Difference between revisions of "Race"

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(Slash'EM Extended: Updated the race chart for Slash'EM Extended version v96.)
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{{Languages}}
 
{{Languages}}
Your starting '''race''' can be one of: [[human (starting race)|human]], [[dwarf (starting race)|dwarf]], [[elf (starting race)|elf]], [[gnome (starting race)|gnome]] or [[orc (starting race)|orc]]. All [[role]]s can choose to be human, whereas the other races are restricted to only some of the roles. Your race affects your starting and [[#Maximum_attributes|maximum attributes]], the belligerency of co-racial monsters, and the safety of [[Religion|sacrificing]] particular races. Your starting race will also affect what constitutes [[cannibalism]], as well as what creatures can be safely [[genocide]]d.
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In ''[[NetHack]]'', your character's starting '''race''' can be one of: [[human (starting race)|human]], [[dwarf (starting race)|dwarf]], [[elf (starting race)|elf]], [[gnome (starting race)|gnome]] or [[orc (starting race)|orc]]. All [[role]]s can choose to be human, whereas the other races are restricted to only some of the roles. Your race affects your starting and [[#Maximum_attributes|maximum attributes]], the [[Peaceful#Which monsters are generated peaceful?|belligerency of monsters]], and the safety of [[Religion|sacrificing]] particular races. Your starting race will also affect what constitutes [[cannibalism]], as well as what creatures can be safely [[genocide]]d.
  
 
Polymorphing into an elven, dwarvish, etc. monster will not affect the above. However, your god will never gift you an [[artifact]] that attacks your current form.
 
Polymorphing into an elven, dwarvish, etc. monster will not affect the above. However, your god will never gift you an [[artifact]] that attacks your current form.
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Humans can be any [[alignment]] (subject to your chosen role allowing that alignment), but for the others, your race indirectly determines your alignment: dwarves are always lawful, gnomes are always neutral, and elves and orcs are always chaotic.
 
Humans can be any [[alignment]] (subject to your chosen role allowing that alignment), but for the others, your race indirectly determines your alignment: dwarves are always lawful, gnomes are always neutral, and elves and orcs are always chaotic.
  
In general, [[Dwarf|dwarves]] are strong, [[Elf (starting race)|elves]] and [[Gnome (starting race)|gnomes]] are smart, [[Orc (starting race)|orcs]] are poison resistant, and [[Human (starting race)|humans]] are good all-rounders.
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In general, [[Dwarf (starting race)|dwarves]] are strong, [[Elf (starting race)|elves]] and [[Gnome (starting race)|gnomes]] are smart, [[Orc (starting race)|orcs]] are poison resistant, and [[Human (starting race)|humans]] are good all-rounders.
 
 
 
 
  
 
==Racial intrinsics==
 
==Racial intrinsics==
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|Elves|| [[sleep resistance]] at level 4 || [[Multishot]] bonus for elven arrows from [[elven bow]]s
 
|Elves|| [[sleep resistance]] at level 4 || [[Multishot]] bonus for elven arrows from [[elven bow]]s
 
|-
 
|-
|Gnomes ||none || Can use uncursed [[touchstone]]s as blessed
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|Gnomes ||none || Can use uncursed [[touchstone]]s as blessed.  [[Multishot]] bonus for [[crossbow bolt]]s
 
|-
 
|-
 
|Humans || none || No infravision
 
|Humans || none || No infravision
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|| [[Elf (starting race)|Elf]]  || 18    || 18 || 16 || 20 || 20 || 18
 
|| [[Elf (starting race)|Elf]]  || 18    || 18 || 16 || 20 || 20 || 18
 
|-
 
|-
|| [[Dwarf]] || 18/** || 20 || 20 || 16 || 16 || 16
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|| [[Dwarf (starting race)|Dwarf]] || 18/** || 20 || 20 || 16 || 16 || 16
 
|-
 
|-
 
|| [[Gnome (starting race)|Gnome]] || 18/50 || 18 || 18 || 19 || 18 || 18
 
|| [[Gnome (starting race)|Gnome]] || 18/50 || 18 || 18 || 19 || 18 || 18
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Reference: {{sourcecode|role.c|405}}.
 
