Difference between revisions of "Property"

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A '''property''' is any of several on-or-off traits of the [[hero]] or a [[monster]]. Properties include the [[resistance]]s, the effects of [[ring]]s, the temporary effects of certain [[potion]]s, negative effects (as [[confusion]], [[stoning]]), and others. A property may be '''intrinsic''' or '''extrinsic'''.
+
In ''[[NetHack]]'', a '''property''' is any of several on-or-off traits of a [[monster]], including [[Hero|the player's character]]. Properties include the [[resistance]]s, the effects of [[ring]]s, the temporary effects of certain [[potion]]s, negative effects (as [[confusion]], [[stoning]]), and others.
  
A property is boolean; you either have it or you have it not. Thus numerical traits (as [[alignment record]], [[dexterity]], [[luck]], [[prayer timeout]], ...) are not properties in this sense. [[Enlightenment]] will reveal many properties of the hero, along with some other traits.
+
A property may be '''intrinsic''' or '''extrinsic''': an "intrinsic" is any property that your character has internally, while an "extrinsic" is any property that your character derives from using, carrying or wearing an [[item]]. Intrinsic and extrinsic properties are binary - a monster either possesses a property or does not. [[Enlightenment]] will reveal many properties of the hero, along with some other traits.
  
== Intrinsic versus extrinsic ==
+
==Description==
In ''[[NetHack]]'', an '''intrinsic''' is any property that your character has internally, as opposed to an '''extrinsic''' that your character has from using some [[item]].
+
The [[source code]] defines most of the properties in [[prop.h]] - each property has a representative integer constant. Particularly in [[objects.c]] and [[artilist.h]], the integer constants assign the properties granted by using certain [[item]]s. The integer constants also serve as array indexes into the <tt>u.uprops</tt>, an array of <tt>struct prop</tt> that records the source of each of the hero's intrinsics and extrinsics.
  
You gain an extrinsic when you [[wield]], [[wear]] or [[put on]] an item that provides it. The item is typically a [[ring]], [[amulet]], [[armor]] or [[artifact]]. For example, either the [[amulet of ESP]] or the [[helm of telepathy]] grants extrinsic [[telepathy]]. The extrinsic goes away when you [[take off]] the item. Some nice [[quest artifact]]s provide an extrinsic when carried; in that case, the extrinsic goes away when you drop or lose the artifact or place it in a container.
+
While [[food appraisal]] and [[paralysis]] do not have constants in prop.h, they behave like other intrinsics, thus their inclusion in the lists on this page.
 +
 
 +
===Intrinsic versus extrinsic===
 +
You gain an extrinsic property when you [[wield]], [[wear]] or [[put on]] an item that provides it. The item is typically a [[ring]], [[amulet]], [[armor]] or [[artifact]]. For example, the [[amulet of ESP]] or the [[helm of telepathy]] can grant extrinsic [[telepathy]]; the extrinsic goes away when you [[take off]] the item. Some nice [[quest artifact]]s provide an extrinsic when carried; in that case, the extrinsic goes away when you drop or lose the artifact, or place it in a container.
  
 
There are more ways to gain an intrinsic.
 
There are more ways to gain an intrinsic.
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* You might gain it "from outside". The principal ways to do this are [[crowning]], eating certain [[corpse]]s, [[eating jewelry]] or sitting on [[throne]]s.
 
* You might gain it "from outside". The principal ways to do this are [[crowning]], eating certain [[corpse]]s, [[eating jewelry]] or sitting on [[throne]]s.
  
The [[gremlin]] has an attack that steals a random intrinsic. Also, you can lose an innate property if something drains you below the required level.
+
The [[gremlin]] has an attack that may steal one of eleven intrinsics. Also, you can lose an innate property if something drains you below the required level. Eating a [[disenchanter]] corpse may also remove one of the same intrinsics that gremlin attacks affect.
  
== List of properties ==
+
==List of properties==
 
The following tables provide a brief description of each property that the hero might have, and some notable sources of that property. (The property may have other sources.) The individual articles for each property might provide more details.
 
The following tables provide a brief description of each property that the hero might have, and some notable sources of that property. (The property may have other sources.) The individual articles for each property might provide more details.
  
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=== Intrinsic properties ===
 
=== Intrinsic properties ===
It is possible to receive any of these properties as intrinsics that never time out. Some are also available as extrinsics, or as temporary intrinsics. This list includes each property that may be intrinsic, even if the only way is to [[eating jewelry|eat the correct ring]]. (Eating a ring has a chance to fail to convey the property!)
+
It is possible to receive any of these properties as intrinsics that never time out. Some are also available as extrinsics, or as temporary intrinsics. This list includes each property that may be intrinsic, even if the only way is to [[eating jewelry|eat the correct ring]]. (Eating a ring has a chance of failing to convey the property!)
  
{|class="prettytable"
+
{|class="prettytable striped"
 
!Common name<br />of property
 
!Common name<br />of property
 
!Description<br />Notable sources
 
!Description<br />Notable sources
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|''[[fire resistance]]''<br /><tt>FIRE_RES</tt>
 
|''[[fire resistance]]''<br /><tt>FIRE_RES</tt>
 
|Prevents [[fire]] damage, but does not [[fireproof]] your [[inventory]].
 
|Prevents [[fire]] damage, but does not [[fireproof]] your [[inventory]].
 +
* Be a [[Monk]] at level 11, or a [[Priest]] at level 20
 
* Eat a corpse (see [[fire resistance]] page)
 
* Eat a corpse (see [[fire resistance]] page)
 +
* Put on or eat a [[ring of fire resistance]]
 
* Polymorph into a resistant monster (<tt>MR_FIRE</tt>)
 
* Polymorph into a resistant monster (<tt>MR_FIRE</tt>)
 
|-
 
|-
 
|''[[cold resistance]]''<br /><tt>COLD_RES</tt>
 
|''[[cold resistance]]''<br /><tt>COLD_RES</tt>
 
|Prevents [[cold]] damage, but does not protect your [[potion]]s.
 
|Prevents [[cold]] damage, but does not protect your [[potion]]s.
 +
* Be a [[Valkyrie]]
 +
* Be a [[Monk]] at level 13
 
* Eat a corpse (see [[cold resistance]] page)
 
* Eat a corpse (see [[cold resistance]] page)
 +
* Put on or eat a [[ring of cold resistance]]
 
* Polymorph into a resistant monster (<tt>MR_COLD</tt>)
 
* Polymorph into a resistant monster (<tt>MR_COLD</tt>)
 
|-
 
|-
 
|''[[sleep resistance]]''<br /><tt>SLEEP_RES</tt>
 
|''[[sleep resistance]]''<br /><tt>SLEEP_RES</tt>
 
|Prevents [[sleep]]. Alternatively, [[free action]] works for potions only.
 
