Difference between revisions of "Helm of opposite alignment"

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(identification and history)
(Rewrite, removing a chunk of advice that generally doesn't make sense (changing your alignment just to use an altar kinda defeats the purpose) or else isn't of much real use)
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The '''helm of opposite alignment''' is a [[helm]] that will alter your [[alignment]] when worn, with the message ''“Your mind oscillates briefly.”'' This will remove any divine [[protection]] you have acquired and set your [[alignment record]] to zero (even if it was previously negative).  Removing the helm will restore your original alignment and remove any protection obtained under your temporary alignment, but this is made more difficult by the fact that the helm will [[autocurse]] when worn. Wearing or removing the helm will never restore any lost points of protection or alignment record.
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The '''helm of opposite alignment''' is a magical [[helm]] that appears in ''[[NetHack]]''.
 
 
A [[lawful]] character donning the helm will become [[chaotic]], and a chaotic character donning the helm will become lawful. For [[neutral]] characters, a particular helm has a 50/50 chance of being a lawful or chaotic helm - removing the helm and putting it back on will always change the alignment in the same way. A different helm may have a different alignment.
 
  
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==Generation==
 
Helms of opposite alignment have a 90% chance of being generated cursed.{{refsrc|src/mkobj.c|993|version=NetHack 3.6.6}}
 
Helms of opposite alignment have a 90% chance of being generated cursed.{{refsrc|src/mkobj.c|993|version=NetHack 3.6.6}}
  
The helm does not change the alignment of monsters, although priests and minions (whose alignment is linked to their god) will refuse to put it on.{{refsrc|src/worn.c|554|version=NetHack 3.6.6}}
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==Description==
 
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As indicated by the name, a helm of opposite alignment will switch you to the [[alignment]] opposite your current one when worn - this will [[autocurse]] the helm, remove any divine [[protection]] you have acquired and set your [[alignment record]] to zero (even if it was previously negative).
== Identification ==
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Removing the helm will restore your original alignment and remove any protection obtained under your temporary alignment; wearing or removing the helm will never restore any lost points of protection or alignment record. Attempting to put one on while in the [[Quest]] branch will always fail and give a specific message{{refsrc|src/do_wear.c|1884|version=NetHack 3.6.6}} - this will still remove any divine protection, but does not affect your alignment record.
Because the helm autocurses and has severe negative effects which aren't fully reversed even when the helm is removed, use-testing unidentified random helms is a [[bad idea]]. They're a good candidate for your identify scrolls and spell instead.
 
  
If you don't have or don't care about your protection, then attempting to wear the helm while in the [[Quest]] branch will fail with a message: ''"You narrowly avoid losing all chance at your goal"'' normally or ''"You are suddenly overcome with shame and change your mind"'' if permanently converted.{{refsrc|src/do_wear.c|1884|version=NetHack 3.6.6}} This will still remove your protection, but won't affect your alignment record.
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A [[lawful]] character donning the helm will become [[chaotic]], and a chaotic character donning the helm will become lawful. For [[neutral]] characters, there is a a 50/50 chance of the helm switching them to lawful or chaotic, and each individual helm will always switch to the same alignment. While the helm does not change the alignment of monsters, [[aligned priest]]s and [[minion]]s (whose alignment is linked to their god) will refuse to put it on.{{refsrc|src/worn.c|554|version=NetHack 3.6.6}}
  
== Strategy ==
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If your god was angry with you prior to wearing the helm, your "new" god will retain the previous god's anger status. [[Ascend]]ing while wearing a helm of opposite alignment will cut your score by {{frac|2|3}}.
  
Besides the various alignment changes listed in the [[alignment]] article the following effects can be noted:
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==Strategy==
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Helms of opposite alignment are among the many reasons that randomly use-testing unidentified helms is a [[bad idea]] - they also share the same base cost as the useful [[helm of brilliance]] and [[helm of telepathy]]. However, most such helms will generate cursed and can be avoided with relative ease, especially through methods such as pet-testing. Even so, be sure to formally [[identify]] a suspected helm of opposite alignment as soon as possible - it has a 10% chance of generating noncursed, which may prove a nasty surprise for an early-game player, since they usually lack any forms of curse removal and [[prayer]] is rendered unreliable.
  
