Difference between revisions of "Riding"

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(Possible choices of steed: More re finger/wand of death)
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'''Riding''' in NetHack is most commonly associated with [[Knight]]s, because they begin the game with a saddled [[pony]], but any character who finds a [[saddle]] and tames a suitable steed will be able to ride.
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'''Riding''' in a feature in ''[[NetHack]]'' that requires a [[saddle]] and a suitable choice of [[pet]], and also has a [[skill]] associated with it. While any character is capable of riding, it tends to be commonly associated with [[Knight]]s, who begin the game with a saddled [[pony]] and Basic in the riding skill.
  
== Getting started ==
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==How to ride==
First you need a [[pet]] which is large enough to ride, is a non-humanoid or a [[centaur]], and is neither [[amorphous]], [[whirly]], nor [[unsolid]]. You must also be in a humanoid form and not too big or small to fit on a saddle.
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To ride a monster, you must use the '''#ride''' [[command]] in the direction of a tamed saddled monster, and use the command again while riding to dismount. Eligible monsters for saddling and riding include:
  
Next you need to saddle the pet by applying the saddle to it; you need at least one free hand for this. It is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be able to ride the monster until it is tamed.
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* All {{mcsl|q}}
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* All {{mcsl|u}}
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* All {{mcsl|C}}
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* All {{mcsl|D}}
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* All {{mcsl|J}}
 +
* {{monsymlink|Ki-rin}} and {{monsymlink|couatl}}s
  
Now mount the steed with the '''#ride''' [[extended command|command]]. Unless you are a Knight, this will make it less tame and may untame it. If any of the following conditions hold, you simply won't be able to ride for obvious reasons:
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Monsters are saddled by standing next to them and [[apply]]ing a saddle in their direction - it is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be able to ride the monster until it is tamed. You must be in a humanoid form that is not too big or small to fit on a saddle in order to ride.
 +
 
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Riding a monster will decrease its tameness with each mount, unless you are a Knight.
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===Conditions for riding===
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The chance of your attempt to ride succeeding is (5 × (your [[experience level]] + steed's [[tameness]])) percent; if your attempt fails, you will slip while trying to get on the steed and lose 10–14 hit points. {{refsrc|steed.c|315}} You cannot attempt mount a steed if any of the following conditions apply:
  
 
* You are already riding
 
* You are already riding
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* You are wearing [[erosion|rusty or corroded]] body armor
 
* You are wearing [[erosion|rusty or corroded]] body armor
  
If any of the following hold, you will slip while trying to get on the steed, and will lose 10–14 hit points.{{refsrc|steed.c|327}} This can also happen by chance when you're not impaired in any way.
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You will always fail and slip if any of the following apply:{{refsrc|steed.c|327}}
  
 
* You are [[confused]]
 
* You are [[confused]]
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* Your steed's saddle is [[cursed]]
 
* Your steed's saddle is [[cursed]]
  
The chance of your attempt to ride succeeding is (5 × (your [[experience level]] + steed's [[tameness]])) percent.{{refsrc|steed.c|315}}
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Invoking [[the Heart of Ahriman]] while riding will levitate the steed along with you.
  
To stop riding, do the #ride command again. When you dismount an unnamed steed, the game gives message "You've been through the dungeon on <steed> with no name." (If you are hallucinating: "It felt good to get out of the rain.") Both lines are a reference to the song "[[wikipedia:A Horse with No Name|A Horse with No Name]]".
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== Riding skill ==
 
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{{Riding skill table}}
== Pros and cons ==
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The '''riding skill''' is not required to ride a monster, but has an effect on your ability to fight and perform other actions while riding. The success of saddling, mounting, dismounting, and goading the steed to gallop are determined by your skill level in riding.
While riding, your carrying capacity will be set to maximum. Your steed will be more passive than when not ridden; it will not pick up items and will not spontaneously attack monsters. Instead, monsters have a chance of attacking your steed instead of you: when they do, then your steed will counterattack. You will move at the [[speed]] of your steed (a horse is as fast as a character wearing [[speed boots]], and a [[warhorse]] is even faster). Polearms can be used effectively at close range while riding.
 