Reference: {{sourcecode|role.c|405}}.
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 +
==Strategy comparisons==
 +
===Human===
 +
'''Pros'''
 +
*Have the highest average attribute maximums.
 +
 +
'''Cons'''
 +
*The only race that doesn't have infravision, making the mines much more dangerous.
 +
*The Mines may present a challenge. The gnomes will hate you because you're human, and the dwarves will hate you if you're not lawful.
 +
*Many later monsters are human, which cannot be sacrificed (unless you are chaotic) or eaten (unless you are a caveperson). The latter matters mostly for the [[nurse]] healing effect.
 +
 +
===Elf===
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'''Pros'''
 +
*[[Elf (starting race)|Elves]] will always be generated peaceful. They tend to spawn in groups, can use dangerous offensive items, and ignore [[invisibility]] and [[Elbereth]]. Having them be peaceful removes this threat.
 +
*You gain sleep resistance at level 4.
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*The highest Intelligence and Wisdom of all races. Spellcasters can forgo a [[helm of brilliance]] for the higher maximum AC of an [[elven leather helm]].
 +
*Infravision.
 +
*Starts with an [[instrument]]. Tooled horns and drums are useful to scare monsters, and tonal instruments can be used to [[dig for victory]].
 +
 +
'''Cons'''
 +
*Can only be chaotic, making the Mines difficult.
 +
*Very low strength and constitution, to the point where levitation or gauntlets of power are required to reach the maximum possible carrying capacity.
 +
 +
===Dwarf===
 +
'''Pros'''
 +
*Excellent physical stats. Dwarves can clear the encumbrance cap with no problem, and are well suited to sturdy fighter roles.
 +
*Infravision.
 +
*Gnomes and dwarves in the Mines are always generated peaceful, relieving some of the problems of that branch.
 +
 +
'''Cons'''
 +
*Low Intelligence and Wisdom. This makes spellcasting all but impossible; thankfully it is not important for any of the dwarvish roles.
 +
*Cannot blessed-genocide {{white|h}} to kill off [[mind flayers]] and [[master mind flayers]]. Instead, two uncursed scrolls are required.
 +
*Gaining experience in the Mines can be difficult because so many monsters will be peaceful.
 +
 +
===Gnome===
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'''Pros'''
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*Gnomes and dwarves in the Mines are always generated peaceful, the same as for dwarves.
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*Higher Intelligence than humans, although only average wisdom.
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*Good strength and average constitution. They can hit the encumbrance cap without aid.
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*You can use uncursed touchstones as if they are blessed. If you find an early touchstone and a shop that will buy gems, this can get you a lot of gold early on.
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*Infravision.
 +
 +
'''Cons'''
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*Can only be neutral, so you cannot [[murder]] or sacrifice gnome corpses without heavy consequences.
 +
*As it is with dwarves, gaining experience in the Mines can be a challenge.
 +
 +
===Orc===
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'''Pros'''
 +
*Orcs start with [[poison resistance]], preventing certain YASDs and allowing you to eat more types of monsters, such as [[kobold]]s.
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*No cannibalism penalty, so you can eat anyone with impunity! You can even eat cats and dogs!
 +
*Good strength and average constitution. They can hit the encumbrance cap without aid.
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*Infravision.
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*Since they are always chaotic, and orcs are plentiful in the early and mid games, it is easy to convert any altar via sacrificing your own race.
 +
 +
'''Cons'''
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*Orcish weapons and armor provide lower damage and AC than other racial variants.
 +
*Low Intelligence and Wisdom makes spellcasting very difficult. A [[helm of brilliance]] will be essential if you wish to cast spells reliably.
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*Can only be chaotic, making the mines difficult.
  
 
==Description==
 
==Description==
 
The [[guidebook]] offers the following advice about the starting races:
 
The [[guidebook]] offers the following advice about the starting races:
{{guidebook|Dwarves are smaller than humans or elves, but are stocky and solid individuals. Dwarves' most notable trait is their great expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves.}}
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{{guidebook|Dwarves are smaller than humans or elves, but are stocky and solid individuals. Dwarves' most notable trait is their great expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves.}}
  
{{guidebook|Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor.}}
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{{guidebook|Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor.}}
  
{{guidebook|Gnomes are smaller than but generally similar to dwarves. Gnomes are known to be expert miners, and it is known that a secret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger.}}
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{{guidebook|Gnomes are smaller than but generally similar to dwarves. Gnomes are known to be expert miners, and it is known that a secret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger.}}
  
 
{{guidebook|Humans are by far the most common race of the surface world, and are thus the norm by which other races  are  often  compared.  Although  they have no special abilities, they can succeed in any role.}}
 