|Prevents [[sleep]]. Alternatively, [[free action]] works for potions only.
* Be an [[Elf (starting race)|Elf]] at level 4
+
* Be an [[Elf (starting race)|elf]] at level 4
* Eat an elf, orange dragon or other monster that provides it
+
* Eat a corpse (see [[sleep resistance]] page)
 
* Eat a [[ring of free action]] (wearing it would provide free action)
 
* Eat a [[ring of free action]] (wearing it would provide free action)
 
* Polymorph into a resistant monster (<tt>MR_SLEEP</tt>)
 
* Polymorph into a resistant monster (<tt>MR_SLEEP</tt>)
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|''[[shock resistance]]''<br /><tt>SHOCK_RES</tt>
 
|''[[shock resistance]]''<br /><tt>SHOCK_RES</tt>
 
|Prevents damage from electric attacks, but does not defend [[ring]]s or [[wand]]s.
 
|Prevents damage from electric attacks, but does not defend [[ring]]s or [[wand]]s.
 +
* Be a [[Monk]] at level 15
 
* Eat a corpse (see [[shock resistance]] page)
 
* Eat a corpse (see [[shock resistance]] page)
 
* Put on or eat a [[ring of shock resistance]]
 
* Put on or eat a [[ring of shock resistance]]
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|''[[poison resistance]]''<br /><tt>POISON_RES</tt>
 
|''[[poison resistance]]''<br /><tt>POISON_RES</tt>
 
|Prevents poisoning, also prevents the [[instadeath]] from poison.
 
|Prevents poisoning, also prevents the [[instadeath]] from poison.
* Be an [[Orc]], [[Barbarian]], or [[Healer]]
+
* Be an [[orc]], [[Barbarian]], or [[Healer]]
* Be a [[Monk]] at level 3 or a [[Tourist]] at level 20
+
* Be a [[monk]] at level 3 or a [[Tourist]] at level 20
 
* Eat a corpse (see [[poison resistance]] page)
 
* Eat a corpse (see [[poison resistance]] page)
 
* Wear an [[amulet versus poison]] or [[ring of poison resistance]]
 
* Wear an [[amulet versus poison]] or [[ring of poison resistance]]
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|-
 
|-
 
|''[[searching]]''<br /><tt>SEARCHING</tt>
 
|''[[searching]]''<br /><tt>SEARCHING</tt>
|Automatically [[search]][[square]]s around you, increasing the chance that you notice hidden doors or traps.
+
|Automatically [[search]] [[square]]s around you, increasing the chance that you notice hidden doors or traps.
 
* Be a [[Ranger]]
 
* Be a [[Ranger]]
 
* Be a [[Monk]] at level 9, or an [[Archaeologist]], [[Rogue]], or [[Tourist]] at level 10
 
* Be a [[Monk]] at level 9, or an [[Archaeologist]], [[Rogue]], or [[Tourist]] at level 10
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|''[[see invisible]]''<br /><tt>SEE_INVIS</tt>
 
|''[[see invisible]]''<br /><tt>SEE_INVIS</tt>
 
|Allows you to see invisible monsters (and in ''[[SLASH'EM]]'', invisible objects).
 
|Allows you to see invisible monsters (and in ''[[SLASH'EM]]'', invisible objects).
 +
* Be a [[Ranger]] at level 15
 
* Quaff [[potion of see invisible]] (only permanent if blessed)
 
* Quaff [[potion of see invisible]] (only permanent if blessed)
 
* Put on or eat a [[ring of see invisible]]
 
* Put on or eat a [[ring of see invisible]]
 
* Eat a [[stalker]] corpse while invisible
 
* Eat a [[stalker]] corpse while invisible
 
* Polymorph into a monster with <tt>M1_SEE_INVIS</tt>
 
* Polymorph into a monster with <tt>M1_SEE_INVIS</tt>
* <tt>Drink from a [[Fountain|fountain]].</tt>
+
* Drink from a [[fountain]].
 
|-
 
|-
 
|''[[invisible]]''<br /><tt>INVIS</tt>
 
|''[[invisible]]''<br /><tt>INVIS</tt>
|Makes you invisible! Monsters may struggle to find you and miss with their attacks.
+
|Makes you invisible. Monsters may struggle to find you and miss with their attacks.
 
+
* Quaff a [[potion of invisibility]] (only permanent if blessed)
* Quaff [[potion of invisibility]] (only permanent if blessed)
+
* Zap oneself with a [[wand of make invisible]]
* Zap oneself with [[wand of make invisible]]
+
* Wear a [[cloak of invisibility|cloak]] or [[ring of invisibility|ring]] of invisibility.
* Wear [[cloak of invisibility|cloak]] or [[ring of invisibility|ring]]
 
 
* Eat a [[stalker]] corpse while temporarily invisible
 
* Eat a [[stalker]] corpse while temporarily invisible
* Polymorph into an [[stalker]] or [[black light]]
+
* Polymorph into a [[stalker]] (causes [[stunning]]) or a [[black light]]
 +
* Invoke the [[Orb of Detection]]
 
|-
 
|-
 
|''[[teleportation]]/[[teleportitis]]''<br /><tt>TELEPORT</tt>
 
|''[[teleportation]]/[[teleportitis]]''<br /><tt>TELEPORT</tt>
 
|Every few turns, randomly teleports you around the dungeon level.
 
|Every few turns, randomly teleports you around the dungeon level.
 
 
* (Sometimes) eat a [[leprechaun]], [[nymph]], [[tengu]], or the [[Wizard of Yendor]]
 
* (Sometimes) eat a [[leprechaun]], [[nymph]], [[tengu]], or the [[Wizard of Yendor]]
 
* Put on or eat a [[ring of teleportation]]
 
* Put on or eat a [[ring of teleportation]]
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|''[[teleport control]]''<br /><tt>TELEPORT_CONTROL</tt>
 
|''[[teleport control]]''<br /><tt>TELEPORT_CONTROL</tt>
 
|When you teleport, allows you to choose your destination tile.
 
|When you teleport, allows you to choose your destination tile.
 
 
* Be a [[Monk]] or [[Wizard]] at level 17
 
* Be a [[Monk]] or [[Wizard]] at level 17
 
* (Sometimes) eat a [[tengu]] or the [[Wizard of Yendor]]
 
* (Sometimes) eat a [[tengu]] or the [[Wizard of Yendor]]
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|''[[polymorph]]/[[polymorphitis]]''<br /><tt>POLYMORPH</tt>
 
|''[[polymorph]]/[[polymorphitis]]''<br /><tt>POLYMORPH</tt>
 
|Every few turns, randomly polymorphs you into another monster type.
 
|Every few turns, randomly polymorphs you into another monster type.
 
 
* Put on or eat a [[ring of polymorph]]
 
* Put on or eat a [[ring of polymorph]]
 
|-
 
|-
 
|''[[polymorph control]]''<br /><tt>POLYMORPH_CONTROL</tt>
 
|''[[polymorph control]]''<br /><tt>POLYMORPH_CONTROL</tt>
 
|When you polymorph, allows you to choose the type of monster to become.
 
|When you polymorph, allows you to choose the type of monster to become.
 