 
 
On the other hand, you cannot eat food (notably corpses) off the ground while riding, and you can only pick items up if you have at least Basic riding [[skill]]. Pets are ''not'' reluctant to be ridden over cursed items. If you ride a non-flying steed downstairs while burdened, you will fall off and injure both legs. Also, you should not use [[conflict]] while riding: your steed can throw you off. However, a [[ki-rin]]'s high magic resistance and experience level will make it always resist (unless you level drain it below level 15).
 
  
[[Shopkeepers]] will block the entrance to their [[shops]] while you are riding. If you get past them in some other way, however, they will be happy to do business with you without forcing you to dismount.
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It takes 101 steps while riding to exercise the riding skill, and thus takes 2020 steps to train the skill enough that you can go from Unskilled to Basic<ref>{{function|steed.c|exercise_steed}}; increment is postfix rather than prefix so it takes 101 turns rather than 100</ref> - keep in mind that most ridable monsters are faster than the "default" speed of 12.
  
== Possible choices of steed ==
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===Bonuses and penalties===
 +
While riding, your carrying capacity will be set to maximum, and your movement [[speed]] is set to that of the steed (e.g., a [[horse]] is as fast as a character wearing [[speed boots]], and a warhorse is even faster). However, many of your other actions - fighting, quaffing, reading, zapping, and engraving while riding - still rely on your own movement speed.
  
* [[Horse]]: grows stronger and faster, and is easy to tame, but is difficult to keep fed as it is herbivorous.
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Your steed will be more passive while riding - it will not pick up items, will not react if riding over cursed items, and will not spontaneously attack monsters. However, monsters have a chance of attacking your steed instead of you, causing your steed to counterattack. You can also use polearms effectively at close range while riding.
* [[Unicorn]]: does good damage and (like the warhorse) can have a speed of 32 when zapped by [[speed monster]].
 
* [[Dragon]]: can fly, is carnivorous so easy to keep fed, and can be acquired by laying an [[egg]], but is slow.  
 
* [[Jabberwock]]: same advantages of a dragon (flies, good hit dice, good damage, carnivorous), has slightly better speed, but lacks the dragon intrinsics.
 
* [[Ki-rin]]: fast, can fly, can cast healing spells on itself, and does not eat (be aware that this means that it is more likely to go wild) but is difficult to tame and also somewhat rare.
 
* [[Centaur]]: slightly slower than warhorses and unicorns, but is omnivorous, and can equip a [[shield of reflection]] and a weapon.
 
* All [[quadruped]]s: [[Leocrotta]] in particular due to its speed (18, same as [[ki-rin]]).
 
  
Note that for heroes who can cast [[finger of death]] (or just have a supply of the [[wand of death|corresponding wand]]), of the above only gray and silver dragons will always be unharmed by an accidental bounce (centaurs can wear a [[shield of reflection]]).
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A character riding at Unskilled level has a &minus;2 [[to-hit]] penalty - Basic skill reduces the penalty to &minus;1, and [[twoweapon]]ing always adds an additional &minus;2 to-hit on top of any other penalties. Riding at Skilled level or higher gives a +1 damage bonus, and Skilled level also gives a +1 to-hit bonus to non-twoweapon combat.{{refsrc|weapon.c|1411|nethack=3.6.1}} Higher skill ranks also improve rates of success for saddling, mounting, dismounting, and goading the steed to gallop.
  
In general, all {{mcsl|q}}{{mcsl|u}}{{mcsl|C}}{{mcsl|D}}{{mcsl|J}} can be ridden. [[Ki-rin]] and [[couatl]]s are suited to be saddled and ridden as well. [[Foocubi]] cannot be saddled, but give a funny message ("Shame on you!") if you attempt to do so. Attempting to saddle a [[cockatrice]] or [[chickatrice]] without gloves will [[stoning|turn you to stone]], and neither monster can be ridden anyway.
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Basic skill is required in order to be able to objects up from the floor while riding, and you cannot eat food off the ground; strangely, [[tinning kit]]s can still be used on corpses without dismounting.
  
== Your steed ==
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==Riding over traps==
 
Your steed will be subject to the traps that you ride through - if you ride into a pit, your steed will be damaged by the fall. If you ride into a polymorph trap, your steed will polymorph (most likely into something that can't carry you); if this occurs and you hit the ground, you will polymorph too. However, tameness is not decreased by riding into traps (even known traps), unlike other methods of leading a pet into a trap.
 
