Difference between revisions of "Valkyrie"

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{{Wikipedia|Valkyrie}}
 
{{Wikipedia|Valkyrie}}
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:''"Lord" redirects here. For other uses of the term, see [[Lord (disambiguation)]].''
  
The '''valkyrie''' is one of the [[role]]s in NetHack. They are based on the valkyries of Norse legend who would carry the spirits of fallen warriors to the afterlife.
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The '''Valkyrie''' is one of the [[role]]s in ''[[NetHack]]''. They are based on the valkyries of Norse legend who would carry the spirits of fallen warriors to the afterlife; in contrast to most traditional and modern depictions of valkyries as divine beings, the valkyries of ''NetHack'' are ordinary (albeit often very strong) mortal warriors similar to [[wikipedia:Shield-maiden|shield-maidens]].
  
Unlike other [[role|roles]], all valkyries are required to be [[female]], except when [[polymorph]]ed or an [[amulet of change]] becomes involved. Valkyries are often considered to be the [[Role_difficulty|easiest role]] for a new player. The [[guidebook]] describes them like this:
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Unlike other [[role]]s, all Valkyries are required to be [[female]] when starting the game, though they can become male through [[polymorph]] or with an [[amulet of change]]. Valkyries are often considered to be the [[Role difficulty|easiest role]] for a new player. The [[guidebook]] describes them like this:
  
 
  Valkyries are hardy warrior women.  Their upbringing in  the
 
  Valkyries are hardy warrior women.  Their upbringing in  the
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           cold, and instills in them stealth and cunning.
 
           cold, and instills in them stealth and cunning.
  
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Valkyries can be neutral or lawful [[human]]s or lawful [[Dwarf (starting race)|dwarves]]. Their first [[sacrifice gift]] is [[Mjollnir]].
  
Valkyries can be neutral or lawful [[Human|humans]] or lawful [[Dwarf|dwarves]]. Lawful dwarf is usually the best alignment and race for a valkyrie, as they have the advantages associated with a dwarf (more hp, peaceful mines) and, as they are lawful, can #dip for [[Excalibur]]. The mental disadvantages of dwarves rarely come into play with valkyries.
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==Starting inventory==
 
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Each Valkyrie starts with the following:{{refsrc|src/u_init.c|154|version=NetHack 3.6.1}}
 
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* a +1 [[long sword]]
== Starting inventory ==
 
Each valkyrie starts with the following:{{refsrc|u_init.c|153}}
 
* a +1 [[long sword]] (or a spear or dwarvish spear in SlashEM)
 
 
* a +0 [[dagger]]
 
* a +0 [[dagger]]
 
* a +3 [[small shield]]
 
* a +3 [[small shield]]
* 1-2 [[food ration]]s
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* 1–2 [[food ration]]s
* an [[oil lamp]] (16.7% chance){{refsrc|u_init.c|721}}
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* an [[oil lamp]] (16.7% chance){{refsrc|src/u_init.c|781|version=NetHack 3.6.1}}
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{{upcoming|NetHack 3.7.0|Per {{commit|c09ae332c8b8f17daf072e95b0e03d75512577f7}}, Valkyries start with a +1 [[spear]] weapon (regular spear for humans, [[dwarvish spear]] for dwarves) instead of a long sword. Valkyries can reach Expert skill in spear.}}
  
== Intrinsics ==
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==Intrinsics==
Valkyries gain intrinsics at these [[experience level]]s:{{refsrc|attrib.c|83}}
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Valkyries gain intrinsics at these [[experience level]]s:{{refsrc|src/attrib.c|80|version=NetHack 3.6.1}}
 
* Level 1: [[cold resistance]]
 
* Level 1: [[cold resistance]]
 
* Level 1: [[stealth]]
 
* Level 1: [[stealth]]
 
* Level 7: [[speed]]
 
* Level 7: [[speed]]
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{{upcoming|NetHack 3.7.0|As of {{commit|075c2832a1145ff3dc0049f2cfa6f3b86352179e|commit 075c283}}, stealth is gained at experience level 3 instead.}}
  
== Skills ==
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==Skills==
 
{{Valkyrie skill table}}
 
{{Valkyrie skill table}}
 
Valkyries start with ''Basic'' skill in ''Long sword'' and ''Dagger''.
 
Valkyries start with ''Basic'' skill in ''Long sword'' and ''Dagger''.
  
Valkyries use Wisdom as their spellcasting stat.
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Valkyries use wisdom as their spellcasting stat.
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==Special rules==
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Valkyries never stumble when walking on [[ice]].
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[[Mjollnir]], when thrown by a Valkyrie, will return to their hand most of the time. Other roles with 25 [[strength]] may throw Mjollnir, but it won't return.
  
 
== Quest ==
 
== Quest ==
 
{{main|Valkyrie quest}}
 
{{main|Valkyrie quest}}
  
The [[Valkyrie]] quest sees you fighting [[Lord Surtur]] for [[The Orb of Fate]].
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The Valkyrie quest sees you fighting [[Lord Surtur]] for [[the Orb of Fate]].
  