 
* Put on or eat a [[ring of polymorph control]]
 
* Put on or eat a [[ring of polymorph control]]
* (In ''[[SLASH'EM]]'') be a [[Doppelganger]] at level 10
+
* (In ''[[SLASH'EM]]'') be a [[Doppelganger]] at level 9
 
|-
 
|-
 
|''[[levitation]]''<br /><tt>LEVITATION</tt>
 
|''[[levitation]]''<br /><tt>LEVITATION</tt>
|You float in the air, and cannot reach the floor! However, you can pass over [[moat]]s, [[trap door]]s and [[pit]]s (except the pits in [[Sokoban]] with air currents).
+
|You float in the air, and cannot reach the floor! However, you can pass over [[moat]]s, [[trap door]]s and [[pit]]s (except the pits in [[Sokoban]], due to air currents).
 
* Quaff a [[potion of levitation]] (temporary)
 
* Quaff a [[potion of levitation]] (temporary)
 
* Cast the spell from a [[spellbook of levitation]] (temporary)
 
* Cast the spell from a [[spellbook of levitation]] (temporary)
* Wear a [[ring of levitation]] or [[boots of levitation]]
+
* Wear a [[ring of levitation]] or [[levitation boots]]
 +
* Eat a ring of levitation (temporary)
 
* Invoke the [[Heart of Ahriman]]
 
* Invoke the [[Heart of Ahriman]]
 
|-
 
|-
 
|''[[stealth]]''<br /><tt>STEALTH</tt>
 
|''[[stealth]]''<br /><tt>STEALTH</tt>
 
|Allows you to move around quietly, so that your steps do not wake sleeping monsters.
 
|Allows you to move around quietly, so that your steps do not wake sleeping monsters.
 
 
* Some roles have innate stealth (see [[stealth]] page)
 
* Some roles have innate stealth (see [[stealth]] page)
* Wear [[elven boots]] or [[elven cloak]] or [[ring of stealth]]
+
* Wear [[elven boots]], [[elven cloak]], or [[ring of stealth]]
 
* Receive a [[prayer#Favors and gifts|favor from your god]] when praying
 
* Receive a [[prayer#Favors and gifts|favor from your god]] when praying
 
|-
 
|-
 
|''[[aggravate monster]]''<br /><tt>AGGRAVATE_MONSTER</tt>
 
|''[[aggravate monster]]''<br /><tt>AGGRAVATE_MONSTER</tt>
 
|Increases probability that nearby sleeping monsters notice you and wake.
 
|Increases probability that nearby sleeping monsters notice you and wake.
 
+
* (For all heroes but cavemen and orcs) eating [[cat]] or [[dog]] meat, or [[Cannibalism|eating your own race]]
* (For most heroes) eating [[cat]] or [[dog]] meat, or eating your own race
 
 
* Sacrificing a dead pet at an [[altar]]
 
* Sacrificing a dead pet at an [[altar]]
 
* Wear or eat a [[ring of aggravate monster]]
 
* Wear or eat a [[ring of aggravate monster]]
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|''[[conflict]]''<br /><tt>CONFLICT</tt>
 
|''[[conflict]]''<br /><tt>CONFLICT</tt>
 
|Monsters will attack other nearby monsters (including you), disregarding their tame/peaceful/hostile status.
 
|Monsters will attack other nearby monsters (including you), disregarding their tame/peaceful/hostile status.
 
 
* Put on or eat a [[ring of conflict]]
 
* Put on or eat a [[ring of conflict]]
 
* Invoke [[the Sceptre of Might]]
 
* Invoke [[the Sceptre of Might]]
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|''[[warning]]''<br /><tt>WARNING</tt>
 
|''[[warning]]''<br /><tt>WARNING</tt>
 
|Labels unseen, undetected nearby monsters with a danger indicator from 1 to 5.
 
|Labels unseen, undetected nearby monsters with a danger indicator from 1 to 5.
 
 
* Be a [[Monk]] at level 7, some roles at level 15
 
* Be a [[Monk]] at level 7, some roles at level 15
 
* Put on or eat a [[ring of warning]]
 
* Put on or eat a [[ring of warning]]
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|''[[telepathy]]''<br /><tt>TELEPAT</tt>
 
|''[[telepathy]]''<br /><tt>TELEPAT</tt>
 
|Intrinsic telepathy allows you to sense most monsters (except mindless monsters), but only when you are ''[[blind]]''.
 
|Intrinsic telepathy allows you to sense most monsters (except mindless monsters), but only when you are ''[[blind]]''.
* Eat a [[floating eye]] or (master) [[mind flayer]] corpse
+
* Eat a [[floating eye]] (100% chance) or (master) [[mind flayer]] corpse (50% chance, 100% if at maximum intelligence)
 
* Receive a [[prayer#Favors and gifts|favor from your god]] when praying
 
* Receive a [[prayer#Favors and gifts|favor from your god]] when praying
  
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|-
 
|-
 
|''[[food appraisal]]''
 
|''[[food appraisal]]''
|Before eating something, warns you of any bad effects that might result, and allows you to abort.
+
|Before eating something, warns you of any bad effects that might result, and allows you to abort. Lost after activating once.
 
 
 
* Read a blessed [[scroll of food detection]]
 
* Read a blessed [[scroll of food detection]]
 
* Cast [[detect food]] at [[skilled]] or [[expert]]
 
* Cast [[detect food]] at [[skilled]] or [[expert]]
 
|-
 
|-
 
|''[[unbreathing]]''<br /><tt>MAGICAL_BREATHING</tt>
 
|''[[unbreathing]]''<br /><tt>MAGICAL_BREATHING</tt>
|Allows you to survive without breathing. You can go underwater. You avoid the effects of breathing harmful gas.
+
|Allows you to survive without breathing. You can go underwater. You will not choke on your food.
 
 
 
* Put on or eat an [[amulet of magical breathing]]
 
* Put on or eat an [[amulet of magical breathing]]
* Polymorph into an unbreathing monster (<tt>M1_BREATHLESS</tt>)
+
* Polymorph into a breathless monster (<tt>M1_BREATHLESS</tt>)
 
|-
 
|-
 
|''[[amphibiousness]]''
 
|''[[amphibiousness]]''
 
|Allows you to breathe both in the air and underwater. You can go underwater.
 
|Allows you to breathe both in the air and underwater. You can go underwater.
 
 
* Polymorph into an amphibious monster, such as any '''[[;]]''' (<tt>M1_AMPHIBIOUS</tt>)
 
* Polymorph into an amphibious monster, such as any '''[[;]]''' (<tt>M1_AMPHIBIOUS</tt>)
* Be ''[[unbreathing]]''
+
* Be ''[[breathless]]''
 
|-
 
|-
 
|''[[jumping]]''<br /><tt>JUMPING</tt>
 
|''[[jumping]]''<br /><tt>JUMPING</tt>
 
|Allows you to land on another tile in one move.
 
|Allows you to land on another tile in one move.
 