===Negative effects===
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One primary use of a helm of opposite alignment is for lawful characters to weaken the [[mysterious force]] during a [[speed ascension]], since chaotic characters are not teleported by as many floors when using staircases. Another is on the [[Astral Plane]], where a character willing to use the helm effectively has a {{frac|2|3}} chance of ascending on the first altar they find - this is naturally less reliable for neutral characters compared to other alignments.
  
If your alignment has been changed in this fashion, you will not be able to do the [[quest]] as the [[quest leader]] will prevent you from entering.  However, after removing the helmet and returning to your original alignment, you can do the quest.
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The helm has some niche applications as well - for example, a chaotic character may become lawful to safely traverse the [[Gnomish Mines]] in the early game.
  
You will lose any [[intrinsic protection]] and [[alignment record]] whenever your alignment changes.
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==History==
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In [[NetHack 3.4.3]] and earlier versions, a neutral character would randomly become lawful or chaotic each time they wore the helm, with the result not tied to the individual object. Wearing or removing the helm also did not alter your alignment record.
  
Changing alignment does not forestall anger of your god. In enlightenment output your god's name will change but the anger status of your deity does not change.
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==Messages==
 
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{{message|Your mind oscillates briefly.|You put on a helm of opposite alignment and changed your alignment.}}
===Positive effects===
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{{message|You narrowly avoid losing all chance at your goal.|You attempted to put on a helm of opposite alignment while in your Quest branch, which will always fail.}}
 
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{{message|You are suddenly overcome with shame and change your mind.|As above, but your alignment was already permanently converted through other means.}}
The helm can be used to have less far to go on the [[Astral Plane]] - if you find the [[high altar]] of opposite alignment, you can don the helm to [[ascension|ascend]] using that altar.
 
 
 
Another use is in those rare games where the only convertible altar is the guaranteed altar in Minetown.  You may be able to use the helm to use this altar without converting it and dealing with the [[priest]].
 
 
 
Using the helmet, you can be given [[Grayswandir]] even if you are not [[lawful]]. The same applies to other cross-aligned artifacts.
 
 
 
Some players use a helm of opposite alignment to circumvent the alignment restrictions for [[quest artifacts]]. Normally it is impossible even to pick up a quest artifact that has the wrong alignment. However, if you temporarily change your alignment, you can pick up the artifact and at least enjoy its ''when-carried'' effects. Be aware that once you restore your original alignment you will be unable to wear, wield, apply or [[invoke]] the artifact, and if you drop the artifact or place it in a container you will need to adjust your alignment again in order to pick it up.
 
 
 
A helm of opposite alignment could also be used to unrestrict weapon skills since the set of eligible artifact gifts depends on alignment. (Another way is to get [[Crowning#Alignment_gift|crowned]] if you already have your alignment gift.) An otherwise qualified natively chaotic character can don the helm and dip a longsword into a fountain to summon [[Excalibur]].
 
 
 
Lawful characters can use the helm to reduce the effect of the mysterious force on the ascension run, removing it after leaving Gehennom. Most [[speedrun|speedruns]] with lawful characters use this strategy.
 
 
 
Early in the game, [[dwarf|dwarves]] and [[hobbit|hobbits]] will be peaceful if you are lawful, which can make the [[Gnomish Mines]] somewhat easier.
 
 
 
== History ==
 
In [[NetHack 3.4.3]] and earlier, a neutral character would randomly become lawful or chaotic each time they wore the helm, with the result not tied to the individual object. Wearing or removing the helm didn't affect your alignment record.
 
  
 
==Variants==
 
==Variants==
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===FIQHack===
 
===FIQHack===
In FIQHack, putting on/off a helm of opposite alignment doesn't have an immediate effect (unless your alignment record is far in the negatives). The helm now causes you to gradually lose alignment record over time (1 per turn) until it reaches -100. At this point, your alignment converts like how the helm behaves in vanilla.
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In FIQHack, wearing or removing a helm of opposite alignment now causes you to gradually lose 1 point of alignment record per turn - once your alignment reaches −100, your alignment converts as would normally occur with the helm behaves in vanilla ''NetHack''. Taking the helm off after a complete conversion from it also causes you to gradually lose alignment in the same way until you regain your original alignment.
 
 
This goes both ways; taking the helm off after a complete conversion from it causes you to gradually lose alignment again until it reaches -100 at which point you regain your original alignment.
 
