Difference between revisions of "Magic marker"

From NetHackWiki
Jump to navigation Jump to search
m (chance to:opportunity::chance of:probability)
 
(51 intermediate revisions by 20 users not shown)
Line 1: Line 1:
{{template:tool|tile=[[image:magic marker.png]]|cost=50|weight=2|color=red|name=magic marker|material=plastic}}
+
{{tool
 +
|tile=[[image:magic marker.png]]
 +
|color=red
 +
|name=magic marker
 +
|cost=50
 +
|weight=2
 +
|material=plastic
 +
}}
  
A '''magic marker''' is a [[tool]] item in [[NetHack]]. It is one of the most useful writing items as it can be used to write magic [[scroll]]s or [[spellbook]]s. Of course, to do this, you must have a [[blank scroll]] or [[blank spellbook]] upon which to write. Magic markers can also be used to scribble a message on the floor (which is about as permanent as an engraving) at a cost of a charge per two letters (thus writing [[Elbereth]] costs 4 charges). Magic markers can be recharged only once.{{refsrc|read.c|312}}
+
A '''magic marker''' is a type of [[magical tool]] that appears in ''[[NetHack]]''. It can be used to write on various surfaces and can even create magic [[scroll]]s and [[spellbook]]s.
  
[[Archeologist]]s, [[Monk]]s, [[Priest]]s, [[Tourist]]s, and [[Wizard]]s all have a chance of starting with a magic marker.
+
==Generation==
 +
A magic marker is generated with 30–99 charges.{{refsrc|src/mkobj.c|933|version=NetHack 3.6.7}}
  
[[Wizard]]s (especially those with high [[Luck]]) have a good chance of writing scrolls and spellbooks that they have not identified yet.
+
Various roles have a low chance of starting their game with a magic marker:
  
== Usage ==
+
* [[Monk]]s and [[Wizard]]s have a {{frac|5}} chance of starting with a magic marker, which is the highest among roles.{{refsrc|src/u_init.c|717|version=NetHack 3.6.7|comment=Marker odds for monks}}{{refsrc|src/u_init.c|791|version=NetHack 3.6.7|comment=Marker odds for wizards}}
 +
* [[Archeologist]]s have a {{frac|27|400}} chance.{{refsrc|src/u_init.c|673|version=NetHack 3.6.7|comment=Marker odds for archeologists}}
 +
* [[Priest]]s have a {{frac|10}} chance of starting with a magic marker.{{refsrc|src/u_init.c|729|version=NetHack 3.6.7|comment=Marker odds for priests}}
 +
* [[Tourist]]s have a 3.538944% chance ({{frac|24|25}}*{{frac|24|25}}*{{frac|24|25}}*{{frac|25}}={{frac|13824|390625}}).{{refsrc|src/u_init.c|777|version=NetHack 3.6.7|comment=Marker odds for tourists}}
  
[Some details borrowed from Sascha Wostmann's "Yet Another NetHack FAQ," http://nethack.de/spoiler/yanfaq.txt ]
+
Magic markers have a low probability of being created by [[polypiling]] [[Magical items#magical tools|magical tools]]; it is also possible to create them from non-magical tools, but the probability of this occurring is quite small (roughly a {{frac|20}} chance versus {{frac|9|20}} for magical tools).
  
To create a scroll or spellbook, you [[apply]] the magic markerThen you are asked what to write on, so you will need to have a [[scroll of blank paper]] or a [[spellbook of blank paper]]. Finally, you must specify what is to be written.
+
{{upcoming|NetHack 3.7.0|As of {{commit|9d910773d0a5421a259a228f638f87a04ef2d7a0}}, magic markers generated in starting inventory have only 19–23 chargesInitial inventory chances are also changed: 13.5% of Archeologists, 20% of Priests, 25% of Monks, 4.42368% of Tourists, and all Wizards now start with a magic marker.}}
  
You may enter the correct name of a [[scroll]] ("scroll of light"), or just a short form ("light"). You may also write the label of a scroll ("ZELGO MER"), but only if you have already seen that scroll in your game. This means that if you want to write a scroll of remove curse, and you know that ZELGO MER is definitely the scroll of remove curse but it is not formally identified, you should write "ZELGO MER". Attempting to write "remove curse" will be subject to the normal failure chance from trying to write an unidentified scroll.
+
==Description==
 +
:''Some details borrowed from [http://nethack.de/spoiler/yanfaq.txt Sascha Wostmann's "Yet Another NetHack FAQ".]''
  
Similarly, you may create a [[spellbook]] by entering the correct name ("spellbook of detect food"), or a short form ("detect food"), or the spellbook label ("indigo spellbook") provided that you have identified that type of spellbook. You cannot write the [[Book of the Dead]].
+
[[Apply]]ing a magic marker will prompt you what to write on, which lets you choose a single scroll or spellbook of blank paper in your inventory followed by the scroll or spellbook you wish to write. You can also [[engrave]] with a magic marker, which creates a fast semi-permanent engraving at a cost of 1 charge per two letters.
  
When [[engraving]], a magic marker may be selected in response to "What do you want to write with?", creating a fast semipermanent engraving. However, this is generally viewed as a waste of charges, since the same effect can be achieved using an [[athame]] or a [[wand of digging]].  Early on, though, this can be a lifesaver.
+
===Writing scrolls and spellbooks===
 +
You may enter the full name of a scroll or the short form, e.g. "scroll of light" or "light", or the [[randomized appearance|label]] of a scroll, provided that label exists in your game - said labels are case-sensitive and must always be written out in all-caps. Type-named scrolls can be written using the name you give  them: as an example, if you want to write a [[scroll of remove curse]] labeled ZELGO MER and you have not formally identified it, but you have type-named the scroll's label as "removed curses", you can write the scroll using its label or the given type-name.
  
== BUC ==
+
Writing a scroll by its known label or type-name will always succeed with one exception: If you attempt to write an unidentified scroll using a type-name that matches the exact name of a scroll (e.g. "remove curse" or "enchant weapon"), you will attempt to write that actual scroll rather than the one you type-named. Writing an unidentified scroll has a much lower chance of success, with the normal failure chance of trying to write an unidentified scroll.
  
When you write a scroll or spellbook, the [[BUC]] of the resulting item is the sum of the BUCs of the marker and the blank scroll/spellbook, as seen below. In short, blessed markers produce blessed scrolls, unless the material is cursed, and the reverse is true for cursed markers. Uncursed markers produce scrolls with the same status as the material and thus are the most useful.
+
Similarly, you may write any spellbook by entering the full name ("spellbook of detect food"), the short form ("detect food"), or the appearance ("indigo spellbook"). Unlike with scrolls, you may not copy a spellbook by appearance unless you have formally identified the spellbook. Attempting to write a [[novel]] will produce a random novel; attempting to write the [[Book of the Dead]] will always fail.
 +
 
 +
{{upcoming|NetHack 3.7.0|Novels can no longer be written with a magic marker, and the [[blank spellbook]] you select to write on may be destroyed in the attempt.}}
 +
 
 +
===Beatitude===
 +
When you write a scroll or spellbook, the [[beatitude]] of the resulting item is a combination of the beatitudes of the used marker and the blank scroll or spellbook, as seen below:
  
 
{|class="wikitable"
 
{|class="wikitable"
!Marker!!Paper!!Document
+
|+Final document [[BUC]]
|-
 
|Blessed||Blessed||Blessed
 
|-
 
|Blessed||Uncursed||Blessed
 
|-
 
|Blessed||Cursed||Uncursed
 
 
|-
 
|-
|Uncursed||Blessed||Blessed
+
! colspan="2" rowspan="2"| || colspan="3" | Marker
 
|-
 
|-
|Uncursed||Uncursed||Uncursed
+
! Blessed||Uncursed||Cursed
 
|-
 
|-
|Uncursed||Cursed||Cursed
+
! scope="row" rowspan="3" | Blank<br />document || Blessed
 +
|style="background-color:#89ffdd"| Blessed ||style="background-color:#89ffdd"| Blessed || Uncursed
 
|-
 
|-
|Cursed||Blessed||Uncursed
+
! scope="row" | Uncursed
 +
|style="background-color:#89ffdd"| Blessed || Uncursed ||style="background-color:#ffdfcf"| Cursed
 
|-
 
|-
|Cursed||Uncursed||Cursed
+
! scope="row" | Cursed  
|-
+
| Uncursed ||style="background-color:#ffdfcf"| Cursed ||style="background-color:#ffdfcf"| Cursed
|Cursed||Cursed||Cursed
 
 
|}
 
|}
  
== Ink and charges ==
+
In short: blessed markers produce blessed scrolls, unless the material is cursed, and the reverse is true for cursed markers. Uncursed markers produce scrolls with the same status as the material, and thus are the most versatile.
 