{{guidebook|Humans are by far the most common race of the surface world, and are thus the norm by which other races  are  often  compared.  Although  they have no special abilities, they can succeed in any role.}}
  
{{guidebook|Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a passion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality.}}
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{{guidebook|Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a passion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality.}}
  
== SLASH'EM ==
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== Variants ==
 +
=== SLASH'EM ===
 
[[SLASH'EM]] has new races, as well as changes to allowed alignments and statistics of original races. New races are:
 
[[SLASH'EM]] has new races, as well as changes to allowed alignments and statistics of original races. New races are:
  
* [[Drow]] - Can put monsters to sleep with bare handed attack
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* [[Drow_(starting_race)|Drow]] – Can put monsters to sleep with bare handed attack
* [[Doppelganger (starting race)|Doppelganger]] - Has natural [[protection]], very high stats, and the #youpoly ability
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* [[Doppelganger (starting race)|Doppelganger]] – Has natural [[protection]], very high stats, and the #youpoly ability
* [[Hobbit (starting race)|Hobbit]] - [[fast]]
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* [[Hobbit (starting race)|Hobbit]] – [[fast]]
* [[Lycanthrope (starting race)|Lycanthrope]] - [[regeneration]] and [[lycanthropy]]
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* [[Lycanthrope (starting race)|Lycanthrope]] – [[regeneration]] and [[lycanthropy]]
* [[Vampire (starting race)|Vampire]] - [[regeneration]], very high stats, level-drain resistance, moves by flying, but can only eat fresh blood
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* [[Vampire_(starting_race_in_SLASH'EM)|Vampire]] – [[regeneration]], very high stats, level-drain resistance, moves by flying, but can only eat fresh blood
 
 
== Slash'EM Extended ==
 
[[Slash'EM Extended]] has all of SLASH'EM's races, as well as added ones not present in other variants. In this variant, every race has maximum stats of 25 for every stat, and every combination of role, race, alignment and gender is possible. The new races are:
 
  
* [[Alien]] - Similar to human, but with worse stats, negative starting [[alignment record]] and [[luck]] and an annoying [[loadstone]] that's hard to get rid off. Basically a harder-than-hard race.
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===dNetHack===
* [[Argonian]] - Can [[swim]] and is [[unbreathing]], as well as use the [[healing hands]] [[technique]]. [[Lizard]]s are usually peaceful to them.
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[[dHetHack]] adds the following new races:
* [[Breton]] - Good spellcaster, and starts with resistance to fire, cold and shock.
 
* [[Gastly]] - Starts with many intrinsic resistances, but can only eat old [[corpse]]s (no fruits, rations or other types of food).
 
* [[Gigant]] - Can pick up and throw boulders. [[Hunger]]s rapidly. [[Giant]]s are usually peaceful to them.
 
* [[Imperial]] - Can pacify monsters by [[chat]]ting to them, but is more likely to encounter out-of-depth monsters and cannot [[pray]] successfully no matter what.
 
* [[Insectoid]] - Can [[summon team ant|summon insects]], starts with [[poison resistance]] and [[flying]], and uses a poisonous sting in melee. Their lack of hands is a huge disadvantage though. [[Insect]]s are usually peaceful to them.
 
* [[Khajiit]] - Their unarmed melee attack does extra damage.
 
* [[Kobolt]] - Poison resistant, starts with some stacks of throwing weapons. They will [[restful sleep|fall asleep]] every so often though, which can be very bad if they stand next to [[Demogorgon]].
 
* [[Maia]] - Starts with uncurable and uncontrollable [[teleportitis]]. They also cannot teleport at will, but their starting inventory contains a [[wand of teleportation]] (10 charges).
 
* [[Mould]] - Starts with uncurable and uncontrollable [[polymorphitis]]. No risk of [[system shock]] or a polymorph [[level drain]]ing them below [[experience]] level 1 though. They have some crippling weaknesses while not polymorphed, but they can #youpoly at will.
 
* [[Navi]] - Does extra damage with [[spear]]s, and their [[kick]] does extra damage if they wear [[wedge sandals]] (which they start with).
 
* [[Nymph]] - Can steal items by attacking in melee, but starts out chained to a [[heavy iron ball]]. The #monster command can't be used to remove the ball, and even if the player somehow gets rid of it, a new ball will appear after a while. Also starts with [[teleportitis]].
 
