Difference between revisions of "Robe"

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{{armor
 
{{armor
 
   |color=red
 
   |color=red
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   |slot=cloak
 
   |slot=cloak
 
   |ac=2
 
   |ac=2
   |special=<ul><li>[[magic cancellation|MC3]]</li><li>enhanced<br>[[spellcasting]]</li></ul>
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   |special=<ul><li>[[magic cancellation|MC2]]</li><li>enhanced<br>[[spellcasting]]</li></ul>
 
   |weight=15
 
   |weight=15
 
   |material=cloth
 
   |material=cloth
 
}}
 
}}
  
A '''robe''' is a special kind of [[cloak]] that increases the success rate of [[spellcasting]], even when wearing metallic armor. It also provides [[magic cancellation|MC3]].
+
A '''robe''' is a type of [[Magical item|magical]] [[cloak]] that appears in ''[[NetHack]]''. It is made of [[cloth]].
  
== Effect ==
+
==Generation==
 +
[[Monk]]s start the game with a +1 robe, and [[Priest]]s start the game with a +0 robe.{{refsrc|src/u_init.c|87|nethack=3.6.7}}{{refsrc|src/u_init.c|102|nethack=3.6.7}}
  
Each [[role]] has a [[Spellcasting#Role_penalties|specific penalty]] for wearing metal [[body armor]], which is added to the difficulty level of each spell cast. Wearing a robe will reduce this penalty by half.<ref>[[spell.c#line1150]]</ref>. If you do not wear metallic body armor, the robe will instead ''decrease'' the spell difficulty by your role's penalty amount.<ref>[[spell.c#line1152]]</ref>
+
[[Aligned priest]]s, [[high priest]]s and the [[Arch Priest]] each have a {{frac|6|7}} chance of [[Monster starting inventory|generating with]] a robe.{{refsrc|src/makemon.c|691|version=NetHack 3.6.7}} The [[Grand Master]] and [[Master Kaen]] have a {{frac|10|11}} chance of generating with a robe.{{refsrc|src/makemon.c|696|version=NetHack 3.6.7}}
  
A robe will thus help offset the penalty for wearing a [[shield]], metallic [[gloves]], [[helmet]]s, or [[boots]].
+
[[Player monster]]s that are not [[Monk (player monster)|monks]], including those generated on the [[Astral Plane]], have an effective ~4.45% chance of generating with a robe as their initial cloak before role-based replacements, while monks will always force a robe regardless of their initial cloak.{{refsrc|src/mplayer.c|157|version=NetHack 3.6.7}}{{refsrc|src/mplayer.c|207|version=NetHack 3.6.7}} [[Priest (player monster)|Priests]] have a {{frac|3|4}} chance of forcing a robe, increasing their effective chance to ~62.29%, while [[Wizard (player monster)|wizards]] have a {{frac|2}} chance of forcing a [[cloak of magic resistance]] instead, reducing their effective chance to ~2.22%.{{refsrc|src/mplayer.c|217|version=NetHack 3.6.7}}{{refsrc|src/mplayer.c|248|version=NetHack 3.6.7}}
  
== Strategy ==
+
{{upcoming|NetHack 3.7.0|As part of {{commit|20cbadcf85544cf9d0c3f4e4200b2800bab49c8e|commit 20cbadc}} - which strengthens [[quest leader]]s and makes it so that killing them no longer makes the game [[unwinnable]] - the Arch Priest, the [[Priest quest]] leader, is generated with a +4 robe, and the [[Grand Master]], the [[Monk quest]] leader, is generated with a +6 robe.}}
=== Obtaining ===
 
[[Aligned priest]]s (and [[high priest]]s) each have a 6/7 chance of being generated with a robe, which you can then obtain by killing the priest.<ref>[[makemon.c#line568]] (aligned/high priest starting armor)</ref> If you have a sufficiently strong [[pet]], or are willing to accept the [[murder]] penalties yourself, this can be a good way to obtain a robe without [[wish]]ing or [[polypiling]] for it.
 