 
Writing with a magic marker uses up charges. Initially, a magic marker will be generated with 30–99 charges.{{refsrc|mkobj.c|496}}
 
 
 
A magic marker can be recharged with a [[scroll of charging]] (or [[The Platinum Yendorian Express Card|PYEC]]), but only once.{{refsrc|read.c|318}} They [[wikipedia:Holy_Hand_Grenade_of_Antioch|do not explode]]. A blessed charge will add 15–30 charges, then round up to 50 or 75 if able. An uncursed charge will add 10–20 charges, then round up to 50 if able. Because of the total gain of 50 charges, it is best to recharge your magic marker when it is totally empty. Blessed charging in this case gives no advantage over uncursed. An exception would be if you want to write a very high-level spellbook. In that case, charging it up to 75 with a blessed scroll could be desirable. Charges are capped at 127, but attempting to exceed this will not cause the marker to explode.{{refsrc|read.c|344}}
 
It is possible, although with low probability of success, to create magic markers by [[polypiling]] [[Magical_item#Magical_Tools|magical tools]]. (It is technically possible to create them from non-magical tools, but the probability of this occuring is ''vanishingly'' small.) Be aware that any magic markers created by polymorphing come "pre-recharged", and cannot be charged again.
 
 
 
Each scroll or spellbook has an associated "base ink cost". For scrolls, this is an arbitrary number specified in [[write.c#cost|write.c]]; for spellbooks it is ''(spell level * 10)''.{{refsrc|write.c|17}}
 
  
If the ink cost of a scroll or spellbook is X, then writing it will cost a random number of charges between X/2 and X-1 inclusive. If the marker has fewer than X/2 charges remaining, you will not even attempt to write the specified item (''"Your marker is too dry to write that!"'').{{refsrc|write.c|169}} If it has between X/2 and X-1, however, you ''will'' attempt to write. If it turns out that this is not enough, the written item will be useless, and the marker will lose all its remaining charges (''"Your marker dries out!"''){{refsrc|write.c|181}}. Useless scrolls will disappear, while books will clear themselves.
+
===Ink and charges===
 +
Writing with a magic marker uses up charges. A magic marker can be recharged only once with a [[scroll of charging]] or [[The Platinum Yendorian Express Card]].{{refsrc|read.c|312}}{{refsrc|read.c|318}} A blessed charge will add 15–30 charges, then round up to 50 or 75 if able. An uncursed charge will add 10–20 charges, then round up to 50 if able. Charges are capped at 127, but attempting to exceed this will not cause the marker to explode.{{refsrc|read.c|344}}
  
<div style="float:left;width:50%;min-width:300px;">
+
Any magic markers created by polypiling come "pre-recharged" and cannot be charged again.
  
 +
Each scroll or spellbook has an associated "base ink cost". For scrolls, this is an arbitrary number specified in [[write.c#cost|write.c]]; for spellbooks it is (''spell level'' &times; 10).{{refsrc|write.c|17}} (Novels are treated as level 1 spellbooks.)
  
=== Scrolls ===
+
If the ink cost of a scroll or spellbook is <var>x</var>, then writing it will cost a random number of charges between {{sfrac|<var>x</var>|2}} and <var>x</var>&nbsp;&minus;&nbsp;1 inclusive. If the marker has fewer than {{sfrac|<var>x</var>|2}} charges remaining, you will not even attempt to write the specified item ("Your marker is too dry to write that!").{{refsrc|write.c|169}} If it has between {{sfrac|<var>x</var>|2}} and <var>x</var>&nbsp;&minus;&nbsp;1, however, you <em>will</em> attempt to write. If it turns out that this is not enough, the written item will be useless, and the marker will lose all its remaining charges ("Your marker dries out!").{{refsrc|write.c|181}} Useless scrolls disappear, while books clear themselves.
  
{|class="prettytable"
+
{|class="prettytable sortable" style="float:left"
!Scroll
+
|+|'''Spellbooks'''
!Ink
+
!Spellbook !! Ink !! data-sort-type="number"|Charges
!Charges
 
 
|-
 
|-
|[[scroll of mail|mail]]
+
|[[novel]] || 10 || 5–9
|2
 
|1
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|detect monsters}} || 10 || 5–9
 
|-
 
|-
|[[scroll of amnesia|amnesia]]
+
|{{+ of|force bolt}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of earth|earth]]
+
|{{+ of|healing}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of fire|fire]]
+
|{{+ of|jumping}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of gold detection|gold detection]]
+
|{{+ of|knock}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of food detection|food detection]]
+
|{{+ of|light}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of light|light]]
+
|{{+ of|protection}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of magic mapping|magic mapping]]
+
|{{+ of|sleep}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|confuse monster}} || 20 || 10–19
 
|-
 
|-
|[[scroll of create monster|create monster]]
+
|{{+ of|create monster}} || 20 || 10–19
|10
 
|5-9
 
 
|-
 
|-
|[[scroll of destroy armor|destroy armor]]
+
|{{+ of|cure blindness}} || 20 || 10–19
|10
 
|5-9
 
 
|-
 
|-
|[[scroll of punishment|punishment]]
+
|{{+ of|detect food}} || 20 || 10–19
|10
 
|5-9
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|drain life}} || 20 || 10–19
 
|-
 
|-
|[[scroll of confuse monster|confuse monster]]
+
|{{+ of|magic missile}} || 20 || 10–19
|12
 
|6-11
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|slow monster}} || 20 || 10–19
 
|-
 
|-
|[[scroll of identify|identify]]
+
|{{+ of|wizard lock}} || 20 || 10–19
|14
 
|7-13
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|cause fear}} || 30 || 15–29
 
|-
 
|-
|[[scroll of charging|charging]]
+
|{{+ of|charm monster}} || 30 || 15–29
|16
 
|8-15
 
 
|-
 
|-
|[[scroll of enchant armor|enchant armor]]
+
|{{+ of|clairvoyance}} || 30 || 15–29
|16
 
|8-15
 
 
|-
 
|-
|[[scroll of enchant weapon|enchant weapon]]
+
|{{+ of|cure sickness}} || 30 || 15–29
|16
 
|8-15
 
 
|-
 
|-
|[[scroll of remove curse|remove curse]]
+
|{{+ of|detect unseen}} || 30 || 15–29
|16
 
|8-15
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|extra healing}} || 30 || 15–29
 
|-
 
|-
|[[scroll of scare monster|scare monster]]
+
|{{+ of|haste self}} || 30 || 15–29
|20
 
|10-19
 
 
|-
 
|-
|[[scroll of stinking cloud|stinking cloud]]
+
|{{+ of|identify}} || 30 || 15–29
|20
 
|10-19
 
 
|-
 
|-
|[[scroll of taming|taming]]
+
|{{+ of|remove curse}} || 30 || 15–29
|20
 
|10-19
 
 
|-
 
|-
|[[scroll of teleportation|teleportation]]
+
|{{+ of|stone to flesh}} || 30 || 15–29
|20
 
|10-19
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|cone of cold}} || 40 || 20–39
 
|-
 
|-
|[[scroll of genocide|genocide]]
+
|{{+ of|detect treasure}} || 40 || 20–39
|30
 
|15-29
 
|} </div>
 
 
 
=== Spellbooks ===
 
 
 
{|class="prettytable"
 