Your steed will be subject to the traps that you ride through - if you ride into a pit, your steed will be damaged by the fall. If you ride into a polymorph trap, your steed will polymorph (most likely into something that can't carry you); if this occurs and you hit the ground, you will polymorph too. However, tameness is not decreased by riding into traps (even known traps), unlike other methods of leading a pet into a trap.
  
A source of [[magic resistance]] (e.g. a [[cloak of magic resistance]]) or an [[amulet of unchanging]] can protect both you and your steed from polymorph traps.
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A source of [[magic resistance]] (e.g. a [[cloak of magic resistance]]) or an [[amulet of unchanging]] will protect both you and your steed from polymorph traps.
  
You cannot mount a steed while [[Levitation|levitating]] ''unless'' you obtained the property through a blessed [[potion of levitation]], casting the {{spell of|levitation}} spell at Skilled or Expert, or invoking [[the Heart of Ahriman]]. ("<var>steed's name</var> magically floats up!"). These methods allow you to float down "at will" and onto your steed's saddle - only invoking the Heart of Ahriman will levitate the steed along with you, as the other methods will lift you out of the saddle.
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==Movement limitations and other properties==
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You cannot dip objects in pools unless on a flying or [[swimming]] steed; dipping into [[fountain]]s will work as normal. Setting traps while riding has a chance of failure, but the chance can be greatly minimized with good [[Luck]], and you will be warned before applying the trap - [[fumbling]] or using a cursed trap will increase the chance of failure. Failing to set a [[beartrap]] causes it to drop harmlessly to the floor, but failure to set a [[land mine]] will detonate it instead.
  
While mounted, your movement speed is set to that of your steed; your own speed has no effect on this, but many of your other actions - fighting, quaffing, reading, zapping, and engraving while riding - rely on your movement speed.
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If you ride a non-[[flying]] steed downstairs while burdened, you will fall off and injure both legs. Oddly, you cannot use stairs while your steed is eating, even though you can still move around within the level itself.
  
If you have a [[stethoscope]], you can determine the health of your mount by using {{kbd|>}} as the direction to apply it. Be sure to run away or heal your steed if they are in trouble - if you [[teleport]] while riding (such as by [[teleportitis]]), your steed will be teleported with you. You can also heal your steed with a spell of {{of|spellbook|healing|or=1|extra healing}} by specifying {{kbd|>}} as the direction of the spell; spell-casting steeds can heal themselves even while you are riding them.
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[[Shopkeepers]] will block the entrance to their [[shops]] while you are riding. If you get past them in some other way, however, they will be happy to do business with you without forcing you to dismount.
  
Oddly, you cannot use stairs while your steed is eating, even though you can move around within a level.
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Invoking [[conflict]] while riding may cause your steed to throw you off, subject to your steed's [[magic resistance (monster)|magic resistance stat]].
  
{{Todo|We need an exhaustive table clarifying which intrinsics and extrinsics transfer to your steed and under which circumstances. Can someone with the knowledge provide--perhaps as a separate section? For example, magic resistance, jumping boots, and amulets of flying affect steed, but reflection, speed boots, and water walking do not. Is there a consistent, intuitive rule that can be applied?}}
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==Strategy==
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Most players who elect to ride often or in the long term should consider carrying a [[stethoscope]] to monitor the health of their mount by applying it to them using {{kbd|>}}. Be sure to run away or heal your steed if they are in trouble - if you [[teleport]] while riding, your steed will be teleported with you. You can also heal your steed with a spell of {{of|spellbook|healing|or=1|extra healing}} by specifying {{kbd|>}} as the direction of the spell; spell-casting steeds can heal themselves even while you are riding them.
  
== Riding skill ==
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If riding with the skill at Unskiilled level or restricted, you can apply a [[bullwhip]] downward to snag items - there's a chance that the whip will instead slip loose or whip your steed into [[gallop]]ing (decreasing its tameness).{{refsrc|apply.c|2154}}{{refsrc|steed.c|397}} While Basic skill is sufficient for most use cases, Skilled is nice to have for better to-hit and higher skill ranks improve rates of success for riding-related activities - their success rates can also be bolstered via improving [[dexterity]] and [[charisma]].
  
