Difference between revisions of "Special room"

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{{otheruses||special rooms in SLASH'EM|special room (SLASH'EM)}}
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{{distinguish|themed room}}
A '''special room''' is different from the normal rooms of the randomly-generated [[dungeon]]. For example, it might contain a shop or a collection of monsters. They only appear in random rooms-and-corridors levels, not maze or cavern levels.
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A '''special room''' is different from the normal rooms of the randomly-generated [[Dungeons of Doom]]. For example, it might contain a shop or a collection of monsters. They typically appear in random rooms-and-corridors levels in the [[Dungeons of Doom]], never in mazes or cavern levels, although many [[special level]]s also contain special rooms.
  
This list might be incomplete.
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NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|src/mklev.c|776|version=NetHack 3.6.6}}
  
==Shops==
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Vaults are an exception: they are generated independently of other special rooms.{{refsrc|src/mklev.c|735|version=NetHack 3.6.6}}
  
[[Shop]]s contain a [[shopkeeper]], an assortment of items, and allow you to buy and sell items. There is at least one guaranteed shop in [[Minetown]]
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{|class="prettytable"
 +
! Name !! Min [[dungeon level|DL]] !! Frequency !! Generation restrictions
 +
|-
 +
| [[Shop]] || 2 || 3/DL || Must be above [[Medusa's Island]]{{refsrc|src/mklev.c|766|version=NetHack 3.6.6}}, room must have 1 door and no stairs
 +
|-
 +
| [[Throne room]] || 5 || 1/6 ||
 +
|-
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| [[Leprechaun hall]] || 6 || 1/8 || [[Leprechaun]]s must not be [[genocide]]d/[[extinct]]{{refsrc|src/mklev.c|772|version=NetHack 3.6.6}}
 +
|-
 +
| [[Zoo]] || 7 || 1/7 ||
 +
|-
 +
| [[Temple]] || 9 || 1/5 ||
 +
|-
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| [[Beehive]] || 10 || 1/5 || [[Killer bee]]s must not be genocided/extinct{{refsrc|src/mklev.c|778|version=NetHack 3.6.6}}
 +
|-
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| [[Graveyard]] || 12 || 1/6 ||
 +
|-
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| [[Anthole]] || 13 || 1/8 || [[Ant]]s must not be genocided/extinct{{refsrc|src/mklev.c|783|version=NetHack 3.6.6}}{{refsrc|src/mkroom.c|484|version=NetHack 3.6.6}}
 +
|-
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| [[Barracks]] || 15 || 1/4 || [[Soldier]]s must not be extinct{{refsrc|src/mklev.c|786|version=NetHack 3.6.6}}
 +
|-
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| [[Swamp]] || 16 || 1/6 ||
 +
|-
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| [[Cockatrice nest]] || 17 || 1/8 || [[Cockatrice]]s must not be genocided/extinct{{refsrc|src/mklev.c|791|version=NetHack 3.6.6}}
 +
|-
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| [[Vault]] || 1 ||  || (Generated independently of other special rooms)
 +
|}
  
====Frequency====
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== Variants ==
(3/DL, DL 2+, not below Medusa, suitable room)
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Many [[variant]]s add new special rooms or change the behavior of these existing special rooms.
  
====Messages====
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{{main|Special room (SLASH'EM)}}
* "You hear someone cursing shoplifters."
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{{main|Special room (UnNetHack)}}
* "You hear the chime of a cash register."
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{{main|Special room (dNetHack)}}
* "You hear Neiman and Marcus arguing!" (hallucinating)
 
* "This shop appears to be deserted." (entering, no shopkeeper)
 
 
 
 
 
==Throne rooms==
 
 
 
Throne rooms contain an assortment of monsters, a [[throne]], and a [[chest]].  There is a guaranteed throne room in [[Fort Ludios]], in the [[Castle]] and in [[Vlad's Tower|Vlad's tower]].
 