!Spellbook
 
!Ink
 
!Charges
 
 
|-
 
|-
|{{spell of|detect monsters}}
+
|{{+ of|fireball}} || 40 || 20–39
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|force bolt}}
+
|{{+ of|invisibility}} || 40 || 20–39
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|healing}}
+
|{{+ of|levitation}} || 40 || 20–39
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|jumping}}
+
|{{+ of|restore ability}} || 40 || 20–39
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|knock}}
+
|{{+ of|dig}} || 50 || 25–49
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|light}}
+
|{{+ of|magic mapping}} || 50 || 25–49
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|protection}}
+
|{{+ of|create familiar}} || 60 || 30–59
|10
 
|5-9
 
 
|-
 
|-
|{{spell of|sleep}}
+
|{{+ of|polymorph}} || 60 || 30–59
|10
 
|5-9
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|teleport away}} || 60 || 30–59
 
|-
 
|-
|{{spell of|confuse monster}}
+
|{{+ of|turn undead}} || 60 || 30–59
|20
 
|10-19
 
 
|-
 
|-
|{{spell of|create monster}}
+
|{{+ of|cancellation}} || 70 || 35–69
|20
 
|10-19
 
 
|-
 
|-
|{{spell of|cure blindness}}
+
|{{+ of|finger of death}} || 70 || 35–69
|20
+
|}
|10-19
+
 
|-
+
{|class="prettytable sortable" style="float:left"
|{{spell of|detect food}}
+
|+|'''Scrolls'''
|20
+
!Scroll !! Ink !! data-sort-type="number"|Charges
|10-19
 
|-
 
|{{spell of|drain life}}
 
|20
 
|10-19
 
|-
 
|{{spell of|magic missile}}
 
|20
 
|10-19
 
|-
 
|{{spell of|slow monster}}
 
|20
 
|10-19
 
|-
 
|{{spell of|wizard lock}}
 
|20
 
|10-19
 
|-
 
|colspan="3"|
 
|-
 
|{{spell of|cause fear}}
 
|30
 
|15-29
 
|-
 
|{{spell of|charm monster}}
 
|30
 
|15-29
 
|-
 
|{{spell of|clairvoyance}}
 
|30
 
|15-29
 
|-
 
|{{spell of|cure sickness}}
 
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|detect unseen}}
+
|{{? of|mail}} || 2 || 1
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|extra healing}}
+
|{{? of|amnesia}} || 8 || 4–7
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|haste self}}
+
|{{? of|earth}} || 8 || 4–7
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|identify}}
+
|{{? of|fire}} || 8 || 4–7
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|remove curse}}
+
|{{? of|gold detection}} || 8 || 4–7
|30
 
|15-29
 
 
|-
 
|-
|{{spell of|stone to flesh}}
+
|{{? of|food detection}} || 8 || 4–7
|30
 
|15-29
 
 
|-
 
|-
|colspan="3"|
+
|{{? of|light}} || 8 || 4–7
|-
 
|{{spell of|cone of cold}}
 
|40
 
|20-39
 
|-
 
|{{spell of|detect treasure}}
 
|40
 
|20-39
 
 
|-
 
|-
|{{spell of|fireball}}
+
|{{? of|magic mapping}} || 8 || 4–7
|40
 
|20-39
 
 
|-
 
|-
|{{spell of|invisibility}}
+
|{{? of|create monster}} || 10 || 5–9
|40
 
|20-39
 
 
|-
 
|-
|{{spell of|levitation}}
+
|{{? of|destroy armor}} || 10 || 5–9
|40
 
|20-39
 
 
|-
 
|-
|{{spell of|restore ability}}
+
|{{? of|punishment}} || 10 || 5–9
|40
 
|20-39
 
 
|-
 
|-
|colspan="3"|
+
|{{? of|confuse monster}} || 12 || 6–11
 
|-
 
|-
|{{spell of|dig}}
+
|{{? of|identify}} || 14 || 7–13
|50
 
|25-49
 
 
|-
 
|-
|{{spell of|magic mapping}}
+
|{{? of|charging}} || 16 || 8–15
|50
 
|25-49
 
 
|-
 
|-
|colspan="3"|
+
|{{? of|enchant armor}} || 16 || 8–15
 
|-
 
|-
|{{spell of|create familiar}}
+
|{{? of|enchant weapon}} || 16 || 8–15
|60
 
|30-59
 
 
|-
 
|-
|{{spell of|polymorph}}
+
|{{? of|remove curse}} || 16 || 8–15
|60
 
|30-59
 
 
|-
 
|-
|{{spell of|teleport away}}
+
|{{? of|scare monster}} || 20 || 10–19
|60
 
|30-59
 
 
|-
 
|-
|{{spell of|turn undead}}
+
|{{? of|stinking cloud}} || 20 || 10–19
|60
 
|30-59
 
 
|-
 
|-
|colspan="3"|
+
|{{? of|taming}} || 20 || 10–19
 
|-
 
|-
|{{spell of|cancellation}}
+
|{{? of|teleportation}} || 20 || 10–19
|70
 
|35-69
 
 
|-
 
|-
|{{spell of|finger of death}}
+
|{{? of|genocide}} || 30 || 15–29
|70
 
|35-69
 
 
|}
 
|}
 +
{{clear}}
  
== Unknown scrolls and spellbooks ==
+
{{upcoming|NetHack 3.7.0|Some spells are now different level, as such the ink to write those changed as well:
 +
* {{+ of|confuse monster}}: 10 ink, 5-9 charges to write
 +
* {{+ of|sleep}}: 30 ink, 15-29 charges to write
 +
* {{+ of|charm monster}}: 50 ink, 25-49 charges to write
 +
}}
  
Your chance of successfully writing a scroll or spellbook which is currently unknown to you depends on your [[luck]] and whether you are a wizard.{{refsrc|write.c|201}} Regardless of whether or not you succeed or fail, you will still use the normal range of ink.{{refsrc|write.c|175}}{{refsrc|write.c|198|comment=Ink cost calculated before logic of whether item is known}}
+
===Writing success chance===
 +
You will always successfully write a scroll or spellbook if your marker has enough ink and the scroll or spellbook type is formally known to you. You can check whether it is known if the actual type (in addition to the scroll label or spellbook color) is shown in your [[discoveries]] list. Merely having it type-[[name]]d does not count, even if you have called it the correct name. However, you can use the discoveries list to see the label or color, then enter that at the prompt instead, which also guarantees success.
  
A scroll or spellbook type is known to you if you have [[identify|identified]] it in any way (so it appears as, e.g., "a scroll of identify"). Note that as of [[NetHack_3.6.0|3.6.0]] type-naming a scroll no longer allows you to automatically write the scroll by its formally identified type (you can still safely write the scroll's label).
+
If the scroll or spellbook type is currently unknown to you, your chance of success depends on your Luck and whether you are a wizard.{{refsrc|write.c|201}} Regardless of whether or not you succeed or fail, you will still use an appropriate amount of ink for that scroll or spellbook.{{refsrc|write.c|175}}{{refsrc|write.c|198|comment=Ink cost calculated before logic of whether item is known}}
  
 
{|class="prettytable"
 
{|class="prettytable"
Line 360: Line 222:
 
!Non-Wizard
 
!Non-Wizard
 
|-
 
|-
|<-1
+
|&le; &minus;2
 
|<1%
 
|<1%
 
|<1%
 
|<1%
 
|-
 
|-
| -1 to 1
+
|&minus;1 to 1
 
|20%
 
|20%
 
|6.7%
 
|6.7%
Line 380: Line 242:
 
|26%
 
|26%
 
|-
 
|-
|11+
+
|&ge; 11
 
|98%
 
|98%
 
|33%
 
|33%
 
|}
 
|}
  
If you successfully write an unknown scroll or spellbook type, [[name]] its class immediately. This will place it in your discoveries list so you can refer to it for the scroll label or spellbook type, enabling you to write it again later with 100% success.
+
If you successfully write an unknown scroll or spellbook type, you must read it or identify it to place it in your discoveries list. This will enable you to write it again later with 100% success.
 +
 
 +
If you try to write something without enough ink, or fail at an unknown scroll or book, a scroll will disappear, but a spellbook will just blank.{{refsrc|write.c|203}}
 +
 