  
=== Stashes ===
+
==Description==
A robe can be worth keeping at your [[stash]] for any role, even if you intend to use your cloak slot for another cloak such as a [[cloak of magic resistance]]. Taking off all your metallic armor and your shield and wearing a robe (and possibly a [[helm of brilliance]]) can allow even a non-casting role [[restricted]] in their schools to cast certain useful item-management spells like [[spellbook of identify|identify]], [[spellbook of remove curse|remove curse]], and [[spellbook of drain life|drain life]].
+
When worn, a robe grants 2 base [[AC]] and [[MC]]2 and decreases the [[spellcasting]] penalty for any worn metal [[body armor]] by {{frac|2}} or, if no metal armor is being worn, decreases spellcasting difficulty by the full penalty amount for that [[role]].{{refsrc|src/spell.c|1729|version=NetHack 3.6.7}}
  
=== Wizards ===
+
==Strategy==
A robe is particularly useful for [[wizard]]s to offset the [[spellcasting]] penalty of wearing [[gauntlets of power]].  As wizards are often low in both [[strength]] and [[constitution]], and tend to wield [[Magicbane]] and/or carry [[the Eye of the Aethiopica]], they can easily choose a robe over a [[cloak of magic resistance]] and get increased carrying capacity from the gauntlets of power.
+
As robes tend to be fairly rare, one of the easier methods to obtain one is to sic a sufficiently strong [[pet]] on an aligned priest you do not plan on donating to - you can also kill the priest yourself if you are willing to accept possible [[murder]] penalties, which [[wish]]less and/or [[polypile]]less [[conduct]] players may favor. Lucky players that have not disabled [[bones]] may also find one atop the grave of a dead Monk or Priest. Monks that can defeat [[Master Kaen]] and Priests that can deal with the hostile priest in their respective quests can obtain a spare robe.
  
== Robes in [[SLASH'EM]] ==
+
Characters planning to dabble in lower-level spells - particularly utility spells like {{spell of|identify}}, {{spell of|remove curse}}, and {{spell of|drain life}} - may want to stash a spare robe for that purpose; when paired with a [[helm of brilliance]], they may even gain access to stronger spells in [[restricted]] schools depending on the role in question. If the robe is not your primary cloak, you may need to temporarily swap it for said primary cloak (e.g., a [[cloak of magic resistance]]).
  
{{armor
+
[[Wizard]]s in particular may want a robe to offset the [[spellcasting]] penalty from [[gauntlets of power]], which some Wizard builds may wear to offset low [[strength]] and [[constitution]] (and thus [[carrying capacity]]). Robe-clad wizards generally use [[Magicbane]] and/or [[The Eye of the Aethiopica]] as their source of magic resistance.
  |color=red
+
 
  |name=robe (SLASH'EM)
+
For character builds that do not plan to rely on the cloak slot for [[magic resistance]], a robe is usually a solid choice for long-term casters - see [[GDSM versus SDSM]] for some examples of these builds, including [[ascension kit]]s.
  |appearance=robe
+
 
  |cost=
+
==History==
  |slot=armor
+
The robe first appears in [[NetHack Plus]], a variant of the [[NetHack 3.1.0]] series of releases and an ancestor of [[SLASH'EM]]. It makes its vanilla ''NetHack'' debut in [[NetHack 3.3.0]]. Prior to this version, the Priest role started with +0 [[chain mail]].
  |ac=1
+
 
  |special=
+
The robe that originates in NetHack Plus and its descended variants (particularly SLASH'EM) has significant differences in function from the later ''NetHack'' robe: it acts as body armor that provides 1 AC rather than a cloak, and does not block spellcasting - it also does not impede a Monk's [[martial arts]], and is the only suitable type of body armor for the role.
  |weight=40
+
 
  |material=leather
+
From NetHack 3.3.0 to [[NetHack 3.4.3]], including some variants that use the vanilla-style robe and are based on those versions, the robe grants [[Magic cancellation (3.4.3)|MC3]] when worn.
}}
+
 
 +
==Variants==
 +
As explained above, the robe that appears in SLASH'EM and its variants is body armor that works very different from the robe of ''NetHack''. With the exception of SLASH'EM, the sections below cover variants that use ''NetHack''-style robes.
 +
 
 +
===SLASH'EM===
 +
{{main|Robe (SLASH'EM)}}
 +
 
 +
In SLASH'EM, [[SlashTHEM]] and [[Hack'EM]], there are four types of body armor robe available:
 +
 
 +
* A standard robe.
 +
* A [[robe of power]], which enhances your spellcasting ability much like the robe introduced in ''NetHack'' would.
 +
* A [[robe of weakness]], which sets your base strength to 3 unless you are wearing [[gauntlets of power]] simultaneously.
 +
* A [[robe of protection]], which offers 5 base [[AC]].
 +
 