 
* Be a [[Knight]]
 
* Be a [[Knight]]
 
* Wear [[jumping boots]]
 
* Wear [[jumping boots]]
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|-
 
|-
 
|''[[infravision]]''<br /><tt>INFRAVISION</tt>
 
|''[[infravision]]''<br /><tt>INFRAVISION</tt>
|Your eyes sense the heat from warm monsters, making them visible to you, even in [[dark]] places.
+
|Your eyes sense the heat from warm monsters, making them visible to you, even in [[unlit]] places.
* Play as a [[dwarf]], [[elf (starting race)|elf]], [[Gnome (starting race)|gnome]] or [[orc (starting race)|orc]] (these have <tt>M3_INFRAVISION</tt>)
+
* Play as a [[Dwarf (starting race)|dwarf]], [[Elf (starting race)|elf]], [[Gnome (starting race)|gnome]] or [[Orc (starting race)|orc]] (these have <tt>M3_INFRAVISION</tt>)
 
* Polymorph into a monster with <tt>M3_INFRAVISION</tt>
 
* Polymorph into a monster with <tt>M3_INFRAVISION</tt>
 
|}
 
|}
  
=== Extrinsic properties ===
+
===Extrinsic properties===
There are no sources that provide any of these properties as an intrinsic (without polymorphing), but there exist extrinsic sources, or you may polymorph into a certain monster to gain the property.
+
There are no sources that provide any of these properties as an intrinsic (without polymorphing), but they have extrinsic sources:
  
{| class="prettytable"
+
{| class="prettytable striped"
 
! Common name<br />of property
 
! Common name<br />of property
 
! Description<br />Notable sources
 
! Description<br />Notable sources
 
|-
 
|-
 
| ''[[acid resistance]]''<br /><tt>ACID_RES</tt>
 
| ''[[acid resistance]]''<br /><tt>ACID_RES</tt>
| Prevents [[acid]] damage (from [[yellow dragon]] breath, or from eating acidic corpses), but does not rustproof your armour.
+
| Prevents [[acid]] damage (from [[yellow dragon]] breath, or from eating acidic corpses), but does not rustproof your armor.
 
* Wear an [[alchemy smock]] or [[yellow dragon scale mail]]
 
* Wear an [[alchemy smock]] or [[yellow dragon scale mail]]
 
* Polymorph into a resistant monster (<tt>MR_ACID</tt>)
 
* Polymorph into a resistant monster (<tt>MR_ACID</tt>)
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|-
 
|-
 
| ''[[sliming resistance]]''
 
| ''[[sliming resistance]]''
| Provides immunity to the ''[[sliming]]'' process; this protects against the slime attack of the [[green slime]].<ref>{{sourcecode|mhitu.c|1524}}, {{sourcecode|mondata.h|51}}</ref>* Polymorph into a [[green slime]], [[fire vortex]], [[flaming sphere]], [[fire elemental]] or [[salamander]]
+
| Provides immunity to the ''[[sliming]]'' process; this protects against the slime attack of the [[green slime]].<ref>{{sourcecode|mhitu.c|1524}}, {{sourcecode|mondata.h|51}}</ref>
 +
* Polymorph into a [[green slime]], [[fire vortex]], [[flaming sphere]], [[fire elemental]] or [[salamander]]
 
* Be ''[[unchanging]]''
 
* Be ''[[unchanging]]''
 
|-
 
|-
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| Protects against loss of [[experience level]]s, for example from the [[drain life (monster attack)|drain life]] attack of monsters. Prevents [[instadeath]] from drain below level 1.
 
| Protects against loss of [[experience level]]s, for example from the [[drain life (monster attack)|drain life]] attack of monsters. Prevents [[instadeath]] from drain below level 1.
 
* Wield [[Stormbringer]] or [[Excalibur]] or [[the Staff of Aesculapius]]
 
* Wield [[Stormbringer]] or [[Excalibur]] or [[the Staff of Aesculapius]]
* Polymorph into any [[undead]] monster, [[demon]] or [[werecreature]]<ref>{{sourcecode|mondata.c|73}}</ref>
+
* Polymorph into any [[undead]] monster, [[major demon]] or [[werecreature]]{{refsrc|mondata.c|73}}
 
|-
 
|-
 
| ''[[adornment]]''<br /><tt>ADORNED</tt>
 
| ''[[adornment]]''<br /><tt>ADORNED</tt>
| Indicates that you wear a [[ring of adornment]] (of any enchantment). This seems to be an intrinsic only to allow the [[enlightenment]] message.
+
| Indicates that you wear a [[ring of adornment]] (of any enchantment). This intrinsic allows an [[enlightenment]] message to be displayed.
* Wear a [[ring of adornment]]
+
* Wear a [[ring of adornment]] (note: [[charisma]] is modified by the ring's [[enchantment]])
 
|-
 
|-
 
| ''[[reflection]]''<br /><tt>REFLECTING</tt>
 
| ''[[reflection]]''<br /><tt>REFLECTING</tt>
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|-
 
|-
 
| ''[[phasing]]''<br /><tt>PASSES_WALLS</tt>
 
| ''[[phasing]]''<br /><tt>PASSES_WALLS</tt>
| You can walk through walls. This is useful for taking shortcuts without [[dig]]ing them, and fleeing from certain places. However, this property has no effect in [[Sokoban]].
+
| You can walk through walls. This is useful for taking shortcuts without [[dig]]ging them, and fleeing from certain places. However, this property has no effect in [[Sokoban]].
 
* Polymorph into a [[xorn]] or [[earth elemental]]
 
* Polymorph into a [[xorn]] or [[earth elemental]]
 +
* (In ''[[SLASH'EM]]'') cast the spell [[passwall]].
 
|-
 
|-
 
| ''[[hallucination resistance]]''<br /><tt>HALLUC_RES</tt>
 
| ''[[hallucination resistance]]''<br /><tt>HALLUC_RES</tt>
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| ''[[fumbling]]''<br /><tt>FUMBLING</tt>
 
| ''[[fumbling]]''<br /><tt>FUMBLING</tt>
 
| Causes you to sometimes trip while walking, accidentally drop items, fall down stairs, and have other such problems.
 
| Causes you to sometimes trip while walking, accidentally drop items, fall down stairs, and have other such problems.
 +
  
 
* Wear [[gauntlets of fumbling]] or [[fumble boots]]
 
* Wear [[gauntlets of fumbling]] or [[fumble boots]]
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| ''[[displacement]]''<br /><tt>DISPLACED</tt>
 
| ''[[displacement]]''<br /><tt>DISPLACED</tt>
 
| Produces a displaced image of you on a nearby square, such that monsters sometimes attack the image and miss you.
 
| Produces a displaced image of you on a nearby square, such that monsters sometimes attack the image and miss you.
 +
  
 
* Wear a [[cloak of displacement]]
 
* Wear a [[cloak of displacement]]
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| ''[[clairvoyance]]''<br /><tt>CLAIRVOYANT</tt>
 
| ''[[clairvoyance]]''<br /><tt>CLAIRVOYANT</tt>
 
| Every few turns, the map of the area around you appears in your mind. This helps explore new areas and discover hidden paths.
 
| Every few turns, the map of the area around you appears in your mind. This helps explore new areas and discover hidden paths.
 +
  
 
* Buy temporary clairvoyance by [[donating to priests]]
 
* Buy temporary clairvoyance by [[donating to priests]]
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|-
 
|-
 
| ''[[sickness resistance]]''<br />SICK_RES
 
| ''[[sickness resistance]]''<br />SICK_RES
| Provides complete immunity to both [[disease]] and [[food poisoning]].
+
| Provides complete immunity to [[sickness]]--both [[illness]] and [[food poisoning]].
 
