Difference between revisions of "Gypsy"

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{{monster
 
{{monster
|name = gypsy
+
|name=gypsy
 
|difficulty=24
 
|difficulty=24
|level = 20
+
|level=20
|speed = 12
+
|speed=12
|AC = −2
+
|AC=−2
|MR = 90
+
|MR=90
|align = 0
+
|align=0
|experience = 619
+
|experience=619
|frequency = 2
+
|frequency=2
|genocidable = Yes
+
|genocidable=Yes
|attacks = Claw 2d12 (Steals [[intrinsic|intrinsics]]), [[Monster spell|Spellcasting]]
+
|attacks=Claw 2d12 (Steals [[intrinsic|intrinsics]]), [[Monster spell|Spellcasting]]
|size = Medium
+
|size=Medium
|weight = 1450
+
|weight=1450
|nutr = 400
+
|nutr=400
|resistances = [[Death ray|death magic]], [[sleep]], [[poison]]
+
|resistances=[[Death ray|death magic]], [[sleep]], [[poison]]
|resistances conveyed = causes [[teleportitis]] (100%)
+
|resistances conveyed=causes [[teleportitis]] (100%)
|attributes = {{attributes|A gypsy|=
+
|attributes={{attributes|A gypsy|=
|humanoid = 1
+
|humanoid=1|regen=1|seeinvis=1|tport=1|omnivore=1|nopoly=1|human=1|peaceful=1|strong=1|greedy=1|magic=1|traitor=1}}
|regen = 1
+
|reference=[[SLASH'EM 0.0.7E7F2/monst.c#line3796]]
|seeinvis = 1
 
|tport = 1
 
|omnivore = 1
 
|nopoly = 1
 
|human = 1
 
|peaceful = 1
 
|strong = 1
 
|greedy = 1
 
|magic = 1
 
|traitor = 1
 
}}
 
|reference = [[SLASH'EM 0.0.7E7F2/monst.c#line3796]]
 
 
}}
 
}}
  
A '''gypsy''' is a monster which only appears in [[SLASH'EM]]. Gypsies are [[human]], and are represented by a {{monsym|gypsy}}.
+
The '''gypsy''', {{monsym|gypsy}}, is a [[human]] monster that appears in [[SLASH'EM]]. [[Chat]]ting to a gypsy grants access to a unique set of services.
 +
 
 +
Eating the [[corpse]] or [[tin]] of a gypsy will always convey [[teleportitis]].
 +
 
 +
==List of services==
 +
A gypsy can do any of the following if you chat to her:
  
Chatting with a gypsy can be very useful, provided you have luck, money, and time.
+
* Fortune telling
 +
* Play three card monte
 +
* Play ninety nine
 +
* Pawn gems
  
__TOC__
+
The gypsy has a deck of 72 cards that is used for fortunes and ninety-nine (but not three card monte). If the deck is fully exhausted, the gypsy will reshuffle the deck.
  
When chatting to a gypsy, these choices will show themselves:
+
Gold and gems given to a gypsy are destroyed rather than transferred to the her inventory - this is likely to discourage purchasing services or pawning a large number of gems in the hopes of getting a wish and then recovering them by killing the gypsy afterwards.
  
 
==Fortune telling==
 
==Fortune telling==
 
+
The gypsy reads your fortune and charges you 50[[zm]] of credit - the effects of the fortune depend on the card. Any card not in the lists below has no effect.
The gypsy reads your fortune and charges you 50 credit. The effects of this are determined by the card.  
 