 +
{{upcoming|NetHack 3.7.0|If you know a spell without having learned its spellbook (e.g. divine knowledge of the spell), you will be able to write the spellbook if your memory of the spell is reasonably fresh, and have a decreasing chance of writing it if it's going stale.}}
 +
 
 +
===Writing while blind===
 +
Spellbooks cannot be written while blind ("Your magic marker can't create braille text").
 +
 
 +
You may attempt to write a scroll while blind, but this is subject to fail [[rnl|depending on your luck]], with the message "You fail to write the scroll correctly and it disappears." You have the same chance of successfully writing the scroll as a non-blind Wizard does to write an unknown scroll, so maximizing your Luck will give you a high chance of success. The game tests this after checking whether you failed to write an unknown scroll, so it is doubly hard to write an unknown scroll while blind.
 +
 
 +
==Strategy==
 +
The magic marker is a highly sought-after item, especially for [[Wizard]]s; with [[Luck]], you have a good chance of writing scrolls and spellbooks that you have not even identified yet. Magic markers also have several other applicable strategies regarding their use.
 +
 
 +
===Engraving===
 +
Engraving [[Elbereth]] with a magic marker is generally viewed as a waste of charges, since the same effect can be achieved using an [[athame]] or a [[wand of digging]]. However, if these or other similar methods are unavailable, it is more than worth it to use the marker, since you will prefer being alive with four less charges to dying with an unused marker. This scenario tends to occur most often with a character that is lucky enough to start the game with one.
  
Provided your [[Luck]] is maximized, it may be worthwhile to attempt to write unknown scrolls or spellbooks even if you are a non-[[Wizard]], depending on the number of charges on your magic marker. For example, if you have a magic marker with a high number of charges, you are very likely to be able to write a [[scroll of charging]] and save a [[wish]] on the [[Castle]] wand. It is also useful and easy to write a low level unknown spellbook, such as the [[spellbook of sleep]] or [[spellbook of jumping]]; the [[spellbook of magic missile]] is also a possibility although less easily written.
+
===Charging===
 +
Because of the total gain of 50 charges, it is best to recharge your magic marker when it is totally empty. Blessed [[charging]] in this case gives no advantage over uncursed. An exception would be if you want to write a level 6 or 7 spellbook, in which case you may want to use a blessed charging scroll to push a marker to 75 charges.
  
Assuming maximized [[Luck]], the following table gives approximate probabilities of successfully writing at least one of the specified scrolls or spellbooks, attempting repeatedly until the item is written or the marker goes dry, as a non-[[Wizard]], given an initial number of magic marker charges:
+
===Writing===
 +
Provided your [[Luck]] is maximized, it may be worthwhile to attempt to write unknown scrolls or spellbooks even if you are a non-[[Wizard]], depending on the number of charges on your magic marker. For example, if you have a magic marker with a high number of charges, you are very likely to be able to write a scroll of charging and save a [[wish]] on the [[Castle]] [[wand of wishing|wand]]. It is also useful to write a low-level unknown spellbook that can teach a powerful utility or offensive spell, such as the [[spellbook of sleep]] or [[spellbook of jumping]]; the [[spellbook of magic missile]] is also a less easy possibility.
 +
 
 +
Assuming maximized Luck, the following table gives approximate probabilities of successfully writing at least one of the specified scrolls or spellbooks, attempting repeatedly until the item is written or the marker goes dry, as a non-[[Wizard]], given an initial number of magic marker charges:
  
 
{|class="prettytable"
 
{|class="prettytable"
 
!# of charges
 
!# of charges
!Any 8 ink [[scroll]]
+
!Any 8-ink [[scroll]]
 
!Any level 1 [[spellbook]]
 
!Any level 1 [[spellbook]]
 
![[Scroll of charging]]
 
![[Scroll of charging]]
Line 446: Line 327:
 
The ink 8 scrolls include [[scroll of gold detection|gold detection]] and [[scroll of magic mapping|magic mapping]], and can almost certainly be written unless your marker is nearly dry.
 
The ink 8 scrolls include [[scroll of gold detection|gold detection]] and [[scroll of magic mapping|magic mapping]], and can almost certainly be written unless your marker is nearly dry.
  
If you have a source of [[charging]] and your marker has not been recharged you of course have 50 more charges to attempt to write; therefore (for example) a [[Knight]] gunning for a [[spellbook of magic missile]] starting with a (0:40) magic marker, and willing to spend the entire marker if necessary, has about an 88% chance of obtaining it in total with maxed Luck (60% he gets it without recharging, plus 70% times 40% that he gets it after recharging. This is not quite the same probability as a marker with 90 charges since typically a few leftover charges are "wasted" after the last attempt before recharging.)
+
If you have a source of charging and your marker has not been recharged, you have 50 more charges to attempt to write; therefore (for example) a [[Knight]] gunning for a [[spellbook of magic missile]] starting with a (0:40) magic marker, and willing to spend the entire marker if necessary, has about an 88% chance of obtaining it in total with maxed Luck. (Specifically, it is about a 60% chance of getting it without recharging, plus 70% times 40% probability that they get it after recharging. This is not quite the same probability as a marker with 90 charges, since typically a few leftover charges are "wasted" after the last attempt before recharging.)
  
If you try to write something without enough ink, or fail at an unknown scroll/book, a scroll will disappear, but a spellbook will just blank.{{refsrc|write.c|203}}
+
==History==
 +
The magic marker first appears in [[NetHack 1.3d]].
  
== Writing while blind ==
+
==Origin==
Spellbooks cannot be written while blind ("Your magic marker can't create braille text").  
+
{{wikipedia|Magic marker}}
 +
The Magic Marker is a popular brand of marker pen created by Sidney Rosenthal in 1953, and consists of a glass or plastic tube of ink with a wick (or nib) made of felt which is used to transfer the ink to the writing surface. The upper part of the marker also contains a cap to prevent the marker from drying out. The magic marker of ''NetHack'' is based on a [[pun]], as its ink contains actual magic.
 +
 
 +
==Messages==
 +
{{message|It reads: "Magic Marker(TM) Red Ink Marker Pen.  Water Soluble."|You [[read]] a magic marker.{{refsrc|src/read.c|287|version=NetHack 3.6.7}}}}
 +
{{message|You can't feel any Braille writing.|As above, but you were [[blind]].{{refsrc|src/read.c|281|version=NetHack 3.6.7}}}}
  
You may attempt to write a scroll while blind, but this is subject to fail [[rnl|depending on your luck]], with the message "You fail to write the scroll correctly and it disappears." You have the same chance of successfully writing the scroll as a non-blind Wizard does to write an unknown scroll, so maximizing your Luck will give you a high chance of success. The game tests this after checking whether you failed to write an unknown scroll, so it is doubly hard to write an unknown scroll while blind.
+
{{message|Your marker is too dry to write that!|You attempted to write something with a marker, but the marker lacks the minimum charges of ink required, and the writing attempt is aborted.{{refsrc|src/write.c|237|version=NetHack 3.6.7}}}}
 +
{{message|Your marker dries out!|Your marker ran out of ink while writing.{{refsrc|src/write.c|250|version=NetHack 3.6.7}}}}
 +
{{message|The spellbook is left unfinished and your writing fades.|As above while writing a spellbook; the spellbook will remain blank.{{refsrc|src/write.c|253|version=NetHack 3.6.7}}}}
 +
{{message|The scroll is now useless and disappears!|As above while writing a scroll; this uses up the scroll.{{refsrc|src/write.c|256|version=NetHack 3.6.7}}}}
  
== SLASH'EM ==
+
{{message|You don't know how to write that.|You tried to write an unknown scroll or spellbook and failed.{{refsrc|src/write.c|293|version=NetHack 3.6.7}}}}
SLASH'EM incorporates a balance patch to ink costs. Scrolls of enchant armor, enchant weapon, stinking cloud, remove curse, and charging require 24 ink (12-23 charges) to write,{{refsrc|write.c|51|version=SLASH'EM 0.0.7E7F2|comment="more useful scrolls cost more"}} while scrolls of scare monster cost less, requiring 14 ink.
+
{{message|You fail to write that.|You tried to write a scroll by description, and failed{{refsrc|src/write.c|293|version=NetHack 3.6.7}}; this can only fail if you have not identified or type-named the scroll, and it is not in your inventory.{{refsrc|src/write.c|65|version=NetHack 3.6.7}}}}
 +
{{message|You write "<playername> was here!" and the scroll disappears.|You failed to write a scroll, and it disappeared.{{refsrc|src/write.c|305|version=NetHack 3.6.7}}}}
 +
{{message|You write in your best handwriting "My Diary", but it quickly fades.|You failed to write a spellbook, which remained blank.{{refsrc|src/write.c|297|version=NetHack 3.6.7}}}}
  