* Polymorph into a [[ghoul]] or any [[fungus]]
 
* Polymorph into a [[ghoul]] or any [[fungus]]
 
|-
 
|-
Line 315: Line 319:
 
|-
 
|-
 
| ''[[swimming]]''<br /><tt>SWIMMING</tt>
 
| ''[[swimming]]''<br /><tt>SWIMMING</tt>
| Enables you to swim across [[water]]. This differs from ''[[levitation]]'' (to float across water) and ''[[unbreathing]]'' (to go underwater).
+
| Enables you to swim across [[water]]. This differs from ''[[levitation]]'' (to float across water) and ''[[breathless]]'' (to go underwater).
 
* Polymorph into a swimming monster (<tt>M1_SWIM</tt>)
 
* Polymorph into a swimming monster (<tt>M1_SWIM</tt>)
 
* Ride a swimming [[steed]]
 
* Ride a swimming [[steed]]
Line 340: Line 344:
 
| ''[[warned of monster type]]''<br /><tt>WARN_OF_MON</tt>, <tt>WARN_UNDEAD</tt>
 
| ''[[warned of monster type]]''<br /><tt>WARN_OF_MON</tt>, <tt>WARN_UNDEAD</tt>
 
| Detects all monsters on the dungeon level that match certain monster types.
 
| Detects all monsters on the dungeon level that match certain monster types.
 +
  
 
* To be [[warned of orcs]], wield [[Sting]]
 
* To be [[warned of orcs]], wield [[Sting]]
Line 348: Line 353:
 
You may receive any of these properties in this table as a temporary intrinsic, but not as a permanent intrinsic. After a specific number of turns, you lose the temporary intrinsic. That may be well, because most of these properties have bad effects; you would want them to wear off over time.
 
You may receive any of these properties in this table as a temporary intrinsic, but not as a permanent intrinsic. After a specific number of turns, you lose the temporary intrinsic. That may be well, because most of these properties have bad effects; you would want them to wear off over time.
  
{| class="prettytable"
+
{| class="prettytable striped"
 
! Common name<br />of property
 
! Common name<br />of property
 
! Description<br />Notable sources
 
! Description<br />Notable sources
 
|-
 
|-
 
| ''[[stun]]''<br /><tt>STUNNED</tt>
 
| ''[[stun]]''<br /><tt>STUNNED</tt>
| Movement commands may cause you to step in a random direction, and you may hit pets by mistake.
+
| Movement commands may cause you to step in a random direction, and you may hit pets by mistake. Direction of [[Zap]]ping, spellcasting and [[firing]] also has a high chance of being randomized. Prevents [[teleport control]].
  
* Eat a [[bat]] or [[giant bat]] corpse
+
* Attempt to cast a forgotten spell (sometimes).
 +
* Eat a [[bat]], [[giant bat]] or [[stalker]] corpse.
 +
* Get hit by the [[Stun (monster spell)|Stun]] monster spell, or the stunning [[gaze attack]] of [[Baalzebub]] and [[Archon]]s.
 +
* Polymorphing into a bat, giant bat, [[vampire bat]], [[raven]] or stalker.
 
|-
 
|-
 
| ''[[confusion]]''<br /><tt>CONFUSION</tt>
 
| ''[[confusion]]''<br /><tt>CONFUSION</tt>
 
| Among other effects, you will mispronounce any [[scroll]] that you read (causing the scroll to have an alternate effect), and you will have trouble with [[spell]]s and [[spellbook]]s.
 
| Among other effects, you will mispronounce any [[scroll]] that you read (causing the scroll to have an alternate effect), and you will have trouble with [[spell]]s and [[spellbook]]s.
* Attempt to cast a forgotten spell
+
* Attempt to cast a forgotten spell (sometimes).
 +
* Get hit by the confusing [[gaze attack]] of an [[umber hulk]]
 
|-
 
|-
 
| ''[[blindness]]''<br /><tt>BLINDED</tt>
 
| ''[[blindness]]''<br /><tt>BLINDED</tt>
 
| Disables your eyes, blocking your sight (unless you wear [[the Eyes of the Overworld]]). Intrinsic blindness will heal eventually, or you may use a cure such as a [[carrot]].
 
| Disables your eyes, blocking your sight (unless you wear [[the Eyes of the Overworld]]). Intrinsic blindness will heal eventually, or you may use a cure such as a [[carrot]].
* Attack of a [[raven]], explosion of a [[yellow light]]
+
* Attack of a [[raven]], explosion of a [[yellow light]].
  
The only cure for extrinsic blindness is to remove whatever is blocking your eyes. [[Cream pie]] will eventually fall off.
+
The only cure for extrinsic blindness is to remove whatever is blocking your eyes. [[Cream pie]] will eventually fall off and can also by removed by the #[[Wipe|wipe]] command.
* Wear a [[blindfold]] or a [[towel]]
+
* Wear a [[blindfold]] or a [[towel]].
* Polymorph into a monster without eyes (<tt>M1_NOEYES</tt>)
+
* Polymorph into a monster without eyes (<tt>M1_NOEYES</tt>).
 
|-
 
|-
 
| ''[[restful sleep]]''<br /><tt>SLEEPING</tt>
 
| ''[[restful sleep]]''<br /><tt>SLEEPING</tt>
 
| You keep falling asleep.
 
| You keep falling asleep.
  
* Wear an [[amulet of restful sleep]]
+
* Wear an [[amulet of restful sleep]].
 
|-
 
|-
 
| ''[[paralysis]]''
 
| ''[[paralysis]]''
| You become immobile and miss some number of turns.
+
| You become immobile and miss a number of turns.
  
