Difference between revisions of "Lycanthropy"

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'''Lycanthropy''' is an [[intrinsic]] property that appears in ''[[NetHack]]''.
 
'''Lycanthropy''' is an [[intrinsic]] property that appears in ''[[NetHack]]''.
  
Lycanthropy is conveyed through being bitten by a [[werecreature]] – a werejackal, wererat, or werewolf, as well as eating their [[corpse]]s; if you are human, eating a werecreature corpse is considered [[cannibalism]]. Being given lycanthropy from an attack abuses your [[constitution]].
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Lycanthropy is conveyed through being bitten by a [[werecreature]] – a werejackal, wererat, or werewolf – as well as eating their [[corpse]]s. Wielding [[Werebane]] prevents lycanthropy from being transferred via bites. Being given lycanthropy from an attack abuses your [[constitution]], and eating a werecreature corpse is considered [[cannibalism]] if you are [[Human (starting race)|human]].
  
==Effects==
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==Description==
Lycanthropy transforms you into your animal form at regular intervals: during daytime hours, you have a 1/80 chance each turn to change forms, and during the night, the chance is 1/60.{{refsrc|allmain.c|267}} Quaffing a potion of [[holy water]] will cure the lycanthropy and return you to your normal form if possible; quaffing [[unholy water]] will immediately cause you to shift to your animal form. Inhaling the vapors of either potion will shift you to your normal form or animal form, respectively. [[Polymorph]]ing with lycanthropy will toggle between both forms.
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Lycanthropy confers intrinsic [[drain resistance]] and hungerless [[regeneration]], and also transforms you into your animal form at regular intervals: during daytime hours, you have a {{frac|80}} chance each turn to change forms, and during the night you have a {{frac|60}} chance each turn.{{refsrc|allmain.c|267}} Depending on the animal form, you will shrink out of your [[armor]] and even break some of it, and your animal forms also have much lower [[carrying capacity]]; being killed while in animal form will return you to your normal form until the next transformation.
  
===Summoning fellow monsters===
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Werecreatures are the only monsters to have intrinsic lycanthropy - other monsters will not get lycanthropy from being bitten by a werecreature or eating one's corpse of a werecreature (though the corpse being [[poisonous]] can deter a [[pet]] from eating it).
While in animal form, using the [[Monster (command)|#monster command]] will call for help by summoning a few monsters of the same species, the same as a NPC werecreature's skill (e.g. using #monster so as a werejackal will call [[jackal]]s, [[coyote]]s and [[fox]]es). Calling for help this way requires a certain amount of [[power]] to use, and exercises [[wisdom]] when done successfully.
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[[Quaff]]ing a potion of [[holy water]] will cure the lycanthropy and return you to your normal form if possible;{{refsrc|potion.c|467|comment=Code path for chaotics}}{{refsrc|potion.c|483|comment=Code path for nonchaotics}} quaffing [[unholy water]] will immediately cause you to shift to your animal form. Inhaling the [[vapor]]s of either potion will shift you to your normal form or animal form, respectively. [[Polymorph]]ing with lycanthropy will toggle between both forms.
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===Silver-hating===
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Lycanthropes are also [[silver-hating]] creatures: if a player is given lycanthropy, they become vulnerable to damage from [[silver]] weapons and other objects. Additionally, they cannot handle any silver-based items in either form - any silver items being worn or wielded when the player is afflicted with lycanthropy will be forcibly dropped, with 1d10 points of damage dealt for each silver item. This check will also cause the player to "retouch" everything in their inventory, meaning that they may also take [[artifact blast]] damage as well if they are carrying any cross-aligned or cross-role [[artifact]]s.
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===Animal abilities===
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As an animal, the player has much lower carrying capacity than normal and cannot wear any armor; werejackals and wererats will be forced out of their armor and drop it, while werewolves will destroy their shirt, cloak, and body armor and drop any remaining armor. Even after shedding your armor, your [[encumbrance]] level  will often be at strained or worse, and it is not uncommon to end up overloaded as a result.
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While in animal form, using the #[[Monster (command)|monster]] command will call for help by summoning a few tame monsters of the same species as the player to your side (e.g., using #monster as a werejackal will call [[jackal]]s, [[coyote]]s and [[fox]]es). Calling for help this way requires 10 [[power]] and exercises [[Wisdom]] when used successfully.
  