  
In addition to all this, a complete conversion from a helm carries all the drawbacks of a normal conversion (except for the fact that it's reversible in the helm's case): resetting your piety (a FIQHack value used to determine gift threshold and crowning), losing protection (as in vanilla), losing 3 luck and incrementing the prayer timeout by 300 on top of whatever it was beforehand.
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Having your alignment completely converted in either case resets your piety (a FIQHack value used to determine gift threshold and crowning) and protection, incurs a −3 [[Luck]] penalty and increments prayer timeout by 300 (more) turns.  
  
 
==References==
 
==References==

Revision as of 22:47, 1 September 2021

[ Plumed helmet.png[ Etched helmet.png[ Crested helmet.png[ Visored helmet.png
helm of opposite alignment
Appearance random
Slot helm
AC 1
Special
Base price 50 zm
Weight 50
Material iron

The helm of opposite alignment is a magical helm that appears in NetHack.

Generation

Helms of opposite alignment have a 90% chance of being generated cursed.[1]

Description

As indicated by the name, a helm of opposite alignment will switch you to the alignment opposite your current one when worn - this will autocurse the helm, remove any divine protection you have acquired and set your alignment record to zero (even if it was previously negative).

Removing the helm will restore your original alignment and remove any protection obtained under your temporary alignment; wearing or removing the helm will never restore any lost points of protection or alignment record. Attempting to put one on while in the Quest branch will always fail and give a specific message[2] - this will still remove any divine protection, but does not affect your alignment record.

A lawful character donning the helm will become chaotic, and a chaotic character donning the helm will become lawful. For neutral characters, there is a a 50/50 chance of the helm switching them to lawful or chaotic, and each individual helm will always switch to the same alignment. While the helm does not change the alignment of monsters, aligned priests and minions (whose alignment is linked to their god) will refuse to put it on.[3]

If your god was angry with you prior to wearing the helm, your "new" god will retain the previous god's anger status. Ascending while wearing a helm of opposite alignment will cut your score by 23.

Strategy

Helms of opposite alignment are among the many reasons that randomly use-testing unidentified helms is a bad idea - they also share the same base cost as the useful helm of brilliance and helm of telepathy. However, most such helms will generate cursed and can be avoided with relative ease, especially through methods such as pet-testing. Even so, be sure to formally identify a suspected helm of opposite alignment as soon as possible - it has a 10% chance of generating noncursed, which may prove a nasty surprise for an early-game player, since they usually lack any forms of curse removal and prayer is rendered unreliable.

One primary use of a helm of opposite alignment is for lawful characters to weaken the mysterious force during a speed ascension, since chaotic characters are not teleported by as many floors when using staircases. Another is on the Astral Plane, where a character willing to use the helm effectively has a 23 chance of ascending on the first altar they find - this is naturally less reliable for neutral characters compared to other alignments.

The helm has some niche applications as well - for example, a chaotic character may become lawful to safely traverse the Gnomish Mines in the early game.

History

In NetHack 3.4.3 and earlier versions, a neutral character would randomly become lawful or chaotic each time they wore the helm, with the result not tied to the individual object. Wearing or removing the helm also did not alter your alignment record.

Messages

Your mind oscillates briefly.
You put on a helm of opposite alignment and changed your alignment.
You narrowly avoid losing all chance at your goal.
You attempted to put on a helm of opposite alignment while in your Quest branch, which will always fail.
You are suddenly overcome with shame and change your mind.
As above, but your alignment was already permanently converted through other means.

Variants

SLASH'EM

In addition to the benefits above, a chaotic or neutral character can take advantage of the helm of opposite alignment to get lawful minions from sacrificing. Since these can include powerful devas, ki-rin, archons, planetars, and solars, they are far superior to the minions that would otherwise be granted to chaotic and neutral characters, and a helm of opposite alignment may be a better wish for a high-level character than a figurine of a Solar.

FIQHack

In FIQHack, wearing or removing a helm of opposite alignment now causes you to gradually lose 1 point of alignment record per turn - once your alignment reaches −100, your alignment converts as would normally occur with the helm behaves in vanilla NetHack. Taking the helm off after a complete conversion from it also causes you to gradually lose alignment in the same way until you regain your original alignment.

Having your alignment completely converted in either case resets your piety (a FIQHack value used to determine gift threshold and crowning) and protection, incurs a −3 Luck penalty and increments prayer timeout by 300 (more) turns.

References