  
 
===Cards with an effect===
 
===Cards with an effect===
Line 50: Line 45:
 
!Card!!Image!!Effect
 
!Card!!Image!!Effect
 
|-
 
|-
|Zero of trumps||The Fool||You lose one point [[wisdom]] and 3 points of [[Luck]].
+
|Zero of trumps||The Fool||You lose one point of [[wisdom]] and 3 points of [[Luck]].
 
|-
 
|-
|1 of trumps||The Magician||Reveals the location of the portal to the [[Wizard's Tower]] if you haven't killed [[Wizard of Yendor|him]], otherwise resurrects him and teleports him to your current location.
+
|1 of trumps||The Magician||The gypsy reveals the location of the portal to the [[Wizard's Tower]] if you haven't killed [[Wizard of Yendor|him]]; if you have killed him at least once, he will resurrect and teleport to your current location.
 
|-
 
|-
|2 of trumps||The High Priestess||"I see a [[high altar]] on level <level of Moloch's Sanctum>" if you don't have the [[Amulet of Yendor]], otherwise "I see a high altar in the heavens..."
+
|2 of trumps||The High Priestess||If you do not have the [[Amulet of Yendor]], the gypsy will see the [[high altar]] in [[Moloch's Sanctum]], revealing the number of the level it occupies. If you have the amulet, she will instead see "a high altar [[Astral Plane|in the heavens...]]"
 
|-
 
|-
 
|3 of trumps||The Oracle||"I see an [[The Oracle|Oracle]] on level <oracle level>".
 
|3 of trumps||The Oracle||"I see an [[The Oracle|Oracle]] on level <oracle level>".
Line 62: Line 57:
 
|5 of trumps||The Chariot||"For 5000 credit I will [[level teleport|teleport]] you to a level of your choosing!"
 
|5 of trumps||The Chariot||"For 5000 credit I will [[level teleport|teleport]] you to a level of your choosing!"
 
|-
 
|-
|6 of trumps||Strength||Gain one point strength and provides [[half physical damage]] for 500&ndash;1000 turns.
+
|6 of trumps||Strength||Your strength increases by one point, and you gain the [[half physical damage]] intrinsic for 500&ndash;1000 turns.
 
|-
 
|-
|7 of trumps||The Hermit||"You feel like hiding"; Gives [[teleportitis]] for 300&ndash;600 turns and [[invisibility]] for 500&ndash;1000 turns.
+
|7 of trumps||The Hermit||"You feel like hiding!" You gain [[teleportitis]] for 300&ndash;600 turns and [[invisibility]] for 500&ndash;1000 turns.
 
|-
 
|-
|8 of trumps||The Wheel of Fortune||"You feel lucky"; Increases Luck by 3.
+
|8 of trumps||The Wheel of Fortune||"You feel lucky!" Your Luck increases by 3.
 
|-
 
|-
|9 of trumps||Justice||Summons an [[erinys]], ignoring extinction.
+
|9 of trumps||Justice||An [[erinys]] is summoned, ignoring extinction.
 
|-
 
|-
|10 of trumps||Punishment||You become [[punishment|punished]] if you are not already punished. If you are punished, does the [[curse items]] monster spell against you.
+
|10 of trumps||Punishment||You are [[punishment|punished]]. If you are already punished when drawing this card, you are subjected to the [[curse items]] [[monster spell]]'s effect.
 
|-
 
|-
|11 of trumps||The Devil||The voice of [[Moloch]] booms: "Thou shalt pay for thy indiscretion!" A <demon name> of Moloch appears before you.
+
|11 of trumps||The Devil||[[Moloch]] summons a [[minion]] to attack you.
 
|-
 
|-
|12 of trumps||Sorcery||Gain one point of your role's [[spellcasting]] stat (either wisdom or intelligence) and provides [[half spell damage]] for 500&ndash;1000 turns.
+
|12 of trumps||Sorcery||Your role's [[spellcasting]] stat (either [[wisdom]] or [[intelligence]]) increases by one point, and you gain the [[half spell damage]] intrinsic for 500&ndash;1000 turns.
 
|-
 
|-
|13 of trumps||Death||Does a [[touch of death]] against you.
+
|13 of trumps||Death||You are subjected to a [[touch of death]].
 
|-
 
|-
 
|14 of trumps||The Tower||Gives the location of [[Vlad's Tower]].
 
|14 of trumps||The Tower||Gives the location of [[Vlad's Tower]].
 
|-
 
|-
|15 of trumps||The Star||"The gypsy reaches behind your head and pulls out a <gem>." You receive a precious [[gem]], based on the month as described below. There is a {{frac|6}} chance of getting two gems. This will automatically identify the gem.
+
|15 of trumps||The Star||"The gypsy reaches behind your head and pulls out a <gem>."<br/>You receive a precious [[gem]], based on the month as described below; this will automatically identify the gem. There is a {{frac|6}} chance of getting two gems.
 