* [[Ogro]] - Does extra damage with [[club]]s. They [[aggravate monster]]s though. [[Ogre]]s are usually peaceful to them.
 
* [[Redguard]] - Resistant to poison and sickness, and starts with energy regeneration making them very easy to play.
 
* [[Snakeman]] - They can swim and [[drowning attack|wrap]] enemies, possibly [[drown]]ing them or preventing them from moving away. Lack of feet prevents them from kicking. [[Snake]]s are usually peaceful to them.
 
* [[Trollor]] - They get very little HP and mana boosts from leveling up, but start out with [[sickness resistance]] and [[regeneration]]. A trollor has a 75% chance of auto-reviving on death if they're at least XL 3, which makes them a great choice for beginner players.
 
* [[Ungenomold]] - Starts with uncurable and uncontrollable [[polymorphitis]], instantly polymorphs into a random monster upon starting the game, and [[instadeath|permanently dies]] (as opposed to reverting back to ungenomoldic form) upon running out of hit points with no chance of [[life saving]]. No risk of [[system shock]] or feeling like a new ungenomold, and their polymorphs can't time out either. They can use #youpoly at will. Also starts with [[warning]], [[searching]] and lots of techniques as well as a [[wand of death]].
 
* [[Asgardian]] - They get random [[intrinsic]]s from leveling up, meaning they can get lucky and receive resistances, [[slow digestion]] or other good things early. However, Asgardians may also get unlucky and receive intrinsic [[hunger]], [[polymorphitis]] or other bad things. Also, they have a 5% chance each turn to move at half speed. Still, they are a good choice for beginner players.
 
* [[Senser]] - Similar to human, but sometimes they get a notification if a monster is spawned. The chance to get this notification goes up as the player reaches higher experience levels.
 
* [[Spirit]] - Lots of resistances and intrinsics, including the very powerful [[phasing]] while in their natural form makes this a useful race; however, they always move quite a bit slower than other characters.
 
* [[Lich]] - Lots of resistances and intrinsics, including controlled teleportitis right from the start plus a guaranteed athame means the lich will have a very easy early game. Their downside doesn't become apparent until much later in the game, where high-level monsters have a greatly increased chance of spawning. A lich character is guaranteed to be bombarded with nasty, hard-to-kill monsters in the Gehennom and on the ascension run.
 
* [[Clockwork automaton]] - They can attack thrice per turn, or throw two extra projectiles (including potions and other things that can't normally be multishot), and start with petrification resistance plus some other valuable intrinsics. However, clockwork automatons cannot eat at all. Potions of [[oil]] and [[prayer]] are among the only ways for them to avoid starvation.
 
* [[Curser]] - A harder-than-hard race, 80% of all items that would have been noncursed will be cursed for them. This includes monster starting inventories. The [[blessing]] technique can be used from time to time in order to lift curses (especially if the player's starting two-handed weapon started out cursed), but since most items are unsafe to use if cursed, they will still have a hard time.
 
* [[Spiderman]] - They are poison resistant and can poison monsters. [[Spider]]s are usually peaceful to them.
 
* [[Illithid]] - Their brain-sucking attack will quickly kill monsters that have brains, plus illithids also start with some useful intrinsics, but they have a much lower chance to get intrinsics from eating corpses.
 
* [[Incantifier]] - Starts with [[magic resistance]], freeing an equipment slot for other [[ascension kit]] items, but can't eat normal food. Instead, incantifiers can only eat metallic and lithic objects.
 
* [[Albae]] - Hated by all other races, many monsters that are normally peaceful will be hostile to the Albae. This includes quest friendlies and certain other "always peaceful" monsters. Shopkeepers won't attack them on sight but prevent them from entering. On the plus side, Albae start with [[magic resistance]] and will get some useful intrinsics from leveling up, topping off with the otherwise rare [[energy regeneration]].
 
* [[Nord]] - Cold resistant and sturdy.
 
* [[Fenek]] - Capable of using claw attacks when unarmed.
 
* [[Haxor]] - Steroids mode: if the player chooses this race, monsters will respawn twice as fast, the dungeon will generally be filled with more monsters, items and traps, hit point regeneration is faster both for monsters and players, pets level up twice as fast, special dungeon features show up more often etc.
 