 
 
====Frequency====
 
(1/6, DL 5+)
 
 
 
====Messages====
 
* "You hear the tones of courtly conversation."
 
* "You hear a sceptre pounded in judgment."
 
* "Someone shouts "Off with <his/her> head!""
 
* "You hear Queen Beruthiel's cats!" (hallucinating)
 
* "You enter an opulent throne room!" (entering)
 
 
 
==Leprechaun hall==
 
 
 
Filled with sleeping [[leprechaun]]s and gold.
 
 
 
====Frequency====
 
(1/8, DL 6+, leprechauns not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a leprechaun hall!" (entering)
 
 
 
 
 
==Treasure zoo==
 
 
 
Filled with random monsters, and a small pile of gold on every square. There is a guaranteed treasure zoo at the top of [[Sokoban]] and another in the second level of the [[Wizard's Tower]].
 
 
 
====Frequency====
 
(1/7, DL 7+)
 
 
 
====Messages====
 
* "You hear a sound reminiscent of an elephant stepping on a peanut."
 
* "You hear a sound reminiscent of a seal barking."
 
* "You hear Doctor Doolittle!" (hallucinating)
 
* "Welcome to David's treasure zoo!" (entering)
 
 
 
 
 
==Temples==
 
An [[altar]] with a [[Aligned priest|priest]] in the same room is a temple.  If the priest and altar are [[alignment|co-aligned]] with you, the temple is a [[sanctuary]].  If a temple's resident priest dies, the temple becomes haunted.  Every time you enter a haunted temple, there is a chance of "an enormous ghost" appearing next to you, paralysing you for a few turns, and then acting as an ordinary [[ghost]].
 
 
 
====Known locations of temples====
 
[[Minetown]] is guaranteed to have a temple altar.
 
 
 
The [[Valley of the Dead]] contains a temple of [[Moloch]] with an unaligned altar.
 
 
 
The room in [[Moloch's Sanctum]] housing the [[high priest of Moloch]] is also a temple.
 
 
 
The [[Knight_quest#The_Isle_of_Glass|knight quest locate level]] has a neutral temple.
 
 
 
While any temple can be made haunted by desecrating it in a number of ways, there are also temples in fixed-layout levels created haunted to begin with, i. e. without their tending priest and/or altar. Whenever you enter one, you will get a message and perhaps a ghost. The [[wizard quest]] end has one with a cross-aligned altar, the [[tourist quest]] locate level features one without even an altar, and several other of the quests have such temples.
 
 
 
The unaligned altar room in [[Orcus Town]] is no temple at all.
 
 
 
====What to do in a temple====
 
You can [[Aligned priest|donate]] [[zorkmid|gold]] to the priest to get extra [[AC]].  For more information, see [[protection]] and [[Aligned_priest#.23Chatting.2C_e.g._for_protection|aligned priest]].
 
 
 
It is possible to change the [[alignment]] of an altar in a temple by sacrificing a monster, especially the right type of [[unicorn]], but doing so will anger the priest.  More information is on the page about [[altar|altars]].
 
 
 
====What not to do in a temple====
 
When you are [[Curse-testing|BUC testing]] rings, do not put them on inside the temple.  If the ring is a [[ring of conflict]], chances are you will have [[YASD]] on your hands.
 
 
 
If you are [[identification|read-identifying]] [[scroll]]s that you have recently BUC tested in the temple, it would be a good idea to read scrolls that are possible [[Scroll of fire|Scrolls of fire]] away from the priest, preferably in another room, to avoid having the scrolls accidently damage and anger the priest.
 
 
 
If there is a [[gas spore]] in the room, lure it out of the temple before killing it - if you kill it while in the temple and the priest is caught in the explosion, the priest will get angry.
 