|-
 
|-
 
|16 of trumps||The Moon||Resets and gives the current [[phase of the moon]], changing Luck to match the possibly new moon phase.
 
|16 of trumps||The Moon||Resets and gives the current [[phase of the moon]], changing Luck to match the possibly new moon phase.
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|18 of trumps||The Judgment||"I see a [[quest]] on level <quest level>"
 
|18 of trumps||The Judgment||"I see a [[quest]] on level <quest level>"
 
|-
 
|-
|19 of trumps||Infinity||"For 10000 credit I will grant you a [[wish]]". If accepted, she gets [[Cancellation|canceled]] (can be checked with a [[stethoscope]]). The next time Infinity is drawn the gypsy disappears, "I wish I wasn't here!".
+
|19 of trumps||Infinity||"For 10000 credit, I will grant you a [[wish]]". If you have the required gold and accept, you can wish for an object - afterward, the gypsy is [[Cancellation|canceled]] (can be checked with a [[stethoscope]]). The next time Infinity is drawn, the gypsy disappears. ("I wish I wasn't here!")
 
|}
 
|}
'''Note:''' For levelport or wish to work, you need enough credit. Otherwise you'll only get the message "what a pity that I can't accept gold", and nothing will happen.
 
 
The gypsy has a deck of 72 cards that is used for fortunes and ninety-nine (but not three card monte). If the deck is exhausted the gypsy will reshuffle the deck. It is therefore possible to go through the entire deck of cards to get the wish. You need 3,600 credit to go through the entire deck of cards and will also need some way to deal with the negative effects, especially the touch of death. If playing during the month of April, however, the gems received through "The Star" will always be greater than the cost of going through the entire deck, giving players the option of repeatedly going through the entire deck (refusing to accept the wish each time) to slowly collect diamonds, as well as the other positive effects.
 
  
 
====Gems that a gypsy can give you with "The Star"====
 
====Gems that a gypsy can give you with "The Star"====
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|}
 
|}
  
===Cards which do nothing===
+
All other cards not listed above do nothing and have no effect.
 
 
All others.
 
  
 
==Three card Monte==
 
==Three card Monte==
 
+
The aim of this game is simple: you choose a card, and the card might or might not be the right one. If you choose the right card, you win your bet in credit. Whether or not you win is based on your Luck and your previous games' results. You are guaranteed to win the first game you play with any gypsy.
The aim of this game is simple: you choose a card, and the card might or might not be the right one. If you choose the right card, you win your bet in credit. Whether or not you win is based on your Luck and your previous games' results. You are guaranteed to win the first game you play.  
 
  
 
==Ninety-nine==
 
==Ninety-nine==
 
 
Each player draws three cards at the beginning of the game. Players take turns playing cards, drawing after each turn. Non-trump and non-face cards add to the total score, with a maximum of 99, and a minimum of 0 (see below for other card effects). If your opponent cannot play a card, you win.
 
Each player draws three cards at the beginning of the game. Players take turns playing cards, drawing after each turn. Non-trump and non-face cards add to the total score, with a maximum of 99, and a minimum of 0 (see below for other card effects). If your opponent cannot play a card, you win.
  
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==Pawn gems==
 
==Pawn gems==
This allows you to sell identified gems for credit. The gypsy gives you the base price of the gem as credit. Gems pawned in this way are not transferred to the gypsy's inventory, but are rather destroyed. Thus it is not possible to pawn a large number of gems in the hopes of getting a wish and recover the gems by killing the gypsy afterwards.
+
This allows you to sell identified gems to the gypsy for an amount of credit equal to the base price of the gem.
  