 
==Gods==
 
==Gods==
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The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
 
The [[status line]] shows you to be one of the following ranks when you reach the specified experience level:
  
*XL 1-2: Stripling
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*XL 1–2: Stripling
*XL 3-5: Skirmisher
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*XL 3–5: Skirmisher
*XL 6-9: Fighter
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*XL 6–9: Fighter
*XL 10-13: (Wo)man-at-arms
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*XL 10–13: (Wo)man-at-arms
*XL 14-17: Warrior
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*XL 14–17: Warrior
*XL 18-21: Swashbuckler
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*XL 18–21: Swashbuckler
*XL 22-25: Hero(ine)
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*XL 22–25: Hero(ine)
*XL 26-29: Champion
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*XL 26–29: Champion
 
*XL 30: Lady/Lord
 
*XL 30: Lady/Lord
  
 
== Strategy ==
 
== Strategy ==
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=== Character creation ===
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Since Valkyries are unlikely to rely heavily on [[spellcasting]], there's little drawback to being a dwarf, and their generous [[HP]] growth is a boon, as is [[infravision]] for finding distant targets to storm with [[dagger]]s or a thrown [[Mjollnir]].
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A human Valkyrie will almost certainly want to be lawful to convert their starting long sword into [[Excalibur]]; although Mjollnir does more damage against non-resistant targets, Excalibur makes an excellent backup weapon against shock-resistant or level-draining monsters, and is more than sufficient on its own to ascend with. Additionally, the Quest is likely to generate one or more [[titan]]s, which will most often be [[peaceful]] to a lawful character. A neutral human Valkyrie cannot dip for Excalibur and faces a hostile [[Mines]], though they are not as pet-reliant when pilfering armor from dwarves, and more importantly have a less punitive [[mysterious force]] in the late game.
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{{upcoming|NetHack 3.7.0|Although Valkyries no longer start with a long sword, they can often find one early in the game (on a [[barrow wight]], a [[watch captain]], in a weapon [[shop]] etc.), so access to Excalibur is still an advantage. A dwarvish spear deals more damage than a standard one.}}
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=== Early game ===
 
=== Early game ===
 
==== Weapons ====
 
==== Weapons ====
Valkyries start with a [[longsword]], which is a fairly good weapon. For lawfuls, this should be upgraded to [[Excalibur]] at the earliest possible opportunity (you must be level 5 or above).
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Valkyries start with a fairly good +1 [[long sword]], which lawfuls may upgrade to [[Excalibur]] by [[dip|#dipping]] it in a [[fountain]] as soon as they reach experience level 5. However, it is advisable to wait until at least level 7, as the intrinsic speed can be used to outrun any [[water demon]]s that may appear. Ranged weapons are not strictly necessary, but they can come in handy for wearing down particularly strong monsters, eliminating ones with annoying [[passive attacks]], or shooting past boulders in [[Sokoban]]. The best option is usually a stack of [[dagger]]s, as Valkyries can train the skill to Expert and the dungeon is a plentiful source.
  
Ranged weapons are not strictly necessary, but they can come in handy for attacking particularly strong monsters or ones with annoying [[passive attacks]], or for shooting past boulders in Sokoban. The best option for a Valkyrie is usually [[dagger]]s, as they can reach expert skill in them and it's easy to find them lying around the dungeon. Some players recommend using the starting dagger instead of the longsword on weak monsters at the beginning of the game in order to build skill in it from the beginning.
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Mjollnir is an incredibly powerful artifact for a guaranteed first sacrifice gift, and remains useful as a long-term option well into the late game; neutral Valkyries will almost certainly want to go for it, while lawful Valkyries will have other options such as Excalibur and Grayswandir to weigh the choice against. Valkyries are the only class who can use the [[gauntlets of power]] to throw Mjollnir that can also have it return; the hammer has a 99% chance of returning,{{refsrc|dothrow.c|1021}} as well as a 99% chance of the player catching it unless they are impaired in some way (e.g., [[confused]], [[stunned]], etc.), in which case it will hit them instead.{{refsrc|dothrow.c|1062}}
  
Opinions are very mixed on [[Mjollnir]]. Many players think it's quite useful and others think it's pointless or even dangerous (when thrown). If you're not lawful, you definitely want to get Mjollnir (by [[sacrifice|sacrificing]]), but if you are lawful you can choose to go for it or not. Keep in mind that you can't safely throw it until you get [[gauntlets of power]].
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====Armor====
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The starting +3 shield is an extremely good option and incredibly light for its [[AC]]. Valkyries can wear all [[armor]] without any penalty beyond weight, as the class already comes with a substantial spellcasting handicap; players should put on any armor they find that isn't cursed and upgrade to better and lighter armor as they find it. An AC of roughly −5 by the end of the Gnomish Mines is a reasonable goal to shoot for.
  
==== Armor ====
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====General====
Valkyries can wear all armor without penalty (except the weight), so at the beginning of the game, you should put on any armor that isn't cursed and doesn't burden you. You can upgrade to better and lighter [[Armor#Table_of_Armor_and_Properties|armor]] as you find it (see armor article for a listing of options). The starting +3 shield is extremely good and you'll be hard-pressed to find another shield that matches its [[armor class]] and is as light, so you should usually keep it.
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Valkyries are strong early game characters that can hold their own in one-on-one combat, but will still need to exercise caution against [[YASD]] and mind their HP, even after finding some decent armor and weapons. Poison resistance should be obtained as soon as possible, and retreating and [[Elbereth]] usage can save a Valkyrie's life many times over, especially against groups of monsters such as [[soldier ant]]s and [[Mordor orc]]s.
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The Gnomish Mines are a plentiful source of armor and weapons, and is a relatively safe first destination for lawful human and dwarven Valkyries - many of the typical dwarven inhabitants will be peaceful, and dwarven players will encounter peaceful gnomes as well, in both cases making it more likely that the Mines' random items may be left untouched. Lawful Valkyries can let their pet fight the inhabitants to get at their armor and weapons, though they should take care not to let the pet die in the process. Conversely, neutral Valkyries will find some of the dwarves and gnomes less peaceful and more willing to pick up and use items against them; the risk also provides an opportunity to gain valuable experience and skill training, while allowing them to gather weapons and armor more easily.
  
By the time you finish the [[Gnomish Mines|Mines]], you should nearly always have an [[AC]] of -5 or lower.
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As the [[Orb of Fate]], the Valkyrie [[quest artifact]], is a [[luck item]], [[Mines' End]] is not strictly necessary, but can be a viable choice for players who have picked up poison resistance and want an earlier guaranteed source of [[Luck]]. However, the guaranteed [[luckstone]] must be weighed against the dangers of [[polymorph trap]]s and other severe pitfalls en route; apart from gems, the usefulness of loot from the possible Mines' End levels will vary.
  