{{Riding skill table}}
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===Choices of steed===
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The notable choices of steed from those eligible are as follows:
  
Many roles have the riding [[skill]]. It takes 101<ref>{{function|steed.c|exercise_steed}}; increment is postfix rather than prefix so it takes 101 turns rather than 100</ref> steps while riding to exercise the riding skill. To go from Unskilled to Basic, it will take 2020 steps while riding. Note that this may be fewer than 2020 turns since most ridable monsters are faster than the turn rate. For those 2020 steps, you won't be able to pick things up off the ground, which can be frustrating. However, there's a way around this: you can apply a [[bullwhip]] downward to snag items. There's a chance that the whip slips loose instead, or whips your steed into [[gallop]] (decreasing its tameness).{{refsrc|apply.c|2154}}{{refsrc|steed.c|397}} You don't have to dismount to [[Tinning kit|tin]] a corpse.
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* [[Horse]]: grows stronger and faster, and is easy to tame, but is difficult to keep fed as it is herbivorous.
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* [[Unicorn]]: does good damage and (like the warhorse) can have a speed of 32 when zapped by [[speed monster]].
 +
* [[Dragon]]: can fly, is carnivorous so easy to keep fed, and can be acquired by laying an [[egg]], but is slow.
 +
* [[Jabberwock]]: same advantages of a dragon (flies, good hit dice, good damage, carnivorous), has slightly better speed, but lacks the dragon intrinsics.
 +
* [[Ki-rin]]: fast, can fly, can cast healing spells on itself, and does not eat (be aware that this means that it is more likely to go wild) but is difficult to tame and also somewhat rare. Their high magic resistance and experience level will make it always resist conflict (unless you level drain it below level 15).
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* [[Centaur]]: slightly slower than warhorses and unicorns, but is omnivorous, and can equip a [[shield of reflection]] and a weapon.
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* [[Leocrotta]]: is quite fast at 18 speed, which is best among its class.
  
Being Unskilled at riding forbids you from picking things up from the floor. You also can't dip things in pools unless you're riding a swimming steed. Setting traps has a chance of failure, but the chance can be greatly minimized with good [[Luck]], and you will be warned before taking the chance. [[Fumbling]] or using a cursed trap will increase the chance of failure. Failed [[beartrap]]s will drop harmlessly to the floor, but failed [[land mine]]s will explode.
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===You and your steed===
 
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{{Todo|We need an exhaustive table clarifying which intrinsics and extrinsics transfer to your steed and under which circumstances. Can someone with the knowledge provide--perhaps as a separate section? For example, magic resistance, jumping boots, and amulets of flying affect steed, but reflection, speed boots, and water walking do not. Is there a consistent, intuitive rule that can be applied?}}
Riding at lower skills while give you a penalty on your to-hit chance (&minus;2 for Unskilled, &minus;1 for Basic, and always an additional &minus;2 when [[twoweapon]]ing).
 
 
 
Advancing beyond Basic is generally a waste of skill slots as the benefits are very minor. Though higher skill ranks improve rates of success for saddling, mounting, dismounting, and goading the steed to gallop, by the time you've exercised enough to qualify for the higher ranks you could already have achieved optimal success rates through improvement of [[dexterity]] and [[charisma]].
 
  
Each skill rank beyond Basic also gives +1 to most damage{{refsrc|weapon.c|1411|nethack=3.6.1}} (and as Skilled also gives +1 to-hit, it's worth noting that advancing riding to Skilled gives the same benefits as advancing a weapon skill to Expert, at one-third the skill point cost!); sadly, this bonus does not apply to [[two-weapon combat]], which is available to all roles who can advance riding to Skilled or higher.
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==Messages==
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{{message|You've been through the dungeon on a <steed> with no name.|You dismounted an unnamed steed.}}
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{{message|It felt good to get out of the rain.|As above, while hallucinating. Both lines are a reference to the song "[[wikipedia:A Horse with No Name|A Horse with No Name]]".}}
  
== Variants ==
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==Variants==
 +
===SLASH'EM===
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[[SLASH'EM]] allows the player to eat food off the ground while riding. It also introduces [[Pegasus]], a good steed candidate.
  