 
==Strategy==
 
==Strategy==
In general, the main use of gypsies is to gain wishes. In doing this, [[magic resistance]] is crucial; one does not know when the [[touch of death|death card]] will come up. It is also advisable to have a means of removing [[punishment]] and restoring [[Luck]], although these are less pressing concerns. It is a good idea to [[call]] a gypsy who has given you a wish, so that you do not accidentally waste more gems on her. In doubt, check with the [[stethoscope]] if she is [[Cancellation|canceled]], in that case, she indeed gave a wish.
+
In general, the main goal of interacting with gypsies is to gain wishes - [[magic resistance]] is crucial in the event the Death card comes up, and it is also advisable to have a means of removing [[punishment]] and restoring [[Luck]]. Beyond this, you should at least be equipped to defeat any demons generated by the fortunes.
  
Be very careful not to anger gypsies; they are very high-level spellcasters and can steal intrinsics in the manner of a [[gremlin]]. You cannot recover gold or gems given to them from killing them, so it is almost never worth it to do so yourself. (Having a powerful pet kill them is substantially safer.) They will gladly [[curse items|curse your items]], [[summon nasties]], and possibly even perform a [[touch of death]] on you without reading your fortune should you anger them.
+
You will need 3,600 credit to go through the entire deck of cards - if playing during the month of April, however, the gems received through "The Star" will always be greater than this cost. This gives players the option of repeatedly going through the entire deck, refusing to accept the wish each time, to slowly collect diamonds and other positive effects.
  
It is possible to get up to 120 wishes from gypsies without any gems, and even with a very small amount of gold. All you will need is a [[Genocide#Reverse genocide|cursed scroll of genocide]]. You can obtain it by any method&mdash;write it as wizard with high Luck, find it and curse with [[unholy water]], etc. You can also just find a randomly generated gypsy, and use her wish for two cursed scrolls of genocide (or a [[magic marker]]).
+
It is a good idea to [[call]] a cancelled gypsy so that you do not accidentally waste further gem on her.
  
When you have a cursed scroll of genocide, find any small, safe area&mdash;[[Sokoban]] is a good choice. Now, use your scroll to reverse genocide gypsies. Choose a gypsy and [[call]] her something. For your first game ever, you can bet all your money&mdash;you will always win&mdash;but note that this means only your character's first game '''ever''', not your first game with that particular gypsy. Afterward, bet 1 zorkmid until you see the message "You win! Wasn't that easy" (do ''not'' pick the same card twice in a row, though). Then, bet most of your gold and credit with that particular gypsy&mdash;there is very good chance of winning this time,<ref>[http://www.angelfire.com/trek/mazewest/spoilers/gypsy_006e4.txt Gypsy spoiler]</ref> because of the characteristics of [[rnl]] function. Repeat until you have at least 13,600 credit. Now, have her read your fortune until you get a wish. Remember that you have to be able to deal with a number of negative effects&mdash;make sure you have a blessed and preferably highly-enchanted [[unicorn horn]], [[magic resistance]], the ability to defeat demons, a means of restoring Luck, etc.
+
Through [[reverse genocide]] in a safe area such as [[Sokoban]], you can obtain several wishes even with no gems or a very small amount of gold; be sure to call each gypsy so you can tell them apart. Select a gypsy and bet all your money on the first game of three card monte, then bet 1zm with her each game until you win - do ''not'' pick the same card twice in a row. Once you win a 1zm bet, wager most of your gold and credit on the next bet with that gypsy - repeat until you have won at least 13,600zm, and then have her read your fortune until you get a wish.<ref>[http://www.angelfire.com/trek/mazewest/spoilers/gypsy_006e4.txt Gypsy spoiler (with contributions by Eva Myers)]</ref>
  
Once you get a wish from a particular gypsy, she can never give you another wish; however, because you called her something, you can tell that she won't give you a wish again. You might want to call her "Building up credit/reading fortune" as you are doing so, and "Gave me a wish" once she does, so that her status will be unambiguous if you should get interrupted.
+
===Fighting===
 +
Be ''very'' careful not to anger gypsies - they are high-level spellcasters with a good [[AC]] of -2, [[regeneration]] and very high [[magic resistance (monster)|monster MR]]. They can steal intrinsics in the manner of a [[gremlin]], and will gladly curse your items, [[summon nasties]], and possibly even perform a [[touch of death]] on you. There is almost no benefit to killing one anyhow, especially since they do not retain the gold and gems given to them. For extinctionists and players looking to try their luck, leaving them to a powerful [[pet]] is the safest approach.
  