==== Objectives ====
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===Midgame===
* If you choose a lawful character, many of the inhabitants of the [[Gnomish Mines]] will be peaceful, so they're relatively safe. For that reason, it's probably a good idea to go there first.
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By this point, players should ideally have the [[scroll of enchant weapon]] and/or [[scroll of enchant armor]] identified, and bless a few in order to enhance the weapons and armor that will make up their future [[ascension kit]], especially their primary artifact weapon. In addition to Excalibur and/or Mjollnir, a particularly patient Valkyrie player may want to shoot for [[Grayswandir]] or [[Frost Brand]]. [[Twoweapon]]ing is a viable option to consider at around XL 10; since Valkyries can only train #twoweapon to Skilled, players looking to long-term twoweaponing should give some thought to leaving long swords at Skilled, as well as training up the skill of the desired secondary weapon if applicable. Common choices include [[long sword]]s, [[katana]]s, and [[silver saber]]s; additionally, remember that you cannot wear a shield of any kind while twoweaponing.
* Afterwards (or beforehand, if you prefer), proceed to [[Sokoban]].
 
* Once you're level 5, find a [[fountain]] or three and start [[dip|#dip]]ping your longsword to get Excalibur. Be prepared to deal with anything the fountain produces; some players prefer waiting until they're level 7, when Valkyries gain intrinsic speed and can run away from hazards such as [[water demon]]s more easily. ''Note: You should '''never''' dip for Excalibur in Minetown; if you get it successfully, you will anger the watch, even if they are not in sight.''
 
* [[Mines' End]] is not strictly necessary. The [[Orb of Fate]], the Valkyrie quest artifact, acts as a [[luckstone]], so you don't need to get the one in Mine's End unless you really want one immediately. The possible spellbooks at the end of the Catacombs level are not useful to Valkyries. And Mine's End is fairly dangerous because of the polymorph traps. However, if you just want to build up your character a bit more, there's also no particular reason why you should ''not'' do it.
 
  
==== General ====
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[[Fire resistance]] is an invaluable intrinsic when preparing for the [[Valkyrie quest]], due to the abundance of [[fire trap]]s and enemies such as [[fire giant]]s and [[fire ants]], whose corpses can provide the intrinsic. Fire giants can also provide valuable strength boosts, and are plentiful on the home level as well - but they can also receive a [[wand of death]] as an [[offensive item]]s, so those not willing to take chances may want either [[magic resistance]] or [[reflection]]. An AC of about −10 is considered safe, and dragon scale mail should be pursued if no [[wish]] has been obtained. A source of [[levitation]] or fireproof [[water walking boots]] will keep you safe if the ice you are standing on is melted by a [[wand of fire]] or fire trap, and may be necessary if the staircase on the last level is surrounded by [[lava]]. In a worst-case scenario, you can [[teleport]] your way past the lava, then used a cursed [[scroll of teleport]] or a freshly-secured Orb of Fate to teleport your way back out.
* Early wishes (from a lamp in Minetown or from dipping for Excalibur, probably) should usually be used on [[silver dragon scale mail]]. On occasion you may prefer gray (for instance, if the Sokoban prize is an [[amulet of reflection]]); see [[GDSM versus SDSM]] for more.
 
* Valkyries are fairly strong in the early game and don't have to flee in terror as much as other roles. However, be careful not to play like you're invincible; valkyries can still easily fall prey to [[YASD]], particularly dangerous monsters like [[soldier ant]]s, or simply not paying attention to their HP levels. Never be afraid to retreat and come back later or to use [[Elbereth]].
 
* Sacrificing probably won't be of too much use in the early game. If you're neutral or particularly want Mjollnir for some other reason, you might sacrifice to try to get it. You should, however, pray at an altar to get [[holy water]] once you find a coaligned one or can [[Altar#Cross-aligned_altars|convert]] one.
 
* If you can find a level 1 spellbook early on, it's a good idea to read it; this way, 20,000 turns later, you can "cast" the spell to become [[Spellcasting#Forgotten_spell|confused on demand]]. Other than this, it's usually not worth pursuing spellcasting, as valkyries are not particularly good at it and can do just fine without it.
 
  
=== Midgame ===
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[[Lord Surtur]] is not particularly difficult by [[quest nemesis]] standards, to the point an accidental spill into the [[lava]] or a mishap involving the [[drawbridge]]s may prove a bigger threat. Even so, he still hits quite hard and has the standard suite of quest nemesis tactics; clear out the fire giants first before engaging him. Lord Surtur himself respects Elbereth, is affected by the [[scroll of scare monster]], and has a weakness to cold-based attacks such as a [[wand of cold]]. Once Surtur is defeated and the quest artifact is retrieved, players can continue on to [[Medusa's Island]] and beyond.
  
==== Weapons ====
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{{upcoming|NetHack 3.7.0|Lord Surtur, like all uniques, no longer respects either Elbereth or scrolls of scare monster.}}
* Excalibur and Mjollnir remain good weapons.
 
* If you have a couple of [[scroll of enchant weapon|scrolls of enchant weapon]], using them on Excalibur could be helpful ([[bless]] them first, of course). Since you'll likely want to at least keep Excalibur around through the end of the game, if nothing else as a backup and for the searching and level-drain resistance, it isn't a waste of resources to do so.
 
* If you are patient enough to sit at altars for a while, you can go for [[Grayswandir]] or [[Frost Brand]].
 
* Once you're level 10 or so, you might think about training [[twoweapon]] skill. (You might prefer not to enhance your longsword skill to Expert, since you can only train twoweapon to Skilled.) Common secondary weapon choices are [[long sword]]s, [[katana]]s, and [[silver saber]]s. If the secondary weapon you plan to use does not use long sword skill, you should train that skill first, as it will not be trained while twoweaponing.
 