* [[Heretic]] - Similar to human, but they can pray and convert altars even in [[Gehennom]]. Trying to convert [[Moloch]]'s [[high altar]] on the [[Sanctum]] is still a very [[Bad Idea]] though.
 
* [[Mummy]] - Lots of resistances and intrinsics, and they can try to tame undead monsters by chatting to them. Mummies also receive some of the [[Necromancer]]'s bonuses to undead-related spells like summon/command undead, which means the undead monsters are more likely to become tame.
 
* [[Kop]] - Keystone Kops are usually peaceful to them, and chatting to a peaceful K can tame them. All randomly generated monsters also have a low chance to start out tame to a Kop character.
 
* [[Worm that walks]] - Starts with uncurable and uncontrollable [[polymorphitis]]. They are protected from system shock and instadeath by being drained below experience level 1, but unlike moulds and ungenomolds, they cannot #youpoly at will. Instead, the worm that walks has to eat [[corpse]]s to polymorph into the eaten monster, so if they e.g. kill a black dragon, eating its corpse will polymorph them into a black dragon. There is always a 20% risk of polymorphing into some other random monster, and eating non-corpse food also has a 20% chance of causing a random polymorph. A worm that walks has no hands while not polymorphed, making it much harder to interact with certain dungeon features, but in their natural form they can hide under items which will cause monsters to wander randomly instead of approaching.
 
  
{{stub}}
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*[[Clockwork Automaton (starting race)|Clockwork automaton]] – unliving constructs that may upgrades themselves.
 +
*[[Drow (starting race)#dNethack|Drow]] – Dark Elves, with special racial equipment and powers.
 +
*[[Half-Dragon (starting race)|Half-dragon]] – powerful, but slow human hybrids with a randomized breath weapon.
 +
*[[Incantifier (starting race)|Incantifier]] – expert spellcasters that eat only magic.
 +
*[[Vampire (starting race in dNetHack)|Vampire]] – powerful undead that start with flying and regeneration, but must feed on blood to sate their increased hunger.
  
{{nethack-343|offset=1}}
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===SlashTHEM===
{{slashem-7E7|}}
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{{main|SlashTHEM races}}
[[Category:Races| ]]
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In addition to including all of the races in SLASH'EM, SlashTHEM adds 9 new races, including [[Ogre (starting race)|playable ogres]] and [[Giant (starting race)|giants]].
 +
{{nethack-360}}
 +
[[Category:Races]]

Latest revision as of 10:07, 24 March 2024

In NetHack, your character's starting race can be one of: human, dwarf, elf, gnome or orc. All roles can choose to be human, whereas the other races are restricted to only some of the roles. Your race affects your starting and maximum attributes, the belligerency of monsters, and the safety of sacrificing particular races. Your starting race will also affect what constitutes cannibalism, as well as what creatures can be safely genocided.

Polymorphing into an elven, dwarvish, etc. monster will not affect the above. However, your god will never gift you an artifact that attacks your current form.

Humans can be any alignment (subject to your chosen role allowing that alignment), but for the others, your race indirectly determines your alignment: dwarves are always lawful, gnomes are always neutral, and elves and orcs are always chaotic.

In general, dwarves are strong, elves and gnomes are smart, orcs are poison resistant, and humans are good all-rounders.

Racial intrinsics

Race intrinsics Notes
Dwarves none Double digging speed
Elves sleep resistance at level 4 Multishot bonus for elven arrows from elven bows
Gnomes none Can use uncursed touchstones as blessed. Multishot bonus for crossbow bolts
Humans none No infravision
Orcs poison resistance at level 1 Cannibalism is ok. Multishot bonus for orcish arrows from orcish bows

Maximum attributes

Your race limits your inherent attributes. Equipped magic items (such as gauntlets of dexterity) ignore these limits.

Race Strength Dexterity Constitution Intelligence Wisdom Charisma
Human 18/** 18 18 18 18 18
Elf 18 18 16 20 20 18
Dwarf 18/** 20 20 16 16 16
Gnome 18/50 18 18 19 18 18
Orc 18/50 18 18 16 16 16

Reference: role.c, line 405.

Strategy comparisons

Human

Pros

  • Have the highest average attribute maximums.

Cons

  • The only race that doesn't have infravision, making the mines much more dangerous.
  • The Mines may present a challenge. The gnomes will hate you because you're human, and the dwarves will hate you if you're not lawful.
  • Many later monsters are human, which cannot be sacrificed (unless you are chaotic) or eaten (unless you are a caveperson). The latter matters mostly for the nurse healing effect.

