Difference between revisions of "Life saving"

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#REDIRECT [[Amulet of life saving]]
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'''Life saving''' is a [[property]] that occurs in ''[[NetHack]]'', and is capable of resurrecting a [[player]] character or [[monster]] from death, though at a slight cost.
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The only item that confers the property is the worn [[amulet of life saving]] - a character in [[explore mode]] or [[wizard mode]] can also choose not to die, which has roughly the same effects.
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==Description==
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The following effects occur for a character whose life is saved:{{refsrc|src/end.c|867|version=NetHack 3.6.7}}{{refsrc|src/end.c|1168|version=NetHack 3.6.7}}
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* If their life is saved by an amulet of life saving, they lose a point of [[constitution]].{{refsrc|src/end.c|1179|version=NetHack 3.6.7}}
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* Their hit points are restored to the maximum - if said maximum is lower than either 10 or twice the character's [[experience level]], then it is raised to the higher value of the two.
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* Their [[nutrition]] is set to a minimum of 500 unless they died of [[choking]], in which case it is set to 900 and they [[vomit]].
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* [[Sickness]] that would kill the character immediately after they revive is cured.
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* A character trapped in [[lava]] becomes untrapped.
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* A character killed by a [[drowning attack]] will resurrect as normal, though they will remain held by the monster that drowned them.
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<!-- u.uswldtim = 0; - what does it do? -->
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Life saving will not successfully resurrect a character in the following circumstances:
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* [[Trickery]] forfeits the game rather than killing the character, so it ignores life saving entirely and does not generate bones - in wizard mode, the game will simply print a message acknowledging the trickery and delete the offending level files, allowing play to continue.
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* Death by self-[[genocide]] or [[brainlessness]] will cause the character to die again immediately, unless they are in explore mode or wizard mode and the player chooses not to die.
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* [[Level teleport]]ing to a negative dungeon level causes the game to end regardless of life saving, though a character whose life is saved in this case will [[Escaping the dungeon|escape the dungeon]] rather than dying.
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Having a character's life saved breaks the '''survivor''' semi-[[conduct]], with more details explained [[#Survivor|below]]. Monsters that are "killed" and have their life saved do not award experience, but doing so will still break [[pacifist]] conduct.
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===Survivor===
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''NetHack'' keeps track of how many times a character's life has been saved by amulets of life saving. If this number is zero, and the game ends without dying (i.e. by [[ascension]], escaping or [[quit]]ting), the end-of-game attributes list will note as much - this is referred to as the survivor semi-conduct:
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{{message|You survived.}}
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Choosing not to die in explore mode or wizard mode also counts towards this statistic. If the number is not zero, the line will instead read:
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{{message|You survived after being killed <x> times.}}
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==Strategy==
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Surviving is usually an indicator that the player was lucky or skillful enough not to die during a particular game - in particular, survivor can add prestige to a [[foodless]] ascension, which removes one of the game's alternative sources of [[nutrition]]. Exploiting the [[polyself bug]] to raise maximum HP is incompatible with surviving.
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==Messages==
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{{message|You feel like a scarecrow.|While in explore or wizard mode, you died of brainlessness from a brain-eating attack landing while your intelligence is 3, but chose not to die. This sets your intelligence to 5, minus up to 2 points from the successful brain-eating attack that would have killed you.}}
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==References==
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<references/>
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{{nethack-367}}
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[[Category:Properties]]
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[[Category:Conducts]]

Revision as of 09:28, 19 April 2024

Life saving is a property that occurs in NetHack, and is capable of resurrecting a player character or monster from death, though at a slight cost.

The only item that confers the property is the worn amulet of life saving - a character in explore mode or wizard mode can also choose not to die, which has roughly the same effects.

Description

The following effects occur for a character whose life is saved:[1][2]

  • If their life is saved by an amulet of life saving, they lose a point of constitution.[3]
  • Their hit points are restored to the maximum - if said maximum is lower than either 10 or twice the character's experience level, then it is raised to the higher value of the two.
  • Their nutrition is set to a minimum of 500 unless they died of choking, in which case it is set to 900 and they vomit.
  • Sickness that would kill the character immediately after they revive is cured.
  • A character trapped in lava becomes untrapped.
  • A character killed by a drowning attack will resurrect as normal, though they will remain held by the monster that drowned them.

Life saving will not successfully resurrect a character in the following circumstances:

  • Trickery forfeits the game rather than killing the character, so it ignores life saving entirely and does not generate bones - in wizard mode, the game will simply print a message acknowledging the trickery and delete the offending level files, allowing play to continue.
  • Death by self-genocide or brainlessness will cause the character to die again immediately, unless they are in explore mode or wizard mode and the player chooses not to die.
  • Level teleporting to a negative dungeon level causes the game to end regardless of life saving, though a character whose life is saved in this case will escape the dungeon rather than dying.

Having a character's life saved breaks the survivor semi-conduct, with more details explained below. Monsters that are "killed" and have their life saved do not award experience, but doing so will still break pacifist conduct.

Survivor

NetHack keeps track of how many times a character's life has been saved by amulets of life saving. If this number is zero, and the game ends without dying (i.e. by ascension, escaping or quitting), the end-of-game attributes list will note as much - this is referred to as the survivor semi-conduct:

You survived.

Choosing not to die in explore mode or wizard mode also counts towards this statistic. If the number is not zero, the line will instead read:

You survived after being killed <x> times.

Strategy

Surviving is usually an indicator that the player was lucky or skillful enough not to die during a particular game - in particular, survivor can add prestige to a foodless ascension, which removes one of the game's alternative sources of nutrition. Exploiting the polyself bug to raise maximum HP is incompatible with surviving.

Messages

You feel like a scarecrow.
While in explore or wizard mode, you died of brainlessness from a brain-eating attack landing while your intelligence is 3, but chose not to die. This sets your intelligence to 5, minus up to 2 points from the successful brain-eating attack that would have killed you.

References