  
==== Armor ====
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=== Late game ===
* Once you identify scrolls of enchant armor and have a means to bless them, you can enchant any armor that you expect to keep for the rest of the game ([[speed boots|speed]] or [[jumping boots|jumping]] boots, [[gauntlets of power]], [[cloak of magic resistance|cloaks of magic resistance]], and so on).
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==== General ====
* If you can get a wish, get yourself some dragon scale mail.
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Valkyries who make it to the Castle can typically clear it out and get the [[wand of wishing]] without too much difficulty. For those that manage to make it without a source of reflection, [[Perseus]]'s statue on Medusa's level may contain a [[shield of reflection]]. Upon reaching the [[Valley of the Dead]], investing some of your [[gold]] in obtaining [[clairvoyance]] from the [[aligned priest]] there before entering [[Gehennom]] can make it much easier to [[Gehennom mapping|map the area]]. If you lack magic resistance, be wary of spellcasters such as [[lich]]es or [[golden naga]]s.
* Continue trying on any armor with randomized appearances in the hopes of getting something good like [[speed boots]], a [[cloak of magic resistance]], or a [[helm of telepathy]] (look out for the [[helm of opposite alignment]], though).  
 
  
==== Objectives ====
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For the endgame, while The Orb of Fate can work to [[portal detection methods|detect portals]] on the [[Elemental Planes]] in a pinch, confused [[scroll of gold detection|scrolls of gold detection]] are vastly preferable, as they are guaranteed to work and won't immobilize you.
* When you see the [[quest]] level, find the portal. If you don't have [[fire resistance]] yet, go through and kill and eat some fire ants and fire giants until you get it.
 
* If you can level up to level 14 (probably via [[wraiths]] or [[foocubus|incubi]]), go ahead and do the quest. The valkyrie quest is [[Valkyrie quest|relatively easy]]; as long as you have the following, you should be fine:
 
** An AC of about -10.
 
** A decent weapon (Excalibur or Mjollnir is fine).
 
** Fire resistance (this is really easy to get on the first level of the quest, as noted).
 
** A [[ring of levitation]], [[boots of levitation]], or [[fireproof]] [[water walking boots]] are preferable, as it's all too easy to step in lava by mistake. If you're careful, you should be able to complete the quest without them, though (on rare occasions you may find yourself blocked in completely by lava on the last level of the quest).
 
* Continue on to [[Medusa's Island|Medusa]] and the [[Castle]] and get the [[wand of wishing]]. As a Valkyrie, if you make it to the castle, you can typically clear it out without too much difficulty. If you don't have [[reflection]] or [[magic resistance]], though, you're taking your life into your hands—the chance that someone has a game-ending [[wand of death]] is quite high. Look out, and check [[Perseus]]' statue on Medusa's level for a shield of reflection before going in without reflection.
 
  
=== Late game ===
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{{upcoming|3.7.0|Crystal balls are less likely to fail if they are blessed or your own quest artifact, making them a far more viable option and allowing you to save resources.}}
  
 
==== Weapons ====
 
==== Weapons ====
* Excalibur makes an acceptable weapon through the remainder of the game, especially when paired with a silver saber as an offhand weapon for extra damage in [[Gehennom]]. Keep in mind that you cannot [[bribe]] [[Asmodeus]] and [[Baalzebub]] if you are carrying Excalibur in open inventory.
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Excalibur remains a great weapon through the remainder of the game, especially when twoweaponed with a silver saber or [[silver spear]] in the offhand; keep in mind that you cannot [[bribe]] [[Asmodeus]] and [[Baalzebub]] if you are wielding Excalibur. While [[Grayswandir]] and/or [[Frost Brand]] are also especially good for Gehennom, any artifact long sword that isn't a hassle to use should suffice.
* Mjollnir can make a good backup weapon, particularly if you have found [[gauntlets of power]] (throwing it at things like mind flayers can be useful). If you want to throw Mjollnir occasionally, you should keep most of your wands in your [[bag of holding]] to minimize the chance of blowing your valuable wands up. You should not rely on Mjollnir as a primary weapon at this stage, if possible, as many of the most dangerous endgame monsters such as [[aligned priest|priests]] are shock resistant.
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* If you can get [[Grayswandir]] or [[Frost Brand]], they're even better for Gehennom. However, Frost Brand is not a very effective weapon on the [[Astral Plane]] since most of the monsters there are cold-resistant, so you should enchant Excalibur up as well for use there.
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Mjollnir can make a good backup weapon, particularly if you have [[gauntlets of power]], as it excels in frying some particularly nasty monsters such as [[mind flayers]]; however, many of the most dangerous endgame monsters (e.g. hostile priests) are shock resistant. If you want to throw Mjollnir occasionally, you should keep most of your wands in your [[bag of holding]] to further minimize the chance of blowing them up.
  
 
==== Armor ====
 
==== Armor ====
* With half physical damage from the [[Orb of Fate]], an [[armor class]] of -25 or so should be more than enough. Your [[magic marker]] charges are probably better spent on enchanting weapons or writing [[scroll of magic mapping|scrolls of magic mapping]].
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With half physical damage from the [[Orb of Fate]], an [[armor class]] of −25 or so should be more than enough. Your [[magic marker]] charges are probably better spent on enchanting weapons or writing [[scroll of magic mapping|scrolls of magic mapping]]. [[Speed boots|Speed]] or [[jumping boots]] are very nice, but are generally not worth a wish unless you have the rest of your armor and ascension kit covered; you have the Castle armory, [[Orcus-town]], and the rest of Gehennom to find at least one of them. If you lack [[GDSM]] and/or a magic resistance-providing artifact, you should wish for a [[cloak of magic resistance]], since Gehennom without MR is an extremely [[bad idea]].
* Speed or jumping boots are very nice but not necessary. Unless you have spare wishes, these are probably not worth a wish if you haven't found them. (The Castle armory, [[Orcus-town]], and the rest of Gehennom may still have some—keep your eye out.)
 