* Quaff [[potion of paralysis]], or let monster throw it at you
+
* Quaff a [[potion of paralysis]], or let a monster throw it at you.
 
|-
 
|-
 
| ''[[wounded legs]]''<br /><tt>WOUNDED_LEGS</tt>
 
| ''[[wounded legs]]''<br /><tt>WOUNDED_LEGS</tt>
| Among other effects, you can carry less [[weight]], and you cannot [[jump]] or [[kick]].
+
|
#[[jump]] out of a [[bear trap]]
+
Among other effects, you can carry less [[weight]], and you cannot [[jump]] or [[kick]].
* Attack of a [[xan]]
+
*[[Jumping|Jump]] out of a [[Trap#^_Bear_Trap|bear trap]].
* Step on a [[Land Mine]]
+
*Kick wall, object, or nothing (sometimes).
 +
*Get hit by a [[xan]]'s attack.
 +
 
 +
*Step on a [[Traps#^_Land_mine|land mine]].
 
|-
 
|-
 
| ''[[hallucination]]''<br /><tt>HALLUC</tt>
 
| ''[[hallucination]]''<br /><tt>HALLUC</tt>
| Gives a random appearance to any monster or object on the map, so that you do not know who or what you see. In ''[[SLASH'EM]]'', hallucination also disorts the view of objects on the same square as you, including your [[inventory]].
+
| Gives a random appearance to any monster or object on the map, so that you do not know who or what you see. In ''[[SLASH'EM]]'', hallucination also distorts the view of objects on the same square as you, including your [[inventory]].
* Eat a [[yellow mold]] corpse
+
* Eat a [[yellow mold]] or [[violet fungus]].
* Explosion of a [[black light]]
+
* Explosion of a [[black light]].
 
|-
 
|-
 
| ''[[slippery fingers]]''<br /><tt>GLIB</tt>
 
| ''[[slippery fingers]]''<br /><tt>GLIB</tt>
 
| Causes wielded objects to drop from your grasp.
 
| Causes wielded objects to drop from your grasp.
  
* Eat greasy food from a [[tin]]
+
* Eat greasy food from a [[tin]].
 +
* Applying a cursed [[can of grease]] or choosing "-" as a target for a non-cursed one.
 
|-
 
|-
 
| ''[[invulnerability]]''<br /><tt>INVULNERABLE</tt>
 
| ''[[invulnerability]]''<br /><tt>INVULNERABLE</tt>
| Blocks all damage and prevents most causes of death!
+
| Blocks all damage and prevents most causes of death.
  
* (In [[vanilla]]) only available as the "shimmering light" during [[prayer]]
+
* (In [[vanilla]]) only available as the "shimmering light" during [[prayer]].
* (In ''[[SLASH'EM]]'') quaff a [[potion of invulnerability]]
+
* (In ''[[SLASH'EM]]'') a weaker form of invulnerability can be obtained by quaffing a [[potion of invulnerability]].
 
|-
 
|-
 
| ''[[monster detection]]''<br /><tt>DETECT_MONSTERS</tt>
 
| ''[[monster detection]]''<br /><tt>DETECT_MONSTERS</tt>
 
| Detect all monsters on the dungeon level. This property is only available as a temporary intrinsic.
 
| Detect all monsters on the dungeon level. This property is only available as a temporary intrinsic.
  
* Quaff a [[potion of monster detection]]
+
* Quaff a [[potion of monster detection]].
* Read a [[spellbook of detect monsters]] and cast the spell
+
* Read a [[spellbook of detect monsters]] and cast the spell.
 
|}
 
|}
  
=== Intrisics that time out, then cause harm ===
+
=== Intrinsics that cause harm on time out ===
 
These temporary intrinsics do not only time out and go away, they also cause do something (typically to cause instadeath) when they time out. When you have one of these properties, you only have some number of turns to remove the property and avoid its time-out effect.
 
These temporary intrinsics do not only time out and go away, they also cause do something (typically to cause instadeath) when they time out. When you have one of these properties, you only have some number of turns to remove the property and avoid its time-out effect.
  
{| class="prettytable"
+
{| class="prettytable striped"
 
! Common name<br />of property
 
! Common name<br />of property
 
! Description<br />Notable sources
 
! Description<br />Notable sources
Line 418: Line 431:
 
| A fatal illness; you must cure this or it becomes an [[instadeath]].
 
| A fatal illness; you must cure this or it becomes an [[instadeath]].
 
* Receive [[food poisoning]] by eating a very old [[corpse]]
 
* Receive [[food poisoning]] by eating a very old [[corpse]]
* Receive [[disease]] from the attack of [[Demogorgon]], [[Juiblex]], [[Scorpius]] or [[Pestilence]]
+
* Receive [[illness]] from the attack of [[Demogorgon]], [[Juiblex]], [[Scorpius]] or [[Pestilence]]
 
|-
 
|-
 
| ''[[stoning]]''<br /><tt>STONED</tt>
 
| ''[[stoning]]''<br /><tt>STONED</tt>
Line 425: Line 438:
 
|-
 
|-
 
| ''[[nausea]]/[[vomiting]]''<br /><tt>VOMITING</tt>
 
| ''[[nausea]]/[[vomiting]]''<br /><tt>VOMITING</tt>
| Can cause ''[[stun]]'' and ''[[confusion]]''; when nausea times out, you spew part of your food and lose some [[nutrition]].<ref>{{sourcecode|timeout.c|51}}</ref>* Eat a [[tripe ration]] or a rotten [[egg]]
+
| Can cause ''[[stun]]'' and ''[[confusion]]''; when nausea times out, you spew part of your food and lose some [[nutrition]].{{refsrc|timeout.c|51}}
 +
* Eat a [[tripe ration]] or a rotten [[egg]]
 
|-
 
|-
 
| ''[[strangulation]]''<br /><tt>STRANGLED</tt>
 
| ''[[strangulation]]''<br /><tt>STRANGLED</tt>
 
| Your amulet will strangle you to instadeath in five turns, unless you can somehow remove it before then.
 
| Your amulet will strangle you to instadeath in five turns, unless you can somehow remove it before then.
 +
  
 
* Wear an [[amulet of strangulation]]
 
* Wear an [[amulet of strangulation]]
Line 453: Line 468:
 
If you acquire a property through polymorph, it is an intrinsic or extrinsic property? One argument notes that the property is intrinsic to your current form; the other argument provides that your current form is extrinsic to your true form.
 
If you acquire a property through polymorph, it is an intrinsic or extrinsic property? One argument notes that the property is intrinsic to your current form; the other argument provides that your current form is extrinsic to your true form.
  
== Source code ==
+
===References===
''For details, see [[prop.h]]''
 
 
 
The [[source code]] defines most of the properties at {{sourcecode|prop.h|8}}. Each property has a representative integer constant. Particularly in [[objects.c]] and [[artilist.h]], the integer constants assign the properties granted by using certain [[item]]s. The integer constants also serve as array indexes into the <tt>u.uprops</tt>, an array of <tt>struct prop</tt> that records the source of each of the hero's intrinsics and extrinsics.
 
 
 
While [[food appraisal]] and [[paralysis]] do not have constants in prop.h, they behave like other intrinsics, thus their inclusion in the lists on this page.
 