 
==Strategy==
 
==Strategy==
Lycanthropy is generally considered undesirable; animal forms have low carrying capacity, and werewolves will destroy their shirt, cloak, and body armor when transforming to animal form. As lycanthropes are also [[silver-hating]] creatures, if a player character is given lycanthropy, they will take silver damage like other lycanthropes; additionally, they cannot handle any silver-based items in either form, and any silver items being worn or wielded will be forcibly dropped, with 1d10 points of damage dealt for each silver item. This check will also cause the player to "retouch" everything in their inventory, meaning that they may also take [[artifact blast]] damage as well if they are carrying any cross-aligned or cross-role [[artifact]]s.
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Between the many setbacks of animal forms, the loss of armor with each transformation and the debilitating weakness to silver, lycanthropy is generally considered undesirable. The property does also have two notable benefits, however: drain resistance and regeneration, which are conferred alongside lycanthropy, and the ability to summon tame monsters.
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===Prevention===
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Naturally, one of the easiest ways to deal with lycanthropy is to avoid catching it in the first place: A [[ring of protection from shape changers]] will lock werecreatures in their humanoid form, ensuring they cannot bite you. Wielding Werebane will also prevent their bites from infecting you and can make short work of hostile werecreatures itself.
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In lieu of reliable protection, high [[magic cancellation]] (e.g. from a [[cloak of protection]]) can significantly reduce the chances of infection. Another good prevention method is to kill werecreatures before they can reach melee range - more often than not, many characters will find a suitable [[projectile]] weapon or attack [[wand]] before they encounter one. Silver weapons are typically quite rare, but can deal enough damage to dispatch a werecreature quickly even if you lack skill in that weapon. [[Pet]]s are also a valuable resource in keeping a werecreature off your back, especially if you can get them between you and the hostile monster.
  
Lycanthropy does have some benefits, however - it confers [[drain resistance]] while in animal form, and you have the option of summoning tame monsters. If you wear an [[amulet of unchanging]], or have [[polymorph control]] from wearing or eating a [[ring of polymorph control]], you may avoid transforming into your animal form as long as you are conscious and not stunned, asleep, or confused - this leaves only silver hatred in terms of adverse effects, although this will also take up a ring or amulet slot you may want to use down the line.
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===Curing and mitigation===
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Even if you cannot reliably prevent a lycanthropy infection, there are various means to manage or even cure the condition. An [[amulet of unchanging]] or [[ring of polymorph control]] can prevent unwanted transformations as long as you are conscious and not [[stun]]ned, [[asleep]], or [[confused]]{{reffunc|were.c|you_were}} - the tradeoff for this is an inability to pick up or use any silver objects until you can cure the lycanthropy, as well as taking up a [[ring]] or [[amulet]] slot for that duration.
  
The monsters summoned using the #monster command are generated [[tame]] and act as normal [[pet]]s. This can be used to acquire a very large number of jackals, [[rat]]s, or [[wolves]] to polymorph into much better pets; at bare minimum, they can serve as temporary meatshields. Very low-level characters will have trouble using this command early on, as the animal form will have much lower maximum power.
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The following methods can cure lycanthropy:
  
===Prevention and cure===
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* [[Eat]]ing a [[sprig of wolfsbane]].{{refsrc|eat.c|1681}}
To prevent catching lycanthropy when bitten, you can wear a [[ring of protection from shape changers]], or reduce the chance with [[magic cancellation]]. Attacking werecreatures with ranged weapons is also wise, especially while they are in animal form. [[Werebane]] prevents lycanthropy from infecting you while wielded.
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* Quaffing a potion of holy water.
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* [[Pray]]ing to your [[god]] successfully, as lycanthropy is considered a major trouble.{{refsrc|pray.c|169}}
  
To remove lycanthrophy, you can [[pray]] to your god, as it counts as a major trouble.{{refsrc|pray.c|169}} You can also eat a [[sprig of wolfsbane]]{{refsrc|eat.c|1681}} or quaff a potion of [[holy water]].{{refsrc|potion.c|467|comment=Code path for chaotics}}{{refsrc|potion.c|483|comment=Code path for nonchaotics}} If none of these options are available, an [[amulet of unchanging]] or [[ring of polymorph control]] will keep the intrusive changes under control until then. You can force yourself to transform back into your normal form by letting yourself take damage; when you reach zero HP in your animal form, you transform back to normal temporarily.
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If all else fails, you can force yourself to transform back from animal form by dropping your HP to zero, e.g. [[kick]]ing a wall repeatedly, then gradually make your way forward until you can wait out any prayer timeout or else find a means of stopping or curing the transformations. Letting monsters kill you in animal forms is possible but tricky, due to lycanthropy giving intrinsic regeneration. Unfortunately, you will also have to consider leaving behind much if not all of your current inventory, in order to avoid being immobilized by its weight if another shift occurs.
  