* If you don't have [[GDSM]] or a magic resistance-providing artifact, you should wish for a [[cloak of magic resistance]] if you don't have one—doing [[Gehennom]] without MR is an extremely [[bad idea]].
 
  
==== General ====
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==== Spellcasting ====
* Since you likely don't need more armor class that much, it's not a bad idea to spend some of your [[gold]] on [[clairvoyance]] rather than [[protection]]. This will make it much easier to [[Gehennom_mapping#Clairvoyance_extrinsic.2Fintrinsic|map Gehennom]].
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Although Valkyries are far from natural spellcasters and have little [[energy]] growth, they get a bonus to [[emergency spell]]s, and [[wisdom]] is easy to raise to its racial maximum through natural [[exercise]] and consorting with [[incubi]]. It's not impossible that a late-game Valkyrie who forgoes [[gauntlets of power]] and a metal helm could make occasional use of healing or remove curse spells. Not all characters can manage this, however. Dwarves in particular might not even have enough energy to recast remove curse if the first cast fails.
* The Orb of Fate will work to [[portal detection methods|detect portals]] on the [[Elemental Planes|Planes]] in a pinch, but confused [[scroll of gold detection|scrolls of gold detection]] are vastly preferable, as they don't immobilize you like a [[crystal ball]] does and are therefore much less dangerous.
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== Variants ==
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=== Fourk ===
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In [[Fourk]], Valkyries begin the game with intrinsic [[flying]] and a wand of cold, wielding a spear or war hammer instead of a longsword. Valkyries who start with a war hammer also start with [[speed boots]], a popular ascension-kit item.  In addition, [[Mjollnir]] will never harm the player nor their inventory items, and will never land at an enemy's feet.  It can land at your own feet, so don't throw it while flying over lava.
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=== SLASH'EM ===
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{{main|Valkyrie/SLASH'EM}}
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In [[SLASH'EM]], Valkyries start with a spear or dwarvish spear instead of a long sword. They can also be [[doppelganger (starting race)|doppelgänger]].
  
=== Strategy in SLASH'EM ===
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===SlashTHEM===
While Valkyries are arguably the strongest class in Vanilla NetHack, in [[SLASH'EM]] the early game is noticeably more difficult; [[Knights]], [[Samurai]], and even [[Barbarians]] are probably easier classes for the early game.
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Other than in [[SLASH'EM]], they can be [[giant (starting race)|giant]], [[incantifiers]], or [[nymph (starting race)|nymphs]].
* Instead of a +1 long sword, Valkyries start with a +1 [[spear]]. This is partially balanced out by the 5 daggers they also start with, but overall it is a major disadvantage. Spears are considerably weaker than long swords, and you lose the advantage of an easily obtainable [[Excalibur]] if lawful. While the spear is still a decent melee weapon, you will have trouble going toe-to-toe with the baby dragons, scrampers, and werepanthers that will start to plague you after you hit level 5 or so, so you will need to round out your fighting strategy with a ranged attack (your starting stack of 5 daggers will come in handy) and probably engrave Elbereth fairly often.
 
* As soon as you find an altar, prioritize sacrificing to get [[Mjollnir]]. Instead of 1d24 bonus damage, in SLASH'EM Mjollnir will strike anything it hits for an additional 24 points of electrical damage. Few early game monsters are immune to this, so this becomes an awesomely powerful weapon even into the endgame. If you are lawful, you should also try for [[Excalibur]] as soon as you happen upon a long sword (weapon shop, [[barrow wight]], the [[Rat King]], etc.). A Valkyrie two-weaponing with Excalibur and Mjollnir will cruise through the early game and well into them midgame with little difficulty.
 
* Since you will be throwing daggers so often, getting dagger to expert for the [[multishot]] bonus as quickly as possible is an extremely high priority. Use your weapon practice #technique while wielding daggers as much as possible until you reach expert.
 
* Think twice before putting any skill points into spears, because as soon as you find a katana or long sword you will want to switch to that as your main melee weapon. However, if you have a really hard time finding a better weapon, it ''might'' be worth it to advance spears to skilled.
 
* The weapon practice #technique can be used to discover a weapon's magical enchantment as well as to build skill points. Note however that you will want to [[BUC]] test the item first, since you must wield a weapon to use this technique.
 
* Since exploding wands have the same effects as breaking them in SLASH'EM, Mjollnir becomes a much more dangerous weapon. Aside from one or two [[escape item|emergency wands]] like digging, and wands of lightning which are immune, don't carry ANY wands outside of containers if you're going to throw Mjollnir. It is also a good idea to avoid using it as a melee weapon against monsters that might be carrying wands, because the explosions will affect you if you are next to them.
 
* Given that the [[Orb of Fate]]'s critical [[half physical damage]] can be superseded by the [[Hand of Vecna]] (which also provides [[hunger]]less [[regeneration]]), you may want to stash this item in your bag to save on carrying capacity, pulling it out only to [[levelport]], or find the [[portal]]s in the planes in the endgame. The [[half spell damage]] and [[warning]] can be useful, however, particularly if you do not have extrinsic [[telepathy]].
 