 +
These robes can be found on monsters such as [[Wraith (monster class)|wraiths]], aligned priests and [[mind flayer]]s.
 +
 
 +
===UnNetHack===
 +
In [[UnNetHack]], the second level of the [[Ruins of Moria]] always generates a burnt robe atop the [[Wizard (player monster)|wizard]] [[corpse]] on the narrow land bridge.
 +
 
 +
===dNetHack===
 +
In [[dNetHack]], a robe grants 0 base AC, 2 [[DR]] and MC3 when worn, and normal robes are always made of cloth. [[Incantifier]]s of many roles will have that role's standard body armor replaced with a robe: the roles that ''do not'' replace body armor with a robe for Incantifiers are [[Binder]]s, [[Healer]]s, [[Knight]]s, [[Noble]]s, [[Tourist]]s and [[Troubadour]]s.
 +
 
 +
[[Uvuudaum]]s will always generate with a robe, as will the adventuring wizard of the [[rebel leader]] party that serves as the default [[Noble quest]] nemesis. [[Center of All]] generated with a +0 large-sized concordant robe. [[Xorn monk]]s have a {{frac|49|50}} chance of generating with an orange-colored robe, which will have its enchantment increased by 1-4 points after creation.
 +
 
 +
A robe will always be found in [[Map inclusion (dNethack)#Minor spire|minor spires]] that appear within [[User:Chris/dNetHack/dNethack Outlands|the Outlands]] of the [[Neutral Quest (dNethack)|Neutral Quest]].
  
Robes in [[SLASH'EM]] are not like robes in vanilla NetHack. They are worn in the body armor slot, but do not interfere with, nor enhance (excepting the [[robe of power]]) spellcasting or a Monk's martial arts.  As such, robes in SLASH'EM are no longer highly sought after in an [[Ascension kit]] (except for [[monk|monks]] who choose not to suffer the [[to-hit]] penalty for wearing body armor).
+
In addition to the standard robe, dNetHacks adds three types of very rare robes - the [[white faceless robe]], [[black faceless robe]] and the [[smoky violet faceless robe]]. dNetHack also adds a few [[artifact]] robes:
  
There are several new types of robes in SLASH'EM:
+
* [[dNetHack artifacts#The Robe of Closed Eyes|The Robe of Closed Eyes]] is a neutral leather robe that favors [[Drow (starting race)|drow]] Healers and acts as their first [[sacrifice gift]]. It grants invisibility and gaze resistance while worn, and can be enchanted to +7.
 +
* [[dNetHack artifacts#Grandmaster's Robe|The Grandmaster's Robe]] is a neutral robe that can also be [[name]]d by a character at [[experience level]] 30 that has reached Grand Master in martial arts; if gifted, it unrestricts the martial arts skill if applicable. While worn, it grants double the spellcasting bonuses of a normal robe wand gives martial arts attacks [[exploding dice]], with a {{frac|2}} chance of +1d4 bonus damage on each hit. The Grandmaster's Robe can be enchanted to +7.
 +
* [[dNetHack artifacts#Robe of the Archmagi|The Robe of the Archmagi]] is an unaligned [[intelligent]] robe that favors Wizards. It grants warning and magic resistance while worn and can be enchanted to +7. [[Invoking]] the Robe of the Archmagi restores [[energy]].
  
* A [[robe of power]] enhances your spellcasting ability (its enchantment makes no difference).
+
===The November NetHack Tournament===
* A [[robe of weakness]] sets your strength to 3 (plus any bonuses from rings of gain strength), except that wearing a robe of weakness and gauntlets of power simultaneously has no effect on your strength.
+
In [[The November NetHack Tournament]], the [[deathmatch]] opponent will always generate with a blessed fireproof +4 or +5 robe if they are a monk.
* A [[robe of protection]] offers 5 [[AC]].
 
  
Robes are not randomly generated, but ordinary robes can be found on wraiths, wights, barrow wights and Nazgul, and robes of all types can be found on priests.<ref>http://www.statslab.cam.ac.uk/~eva/slashem/armour.html</ref>
+
===notdNetHack===
 +
In [[notdNetHack]], in addition to dNetHack details, [[Balaam]] is generated with a large-sized robe when summoned by an [[Illithanachronounbinder]].
  
