Difference between revisions of "Dungeon level"

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(remove "Special dungeon levels" section since nothing described in it was actually a level - it just described levelport special cases, now covered in Level teleport)
(Rewrite; level difficulty didn't really have a dedicated page (redirected to here), so make this its home and give a breakdown of what depth vs level difficulty influences)
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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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The '''dungeon level''' or '''depth''' is how many levels you are beneath the surface.
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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:
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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}}
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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:
  
 
  Dlvl:1  $:1699 HP:13(13) Pw:5(5) AC:8  Xp:1/0 T:1
 
  Dlvl:1  $:1699 HP:13(13) Pw:5(5) AC:8  Xp:1/0 T:1
  
==Dungeon levels and difficulty levels==
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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 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.
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==Effects of level difficulty==
  
Some game mechanics, such as the type and difficulty of monsters generated, are affected by the current [[level difficulty]]. Normally this is the same as the dungeon level, but in branches such as [[Sokoban]] that go upwards, level difficulty increases as depth decreases (the further you are into the branch).
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Level difficulty influences:
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* Which monsters are eligible to [[Monster creation|generate randomly]] and 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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* How many 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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* How much damage an exploding door or tin does.
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* Whether a door will be trapped (or a mimic).
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* How many traps appear in a given room in the Dungeons of Doom, and which kinds of trap are eligible.
  
However, if you are carrying the [[Amulet of Yendor|Amulet]], the level difficulty is always the depth of the deepest level you have reached (i.e. the [[Moloch's Sanctum|Sanctum]]). Furthermore, if you are in the [[Planes]], this figure is increased by half your [[experience level]] (rounded down).{{refsrc|src/dungeon.c|1590|nethack=3.6.6}}
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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.}}
  
 
==See also==
 
==See also==

Revision as of 19:11, 3 April 2022

The dungeon level or depth is 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:

  • Which monsters are eligible to generate randomly and 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.
  • How many 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.
  • How much damage an exploding door or tin does.
  • Whether a door will be trapped (or a mimic).
  • How many traps 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

Mazes of Menace - outlining the list of levels in NetHack.

References