* A good [[ascension kit]] for a Valkyrie is:
 
**+7 [[cloak of magic resistance]] (enchant an [[elven cloak]] to +7 and [[upgrading objects|upgrade]] it)
 
**+7 [[gauntlets of power]] (only Valkyries can safely enchant gauntlets of power this high)
 
**+5 fireproof [[speed boots]] for the extra attacks, [[jumping boots]] for the extra movement, [[water walking boots]] to be safe from [[create pool]], or +7 [[elven boots]] for the extra AC and stealth
 
**+5 [[shirt]]
 
**greased +5 [[helm of telepathy]] or +7 [[elven leather helm]]
 
**If lawful and can two-weapon: +7 [[Excalibur]] two-weaponed with +7 [[Mjollnir]], +5 [[silver dragon scale mail]], and an [[amulet of life saving]] or [[amulet of flying]]
 
**If neutral and can two-weapon: +7 [[Fire Brand]], [[Frost Brand]], or [[Vorpal Blade]] two-weaponed with +7 [[Mjollnir]], +5 [[silver dragon scale mail]] or [[deep dragon scale mail]], and an [[amulet of reflection]] or [[amulet of drain resistance]] (whichever extrinsic you don't get from your DSM); note that if you wish to wear an [[amulet of life saving]], you will be giving up one of [[reflection]], [[drain resistance]], or [[two-weaponing]]. Of those, it is preferable to miss out on [[drain resistance]] and simply wield the [[Hand of Vecna]] in a pinch (another powerful weapon can be wielded in your off-hand)
 
**If you cannot two-weapon: +7 [[Mjollnir]] with another powerful artifact or silver weapon ([[silver saber]], [[silver spear]], or [[silver long sword]]) as backup for shock-resistant foes, +5 [[deep dragon scale mail]], +5 [[shield of reflection]], and an [[amulet of life saving]] or [[amulet of flying]]
 
**All the other standard ascension kit items that all roles need (bag, rings, potions, wands, tools, etc.)
 
  
=== Strategy in SporkHack ===
+
=== SporkHack ===
 
Valkyries in [[SporkHack]] are substantially similar to Valkyries in vanilla NetHack, but there are a few wrinkles players should be aware of.
 
Valkyries in [[SporkHack]] are substantially similar to Valkyries in vanilla NetHack, but there are a few wrinkles players should be aware of.
 
* SporkHack Valkyries can be of any race. Elven and orcish Valkyries are always [[alignment|neutral]].
 
* SporkHack Valkyries can be of any race. Elven and orcish Valkyries are always [[alignment|neutral]].
* It is no longer possible to obtain [[Excalibur]] by [[dip]]ping - this option is only available to Lawful [[knight|Knights]]. Therefore, unless you find lawful Knight [[bones]] (unlikely) or get crowned (more likely), you won't be getting Excalibur.
+
* It is no longer possible to obtain [[Excalibur]] by [[dip]]ping; this option is only available to lawful [[Knight]]s. Therefore, unless you find lawful Knight [[bones]] (unlikely) or get crowned (more likely), you won't be getting Excalibur.
* Sacrificing is no longer guaranteed to yield artifacts - it may yield mundane weapons and armor instead. These will be highly enchanted, so it is a very valuable source of early game equipment. However, it's no longer nearly as easy to obtain [[Mjollnir]]. Combined with the lack of Excalibur, this can mean that sacrificing in hopes of getting Fire/[[Frost Brand]], [[Vorpal Blade]], [[Snickersnee]] or [[Grayswandir]] (depending on your alignment) is worthwhile.
+
* Sacrificing is no longer guaranteed to yield artifacts; it may yield mundane weapons and armor instead. These will be highly enchanted, so it is a very valuable source of early game equipment. However, it's no longer nearly as easy to obtain [[Mjollnir]]. Combined with the lack of Excalibur, this can mean that sacrificing in hopes of getting [[Fire and Frost Brand|Fire or Frost Brand]], [[Vorpal Blade]], [[Snickersnee]], or [[Grayswandir]] (depending on your alignment) is worthwhile.
* With the two-weapon fighting changes in SporkHack, offhand long swords and sabers are no longer viable. Instead, consider a [[silver spear]] or [[silver short sword]] as an offhand weapon. [[Silver dagger]]s, though weak, are useful as well, since Valkyries can reach expert in daggers, but are limited to Skilled in spears and short swords.
+
* With the two-weapon fighting changes in SporkHack, offhand long swords and sabers are no longer viable. Instead, consider a silver spear or [[silver short sword]] as an offhand weapon. Though weak, [[silver dagger]] are useful as well, and Valkyries can reach Expert in daggers versus Skilled in spears and short swords.
* Racial armor bonuses make dwarven Valkyries even stronger than they might otherwise be - but be aware that dwarves aren't the only ones who get racial armor bonuses. In particular, if you're an orc, a simple [[orcish helm]] improves AC by 3, even before enchantment.
+
* Racial armor bonuses make dwarven Valkyries even stronger than they might otherwise be—but be aware that dwarves aren't the only ones who get racial armor bonuses. In particular, if you're an orc, a simple [[orcish helm]] improves AC by 3, even before enchantment.
  
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
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== References ==
 
== References ==
 
<references/>
 
<references/>
 
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{{nethack-366}}
{{nethack-343|offset=1}}
 
{{slashem-7E7}}
 
 
[[Category:Roles]]
 
[[Category:Roles]]

Latest revision as of 13:06, 10 March 2024

"Lord" redirects here. For other uses of the term, see Lord (disambiguation).

The Valkyrie is one of the roles in NetHack. They are based on the valkyries of Norse legend who would carry the spirits of fallen warriors to the afterlife; in contrast to most traditional and modern depictions of valkyries as divine beings, the valkyries of NetHack are ordinary (albeit often very strong) mortal warriors similar to shield-maidens.

Unlike other roles, all Valkyries are required to be female when starting the game, though they can become male through polymorph or with an amulet of change. Valkyries are often considered to be the easiest role for a new player. The guidebook describes them like this:

Valkyries are hardy warrior women.  Their upbringing in  the
         harsh  Northlands  makes  them strong, inures them to extremes of
         cold, and instills in them stealth and cunning.

Valkyries can be neutral or lawful humans or lawful dwarves. Their first sacrifice gift is Mjollnir.

Starting inventory

Each Valkyrie starts with the following:[1]

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.

Per commit c09ae332, Valkyries start with a +1 spear weapon (regular spear for humans, dwarvish spear for dwarves) instead of a long sword. Valkyries can reach Expert skill in spear.

Intrinsics

Valkyries gain intrinsics at these experience levels:[3]

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 of commit 075c283, stealth is gained at experience level 3 instead.