==Encyclopaedia entry==
+
===EvilHack===
Robes are the only garments, apart from Shirts, ever to have
+
In [[EvilHack]], [[Giant (starting race)|giants]] and [[Tortle (starting race)|tortles]] that play as Monks or Priests will have their starting robes replaced: giants are given [[high boots]], and tortles are given [[toque]]s.
sleeves.  They have three uses:
 
1.  As the official uniform of Priests, Priestesses, Monks,
 
Nuns (see Nunnery), and Wizards.  The OMT [ Official Management
 
Term ] prescribed for the Robes of Priests and Nuns is that
 
they _fall in severe folds_; of Priestesses that they _float_;
 
and of Wizards that they _swirl_.  You can thus see who you
 
are dealing with.
 
2.  For Kings.  The OMT here is _falling in stately folds_.
 
3.  As the garb of Desert Nomads.  [...]
 
[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
 
  
== References ==
+
[[The Dark One]] always generates with a robe, as does the [[Wizard of Yendor]]. [[Vecna]] always generates with a cursed, rotted robe of [[drain resistance]]; this is one of the only instances in which a robe can generate with an [[object property]], which is otherwise not possible for already-magical items.
  
<references />
+
==Encyclopedia entry==
 +
{{encyclopedia|
 +
Robes are the only garments, apart from Shirts, ever to have sleeves.  They have three uses:
 +
1.  As the official uniform of Priests, Priestesses, Monks, Nuns (see Nunnery), and Wizards.  The OMT [ Official Management Term ] prescribed for the Robes of Priests and Nuns is that they _fall in severe folds_; of Priestesses that they _float_; and of Wizards that they _swirl_.  You can thus see who you are dealing with.
 +
2.  For Kings.  The OMT here is _falling in stately folds_.
 +
3.  As the garb of Desert Nomads.  [...]
 +
|[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]
 +
}}
  
 +
==References==
 +
<references/>
 +
{{nethack-367}}
 
[[Category:Cloaks]]
 
[[Category:Cloaks]]

Revision as of 08:53, 19 March 2024

[   robe   Robe.png
Appearance robe
Slot cloak
AC 2
Special
Base price 50 zm
Weight 15
Material cloth

A robe is a type of magical cloak that appears in NetHack. It is made of cloth.

Generation

Monks start the game with a +1 robe, and Priests start the game with a +0 robe.[1][2]

Aligned priests, high priests and the Arch Priest each have a 67 chance of generating with a robe.[3] The Grand Master and Master Kaen have a 1011 chance of generating with a robe.[4]

Player monsters that are not monks, including those generated on the Astral Plane, have an effective ~4.45% chance of generating with a robe as their initial cloak before role-based replacements, while monks will always force a robe regardless of their initial cloak.[5][6] Priests have a 34 chance of forcing a robe, increasing their effective chance to ~62.29%, while wizards have a 12 chance of forcing a cloak of magic resistance instead, reducing their effective chance to ~2.22%.[7][8]

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

As part of commit 20cbadc - which strengthens quest leaders and makes it so that killing them no longer makes the game unwinnable - the Arch Priest, the Priest quest leader, is generated with a +4 robe, and the Grand Master, the Monk quest leader, is generated with a +6 robe.

Description

When worn, a robe grants 2 base AC and MC2 and decreases the spellcasting penalty for any worn metal body armor by 12 or, if no metal armor is being worn, decreases spellcasting difficulty by the full penalty amount for that role.[9]

Strategy

As robes tend to be fairly rare, one of the easier methods to obtain one is to sic a sufficiently strong pet on an aligned priest you do not plan on donating to - you can also kill the priest yourself if you are willing to accept possible murder penalties, which wishless and/or polypileless conduct players may favor. Lucky players that have not disabled bones may also find one atop the grave of a dead Monk or Priest. Monks that can defeat Master Kaen and Priests that can deal with the hostile priest in their respective quests can obtain a spare robe.

Characters planning to dabble in lower-level spells - particularly utility spells like identify, remove curse, and drain life - may want to stash a spare robe for that purpose; when paired with a helm of brilliance, they may even gain access to stronger spells in restricted schools depending on the role in question. If the robe is not your primary cloak, you may need to temporarily swap it for said primary cloak (e.g., a cloak of magic resistance).

Wizards in particular may want a robe to offset the spellcasting penalty from gauntlets of power, which some Wizard builds may wear to offset low strength and constitution (and thus carrying capacity). Robe-clad wizards generally use Magicbane and/or The Eye of the Aethiopica as their source of magic resistance.