<div style="float:left;width:50%;min-width:300px;">
+
{{message|Your marker seems permanently dried out.|You attempted to charge a magic marker that was already recharged once.{{refsrc|src/read.c|599|version=NetHack 3.6.7}}}}
  
=== Scrolls ===
+
==Variants==
 +
===SLASH'EM===
 +
[[SLASH'EM]] incorporates a balance patch to ink costs that increases the amount required to write more useful scrolls. Scrolls of enchant armor, enchant weapon, stinking cloud, remove curse, and charging require 24 ink (12–23 charges) to write, while scrolls of scare monster cost less, requiring 14 ink.{{refsrc|write.c|51|version=SLASH'EM 0.0.7E7F2|comment="more useful scrolls cost more"}}
  
{|class="prettytable"
+
{|class="prettytable sortable mw-collapsible mw-collapsed" style="float:left"
!Scroll
+
|+|'''Spellbooks'''
!Ink
+
!Spellbook !! Ink !! data-sort-type="number"|Charges
!Charges
 
 
|-
 
|-
|[[scroll of mail|mail]]
+
|{{+ of|blank paper}} || 0 || 0
|2
 
|1
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|detect monsters}} || 10 || 5–9
 
|-
 
|-
|[[scroll of amnesia|amnesia]]
+
|{{+ of|flame sphere}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of earth|earth]]
+
|{{+ of|force bolt}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of fire|fire]]
+
|{{+ of|freeze sphere}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of gold detection|gold detection]]
+
|{{+ of|healing}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of food detection|food detection]]
+
|{{+ of|jumping}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of light|light]]
+
|{{+ of|knock}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|[[scroll of magic mapping|magic mapping]]
+
|{{+ of|light}} || 10 || 5–9
|8
 
|4-7
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|protection}} || 10 || 5–9
 
|-
 
|-
|[[scroll of create monster|create monster]]
+
|{{+ of|resist poison}} || 10 || 5–9
|10
 
|5-9
 
 
|-
 
|-
|[[scroll of destroy armor|destroy armor]]
+
|{{+ of|resist sleep}} || 10 || 5–9
|10
 
|5-9
 
 
|-
 
|-
|[[scroll of punishment|punishment]]
+
|{{+ of|sleep}} || 10 || 5–9
|10
 
|5-9
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|confuse monster}} || 20 || 10–19
 
|-
 
|-
|[[scroll of confuse monster|confuse monster]]
+
|{{+ of|create monster}} || 20 || 10–19
|12
 
|6-11
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|cure blindness}} || 20 || 10–19
 
|-
 
|-
|[[scroll of identify|identify]]
+
|{{+ of|detect food}} || 20 || 10–19
|14
 
|7-13
 
 
|-
 
|-
|[[scroll of scare monster|scare monster]]
+
|{{+ of|endure cold}} || 20 || 10–19
|14
 
|7-13
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|endure heat}} || 20 || 10–19
 
|-
 
|-
|[[scroll of taming|taming]]
+
|{{+ of|insulate}} || 20 || 10–19
|20
 
|10-19
 
 
|-
 
|-
|[[scroll of teleportation|teleportation]]
+
|{{+ of|magic missile}} || 20 || 10–19
|20
 
|10-19
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|slow monster}} || 20 || 10–19
 
|-
 
|-
|[[scroll of charging|charging]]
+
|{{+ of|wizard lock}} || 20 || 10–19
|24
 
|12-23
 
 
|-
 
|-
|[[scroll of enchant armor|enchant armor]]
+
|{{+ of|cause fear}} || 30 || 15–29
|24
 
|12-23
 
 
|-
 
|-
|[[scroll of enchant weapon|enchant weapon]]
+
|{{+ of|charm monster}} || 30 || 15–29
|24
 
|12-23
 
 
|-
 
|-
|[[scroll of remove curse|remove curse]]
+
|{{+ of|clairvoyance}} || 30 || 15–29
|24
 
|12-23
 
 
|-
 
|-
|[[scroll of stinking cloud|stinking cloud]]
+
|{{+ of|cure sickness}} || 30 || 15–29
|24
 
|12-23
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|detect unseen}} || 30 || 15–29
 
|-
 
|-
|[[scroll of genocide|genocide]]
+
|{{+ of|drain life}} || 30 || 15–29
|30
 
|15-29
 
|} </div>
 
 
 
=== Spellbooks ===
 
 
 
{|class="prettytable"
 
!Spellbook ||Ink || Charges
 
 
|-
 
|-
|colspan="3"|
+
|{{+ of|extra healing}} || 30 || 15–29
 
|-
 
|-
|{{spell of|blank paper}} || 0 || 0
+
|{{+ of|haste self}} || 30 || 15–29
 
|-
 
|-
|colspan="3"|
+
|{{+ of|stone to flesh}} || 30 || 15–29
 
|-
 
|-
|{{spell of|detect monsters}} || 10 || 5-9
+
|{{+ of|acid stream}} || 40 || 20–39
 
|-
 
|-
|{{spell of|flame sphere}} || 10 || 5-9
+
|{{+ of|detect treasure}} || 40 || 20–39
 
|-
 
|-
|{{spell of|force bolt}} || 10 || 5-9
+
|{{+ of|enlighten}} || 40 || 20–39
 
|-
 
|-
|{{spell of|freeze sphere}} || 10 || 5-9
+
|{{+ of|fireball}} || 40 || 20–39
 
|-
 
|-
|{{spell of|healing}} || 10 || 5-9
+
|{{+ of|invisibility}} || 40 || 20–39
 
|-
 
|-
|{{spell of|jumping}} || 10 || 5-9
+
|{{+ of|levitation}} || 40 || 20–39
 
|-
 
|-
|{{spell of|knock}} || 10 || 5-9
+
|{{+ of|lightning}} || 40 || 20–39
 
|-
 
|-
|{{spell of|light}} || 10 || 5-9
+
|{{+ of|poison blast}} || 40 || 20–39
 
|-
 
|-
|{{spell of|protection}} || 10 || 5-9
+
|{{+ of|restore ability}} || 40 || 20–39
 
|-
 
|-
|[[spellbook of resist poison|resist poison]] || 10 || 5-9
+
|{{+ of|command undead}} || 50 || 25–49
 
|-
 
|-
|[[spellbook of resist sleep|resist sleep]] || 10 || 5-9
+
|{{+ of|cone of cold}} || 50 || 25–49
 
|-
 
|-
|{{spell of|sleep}} || 10 || 5-9
+
|{{+ of|dig}} || 50 || 25–49
 
|-
 
|-
|colspan="3"|
+
|{{+ of|identify}} || 50 || 25–49
 
|-
 
|-
|{{spell of|confuse monster}} || 20 || 10-19
+
|{{+ of|magic mapping}} || 50 || 25–49
 
|-
 
|-
|{{spell of|create monster}} || 20 || 10-19
+
|{{+ of|remove curse}} || 50 || 25–49
 
|-
 
|-
|{{spell of|cure blindness}} || 20 || 10-19
+
|{{+ of|summon undead}} || 50 || 25–49
 
|-
 
|-
|{{spell of|detect food}} || 20 || 10-19
+
|{{+ of|create familiar}} || 60 || 30–59
 
|-
 
|-
|[[spellbook of endure cold|endure cold]] || 20 || 10-19
+
|{{+ of|passwall}} || 60 || 30–59
 
|-
 
|-
|[[spellbook of endure heat|endure heat]] || 20 || 10-19
+
|{{+ of|polymorph}} || 60 || 30–59
 
|-
 
|-
|[[spellbook of insulate|insulate]] || 20 || 10-19
+
|{{+ of|teleport away}} || 60 || 30–59
 