 
 
====Frequency and alignment====
 
{{stub|What is the total probability of a temple? What happens if there is no suitable room? The Gnomish mines are lawful, yet the three religions seem ot occur equally often - where is this determined?}}
 
 
 
One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo<ref>{{sourcecode|mklev.c|735}}</ref>. There is an 80% chance the temple is the same alignment as its hosting [[dungeon branch]], the rest of the time it has 1/3 chance of each aligment.<ref>{{sourcecode|mkroom.c|513}}</ref><ref>{{sourcecode|dungeon.c|1434}}</ref>
 
 
 
====Messages====
 
No level sounds.
 
* "You have a forbidding feeling." (entering, priest of different alignment to altar)
 
* "You have a strange forbidding feeling." (entering, priest present, cross-aligned or your alignment worse than -5)
 
* "You experience a strange sense of peace." (entering, priest present otherwise)
 
* "You have an eerie feeling..." (entering, lost priest)
 
* "You feel like you are being watched." (entering, lost priest)
 
* "A shiver runs down your <spine>." (entering, lost priest)
 
 
 
 
 
==Beehive==
 
 
 
Beehives contain [[killer bee]]s and one [[queen bee]]. Roughly 1/3 of the squares will contain [[royal jelly]]. All residents are asleep when the room is generated.
 
 
 
====Frequency====
 
(1/5, DL 10+, killer bees not genocided/extinct)
 
 
 
====Message====
 
* "You hear a low buzzing."
 
* "You hear an angry drone."
 
* "You hear bees in your bonnet!" (hallucinating, wearing helmet)
 
* "You hear bees in your (nonexistent) bonnet!" (hallucinating, no helmet)
 
* "You enter a giant beehive!" (entering)
 
 
 
 
 
==Graveyard==
 
 
 
Also called ''crypts'' or ''morgues''.  Contains [[undead]], corpses, chests, boxes and graves.  The [[Valley of the Dead]] contains three graveyards, though they are cavernous areas rather than rooms in the usual sense.  The lair of [[Orcus]] also has a graveyard.
 
 
 
On levels containing graveyards, undead creatures are less likely to leave corpses.  This includes [[wraiths]], whose corpses are highly desirable.  Some players take the trouble to lure wraiths away from graveyard levels before killing them.  Note that the [[Castle]] is considered a graveyard level.
 
 
 
====Frequency====
 
(1/6, DL 12+)
 
 
 
====Messages====
 
* "You suddenly realize it is unnaturally quiet."
 
* "The <hair> on the back of your <neck> stands up."
 
* "The <hair> on your <head> seems to stand up." (hallucinating)
 
* "You have an uncanny feeling..." (entering between 0100-2359)
 
* "<Run> away! <Run> away!" (entering between 0000-0059)
 
 
 
==Anthole==
 
 
 
Filled with [[food]] items and either [[soldier ant]]s, [[giant ant]]s, or [[fire ant]]s.
 
 
 
====Frequency====
 
(1/8, DL 13+)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter an anthole!" (entering)
 
 
 
 
 
==Barracks==
 
 
 
Filled with either soldiers, sergeants, lieutenants or captains, depending on depth. There are guaranteed barracks in the [[castle]] and in [[Fort Ludios]].  Contains chests or boxes (created on roughly 1/20 of squares).
 
 
 
The Fort Ludios soldiers will awaken when you enter. 
 
 
 
====Frequency====
 
(1/4, DL 15+, soldiers not genocided/extinct)
 
 
 
====Messages====
 
* "You hear blades being honed."
 
* "You hear loud snoring."
 
* "You hear dice being thrown."
 
* "You hear General MacArthur!" (hallucinating)
 
* "You enter a military barracks!" (entering)
 
* "You enter an abandoned barracks." (entering, empty)
 
 
 
 
 
==Swamp==
 
 
 
Swamp rooms occur together: up to 5 rooms on a level may be swamps, with a chequered pattern of pools of water containing sea monsters.
 
 
 
====Frequency====
 
(1/6, DL 16+)
 
 
 
This room has been known to very rarely appear between Medusa's level and the Castle.
 
