Difference between revisions of "Ice"

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(clarify what prevents fumbling)
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'''Ice''', {{cyan|.}}, is formed when a [[pool]] is frozen by a [[spellbook of cone of cold|spell]], [[wand of cold]], [[frost horn]], or [[white dragon|breath]] [[winter wolf|attack]], and is naturally found in a few places such as the [[Valkyrie quest]].  
 
'''Ice''', {{cyan|.}}, is formed when a [[pool]] is frozen by a [[spellbook of cone of cold|spell]], [[wand of cold]], [[frost horn]], or [[white dragon|breath]] [[winter wolf|attack]], and is naturally found in a few places such as the [[Valkyrie quest]].  
  
Ice is slippery, and walking on it often causes you to stumble as though [[fumbling]] (but ice does not apply the other effects of fumbling). Fumbling can be prevented by wearing [[Boots#List of boots|snow boots]], being a [[Valkyrie]], or polymorphing into a monster with [[cold resistance]]. Cold resistance from any other source (e.g. eating a corpse, wearing the appropriate ring, or being a level 13 [[Monk]]) will ''not'' prevent this fumbling. If snow boots ''are'' fumble boots, they negate the fumbling effect of ice, but they still cause you to fumble by their own effect.
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==Description==
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Ice is slippery, and walking on it often causes you to stumble, similar to one of the effect of [[fumbling]]. This fumbling can be prevented by wearing [[snow boots]], being a [[Valkyrie]], or polymorphing into a monster with [[cold resistance]]. Cold resistance from any other source (e.g. eating a corpse, wearing the appropriate ring, or being a level 13 [[Monk]]) will ''not'' prevent this fumbling. If snow boots are the random appearance of [[fumble boots]], they still negate the fumbling effect of ice, but cause you to fumble by their own effect.
  
Beware fire-breathing monsters, [[wand of fire|wands of fire]], [[trap|fire traps]] (many of these are present on the Valkyrie quest), and other sources of fire if you are on ice; these will melt it and cause you to fall into the newly created pool. You will normally be able to climb out, but your inventory will get [[wet]], and as with falling into [[moat|normal water]] it is possible to drown under the wrong circumstances.
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Beware [[fire]]-breathing monsters, [[wand of fire|wands of fire]], [[trap|fire traps]], and other sources of fire if you are on ice; these will melt it and cause you to fall into the newly created [[moat]]. As with falling into normal water, your inventory will get [[wet]], and you will attempt to climb out, with a chance of drowning dependent on the circumstances.
  
[[Corpse]]s rot half as fast if they're on ice.
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[[Corpse]]s rot half as fast if laying on ice, and items on an icy floor will slide further when kicked ("Whee! A(n) <item> slides across the ice.")
  
Items on ice will slide further when kicked ("Whee! A/n <item> slides across the ice.")
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===Melting===
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Ice created by a spell or breath attack has a chance of melting after between 50&ndash;2000 turns.{{refsrc|src/zap.c|4105|version=NetHack 3.6.0}} Ice created on level generation will always be permanent, and newly created ice has a chance of becoming permanent as well. Thawing ice that is hit with another spell or breath will increase the duration, and has another chance of becoming permanent. Players with [[warning]] will be informed if they are standing on ice that is about to break in under 15 turns.
  
Ice created by a spell or breath attack has a chance of melting after between 50&ndash;2000 turns.{{refsrc|src/zap.c|4105|version=NetHack 3.6.0}} Ice created on level generation will always be permanent, and newly created ice has a chance of becoming permanent as well. Thawing ice that is hit with another spell or breath will increase the duration, and has another chance of becoming permanent. Players with [[warning]] will be informed if they are standing on ice that is about to break in under 15 turns.
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==Strategy==
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Melting ice is especially dangerous on the fire trap-laden [[Valkyrie quest]]. The primary danger lies in an unwary Valkyrie triggering one such trap and drowning; this is best avoided by sticking to the narrow and less icy paths, such as the one leading to [[The Norn|the quest leader's]] dwelling. A source of [[levitation]] and/or [[water walking boots]] can help prevent drowning if you have procured either of them.
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On the note of The Norn, if she begins wandering around the ice (e.g., after you talk to her but before you qualify for entry to the quest), there is a minuscule possibility that she may step on one of the fire traps in the area and drown as a result. While very unlikely to occur in a mass majority of games, this can be avoided by simply waiting until you are at experience level 14 before talking to her.
  
 
==Messages==
 
==Messages==
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== History ==
 
== History ==
 
 
Ice melting over time was implemented in [[NetHack 3.6.0]].
 
Ice melting over time was implemented in [[NetHack 3.6.0]].
  
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==References==
 
==References==
<references />
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<references/>
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[[Category:Dungeon features]]
 
[[Category:Dungeon features]]
 
{{nethack-366}}
 
{{nethack-366}}

Revision as of 04:21, 27 April 2021

Ice, ., is formed when a pool is frozen by a spell, wand of cold, frost horn, or breath attack, and is naturally found in a few places such as the Valkyrie quest.

Description

Ice is slippery, and walking on it often causes you to stumble, similar to one of the effect of fumbling. This fumbling can be prevented by wearing snow boots, being a Valkyrie, or polymorphing into a monster with cold resistance. Cold resistance from any other source (e.g. eating a corpse, wearing the appropriate ring, or being a level 13 Monk) will not prevent this fumbling. If snow boots are the random appearance of fumble boots, they still negate the fumbling effect of ice, but cause you to fumble by their own effect.

Beware fire-breathing monsters, wands of fire, fire traps, and other sources of fire if you are on ice; these will melt it and cause you to fall into the newly created moat. As with falling into normal water, your inventory will get wet, and you will attempt to climb out, with a chance of drowning dependent on the circumstances.

Corpses rot half as fast if laying on ice, and items on an icy floor will slide further when kicked ("Whee! A(n) <item> slides across the ice.")

Melting

Ice created by a spell or breath attack has a chance of melting after between 50–2000 turns.[1] Ice created on level generation will always be permanent, and newly created ice has a chance of becoming permanent as well. Thawing ice that is hit with another spell or breath will increase the duration, and has another chance of becoming permanent. Players with warning will be informed if they are standing on ice that is about to break in under 15 turns.

Strategy

Melting ice is especially dangerous on the fire trap-laden Valkyrie quest. The primary danger lies in an unwary Valkyrie triggering one such trap and drowning; this is best avoided by sticking to the narrow and less icy paths, such as the one leading to the quest leader's dwelling. A source of levitation and/or water walking boots can help prevent drowning if you have procured either of them.

On the note of The Norn, if she begins wandering around the ice (e.g., after you talk to her but before you qualify for entry to the quest), there is a minuscule possibility that she may step on one of the fire traps in the area and drown as a result. While very unlikely to occur in a mass majority of games, this can be avoided by simply waiting until you are at experience level 14 before talking to her.

Messages

The ice seems very soft and slushy.
You have warning and are standing on ice that will melt in under 15 turns.
You feel the ice shift beneath you!
As above, but in under 10 turns.
The ice, is gonna BREAK!
As above, but in under 5 turns.

History

Ice melting over time was implemented in NetHack 3.6.0.

See also

References