|-
 
|-
|{{spell of|magic missile}} || 20 || 10-19
+
|{{+ of|turn undead}} || 60 || 30–59
 
|-
 
|-
|{{spell of|slow monster}} || 20 || 10-19
+
|{{+ of|cancellation}} || 70 || 35–69
 
|-
 
|-
|{{spell of|wizard lock}} || 20 || 10-19
+
|{{+ of|enchant armor}} || 70 || 35–69
 
|-
 
|-
|colspan="3"|
+
|{{+ of|enchant weapon}} || 70 || 35–69
 
|-
 
|-
|{{spell of|cause fear}} || 30 || 15-29
+
|{{+ of|finger of death}} || 70 || 35–69
|-
+
|}
|{{spell of|charm monster}} || 30 || 15-29
+
 
|-
+
{|class="prettytable sortable mw-collapsible mw-collapsed" style="float:left"
|{{spell of|clairvoyance}} || 30 || 15-29
+
|+|'''Scrolls'''
|-
+
!Scroll !! Ink !! data-sort-type="number"|Charges
|{{spell of|cure sickness}} || 30 || 15-29
 
|-
 
|{{spell of|detect unseen}} || 30 || 15-29
 
|-
 
|{{spell of|drain life}} || 30 || 15-29
 
|-
 
|{{spell of|extra healing}} || 30 || 15-29
 
|-
 
|{{spell of|haste self}} || 30 || 15-29
 
|-
 
|{{spell of|stone to flesh}} || 30 || 15-29
 
|-
 
|colspan="3"|
 
|-
 
|[[spellbook of acid stream|acid stream]] || 40 || 20-39
 
|-
 
|{{spell of|detect treasure}} || 40 || 20-39
 
|-
 
|[[spellbook of enlighten|enlighten]] || 40 || 20-39
 
|-
 
|{{spell of|fireball}} || 40 || 20-39
 
|-
 
|{{spell of|invisibility}} || 40 || 20-39
 
|-
 
|{{spell of|levitation}} || 40 || 20-39
 
 
|-
 
|-
|[[spellbook of lightning|lightning]] || 40 || 20-39
+
|{{? of|mail}} || 2 || 1
 
|-
 
|-
|[[spellbook of poison blast|poison blast]] || 40 || 20-39
+
|{{? of|amnesia}} || 8 || 4–7
 
|-
 
|-
|{{spell of|restore ability}} || 40 || 20-39
+
|{{? of|earth}} || 8 || 4–7
 
|-
 
|-
|colspan="3"|
+
|{{? of|fire}} || 8 || 4–7
 
|-
 
|-
|[[spellbook of command undead|command undead]] || 50 || 25-49
+
|{{? of|gold detection}} || 8 || 4–7
 
|-
 
|-
|{{spell of|cone of cold}} || 50 || 25-49
+
|{{? of|food detection}} || 8 || 4–7
 
|-
 
|-
|{{spell of|dig}} || 50 || 25-49
+
|{{? of|light}} || 8 || 4–7
 
|-
 
|-
|{{spell of|identify}} || 50 || 25-49
+
|{{? of|magic mapping}} || 8 || 4–7
 
|-
 
|-
|{{spell of|magic mapping}} || 50 || 25-49
+
|{{? of|create monster}} || 10 || 5–9
 
|-
 
|-
|{{spell of|remove curse}} || 50 || 25-49
+
|{{? of|destroy armor}} || 10 || 5–9
 
|-
 
|-
|[[spellbook of summon undead|summon undead]] || 50 || 25-49
+
|{{? of|punishment}} || 10 || 5–9
 
|-
 
|-
|colspan="3"|
+
|{{? of|confuse monster}} || 12 || 6–11
 
|-
 
|-
|{{spell of|create familiar}} || 60 || 30-59
+
|{{? of|identify}} || 14 || 7–13
 
|-
 
|-
|[[spellbook of passwall|passwall]] || 60 || 30-59
+
|{{? of|scare monster}} || 14 || 7–13
 
|-
 
|-
|{{spell of|polymorph}} || 60 || 30-59
+
|{{? of|taming}} || 20 || 10–19
 
|-
 
|-
|{{spell of|teleport away}} || 60 || 30-59
+
|{{? of|teleportation}} || 20 || 10–19
 
|-
 
|-
|{{spell of|turn undead}} || 60 || 30-59
+
|{{? of|charging}} || 24 || 12–23
 
|-
 
|-
|colspan="3"|
+
|{{? of|enchant armor}} || 24 || 12–23
 
|-
 
|-
|{{spell of|cancellation}} || 70 || 35-69
+
|{{? of|enchant weapon}} || 24 || 12–23
 
|-
 
|-
|[[spellbook of enchant armor|enchant armor]] || 70 || 35-69
+
|{{? of|remove curse}} || 24 || 12–23
 
|-
 
|-
|[[spellbook of enchant weapon|enchant weapon]] || 70 || 35-69
+
|{{? of|stinking cloud}} || 24 || 12–23
 
|-
 
|-
|{{spell of|finger of death}} || 70 || 35-69
+
|{{? of|genocide}} || 30 || 15–29
 
|}
 
|}
 +
{{clear}}
 +
 +
===GruntHack===
 +
[[GruntHack]] adds the [[felt marker]], which can be used to engrave [[graffiti]] but cannot write scrolls or spellbooks; both the felt and magic markers appear as simply "[[marker]]s" when unidentified.
 +
 +
===UnNetHack===
 +
In [[UnNetHack]], a magic marker can be found within the [[chest]] furthest behind the [[throne]] of the [[Executioner]] on the final level of [[Sheol]]. The lair of [[Dispater]] also has a {{frac|3|4}} chance of containing a magic marker.
 +
 +
===AceHack===
 +
In [[AceHack]], you are no longer guaranteed to write scrolls and books that you have type-named but not formally identified. This is considered a tradeoff for the ability to type-name items you do not have.
 +
 +
===dNetHack===
 +
In [[dNetHack]], wizards can no longer start the game with a magic marker. The ruined library at the top of the [[Lost Cities]] branch of the [[Neutral Quest (dNetHack)|Neutral Quest]] always contains a magic marker.
  
== AceHack ==
+
Markers subjected to water damage from Lethe water, e.g. from falling into Lethe waters or being hit by a [[rust trap]] with Lethe water, lose several charges.
You are no longer guaranteed to write scrolls and books you have only named, not formally identified. This is the price to pay for the ability to name things you don't have.
 
  
== dNethack ==
+
===EvilHack===
 +
In [[EvilHack]], magic markers will not generate randomly or appear in a player's starting inventory, and cannot be polypiled for as a result. They can still be obtained through normal play, though you are not guaranteed to get one outside of wishes; their increased rarity makes them even more popular as wishes for constructing an [[ascension kit]].
  
You no longer can write scrolls you don't know. ("You don't know how to write that!\n You write "<username> was here!" and the scroll disappears.") This does consume charges on the marker.
+
Outside of [[bones]] files, a magic marker may appear in the following locations:
  
== Encyclopedia entry ==
+
* The prize tool for [[Sokoban#EvilHack|Sokoban]] will either be a [[bag of holding]] or a magic marker.
 +
* The [[Goblin King]]'s chest within his dwelling in [[Goblin Town]] has a a {{frac|10}} chance of containing a magic marker among his treasures.
 +
* A particular [[crystal chest]] within the castle of [[Kathryn the Ice Queen]] in the [[Ice Queen's Realm]] also has a {{frac|10}} chance of containing a magic marker.
 +
* A crystal chest on the last level of Vecna's Domain has a {{frac|10}} chance of containing a magic marker.
 +
* Finally, a magic marker is guaranteed to appear in a crystal chest in the temple within [[Moloch's Sanctum]], which is guarded by the [[high priest]] of [[Moloch]].
  
 +
==Encyclopedia entry==
 
{{encyclopedia|
 
{{encyclopedia|
 
The pen is mightier than the sword.
 