 
 
====Messages====
 
* "You hear mosquitoes!"
 
* "You smell marsh gas!"
 
* "You hear Donald Duck!" (hallucinating)
 
* "It looks rather muddy down here." (entering)
 
* "It feels rather humid down here." (entering, blind)
 
 
 
==Cockatrice Nest==
 
[[Cockatrice nest]]s contain sleeping [[cockatrice]]s and [[chickatrice]]s, along with [[statue]]s of player-monsters (created on roughly 1/3 of squares) containing up to four random items.
 
 
 
====Frequency====
 
(1/8, DL 17+, cockatrices not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a disgusting nest!" (entering)
 
 
 
 
 
==Vaults==
 
 
 
{{main|Vault}}
 
 
 
Vaults are 2x2 rooms (4x4 including external walls) with gold on each of the empty squares. Tunnels are not generated to them so you will either have to dig to reach them, or fall through a trap door and land inside. Landing inside a vault without a pickaxe to escape with can be remedied by waiting for the guard to escort you outside.
 
 
 
Levels with vaults might contain a room with a square marked "ad aerarium" (Latin: ''to the treasury'') written in the dust. If you [[search|search]] long enough on such a square you will find a hidden door, behind which there may be a teleport trap. If there is a teleport trap, it will take you into the vault (unless you are magic resistant; note that even {{kbd|ctrl|t}} won't send you into the vault if you are magic resistant). The trap disappears once used; you will have to escape the vault on your own.
 
 
 
On deeper levels, the "ad aerarium" message may have a [[level teleport trap]] generated [[Closet|behind it]] instead of a [[vault teleporter]].
 
 
 
====Frequency====
 
(independent approximately 35% chance)
 
 
 
====Messages====
 
* "You hear the footsteps of a guard on patrol."
 
* "You hear Ebenezer Scrooge!" (hallucinating)
 
* "You hear someone searching." (looted)
 
* "You hear someone counting money." (unlooted)
 
* "You hear the quarterback calling the play." (unlooted, hallucinating)
 
  
 
== References ==
 
== References ==
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== External links ==
 
== External links ==
* More information at [http://www.steelypips.org/nethack/343/room-343.html http://www.steelypips.org/nethack/343/room-343.html]
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* More information at http://www.steelypips.org/nethack/343/room-343.html
 
 
{{stub|TODO:Design more readable layout, and finish transferring individual room info from the DOD spoiler linked above.}}
 
 
 
{{DOD}}
 
  
{{nethack-343}}
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{{nethack-366}}
 
[[Category:Special rooms| ]]
 
[[Category:Special rooms| ]]

Latest revision as of 00:03, 5 July 2020

Not to be confused with themed room.

A special room is different from the normal rooms of the randomly-generated Dungeons of Doom. For example, it might contain a shop or a collection of monsters. They typically appear in random rooms-and-corridors levels in the Dungeons of Doom, never in mazes or cavern levels, although many special levels also contain special rooms.

NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.[1]

Vaults are an exception: they are generated independently of other special rooms.[2]

Name Min DL Frequency Generation restrictions
Shop 2 3/DL Must be above Medusa's Island[3], room must have 1 door and no stairs
Throne room 5 1/6
Leprechaun hall 6 1/8 Leprechauns must not be genocided/extinct[4]
Zoo 7 1/7
Temple 9 1/5
Beehive 10 1/5 Killer bees must not be genocided/extinct[5]
Graveyard 12 1/6
Anthole 13 1/8 Ants must not be genocided/extinct[6][7]
Barracks 15 1/4 Soldiers must not be extinct[8]
Swamp 16 1/6
Cockatrice nest 17 1/8 Cockatrices must not be genocided/extinct[9]
Vault 1 (Generated independently of other special rooms)

Variants

Many variants add new special rooms or change the behavior of these existing special rooms.

References

External links