==Origin==
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===Lycanthropy and pets===
The word "[[wikt:lycanthrope|lycanthrope]]" (from ancient Greek λύκος [''lýkos'', "wolf"], άνθρωπος [''ánthropos'', "man"]) simply means "werewolf". In ''[[Dungeons & Dragons]]'', which ''NetHack'' heavily borrows from, the term is extended to apply to all shape-shifting were-creatures.
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The monsters summoned using the #monster command are generated [[tame]] and act as normal [[pet]]s. This can be used to acquire a very large number of jackals, [[rat]]s, or [[wolves]], which you can use as temporary meat shields at bare minimum - pets that survive can then be polymorphed (usually via [[wand]] or [[polymorph trap]]) into much better pets. Very low-level characters will have trouble using this command early on, as the animal form will have much lower maximum power, and repeated "deaths" in animal form will usually result in even lower maximum power the next time you shift into animal form.
  
 
==History==
 
==History==
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Lycanthropy first appears alongside werecreatures in [[NetHack 3.0.0]].
 +
 
The full-inventory "retouch" from being given lycanthropy was introduced in [[NetHack 3.6.0]].
 
The full-inventory "retouch" from being given lycanthropy was introduced in [[NetHack 3.6.0]].
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 +
==Origin==
 +
The word "[[wikt:lycanthrope|lycanthrope]]" (from ancient Greek λύκος [''lýkos'', "wolf"], άνθρωπος [''ánthropos'', "man"]) simply means "werewolf". In ''[[Dungeons & Dragons]]'', which ''NetHack'' heavily borrows from, the term is extended to apply to all shape-shifting were-creatures.
  
 
==Messages==
 
==Messages==
Line 40: Line 61:
  
 
In addition, the [[doppelganger]] race gains intrinsic polymorph control by reaching level 9, allowing them to mitigate the side effects of lycanthropy in a manner similar to wearing the ring.
 
In addition, the [[doppelganger]] race gains intrinsic polymorph control by reaching level 9, allowing them to mitigate the side effects of lycanthropy in a manner similar to wearing the ring.
 
===Slash'EM Extended===
 
[[Slash'EM Extended]] adds even more werecreatures that can give the player lycanthropy.
 
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 
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{{nethack-366}}
 
[[Category:Properties]]
 
[[Category:Properties]]
{{nethack-366}}
 

Latest revision as of 05:17, 27 May 2023

Lycanthropy is an intrinsic property that appears in NetHack.

Lycanthropy is conveyed through being bitten by a werecreature – a werejackal, wererat, or werewolf – as well as eating their corpses. Wielding Werebane prevents lycanthropy from being transferred via bites. Being given lycanthropy from an attack abuses your constitution, and eating a werecreature corpse is considered cannibalism if you are human.

Description

Lycanthropy confers intrinsic drain resistance and hungerless regeneration, and also transforms you into your animal form at regular intervals: during daytime hours, you have a 180 chance each turn to change forms, and during the night you have a 160 chance each turn.[1] Depending on the animal form, you will shrink out of your armor and even break some of it, and your animal forms also have much lower carrying capacity; being killed while in animal form will return you to your normal form until the next transformation.

Werecreatures are the only monsters to have intrinsic lycanthropy - other monsters will not get lycanthropy from being bitten by a werecreature or eating one's corpse of a werecreature (though the corpse being poisonous can deter a pet from eating it).

Quaffing a potion of holy water will cure the lycanthropy and return you to your normal form if possible;[2][3] quaffing unholy water will immediately cause you to shift to your animal form. Inhaling the vapors of either potion will shift you to your normal form or animal form, respectively. Polymorphing with lycanthropy will toggle between both forms.

Silver-hating

Lycanthropes are also silver-hating creatures: if a player is given lycanthropy, they become vulnerable to damage from silver weapons and other objects. Additionally, they cannot handle any silver-based items in either form - any silver items being worn or wielded when the player is afflicted with lycanthropy will be forcibly dropped, with 1d10 points of damage dealt for each silver item. This check will also cause the player to "retouch" everything in their inventory, meaning that they may also take artifact blast damage as well if they are carrying any cross-aligned or cross-role artifacts.