 
==References==
 
==References==
<references />
+
<references/>
  
 
{{slashem-7E7}}
 
{{slashem-7E7}}
 
[[Category:SLASH'EM monsters]]
 
[[Category:SLASH'EM monsters]]

Revision as of 02:36, 7 July 2021

The gypsy, @, is a human monster that appears in SLASH'EM. Chatting to a gypsy grants access to a unique set of services.

Eating the corpse or tin of a gypsy will always convey teleportitis.

List of services

A gypsy can do any of the following if you chat to her:

  • Fortune telling
  • Play three card monte
  • Play ninety nine
  • Pawn gems

The gypsy has a deck of 72 cards that is used for fortunes and ninety-nine (but not three card monte). If the deck is fully exhausted, the gypsy will reshuffle the deck.

Gold and gems given to a gypsy are destroyed rather than transferred to the her inventory - this is likely to discourage purchasing services or pawning a large number of gems in the hopes of getting a wish and then recovering them by killing the gypsy afterwards.

Fortune telling

The gypsy reads your fortune and charges you 50zm of credit - the effects of the fortune depend on the card. Any card not in the lists below has no effect.

Cards with an effect

Card Image Effect
Zero of trumps The Fool You lose one point of wisdom and 3 points of Luck.
1 of trumps The Magician The gypsy reveals the location of the portal to the Wizard's Tower if you haven't killed him; if you have killed him at least once, he will resurrect and teleport to your current location.
2 of trumps The High Priestess If you do not have the Amulet of Yendor, the gypsy will see the high altar in Moloch's Sanctum, revealing the number of the level it occupies. If you have the amulet, she will instead see "a high altar in the heavens..."
3 of trumps The Oracle "I see an Oracle on level <oracle level>".
4 of trumps The Lovers A foocubus of the opposite sex appears.
5 of trumps The Chariot "For 5000 credit I will teleport you to a level of your choosing!"
6 of trumps Strength Your strength increases by one point, and you gain the half physical damage intrinsic for 500–1000 turns.
7 of trumps The Hermit "You feel like hiding!" You gain teleportitis for 300–600 turns and invisibility for 500–1000 turns.
8 of trumps The Wheel of Fortune "You feel lucky!" Your Luck increases by 3.
9 of trumps Justice An erinys is summoned, ignoring extinction.
10 of trumps Punishment You are punished. If you are already punished when drawing this card, you are subjected to the curse items monster spell's effect.
11 of trumps The Devil Moloch summons a minion to attack you.
12 of trumps Sorcery Your role's spellcasting stat (either wisdom or intelligence) increases by one point, and you gain the half spell damage intrinsic for 500–1000 turns.
13 of trumps Death You are subjected to a touch of death.
14 of trumps The Tower Gives the location of Vlad's Tower.
15 of trumps The Star "The gypsy reaches behind your head and pulls out a <gem>."
You receive a precious gem, based on the month as described below; this will automatically identify the gem. There is a 16 chance of getting two gems.
16 of trumps The Moon Resets and gives the current phase of the moon, changing Luck to match the possibly new moon phase.
18 of trumps The Judgment "I see a quest on level <quest level>"
19 of trumps Infinity "For 10000 credit, I will grant you a wish". If you have the required gold and accept, you can wish for an object - afterward, the gypsy is canceled (can be checked with a stethoscope). The next time Infinity is drawn, the gypsy disappears. ("I wish I wasn't here!")