Skills

Valkyrie skills
Max Skills
Basic
Skilled
Expert

Valkyries start with Basic skill in Long sword and Dagger.

Valkyries use wisdom as their spellcasting stat.

Special rules

Valkyries never stumble when walking on ice.

Mjollnir, when thrown by a Valkyrie, will return to their hand most of the time. Other roles with 25 strength may throw Mjollnir, but it won't return.

Quest

Main article: Valkyrie quest

The Valkyrie quest sees you fighting Lord Surtur for the Orb of Fate.

Gods

Main article: Religion

Rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1–2: Stripling
  • XL 3–5: Skirmisher
  • XL 6–9: Fighter
  • XL 10–13: (Wo)man-at-arms
  • XL 14–17: Warrior
  • XL 18–21: Swashbuckler
  • XL 22–25: Hero(ine)
  • XL 26–29: Champion
  • XL 30: Lady/Lord

Strategy

Character creation

Since Valkyries are unlikely to rely heavily on spellcasting, there's little drawback to being a dwarf, and their generous HP growth is a boon, as is infravision for finding distant targets to storm with daggers or a thrown Mjollnir.

A human Valkyrie will almost certainly want to be lawful to convert their starting long sword into Excalibur; although Mjollnir does more damage against non-resistant targets, Excalibur makes an excellent backup weapon against shock-resistant or level-draining monsters, and is more than sufficient on its own to ascend with. Additionally, the Quest is likely to generate one or more titans, which will most often be peaceful to a lawful character. A neutral human Valkyrie cannot dip for Excalibur and faces a hostile Mines, though they are not as pet-reliant when pilfering armor from dwarves, and more importantly have a less punitive mysterious force in the late game.

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.

Although Valkyries no longer start with a long sword, they can often find one early in the game (on a barrow wight, a watch captain, in a weapon shop etc.), so access to Excalibur is still an advantage. A dwarvish spear deals more damage than a standard one.

Early game

Weapons

Valkyries start with a fairly good +1 long sword, which lawfuls may upgrade to Excalibur by #dipping it in a fountain as soon as they reach experience level 5. However, it is advisable to wait until at least level 7, as the intrinsic speed can be used to outrun any water demons that may appear. Ranged weapons are not strictly necessary, but they can come in handy for wearing down particularly strong monsters, eliminating ones with annoying passive attacks, or shooting past boulders in Sokoban. The best option is usually a stack of daggers, as Valkyries can train the skill to Expert and the dungeon is a plentiful source.

Mjollnir is an incredibly powerful artifact for a guaranteed first sacrifice gift, and remains useful as a long-term option well into the late game; neutral Valkyries will almost certainly want to go for it, while lawful Valkyries will have other options such as Excalibur and Grayswandir to weigh the choice against. Valkyries are the only class who can use the gauntlets of power to throw Mjollnir that can also have it return; the hammer has a 99% chance of returning,[4] as well as a 99% chance of the player catching it unless they are impaired in some way (e.g., confused, stunned, etc.), in which case it will hit them instead.[5]

Armor

The starting +3 shield is an extremely good option and incredibly light for its AC. Valkyries can wear all armor without any penalty beyond weight, as the class already comes with a substantial spellcasting handicap; players should put on any armor they find that isn't cursed and upgrade to better and lighter armor as they find it. An AC of roughly −5 by the end of the Gnomish Mines is a reasonable goal to shoot for.

General

Valkyries are strong early game characters that can hold their own in one-on-one combat, but will still need to exercise caution against YASD and mind their HP, even after finding some decent armor and weapons. Poison resistance should be obtained as soon as possible, and retreating and Elbereth usage can save a Valkyrie's life many times over, especially against groups of monsters such as soldier ants and Mordor orcs.

The Gnomish Mines are a plentiful source of armor and weapons, and is a relatively safe first destination for lawful human and dwarven Valkyries - many of the typical dwarven inhabitants will be peaceful, and dwarven players will encounter peaceful gnomes as well, in both cases making it more likely that the Mines' random items may be left untouched. Lawful Valkyries can let their pet fight the inhabitants to get at their armor and weapons, though they should take care not to let the pet die in the process. Conversely, neutral Valkyries will find some of the dwarves and gnomes less peaceful and more willing to pick up and use items against them; the risk also provides an opportunity to gain valuable experience and skill training, while allowing them to gather weapons and armor more easily.

As the Orb of Fate, the Valkyrie quest artifact, is a luck item, Mines' End is not strictly necessary, but can be a viable choice for players who have picked up poison resistance and want an earlier guaranteed source of Luck. However, the guaranteed luckstone must be weighed against the dangers of polymorph traps and other severe pitfalls en route; apart from gems, the usefulness of loot from the possible Mines' End levels will vary.

Midgame

By this point, players should ideally have the scroll of enchant weapon and/or scroll of enchant armor identified, and bless a few in order to enhance the weapons and armor that will make up their future ascension kit, especially their primary artifact weapon. In addition to Excalibur and/or Mjollnir, a particularly patient Valkyrie player may want to shoot for Grayswandir or Frost Brand. Twoweaponing is a viable option to consider at around XL 10; since Valkyries can only train #twoweapon to Skilled, players looking to long-term twoweaponing should give some thought to leaving long swords at Skilled, as well as training up the skill of the desired secondary weapon if applicable. Common choices include long swords, katanas, and silver sabers; additionally, remember that you cannot wear a shield of any kind while twoweaponing.

Fire resistance is an invaluable intrinsic when preparing for the Valkyrie quest, due to the abundance of fire traps and enemies such as fire giants and fire ants, whose corpses can provide the intrinsic. Fire giants can also provide valuable strength boosts, and are plentiful on the home level as well - but they can also receive a wand of death as an offensive items, so those not willing to take chances may want either magic resistance or reflection. An AC of about −10 is considered safe, and dragon scale mail should be pursued if no wish has been obtained. A source of levitation or fireproof water walking boots will keep you safe if the ice you are standing on is melted by a wand of fire or fire trap, and may be necessary if the staircase on the last level is surrounded by lava. In a worst-case scenario, you can teleport your way past the lava, then used a cursed scroll of teleport or a freshly-secured Orb of Fate to teleport your way back out.