[[SLASH'EM]] removes the restriction that prevents the player from eating food off the ground while riding. It also introduces [[Pegasus]], a good steed candidate.
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===Slash'EM Extended===
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In [[Slash'EM Extended]], there are far fewer restrictions on suitable steeds. If the monster is tame, the player can apply a saddle and try to ride it; it doesn't matter if the monster is amorphous, whirly, unsolid, small, or a form that can't normally be ridden. While most such monsters don't make good steeds, high speed pets such as [[air elemental]]s may actually be worthwhile to ride, especially if it's moving faster than a player on foot.
  
In [[Slash'EM Extended]], there are far fewer restrictions on ridable pets. If the monster is tame, the player can apply a saddle and try to ride it; it doesn't matter if the monster is amorphous, whirly, unsolid, small, or a form that can't normally be ridden. Many of them don't make good steeds. However, a pet with a high [[speed]], such as an [[air elemental]], may actually be worthwile to ride, especially if it's moving faster than a player on foot. Saddling a [[foocubus]] is possible too, but doing so will still abuse the player's [[wisdom]].
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Saddling a [[foocubus]] is possible, where in ''NetHack'' it does not work and results in [[YAFM]] - doing so in Slash'EM Extended still abuses the player's [[wisdom]].  
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 
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{{Nethack-361}}
{{Nethack-343}}
 
 
 
 
[[Category:Extended commands]]
 
[[Category:Extended commands]]
 
[[Category:Pets]]
 
[[Category:Pets]]

Revision as of 21:33, 2 July 2021

Riding in a feature in NetHack that requires a saddle and a suitable choice of pet, and also has a skill associated with it. While any character is capable of riding, it tends to be commonly associated with Knights, who begin the game with a saddled pony and Basic in the riding skill.

How to ride

To ride a monster, you must use the #ride command in the direction of a tamed saddled monster, and use the command again while riding to dismount. Eligible monsters for saddling and riding include:

Monsters are saddled by standing next to them and applying a saddle in their direction - it is possible to saddle a non-tame monster, but this is more difficult than saddling a pet, and you will not be able to ride the monster until it is tamed. You must be in a humanoid form that is not too big or small to fit on a saddle in order to ride.

Riding a monster will decrease its tameness with each mount, unless you are a Knight.

Conditions for riding

The chance of your attempt to ride succeeding is (5 × (your experience level + steed's tameness)) percent; if your attempt fails, you will slip while trying to get on the steed and lose 10–14 hit points. [1] You cannot attempt mount a steed if any of the following conditions apply:

You will always fail and slip if any of the following apply:[2]

Invoking the Heart of Ahriman while riding will levitate the steed along with you.

Riding skill

Riding
Max Role
Basic
Skilled
Expert

The riding skill is not required to ride a monster, but has an effect on your ability to fight and perform other actions while riding. The success of saddling, mounting, dismounting, and goading the steed to gallop are determined by your skill level in riding.

It takes 101 steps while riding to exercise the riding skill, and thus takes 2020 steps to train the skill enough that you can go from Unskilled to Basic[3] - keep in mind that most ridable monsters are faster than the "default" speed of 12.

Bonuses and penalties

While riding, your carrying capacity will be set to maximum, and your movement speed is set to that of the steed (e.g., a horse is as fast as a character wearing speed boots, and a warhorse is even faster). However, many of your other actions - fighting, quaffing, reading, zapping, and engraving while riding - still rely on your own movement speed.

Your steed will be more passive while riding - it will not pick up items, will not react if riding over cursed items, and will not spontaneously attack monsters. However, monsters have a chance of attacking your steed instead of you, causing your steed to counterattack. You can also use polearms effectively at close range while riding.

A character riding at Unskilled level has a −2 to-hit penalty - Basic skill reduces the penalty to −1, and twoweaponing always adds an additional −2 to-hit on top of any other penalties. Riding at Skilled level or higher gives a +1 damage bonus, and Skilled level also gives a +1 to-hit bonus to non-twoweapon combat.[4] Higher skill ranks also improve rates of success for saddling, mounting, dismounting, and goading the steed to gallop.

Basic skill is required in order to be able to objects up from the floor while riding, and you cannot eat food off the ground; strangely, tinning kits can still be used on corpses without dismounting.

Riding over traps

Your steed will be subject to the traps that you ride through - if you ride into a pit, your steed will be damaged by the fall. If you ride into a polymorph trap, your steed will polymorph (most likely into something that can't carry you); if this occurs and you hit the ground, you will polymorph too. However, tameness is not decreased by riding into traps (even known traps), unlike other methods of leading a pet into a trap.