Gems that a gypsy can give you with "The Star"

Month Gem Value
January Garnet 700
February Amethyst 600
March Aquamarine 1500
April Diamond 4000
May Emerald 2500
June Opal 800
July Ruby 3500
August Chrysoberyl 700
September Sapphire 3000
October Black opal 2500
November Topaz 900
December Turquoise 2000

Cards which do nothing, but have a message

Card Image Message
2 of rings Change Your powers will be put to the test soon
3 of rings Works You will meet new challenges
4 of rings Power Your strength will aid you greatly in times to come
5 of rings Worry Your worst nightmares will come true
8 of rings Prudence Next full moon is an excellent time to try to please your god
9 of rings Gain Your wishes will become true
3 of swords Sorrow Your relationships will be shaky
6 of swords Science Your intellect will aid you soon
7 of swords Futility You should stop trying to bend fate
9 of swords Cruelty The cards are stacked against you.
10 of swords Ruin When the full moon rises terrible things will happen to you.
2 of wands Dominion You must not let evil overcome you
3 of wands Virtue Keep active or woe will overcome you
4 of wands Completion You should stick to your path
5 of wands Strife When Mars is out, it will be a time of bloodshed for you
6 of wands Victory If you stick to your path, great things will happen to you
7 of wands Valour Your strength will be put to the test in coming times
9 of wands Adjustment Beware, it will not be a safe time for you next full moon
2 of shields Love You should work on your relationships.
5 of shields Disappointment Disappointment waits for you around the corner
6 of shields Pleasure The full moon is the time for you to develop relationships
7 of shields Debauch You will meet someone tall, dark and handsome
8 of shields Indolence Your god will be short tempered during the new moon
9 of shields Happiness Your dreams will come true
17 of trumps The Sun "It is the witching hour. Beware of the undead!" if it's midnight, "It is nighttime. Beware of creatures of the night!" if it's nighttime, "It is daytime. Shouldn't you be working?" if it's daytime

All other cards not listed above do nothing and have no effect.

Three card Monte

The aim of this game is simple: you choose a card, and the card might or might not be the right one. If you choose the right card, you win your bet in credit. Whether or not you win is based on your Luck and your previous games' results. You are guaranteed to win the first game you play with any gypsy.

Ninety-nine

Each player draws three cards at the beginning of the game. Players take turns playing cards, drawing after each turn. Non-trump and non-face cards add to the total score, with a maximum of 99, and a minimum of 0 (see below for other card effects). If your opponent cannot play a card, you win.

Card Effect Strategy
Kings Put the score to ninety-nine Can always be played
Queens and Jacks Diminish the points by 10 Cannot be played unless score is above 10
The Fool Can't be played Will stay till the end of the game in your hand
All other trumps Don't do anything to the points Always safe to play
All the other cards Add their value to score Cannot exceed 99 points if played.

Note that the cards held in hand or played in the last game of ninety-nine will be taken out of the deck when you ask for the gypsy to read your fortune. The gypsy shuffles the deck at the start of each game.

Pawn gems

This allows you to sell identified gems to the gypsy for an amount of credit equal to the base price of the gem.

Strategy

In general, the main goal of interacting with gypsies is to gain wishes - magic resistance is crucial in the event the Death card comes up, and it is also advisable to have a means of removing punishment and restoring Luck. Beyond this, you should at least be equipped to defeat any demons generated by the fortunes.

You will need 3,600 credit to go through the entire deck of cards - if playing during the month of April, however, the gems received through "The Star" will always be greater than this cost. This gives players the option of repeatedly going through the entire deck, refusing to accept the wish each time, to slowly collect diamonds and other positive effects.

It is a good idea to call a cancelled gypsy so that you do not accidentally waste further gem on her.

Through reverse genocide in a safe area such as Sokoban, you can obtain several wishes even with no gems or a very small amount of gold; be sure to call each gypsy so you can tell them apart. Select a gypsy and bet all your money on the first game of three card monte, then bet 1zm with her each game until you win - do not pick the same card twice in a row. Once you win a 1zm bet, wager most of your gold and credit on the next bet with that gypsy - repeat until you have won at least 13,600zm, and then have her read your fortune until you get a wish.[1]

Fighting

Be very careful not to anger gypsies - they are high-level spellcasters with a good AC of -2, regeneration and very high monster MR. They can steal intrinsics in the manner of a gremlin, and will gladly curse your items, summon nasties, and possibly even perform a touch of death on you. There is almost no benefit to killing one anyhow, especially since they do not retain the gold and gems given to them. For extinctionists and players looking to try their luck, leaving them to a powerful pet is the safest approach.

References