Elf

Pros

  • Elves will always be generated peaceful. They tend to spawn in groups, can use dangerous offensive items, and ignore invisibility and Elbereth. Having them be peaceful removes this threat.
  • You gain sleep resistance at level 4.
  • The highest Intelligence and Wisdom of all races. Spellcasters can forgo a helm of brilliance for the higher maximum AC of an elven leather helm.
  • Infravision.
  • Starts with an instrument. Tooled horns and drums are useful to scare monsters, and tonal instruments can be used to dig for victory.

Cons

  • Can only be chaotic, making the Mines difficult.
  • Very low strength and constitution, to the point where levitation or gauntlets of power are required to reach the maximum possible carrying capacity.

Dwarf

Pros

  • Excellent physical stats. Dwarves can clear the encumbrance cap with no problem, and are well suited to sturdy fighter roles.
  • Infravision.
  • Gnomes and dwarves in the Mines are always generated peaceful, relieving some of the problems of that branch.

Cons

  • Low Intelligence and Wisdom. This makes spellcasting all but impossible; thankfully it is not important for any of the dwarvish roles.
  • Cannot blessed-genocide h to kill off mind flayers and master mind flayers. Instead, two uncursed scrolls are required.
  • Gaining experience in the Mines can be difficult because so many monsters will be peaceful.

Gnome

Pros

  • Gnomes and dwarves in the Mines are always generated peaceful, the same as for dwarves.
  • Higher Intelligence than humans, although only average wisdom.
  • Good strength and average constitution. They can hit the encumbrance cap without aid.
  • You can use uncursed touchstones as if they are blessed. If you find an early touchstone and a shop that will buy gems, this can get you a lot of gold early on.
  • Infravision.

Cons

  • Can only be neutral, so you cannot murder or sacrifice gnome corpses without heavy consequences.
  • As it is with dwarves, gaining experience in the Mines can be a challenge.

Orc

Pros

  • Orcs start with poison resistance, preventing certain YASDs and allowing you to eat more types of monsters, such as kobolds.
  • No cannibalism penalty, so you can eat anyone with impunity! You can even eat cats and dogs!
  • Good strength and average constitution. They can hit the encumbrance cap without aid.
  • Infravision.
  • Since they are always chaotic, and orcs are plentiful in the early and mid games, it is easy to convert any altar via sacrificing your own race.

Cons

  • Orcish weapons and armor provide lower damage and AC than other racial variants.
  • Low Intelligence and Wisdom makes spellcasting very difficult. A helm of brilliance will be essential if you wish to cast spells reliably.
  • Can only be chaotic, making the mines difficult.

Description

The guidebook offers the following advice about the starting races:

Dwarves are smaller than humans or elves, but are stocky and solid individuals. Dwarves' most notable trait is their great expertise in mining and metalwork. Dwarvish armor is said to be second in quality not even to the mithril armor of the Elves.


Elves are agile, quick, and perceptive; very little of what goes on will escape an Elf. The quality of Elven craftsmanship often gives them an advantage in arms and armor.


Gnomes are smaller than but generally similar to dwarves. Gnomes are known to be expert miners, and it is known that a secret underground mine complex built by this race exists within the Mazes of Menace, filled with both riches and danger.


Humans are by far the most common race of the surface world, and are thus the norm by which other races are often compared. Although they have no special abilities, they can succeed in any role.


Orcs are a cruel and barbaric race that hate every living thing (including other orcs). Above all others, Orcs hate Elves with a passion unequalled, and will go out of their way to kill one at any opportunity. The armor and weapons fashioned by the Orcs are typically of inferior quality.


Variants

SLASH'EM

SLASH'EM has new races, as well as changes to allowed alignments and statistics of original races. New races are:

dNetHack

dHetHack adds the following new races:

  • Clockwork automaton – unliving constructs that may upgrades themselves.
  • Drow – Dark Elves, with special racial equipment and powers.
  • Half-dragon – powerful, but slow human hybrids with a randomized breath weapon.
  • Incantifier – expert spellcasters that eat only magic.
  • Vampire – powerful undead that start with flying and regeneration, but must feed on blood to sate their increased hunger.

SlashTHEM

Main article: SlashTHEM races

In addition to including all of the races in SLASH'EM, SlashTHEM adds 9 new races, including playable ogres and giants.

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

It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.