A source of magic resistance (e.g. a cloak of magic resistance) or an amulet of unchanging will protect both you and your steed from polymorph traps.

Movement limitations and other properties

You cannot dip objects in pools unless on a flying or swimming steed; dipping into fountains will work as normal. Setting traps while riding has a chance of failure, but the chance can be greatly minimized with good Luck, and you will be warned before applying the trap - fumbling or using a cursed trap will increase the chance of failure. Failing to set a beartrap causes it to drop harmlessly to the floor, but failure to set a land mine will detonate it instead.

If you ride a non-flying steed downstairs while burdened, you will fall off and injure both legs. Oddly, you cannot use stairs while your steed is eating, even though you can still move around within the level itself.

Shopkeepers will block the entrance to their shops while you are riding. If you get past them in some other way, however, they will be happy to do business with you without forcing you to dismount.

Invoking conflict while riding may cause your steed to throw you off, subject to your steed's magic resistance stat.

Strategy

Most players who elect to ride often or in the long term should consider carrying a stethoscope to monitor the health of their mount by applying it to them using >. Be sure to run away or heal your steed if they are in trouble - if you teleport while riding, your steed will be teleported with you. You can also heal your steed with a spell of healing or extra healing by specifying > as the direction of the spell; spell-casting steeds can heal themselves even while you are riding them.

If riding with the skill at Unskiilled level or restricted, you can apply a bullwhip downward to snag items - there's a chance that the whip will instead slip loose or whip your steed into galloping (decreasing its tameness).[5][6] While Basic skill is sufficient for most use cases, Skilled is nice to have for better to-hit and higher skill ranks improve rates of success for riding-related activities - their success rates can also be bolstered via improving dexterity and charisma.

Choices of steed

The notable choices of steed from those eligible are as follows:

  • Horse: grows stronger and faster, and is easy to tame, but is difficult to keep fed as it is herbivorous.
  • Unicorn: does good damage and (like the warhorse) can have a speed of 32 when zapped by speed monster.
  • Dragon: can fly, is carnivorous so easy to keep fed, and can be acquired by laying an egg, but is slow.
  • Jabberwock: same advantages of a dragon (flies, good hit dice, good damage, carnivorous), has slightly better speed, but lacks the dragon intrinsics.
  • Ki-rin: fast, can fly, can cast healing spells on itself, and does not eat (be aware that this means that it is more likely to go wild) but is difficult to tame and also somewhat rare. Their high magic resistance and experience level will make it always resist conflict (unless you level drain it below level 15).
  • Centaur: slightly slower than warhorses and unicorns, but is omnivorous, and can equip a shield of reflection and a weapon.
  • Leocrotta: is quite fast at 18 speed, which is best among its class.

You and your steed

A user has suggested improving this page or section as follows:

"We need an exhaustive table clarifying which intrinsics and extrinsics transfer to your steed and under which circumstances. Can someone with the knowledge provide--perhaps as a separate section? For example, magic resistance, jumping boots, and amulets of flying affect steed, but reflection, speed boots, and water walking do not. Is there a consistent, intuitive rule that can be applied?"

Messages

You've been through the dungeon on a <steed> with no name.
You dismounted an unnamed steed.
It felt good to get out of the rain.
As above, while hallucinating. Both lines are a reference to the song "A Horse with No Name".

Variants

SLASH'EM

SLASH'EM allows the player to eat food off the ground while riding. It also introduces Pegasus, a good steed candidate.

Slash'EM Extended

In Slash'EM Extended, there are far fewer restrictions on suitable steeds. If the monster is tame, the player can apply a saddle and try to ride it; it doesn't matter if the monster is amorphous, whirly, unsolid, small, or a form that can't normally be ridden. While most such monsters don't make good steeds, high speed pets such as air elementals may actually be worthwhile to ride, especially if it's moving faster than a player on foot.

Saddling a foocubus is possible, where in NetHack it does not work and results in YAFM - doing so in Slash'EM Extended still abuses the player's wisdom.

References

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

It may contain text specific to NetHack 3.6.1. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-361}} tag to the current version's tag or {{noversion}} as appropriate.