For character builds that do not plan to rely on the cloak slot for magic resistance, a robe is usually a solid choice for long-term casters - see GDSM versus SDSM for some examples of these builds, including ascension kits.

History

The robe first appears in NetHack Plus, a variant of the NetHack 3.1.0 series of releases and an ancestor of SLASH'EM. It makes its vanilla NetHack debut in NetHack 3.3.0. Prior to this version, the Priest role started with +0 chain mail.

The robe that originates in NetHack Plus and its descended variants (particularly SLASH'EM) has significant differences in function from the later NetHack robe: it acts as body armor that provides 1 AC rather than a cloak, and does not block spellcasting - it also does not impede a Monk's martial arts, and is the only suitable type of body armor for the role.

From NetHack 3.3.0 to NetHack 3.4.3, including some variants that use the vanilla-style robe and are based on those versions, the robe grants MC3 when worn.

Variants

As explained above, the robe that appears in SLASH'EM and its variants is body armor that works very different from the robe of NetHack. With the exception of SLASH'EM, the sections below cover variants that use NetHack-style robes.

SLASH'EM

Main article: Robe (SLASH'EM)

In SLASH'EM, SlashTHEM and Hack'EM, there are four types of body armor robe available:

These robes can be found on monsters such as wraiths, aligned priests and mind flayers.

UnNetHack

In UnNetHack, the second level of the Ruins of Moria always generates a burnt robe atop the wizard corpse on the narrow land bridge.

dNetHack

In dNetHack, a robe grants 0 base AC, 2 DR and MC3 when worn, and normal robes are always made of cloth. Incantifiers of many roles will have that role's standard body armor replaced with a robe: the roles that do not replace body armor with a robe for Incantifiers are Binders, Healers, Knights, Nobles, Tourists and Troubadours.

Uvuudaums will always generate with a robe, as will the adventuring wizard of the rebel leader party that serves as the default Noble quest nemesis. Center of All generated with a +0 large-sized concordant robe. Xorn monks have a 4950 chance of generating with an orange-colored robe, which will have its enchantment increased by 1-4 points after creation.

A robe will always be found in minor spires that appear within the Outlands of the Neutral Quest.

In addition to the standard robe, dNetHacks adds three types of very rare robes - the white faceless robe, black faceless robe and the smoky violet faceless robe. dNetHack also adds a few artifact robes:

  • The Robe of Closed Eyes is a neutral leather robe that favors drow Healers and acts as their first sacrifice gift. It grants invisibility and gaze resistance while worn, and can be enchanted to +7.
  • The Grandmaster's Robe is a neutral robe that can also be named by a character at experience level 30 that has reached Grand Master in martial arts; if gifted, it unrestricts the martial arts skill if applicable. While worn, it grants double the spellcasting bonuses of a normal robe wand gives martial arts attacks exploding dice, with a 12 chance of +1d4 bonus damage on each hit. The Grandmaster's Robe can be enchanted to +7.
  • The Robe of the Archmagi is an unaligned intelligent robe that favors Wizards. It grants warning and magic resistance while worn and can be enchanted to +7. Invoking the Robe of the Archmagi restores energy.

The November NetHack Tournament

In The November NetHack Tournament, the deathmatch opponent will always generate with a blessed fireproof +4 or +5 robe if they are a monk.

notdNetHack

In notdNetHack, in addition to dNetHack details, Balaam is generated with a large-sized robe when summoned by an Illithanachronounbinder.

EvilHack

In EvilHack, giants and tortles that play as Monks or Priests will have their starting robes replaced: giants are given high boots, and tortles are given toques.

The Dark One always generates with a robe, as does the Wizard of Yendor. Vecna always generates with a cursed, rotted robe of drain resistance; this is one of the only instances in which a robe can generate with an object property, which is otherwise not possible for already-magical items.

Encyclopedia entry

Robes are the only garments, apart from Shirts, ever to have sleeves. They have three uses:
1. As the official uniform of Priests, Priestesses, Monks, Nuns (see Nunnery), and Wizards. The OMT [ Official Management Term ] prescribed for the Robes of Priests and Nuns is that they _fall in severe folds_; of Priestesses that they _float_; and of Wizards that they _swirl_. You can thus see who you are dealing with.
2. For Kings. The OMT here is _falling in stately folds_.
3. As the garb of Desert Nomads. [...]

[ The Tough Guide to Fantasyland, by Diana Wynne Jones ]

References