 
 
=== Source code references ===
 
 
<references />
 
<references />
 
+
{{nethack-366|offset=1}}
{{nethack-343|offset=1}}
 
{{slashem-7E7}}
 
 
{{featured}}
 
{{featured}}
 
[[Category:Properties| ]]
 
[[Category:Properties| ]]

Latest revision as of 11:19, 11 February 2024

In NetHack, a property is any of several on-or-off traits of a monster, including the player's character. Properties include the resistances, the effects of rings, the temporary effects of certain potions, negative effects (as confusion, stoning), and others.

A property may be intrinsic or extrinsic: an "intrinsic" is any property that your character has internally, while an "extrinsic" is any property that your character derives from using, carrying or wearing an item. Intrinsic and extrinsic properties are binary - a monster either possesses a property or does not. Enlightenment will reveal many properties of the hero, along with some other traits.

Description

The source code defines most of the properties in prop.h - each property has a representative integer constant. Particularly in objects.c and artilist.h, the integer constants assign the properties granted by using certain items. The integer constants also serve as array indexes into the u.uprops, an array of struct prop that records the source of each of the hero's intrinsics and extrinsics.

While food appraisal and paralysis do not have constants in prop.h, they behave like other intrinsics, thus their inclusion in the lists on this page.

Intrinsic versus extrinsic

You gain an extrinsic property when you wield, wear or put on an item that provides it. The item is typically a ring, amulet, armor or artifact. For example, the amulet of ESP or the helm of telepathy can grant extrinsic telepathy; the extrinsic goes away when you take off the item. Some nice quest artifacts provide an extrinsic when carried; in that case, the extrinsic goes away when you drop or lose the artifact, or place it in a container.

There are more ways to gain an intrinsic.

The gremlin has an attack that may steal one of eleven intrinsics. Also, you can lose an innate property if something drains you below the required level. Eating a disenchanter corpse may also remove one of the same intrinsics that gremlin attacks affect.

List of properties

The following tables provide a brief description of each property that the hero might have, and some notable sources of that property. (The property may have other sources.) The individual articles for each property might provide more details.

The left column also gives the associated constant from prop.h, if any. The right column may refer to a monster flag (like M1_FLY); then you may search monst.c to find a monster with that flag for polymorph.

Intrinsic properties

It is possible to receive any of these properties as intrinsics that never time out. Some are also available as extrinsics, or as temporary intrinsics. This list includes each property that may be intrinsic, even if the only way is to eat the correct ring. (Eating a ring has a chance of failing to convey the property!)

Common name
of property
Description
Notable sources
fire resistance
FIRE_RES
Prevents fire damage, but does not fireproof your inventory.
cold resistance
COLD_RES
Prevents cold damage, but does not protect your potions.
sleep resistance
SLEEP_RES
Prevents sleep. Alternatively, free action works for potions only.
disintegration resistance
DISINT_RES
Prevents instadeath from black dragon breath (or use reflection to block the breath); also the only way to prevent instadeath from wide-angle disintegration beams.
  • Eat a black dragon corpse
  • Polymorph into a resistant monster (MR_DISINT)
shock resistance
SHOCK_RES
Prevents damage from electric attacks, but does not defend rings or wands.
poison resistance
POISON_RES
Prevents poisoning, also prevents the instadeath from poison.
regeneration
REGENERATION
Increases the rate of recovery of your hit points, so that they sooner return to maximum.
searching
SEARCHING
Automatically search squares around you, increasing the chance that you notice hidden doors or traps.
see invisible
SEE_INVIS
Allows you to see invisible monsters (and in SLASH'EM, invisible objects).
invisible
INVIS
Makes you invisible. Monsters may struggle to find you and miss with their attacks.
teleportation/teleportitis
TELEPORT
Every few turns, randomly teleports you around the dungeon level.
teleport control
TELEPORT_CONTROL
When you teleport, allows you to choose your destination tile.
polymorph/polymorphitis
POLYMORPH
Every few turns, randomly polymorphs you into another monster type.
polymorph control
POLYMORPH_CONTROL
When you polymorph, allows you to choose the type of monster to become.
levitation
LEVITATION
You float in the air, and cannot reach the floor! However, you can pass over moats, trap doors and pits (except the pits in Sokoban, due to air currents).
stealth
STEALTH
Allows you to move around quietly, so that your steps do not wake sleeping monsters.
aggravate monster
AGGRAVATE_MONSTER
Increases probability that nearby sleeping monsters notice you and wake.
conflict
CONFLICT
Monsters will attack other nearby monsters (including you), disregarding their tame/peaceful/hostile status.
protection
PROTECTION
Indicates that you either have intrinsic divine protection, or wear an item of protection, for the purpose of the enlightenment message.
protection from shape changers
PROT_FROM_SHAPE_CHANGERS
Forces shapeshifters and chameleons to stay in normal form.
warning
WARNING
Labels unseen, undetected nearby monsters with a danger indicator from 1 to 5.
hunger
HUNGER
Increases the rate that you lose nutrition. This is bad, unless you are trying to make room for your next meal.
telepathy
TELEPAT
Intrinsic telepathy allows you to sense most monsters (except mindless monsters), but only when you are blind.

Extrinsic telepathy also functions in a limited radius when you are not blind.

speed
FAST
Intrinsic speed makes you fast, allowing four moves for every three turns.

Extrinsic speed, and temporary intrinsic speed, make you very fast, allowing five moves every three turns.

food appraisal Before eating something, warns you of any bad effects that might result, and allows you to abort. Lost after activating once.
unbreathing
MAGICAL_BREATHING
Allows you to survive without breathing. You can go underwater. You will not choke on your food.
amphibiousness Allows you to breathe both in the air and underwater. You can go underwater.
  • Polymorph into an amphibious monster, such as any ; (M1_AMPHIBIOUS)
  • Be breathless
jumping
JUMPING
Allows you to land on another tile in one move.
infravision
INFRAVISION
Your eyes sense the heat from warm monsters, making them visible to you, even in unlit places.
  • Play as a dwarf, elf, gnome or orc (these have M3_INFRAVISION)
  • Polymorph into a monster with M3_INFRAVISION

Extrinsic properties

There are no sources that provide any of these properties as an intrinsic (without polymorphing), but they have extrinsic sources:

Common name
of property
Description
Notable sources
acid resistance
ACID_RES
Prevents acid damage (from yellow dragon breath, or from eating acidic corpses), but does not rustproof your armor.
stoning resistance
STONE_RES
Prevents the stoning process. This is one way to fight cockatrices and chickatrices.
sliming resistance Provides immunity to the sliming process; this protects against the slime attack of the green slime.[1]
drain resistance
DRAIN_RES
Protects against loss of experience levels, for example from the drain life attack of monsters. Prevents instadeath from drain below level 1.
adornment
ADORNED
Indicates that you wear a ring of adornment (of any enchantment). This intrinsic allows an enlightenment message to be displayed.
reflection
REFLECTING
Bounces gaze and ray attacks away from you, so that they do not affect you.
life saving
LIFESAVED
When you die, the worn amulet of life saving will resurrect you.
magic resistance
ANTIMAGIC
Prevents damage from certain traps, from magic missile and certain other magic attacks, and rays/fingers of death, among other useful benefits.
phasing
PASSES_WALLS
You can walk through walls. This is useful for taking shortcuts without digging them, and fleeing from certain places. However, this property has no effect in Sokoban.
hallucination resistance
HALLUC_RES
Prevents the effects of hallucination.
fumbling
FUMBLING
Causes you to sometimes trip while walking, accidentally drop items, fall down stairs, and have other such problems.