The pen is mightier than the sword.
Line 720: Line 556:
 
}}
 
}}
  
== References ==
+
==References==
 
<references/>
 
<references/>
 +
{{nethack-364}}
 
[[Category:Tools]]
 
[[Category:Tools]]
{{nethack-360}}
 

Latest revision as of 13:45, 19 February 2024

( Magic marker.png
Name magic marker
Appearance magic marker
Base price 50 zm
Weight 2
Material plastic
Monster use Will not be used by monsters.

A magic marker is a type of magical tool that appears in NetHack. It can be used to write on various surfaces and can even create magic scrolls and spellbooks.

Generation

A magic marker is generated with 30–99 charges.[1]

Various roles have a low chance of starting their game with a magic marker:

  • Monks and Wizards have a 15 chance of starting with a magic marker, which is the highest among roles.[2][3]
  • Archeologists have a 27400 chance.[4]
  • Priests have a 110 chance of starting with a magic marker.[5]
  • Tourists have a 3.538944% chance (2425*2425*2425*125=13824390625).[6]

Magic markers have a low probability of being created by polypiling magical tools; it is also possible to create them from non-magical tools, but the probability of this occurring is quite small (roughly a 120 chance versus 920 for magical tools).

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

As of commit 9d910773, magic markers generated in starting inventory have only 19–23 charges. Initial inventory chances are also changed: 13.5% of Archeologists, 20% of Priests, 25% of Monks, 4.42368% of Tourists, and all Wizards now start with a magic marker.

Description

Some details borrowed from Sascha Wostmann's "Yet Another NetHack FAQ".

Applying a magic marker will prompt you what to write on, which lets you choose a single scroll or spellbook of blank paper in your inventory followed by the scroll or spellbook you wish to write. You can also engrave with a magic marker, which creates a fast semi-permanent engraving at a cost of 1 charge per two letters.

Writing scrolls and spellbooks

You may enter the full name of a scroll or the short form, e.g. "scroll of light" or "light", or the label of a scroll, provided that label exists in your game - said labels are case-sensitive and must always be written out in all-caps. Type-named scrolls can be written using the name you give them: as an example, if you want to write a scroll of remove curse labeled ZELGO MER and you have not formally identified it, but you have type-named the scroll's label as "removed curses", you can write the scroll using its label or the given type-name.

Writing a scroll by its known label or type-name will always succeed with one exception: If you attempt to write an unidentified scroll using a type-name that matches the exact name of a scroll (e.g. "remove curse" or "enchant weapon"), you will attempt to write that actual scroll rather than the one you type-named. Writing an unidentified scroll has a much lower chance of success, with the normal failure chance of trying to write an unidentified scroll.

Similarly, you may write any spellbook by entering the full name ("spellbook of detect food"), the short form ("detect food"), or the appearance ("indigo spellbook"). Unlike with scrolls, you may not copy a spellbook by appearance unless you have formally identified the spellbook. Attempting to write a novel will produce a random novel; attempting to write the Book of the Dead will always fail.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Novels can no longer be written with a magic marker, and the blank spellbook you select to write on may be destroyed in the attempt.

Beatitude

When you write a scroll or spellbook, the beatitude of the resulting item is a combination of the beatitudes of the used marker and the blank scroll or spellbook, as seen below:

Final document BUC
Marker
Blessed Uncursed Cursed
Blank
document
Blessed Blessed Blessed Uncursed
Uncursed Blessed Uncursed Cursed
Cursed Uncursed Cursed Cursed

In short: blessed markers produce blessed scrolls, unless the material is cursed, and the reverse is true for cursed markers. Uncursed markers produce scrolls with the same status as the material, and thus are the most versatile.

Ink and charges

Writing with a magic marker uses up charges. A magic marker can be recharged only once with a scroll of charging or The Platinum Yendorian Express Card.[7][8] A blessed charge will add 15–30 charges, then round up to 50 or 75 if able. An uncursed charge will add 10–20 charges, then round up to 50 if able. Charges are capped at 127, but attempting to exceed this will not cause the marker to explode.[9]

Any magic markers created by polypiling come "pre-recharged" and cannot be charged again.

Each scroll or spellbook has an associated "base ink cost". For scrolls, this is an arbitrary number specified in write.c; for spellbooks it is (spell level × 10).[10] (Novels are treated as level 1 spellbooks.)

If the ink cost of a scroll or spellbook is x, then writing it will cost a random number of charges between x2 and x − 1 inclusive. If the marker has fewer than x2 charges remaining, you will not even attempt to write the specified item ("Your marker is too dry to write that!").[11] If it has between x2 and x − 1, however, you will attempt to write. If it turns out that this is not enough, the written item will be useless, and the marker will lose all its remaining charges ("Your marker dries out!").[12] Useless scrolls disappear, while books clear themselves.

Spellbooks
Spellbook Ink Charges
novel 10 5–9
detect monsters 10 5–9
force bolt 10 5–9
healing 10 5–9
jumping 10 5–9
knock 10 5–9
light 10 5–9
protection 10 5–9
sleep 10 5–9
confuse monster 20 10–19
create monster 20 10–19
cure blindness 20 10–19
detect food 20 10–19
drain life 20 10–19
magic missile 20 10–19
slow monster 20 10–19
wizard lock 20 10–19
cause fear 30 15–29
charm monster 30 15–29
clairvoyance 30 15–29
cure sickness 30 15–29
detect unseen 30 15–29
extra healing 30 15–29
haste self 30 15–29
identify 30 15–29
remove curse 30 15–29
stone to flesh 30 15–29
cone of cold 40 20–39
detect treasure 40 20–39
fireball 40 20–39
invisibility 40 20–39
levitation 40 20–39
restore ability 40 20–39
dig 50 25–49
magic mapping 50 25–49
create familiar 60 30–59
polymorph 60 30–59
teleport away 60 30–59
turn undead 60 30–59
cancellation 70 35–69
finger of death 70 35–69
Scrolls
Scroll Ink Charges
mail 2 1
amnesia 8 4–7
earth 8 4–7
fire 8 4–7
gold detection 8 4–7
food detection 8 4–7
light 8 4–7
magic mapping 8 4–7
create monster 10 5–9
destroy armor 10 5–9
punishment 10 5–9
confuse monster 12 6–11
identify 14 7–13
charging 16 8–15
enchant armor 16 8–15
enchant weapon 16 8–15
remove curse 16 8–15
scare monster 20 10–19
stinking cloud 20 10–19
taming 20 10–19
teleportation 20 10–19
genocide 30 15–29

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Some spells are now different level, as such the ink to write those changed as well:

Writing success chance

You will always successfully write a scroll or spellbook if your marker has enough ink and the scroll or spellbook type is formally known to you. You can check whether it is known if the actual type (in addition to the scroll label or spellbook color) is shown in your discoveries list. Merely having it type-named does not count, even if you have called it the correct name. However, you can use the discoveries list to see the label or color, then enter that at the prompt instead, which also guarantees success.

If the scroll or spellbook type is currently unknown to you, your chance of success depends on your Luck and whether you are a wizard.[13] Regardless of whether or not you succeed or fail, you will still use an appropriate amount of ink for that scroll or spellbook.[14][15]

Luck Wizard Non-Wizard
≤ −2 <1% <1%
−1 to 1 20% 6.7%
2 to 4 39% 13%
5 to 7 59% 20%
8 to 10 78% 26%
≥ 11 98% 33%

If you successfully write an unknown scroll or spellbook type, you must read it or identify it to place it in your discoveries list. This will enable you to write it again later with 100% success.

If you try to write something without enough ink, or fail at an unknown scroll or book, a scroll will disappear, but a spellbook will just blank.[16]

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

If you know a spell without having learned its spellbook (e.g. divine knowledge of the spell), you will be able to write the spellbook if your memory of the spell is reasonably fresh, and have a decreasing chance of writing it if it's going stale.

Writing while blind

Spellbooks cannot be written while blind ("Your magic marker can't create braille text").

You may attempt to write a scroll while blind, but this is subject to fail depending on your luck, with the message "You fail to write the scroll correctly and it disappears." You have the same chance of successfully writing the scroll as a non-blind Wizard does to write an unknown scroll, so maximizing your Luck will give you a high chance of success. The game tests this after checking whether you failed to write an unknown scroll, so it is doubly hard to write an unknown scroll while blind.

