You arrive in heaven. "Thou art early, but we'll admit thee."
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{{upcoming|NetHack 3.7.0|Level difficulty also influences which [[themed rooms]] are eligible to generate, and sometimes also influences the contents of a room.}}
  
Your death is then recorded as "went to heaven prematurely".
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==See also==
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*[[Mazes of Menace]], which outlines the list of levels in NetHack.
  
[[Category:Articles]]
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==References==
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<references/>
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{{nethack-366}}
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[[Category:Levels]]

Latest revision as of 08:30, 12 November 2023

In NetHack, the dungeon level or depth represents how many levels you are beneath the surface. The dungeon level is closely related to a different number, level difficulty. Normally this is the same as the dungeon level, but has a few special cases:

  1. In branches such as Sokoban that go upwards, the level difficulty increases as depth decreases. For instance, if the stairway to Sokoban is on dungeon level 9, the first level of Sokoban will have a level difficulty of 10, and the second will be 11, etc.
  2. If you are carrying the Amulet of Yendor, level difficulty is the depth of the deepest level you have reached (which will always be the Sanctum in normal play).
  3. If you are in the Planes, level difficulty is the depth of the Sanctum plus half your experience level. [1]

Effects of depth

Depth is shown in-game at the far left of the status line, as "Dlvl". You start the game on dungeon level 1, where it might read:

Dlvl:1  $:1699 HP:13(13) Pw:5(5) AC:8  Xp:1/0 T:1

Depth influences:

  • The number of gold pieces that generate in random piles and vaults.
  • Whether a shop square will generate a mimic instead of a real item.
  • Whether a mimic will appear as a strange object instead of successfully mimicking something else.
  • How many Keystone Kops show up when you rob a shop.
  • Whether closets will generate level teleporters and trap doors.
  • Whether a given room in the Dungeons of Doom will contain a random grave or graffiti.
  • Whether a given room in the Dungeons of Doom will be lit or dark.
  • Which types of special room a given Dungeons of Doom level is eligible for, and specifically the probability there will be a shop.
  • How much gold will be buried in stone.
  • Whether a level can have the Fort Ludios portal on it.
  • Whether a level will create bones if you die on it.

Effects of level difficulty

Level difficulty influences:

  • The monsters that are eligible to generate randomly, as well as which monsters are eligible to generate, when a single monster class is specified.
  • The experience level of generated monsters.
  • The number of gold pieces that generate in random piles, graves, containers, monsters' starting inventory, leprechaun halls, and treasure zoos.
  • Whether a randomly generated statue will contain a random spellbook.
  • Whether a water demon from a fountain will give you a wish instead of attacking.
  • The number of undead monsters appear when you raise the dead.
  • Which monsters are eligible to appear in a graveyard, throne room, or barracks.
  • Whether you succeed when you try to disarm a trap on a container or a trapped door.
  • The amount of damage an exploding door or tin does.
  • Whether a door will be trapped (or a mimic).
  • The amount of traps that appear in a given room in the Dungeons of Doom, and which kinds of trap are eligible.

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.

Level difficulty also influences which themed rooms are eligible to generate, and sometimes also influences the contents of a room.

See also

References