Animal abilities

As an animal, the player has much lower carrying capacity than normal and cannot wear any armor; werejackals and wererats will be forced out of their armor and drop it, while werewolves will destroy their shirt, cloak, and body armor and drop any remaining armor. Even after shedding your armor, your encumbrance level will often be at strained or worse, and it is not uncommon to end up overloaded as a result.

While in animal form, using the #monster command will call for help by summoning a few tame monsters of the same species as the player to your side (e.g., using #monster as a werejackal will call jackals, coyotes and foxes). Calling for help this way requires 10 power and exercises Wisdom when used successfully.

Strategy

Between the many setbacks of animal forms, the loss of armor with each transformation and the debilitating weakness to silver, lycanthropy is generally considered undesirable. The property does also have two notable benefits, however: drain resistance and regeneration, which are conferred alongside lycanthropy, and the ability to summon tame monsters.

Prevention

Naturally, one of the easiest ways to deal with lycanthropy is to avoid catching it in the first place: A ring of protection from shape changers will lock werecreatures in their humanoid form, ensuring they cannot bite you. Wielding Werebane will also prevent their bites from infecting you and can make short work of hostile werecreatures itself.

In lieu of reliable protection, high magic cancellation (e.g. from a cloak of protection) can significantly reduce the chances of infection. Another good prevention method is to kill werecreatures before they can reach melee range - more often than not, many characters will find a suitable projectile weapon or attack wand before they encounter one. Silver weapons are typically quite rare, but can deal enough damage to dispatch a werecreature quickly even if you lack skill in that weapon. Pets are also a valuable resource in keeping a werecreature off your back, especially if you can get them between you and the hostile monster.

Curing and mitigation

Even if you cannot reliably prevent a lycanthropy infection, there are various means to manage or even cure the condition. An amulet of unchanging or ring of polymorph control can prevent unwanted transformations as long as you are conscious and not stunned, asleep, or confused[4] - the tradeoff for this is an inability to pick up or use any silver objects until you can cure the lycanthropy, as well as taking up a ring or amulet slot for that duration.

The following methods can cure lycanthropy:

If all else fails, you can force yourself to transform back from animal form by dropping your HP to zero, e.g. kicking a wall repeatedly, then gradually make your way forward until you can wait out any prayer timeout or else find a means of stopping or curing the transformations. Letting monsters kill you in animal forms is possible but tricky, due to lycanthropy giving intrinsic regeneration. Unfortunately, you will also have to consider leaving behind much if not all of your current inventory, in order to avoid being immobilized by its weight if another shift occurs.

Lycanthropy and pets

The monsters summoned using the #monster command are generated tame and act as normal pets. This can be used to acquire a very large number of jackals, rats, or wolves, which you can use as temporary meat shields at bare minimum - pets that survive can then be polymorphed (usually via wand or polymorph trap) into much better pets. Very low-level characters will have trouble using this command early on, as the animal form will have much lower maximum power, and repeated "deaths" in animal form will usually result in even lower maximum power the next time you shift into animal form.

History

Lycanthropy first appears alongside werecreatures in NetHack 3.0.0.

The full-inventory "retouch" from being given lycanthropy was introduced in NetHack 3.6.0.

Origin

The word "lycanthrope" (from ancient Greek λύκος [lýkos, "wolf"], άνθρωπος [ánthropos, "man"]) simply means "werewolf". In Dungeons & Dragons, which NetHack heavily borrows from, the term is extended to apply to all shape-shifting were-creatures.

Messages

You feel feverish.
You were given lycanthropy from a werecreature's bite.
You can't handle your foo!
The player was wielding a silver weapon or wearing a silver item at the time they were given lycanthropy, and is forced to drop it.
You lack the energy to send forth a call for help!
You tried to use the #monster command while shifted to your animal form, but do not have enough power.
You feel purified.
You successfully cured yourself of lycanthropy.

Variants

SLASH'EM

SLASH'EM adds several new werecreatures (and thus more potential sources of lycanthropy). A blessed potion of amnesia can cure lycanthropy.

The lycanthrope is a new starting race in SLASH'EM that always begins with the lycanthropy intrinsic; they will always be werewolves, although they will automatically remove their armor before transforming rather than destroy it (unless it is cursed).

In addition, the doppelganger race gains intrinsic polymorph control by reaching level 9, allowing them to mitigate the side effects of lycanthropy in a manner similar to wearing the ring.

References