Strategy

The magic marker is a highly sought-after item, especially for Wizards; with Luck, you have a good chance of writing scrolls and spellbooks that you have not even identified yet. Magic markers also have several other applicable strategies regarding their use.

Engraving

Engraving Elbereth with a magic marker is generally viewed as a waste of charges, since the same effect can be achieved using an athame or a wand of digging. However, if these or other similar methods are unavailable, it is more than worth it to use the marker, since you will prefer being alive with four less charges to dying with an unused marker. This scenario tends to occur most often with a character that is lucky enough to start the game with one.

Charging

Because of the total gain of 50 charges, it is best to recharge your magic marker when it is totally empty. Blessed charging in this case gives no advantage over uncursed. An exception would be if you want to write a level 6 or 7 spellbook, in which case you may want to use a blessed charging scroll to push a marker to 75 charges.

Writing

Provided your Luck is maximized, it may be worthwhile to attempt to write unknown scrolls or spellbooks even if you are a non-Wizard, depending on the number of charges on your magic marker. For example, if you have a magic marker with a high number of charges, you are very likely to be able to write a scroll of charging and save a wish on the Castle wand. It is also useful to write a low-level unknown spellbook that can teach a powerful utility or offensive spell, such as the spellbook of sleep or spellbook of jumping; the spellbook of magic missile is also a less easy possibility.

Assuming maximized Luck, the following table gives approximate probabilities of successfully writing at least one of the specified scrolls or spellbooks, attempting repeatedly until the item is written or the marker goes dry, as a non-Wizard, given an initial number of magic marker charges:

# of charges Any 8-ink scroll Any level 1 spellbook Scroll of charging Any level 2 spellbook Scroll of genocide or any level 3 spellbook
40 94% 88% 70% 60% 40%
50 97% 93% 79% 70% 52%
60 98%+ 96% 85% 77% 59%
70 99%+ 98% 90% 83% 66%
80 99%+ 99%+ 92% 87% 72%
90 99%+ 99%+ 95% 90% 77%

Obviously, the lower the number of charges on the marker or the greater the ink cost of the item, the less likely you are to write it successfully.

The ink 8 scrolls include gold detection and magic mapping, and can almost certainly be written unless your marker is nearly dry.

If you have a source of charging and your marker has not been recharged, you have 50 more charges to attempt to write; therefore (for example) a Knight gunning for a spellbook of magic missile starting with a (0:40) magic marker, and willing to spend the entire marker if necessary, has about an 88% chance of obtaining it in total with maxed Luck. (Specifically, it is about a 60% chance of getting it without recharging, plus 70% times 40% probability that they get it after recharging. This is not quite the same probability as a marker with 90 charges, since typically a few leftover charges are "wasted" after the last attempt before recharging.)

History

The magic marker first appears in NetHack 1.3d.

Origin

The Magic Marker is a popular brand of marker pen created by Sidney Rosenthal in 1953, and consists of a glass or plastic tube of ink with a wick (or nib) made of felt which is used to transfer the ink to the writing surface. The upper part of the marker also contains a cap to prevent the marker from drying out. The magic marker of NetHack is based on a pun, as its ink contains actual magic.

Messages

It reads: "Magic Marker(TM) Red Ink Marker Pen. Water Soluble."
You read a magic marker.[17]
You can't feel any Braille writing.
As above, but you were blind.[18]
Your marker is too dry to write that!
You attempted to write something with a marker, but the marker lacks the minimum charges of ink required, and the writing attempt is aborted.[19]
Your marker dries out!
Your marker ran out of ink while writing.[20]
The spellbook is left unfinished and your writing fades.
As above while writing a spellbook; the spellbook will remain blank.[21]
The scroll is now useless and disappears!
As above while writing a scroll; this uses up the scroll.[22]
You don't know how to write that.
You tried to write an unknown scroll or spellbook and failed.[23]
You fail to write that.
You tried to write a scroll by description, and failed[24]; this can only fail if you have not identified or type-named the scroll, and it is not in your inventory.[25]
You write "<playername> was here!" and the scroll disappears.
You failed to write a scroll, and it disappeared.[26]
You write in your best handwriting "My Diary", but it quickly fades.
You failed to write a spellbook, which remained blank.[27]
Your marker seems permanently dried out.
You attempted to charge a magic marker that was already recharged once.[28]

Variants

SLASH'EM

SLASH'EM incorporates a balance patch to ink costs that increases the amount required to write more useful scrolls. Scrolls of enchant armor, enchant weapon, stinking cloud, remove curse, and charging require 24 ink (12–23 charges) to write, while scrolls of scare monster cost less, requiring 14 ink.[29]

Spellbooks
Spellbook Ink Charges
blank paper 0 0
detect monsters 10 5–9
flame sphere 10 5–9
force bolt 10 5–9
freeze sphere 10 5–9
healing 10 5–9
jumping 10 5–9
knock 10 5–9
light 10 5–9
protection 10 5–9
resist poison 10 5–9
resist sleep 10 5–9
sleep 10 5–9
confuse monster 20 10–19
create monster 20 10–19
cure blindness 20 10–19
detect food 20 10–19
endure cold 20 10–19
endure heat 20 10–19
insulate 20 10–19
magic missile 20 10–19
slow monster 20 10–19
wizard lock 20 10–19
cause fear 30 15–29
charm monster 30 15–29
clairvoyance 30 15–29
cure sickness 30 15–29
detect unseen 30 15–29
drain life 30 15–29
extra healing 30 15–29
haste self 30 15–29
stone to flesh 30 15–29
acid stream 40 20–39
detect treasure 40 20–39
enlighten 40 20–39
fireball 40 20–39
invisibility 40 20–39
levitation 40 20–39
lightning 40 20–39
poison blast 40 20–39
restore ability 40 20–39
command undead 50 25–49
cone of cold 50 25–49
dig 50 25–49
identify 50 25–49
magic mapping 50 25–49
remove curse 50 25–49
summon undead 50 25–49
create familiar 60 30–59
passwall 60 30–59
polymorph 60 30–59
teleport away 60 30–59
turn undead 60 30–59
cancellation 70 35–69
enchant armor 70 35–69
enchant weapon 70 35–69
finger of death 70 35–69
Scrolls
Scroll Ink Charges
mail 2 1
amnesia 8 4–7
earth 8 4–7
fire 8 4–7
gold detection 8 4–7
food detection 8 4–7
light 8 4–7
magic mapping 8 4–7
create monster 10 5–9
destroy armor 10 5–9
punishment 10 5–9
confuse monster 12 6–11
identify 14 7–13
scare monster 14 7–13
taming 20 10–19
teleportation 20 10–19
charging 24 12–23
enchant armor 24 12–23
enchant weapon 24 12–23
remove curse 24 12–23
stinking cloud 24 12–23
genocide 30 15–29

GruntHack

GruntHack adds the felt marker, which can be used to engrave graffiti but cannot write scrolls or spellbooks; both the felt and magic markers appear as simply "markers" when unidentified.

UnNetHack

In UnNetHack, a magic marker can be found within the chest furthest behind the throne of the Executioner on the final level of Sheol. The lair of Dispater also has a 34 chance of containing a magic marker.

AceHack

In AceHack, you are no longer guaranteed to write scrolls and books that you have type-named but not formally identified. This is considered a tradeoff for the ability to type-name items you do not have.

dNetHack

In dNetHack, wizards can no longer start the game with a magic marker. The ruined library at the top of the Lost Cities branch of the Neutral Quest always contains a magic marker.

Markers subjected to water damage from Lethe water, e.g. from falling into Lethe waters or being hit by a rust trap with Lethe water, lose several charges.

EvilHack

In EvilHack, magic markers will not generate randomly or appear in a player's starting inventory, and cannot be polypiled for as a result. They can still be obtained through normal play, though you are not guaranteed to get one outside of wishes; their increased rarity makes them even more popular as wishes for constructing an ascension kit.

Outside of bones files, a magic marker may appear in the following locations:

Encyclopedia entry

The pen is mightier than the sword.

[ Richelieu, by Edward Bulwer-Lytton ]

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.