water walking
WWALKING
You can cross water by walking on its surface (as an alternative to using levitation, magical breathing or swimming). If the boots are fireproof, they may also be used to cross lava.
displacement
DISPLACED
Produces a displaced image of you on a nearby square, such that monsters sometimes attack the image and miss you.


clairvoyance
CLAIRVOYANT
Every few turns, the map of the area around you appears in your mind. This helps explore new areas and discover hidden paths.


energy regeneration
ENERGY_REGENERATION
Your power increases toward maximum at a much faster rate, allowing you to frequently cast spells (if you have enough nutrition).
half spell damage
HALF_SPDAM
half physical damage
HALF_PHDAM
sickness resistance
SICK_RES
Provides complete immunity to sickness--both illness and food poisoning.
free action
FREE_ACTION
Prevents paralysis in most cases. Makes the potion of sleeping harmless, but does not prevent other forms of sleep. Reduces stunning from monster spells to one turn.
swimming
SWIMMING
Enables you to swim across water. This differs from levitation (to float across water) and breathless (to go underwater).
sustain ability
FIXED_ABIL
Prevents changes to your six attributes. Prevents the effects of exercise and abuse.
flying
FLYING
Enables you to fly above the ground. Flight is better than levitation, because you may reach the ground and fly down stairs.
unchanging
UNCHANGING
Holds you to your current form. Use this to prevent unwanted polymorph, or to remain forever in your polymorphed form.
slow digestion
SLOW_DIGESTION
Decreases the rate that you lose nutrition, allowing you to survive longer before starvation. Also prevents purple worms from digesting you.
warned of monster type
WARN_OF_MON, WARN_UNDEAD
Detects all monsters on the dungeon level that match certain monster types.


Intrinsics that always time out

You may receive any of these properties in this table as a temporary intrinsic, but not as a permanent intrinsic. After a specific number of turns, you lose the temporary intrinsic. That may be well, because most of these properties have bad effects; you would want them to wear off over time.

Common name
of property
Description
Notable sources
stun
STUNNED
Movement commands may cause you to step in a random direction, and you may hit pets by mistake. Direction of Zapping, spellcasting and firing also has a high chance of being randomized. Prevents teleport control.
confusion
CONFUSION
Among other effects, you will mispronounce any scroll that you read (causing the scroll to have an alternate effect), and you will have trouble with spells and spellbooks.
blindness
BLINDED
Disables your eyes, blocking your sight (unless you wear the Eyes of the Overworld). Intrinsic blindness will heal eventually, or you may use a cure such as a carrot.

The only cure for extrinsic blindness is to remove whatever is blocking your eyes. Cream pie will eventually fall off and can also by removed by the #wipe command.

  • Wear a blindfold or a towel.
  • Polymorph into a monster without eyes (M1_NOEYES).
restful sleep
SLEEPING
You keep falling asleep.
paralysis You become immobile and miss a number of turns.
wounded legs
WOUNDED_LEGS

Among other effects, you can carry less weight, and you cannot jump or kick.

  • Jump out of a bear trap.
  • Kick wall, object, or nothing (sometimes).
  • Get hit by a xan's attack.
hallucination
HALLUC
Gives a random appearance to any monster or object on the map, so that you do not know who or what you see. In SLASH'EM, hallucination also distorts the view of objects on the same square as you, including your inventory.
slippery fingers
GLIB
Causes wielded objects to drop from your grasp.
  • Eat greasy food from a tin.
  • Applying a cursed can of grease or choosing "-" as a target for a non-cursed one.
invulnerability
INVULNERABLE
Blocks all damage and prevents most causes of death.
monster detection
DETECT_MONSTERS
Detect all monsters on the dungeon level. This property is only available as a temporary intrinsic.

Intrinsics that cause harm on time out

These temporary intrinsics do not only time out and go away, they also cause do something (typically to cause instadeath) when they time out. When you have one of these properties, you only have some number of turns to remove the property and avoid its time-out effect.

Common name
of property
Description
Notable sources
sickness
SICK
A fatal illness; you must cure this or it becomes an instadeath.
stoning
STONED
Gradual stiffening will turn you into a statue (causing instadeath).
nausea/vomiting
VOMITING
Can cause stun and confusion; when nausea times out, you spew part of your food and lose some nutrition.[3]
strangulation
STRANGLED
Your amulet will strangle you to instadeath in five turns, unless you can somehow remove it before then.


slime
SLIMED
Green slime will overtake your body and kill you, unless you can somehow remove the slime or gain sliming resistance before that happens.

Commentary

The adjective intrinsic refers to something that is internal, inherit, within the body. We also use the term as a noun. The antonym of intrinsic is extrinsic.

Oddly, sometimes we also use the term "intrinsic" to refer to any property, whether that property is intrinsic or extrinsic. For example, we might refer to an "intrinsic" from a ring, though the ring is external to the character. This leads to oxymoronic phrases such as "extrinsic intrinsic".

The usage of "intrinsic" to mean "extrinsic" occurs in other pages on this wiki, and even within the source code of NetHack. For example, the comment at the top of wield.c refers to wielded weapons conveying intrinsics, though they would actually convey extrinsics. The set_artifact_intrinsic function in artifact.c is another example of this usage. The mintrinsics field of struct monst stores information about both intrinsic and extrinsic resistances of the monsters.[4]

The struct prop that tracks properties has only separated "intrinsic" and "extrinsic" since NetHack 3.3.0.[5]

One can justify the use of "intrinsic" to mean "extrinsic". For example, an amulet versus poison may be extrinsic to your body, but when you wear it, the effect spreads inside your body and becomes intrinsic. When you eat that kobold shaman corpse, or land on poison in a spiked pit, then the poison enters your body but has no effect. There must be some intrinsic defense in your body that stops the poison, though the ring remains outside on your finger. This explanation would not work so well for an amulet of reflection.

If you quaff a potion that provides a property, it is an intrinsic or extrinsic property? One argument states that the contents of the potion enters your body, so the property must be intrinsic. (A look at struct prop supports that argument.) The other argument states any property from an item, including a potion, is an extrinsic. The potion of blindness seems to grant intrinsic blindness (not extrinsic blindness, which you could #wipe away), but the potion of speed seems to grant extrinsic speed, equivalent with speed boots.

If you acquire a property through polymorph, it is an intrinsic or extrinsic property? One argument notes that the property is intrinsic to your current form; the other argument provides that your current form is extrinsic to your true form.

References