Lord Surtur is not particularly difficult by quest nemesis standards, to the point an accidental spill into the lava or a mishap involving the drawbridges may prove a bigger threat. Even so, he still hits quite hard and has the standard suite of quest nemesis tactics; clear out the fire giants first before engaging him. Lord Surtur himself respects Elbereth, is affected by the scroll of scare monster, and has a weakness to cold-based attacks such as a wand of cold. Once Surtur is defeated and the quest artifact is retrieved, players can continue on to Medusa's Island and beyond.

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.

Lord Surtur, like all uniques, no longer respects either Elbereth or scrolls of scare monster.

Late game

General

Valkyries who make it to the Castle can typically clear it out and get the wand of wishing without too much difficulty. For those that manage to make it without a source of reflection, Perseus's statue on Medusa's level may contain a shield of reflection. Upon reaching the Valley of the Dead, investing some of your gold in obtaining clairvoyance from the aligned priest there before entering Gehennom can make it much easier to map the area. If you lack magic resistance, be wary of spellcasters such as liches or golden nagas.

For the endgame, while The Orb of Fate can work to detect portals on the Elemental Planes in a pinch, confused scrolls of gold detection are vastly preferable, as they are guaranteed to work and won't immobilize you.

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

Crystal balls are less likely to fail if they are blessed or your own quest artifact, making them a far more viable option and allowing you to save resources.

Weapons

Excalibur remains a great weapon through the remainder of the game, especially when twoweaponed with a silver saber or silver spear in the offhand; keep in mind that you cannot bribe Asmodeus and Baalzebub if you are wielding Excalibur. While Grayswandir and/or Frost Brand are also especially good for Gehennom, any artifact long sword that isn't a hassle to use should suffice.

Mjollnir can make a good backup weapon, particularly if you have gauntlets of power, as it excels in frying some particularly nasty monsters such as mind flayers; however, many of the most dangerous endgame monsters (e.g. hostile priests) are shock resistant. If you want to throw Mjollnir occasionally, you should keep most of your wands in your bag of holding to further minimize the chance of blowing them up.

Armor

With half physical damage from the Orb of Fate, an armor class of −25 or so should be more than enough. Your magic marker charges are probably better spent on enchanting weapons or writing scrolls of magic mapping. Speed or jumping boots are very nice, but are generally not worth a wish unless you have the rest of your armor and ascension kit covered; you have the Castle armory, Orcus-town, and the rest of Gehennom to find at least one of them. If you lack GDSM and/or a magic resistance-providing artifact, you should wish for a cloak of magic resistance, since Gehennom without MR is an extremely bad idea.

Spellcasting

Although Valkyries are far from natural spellcasters and have little energy growth, they get a bonus to emergency spells, and wisdom is easy to raise to its racial maximum through natural exercise and consorting with incubi. It's not impossible that a late-game Valkyrie who forgoes gauntlets of power and a metal helm could make occasional use of healing or remove curse spells. Not all characters can manage this, however. Dwarves in particular might not even have enough energy to recast remove curse if the first cast fails.

Variants

Fourk

In Fourk, Valkyries begin the game with intrinsic flying and a wand of cold, wielding a spear or war hammer instead of a longsword. Valkyries who start with a war hammer also start with speed boots, a popular ascension-kit item. In addition, Mjollnir will never harm the player nor their inventory items, and will never land at an enemy's feet. It can land at your own feet, so don't throw it while flying over lava.

SLASH'EM

Main article: Valkyrie/SLASH'EM

In SLASH'EM, Valkyries start with a spear or dwarvish spear instead of a long sword. They can also be doppelgänger.

SlashTHEM

Other than in SLASH'EM, they can be giant, incantifiers, or nymphs.

SporkHack

Valkyries in SporkHack are substantially similar to Valkyries in vanilla NetHack, but there are a few wrinkles players should be aware of.

  • SporkHack Valkyries can be of any race. Elven and orcish Valkyries are always neutral.
  • It is no longer possible to obtain Excalibur by dipping; this option is only available to lawful Knights. Therefore, unless you find lawful Knight bones (unlikely) or get crowned (more likely), you won't be getting Excalibur.
  • Sacrificing is no longer guaranteed to yield artifacts; it may yield mundane weapons and armor instead. These will be highly enchanted, so it is a very valuable source of early game equipment. However, it's no longer nearly as easy to obtain Mjollnir. Combined with the lack of Excalibur, this can mean that sacrificing in hopes of getting Fire or Frost Brand, Vorpal Blade, Snickersnee, or Grayswandir (depending on your alignment) is worthwhile.
  • With the two-weapon fighting changes in SporkHack, offhand long swords and sabers are no longer viable. Instead, consider a silver spear or silver short sword as an offhand weapon. Though weak, silver dagger are useful as well, and Valkyries can reach Expert in daggers versus Skilled in spears and short swords.
  • Racial armor bonuses make dwarven Valkyries even stronger than they might otherwise be—but be aware that dwarves aren't the only ones who get racial armor bonuses. In particular, if you're an orc, a simple orcish helm improves AC by 3, even before enchantment.

Encyclopedia entry

The Valkyries were the thirteen choosers of the slain, the
beautiful warrior-maids of Odin who rode through the air and
over the sea. They watched the progress of the battle and
selected the heroes who were to fall fighting. After they
were dead, the maidens rewarded the heroes by kissing them
and then led their souls to Valhalla, where the warriors
lived happily in an ideal existence, drinking and eating
without restraint and fighting over again the battles in
which they died and in which they had won their deathless
fame.

[ The Encyclopaedia of Myths and Legends of All Nations, by Herbert Robinson and Knox Wilson ]

References