Lightsaber

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Lightsabers are tools specific to SLASH'EM, whose skill is restricted for all classes.

Use as a weapon

The four varieties are: green, blue, red and double red. Green, blue, and red all do the same amount of damage on average, but with damage variance increasing in that order. Double red lightsabers are not currently found in-game, but would do an extra d9/d11 damage against small/large monsters They are a high-damage weapon (see below), but have a -3 to-hit penalty (-4 for double reds). In addition, no character can gain skill in the use of a lightsaber, so they will always carry this penalty.

They turn off automatically when they are unwielded, although if you are fast enough, you can dual-wield them, or even stick one in you bag of holding! Note that this currently does not damage your containers in any way.

From SLASH'EM 0.0.7E7F2/objects.c#line825:

  • Lightsabers are -3 to hit; double lightsabers are -4
  • green : 9 + d3, 13 + d5
  • blue : 8 + d5, 12 + d7
  • red : 6 + d9, 10 + d11
  • red double: 6 + d9 + d9, 10 + d11 + d11 (15/21) in double mode

Enchantment

Lightsabers can be enchanted like other weapon-tools. This is important, since it can considerably help to offset the large to-hit penalty they will always carry, given that one can never become skilled in the use of a lightsaber. Note that enchantment to-hit and damage does not apply when the lightsaber is not lit, so using a lightsaber for long periods of time is usually only practical if you have plentiful charging; the Platinum Yendorian Express Card is best for this, though a magic marker can also suffice if you don't need to write many other scrolls.

Use as a tool

Lightsabers can be used to burn Elbereth and to burn through doors, making them invaluable, even when not used for combat. Note however, that they can run out of power! Charging them works like an oil lamp: 750 turns from uncursed, 1500 from blessed to a maximum of 1500 turns.