Difference between revisions of "Warning"

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m (Warning levels)
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==Sources==
 
==Sources==
Warning can be obtained extrinsically by wearing a [[ring of warning]] or carrying an artifact that grants warning, i.e. the [[Orb of Fate]] or the [[Master Key of Thievery]]. It can only be gained intrinsically by [[eating jewelry|eating a ring of warning]] or reaching a certain experience level as certain roles:
+
Warning can be obtained extrinsically by wearing a [[ring of warning]] or carrying an [[artifact]] that grants warning, i.e. the [[Orb of Fate]] or the [[Master Key of Thievery]]. It can only be gained intrinsically by [[eating jewelry|eating a ring of warning]] or reaching a certain experience level as certain roles:
  
 
* XL 7 as a [[Monk]]
 
* XL 7 as a [[Monk]]
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The number used to represent a monster is {{frac|4}} of [[Monster level|that monster's level]] - the result is rounded down to the nearest whole, and will go no higher than 5, while 0 is not displayed.  The glyphs displayed are described as an "unknown creature causing you <feeling>", where <feeling> is one of '''concern''', '''anxiety''', '''disquiet''', '''alarm''', or '''dread''' for warning levels one to five respectively. Warning levels will be chosen at random if you are [[hallucinating]].
 
The number used to represent a monster is {{frac|4}} of [[Monster level|that monster's level]] - the result is rounded down to the nearest whole, and will go no higher than 5, while 0 is not displayed.  The glyphs displayed are described as an "unknown creature causing you <feeling>", where <feeling> is one of '''concern''', '''anxiety''', '''disquiet''', '''alarm''', or '''dread''' for warning levels one to five respectively. Warning levels will be chosen at random if you are [[hallucinating]].
  
Moving near a hiding monster such as a [[piercer]] or [[trapper]] while psosessing warning will cause you to take a second look close by, revealing the monster. Additionally, warning produces messages to alert you when you are standing on [[ice]] that is going to melt in under 15 turns. Moving with {{kbd|m}} while [[blind]] will still attack in some cases, possibly [[petrify]]ing you - [[bug#mattacks|this is very likely a bug]].
+
Moving near a [[hiding]] monster such as a [[piercer]] or [[trapper]] while possessing warning will cause you to take a second look close by, revealing the monster. Additionally, warning produces messages to alert you when you are standing on [[ice]] that is going to melt in under 15 turns.
 +
 
 +
Note that moving with {{kbd|m}} while [[blind]] will still attack in some cases, possibly [[petrify]]ing you - [[bug#mattacks|this is very likely a bug]].
 +
 
 +
==Strategy==
 +
Warning is a useful property to pair with other means of detecting hostile monsters, such as extrinsic [[telepathy]] - though it does not reveal their identity, it functions regardless of whether the monster is [[mindless]] or not, allowing it to cover "gaps" in telepathy.  
  
 
===Warning levels===
 
===Warning levels===
The following table lists which monsters each warning may represent based on their initial level. As a result of this the warning can vary - e.g. an [[ochre jelly]] can merit a warning number 1 or 2, depending on the dungeon level and your experience level at the time of its generation. Monsters may also shift warning levels through growing up, e.g. via [[conflict]] or quaffing a [[potion of gain level]].
+
The following table lists which mindless monsters each warning may represent, assuming that the player already has extrinsic telepathy. As a result of this, the warning can vary - e.g., an [[ochre jelly]] can merit a warning number 1 or 2, depending on the dungeon level and your experience level at the time of its generation. Monsters may also shift warning levels after generation through growing up, e.g. via [[conflict]] or quaffing a [[potion of gain level]].
  
While not implemented in released versions, NetHack contains code to warn of monsters with a level below four - these would be represented by a {{white|0}} (white zero) and described as causing you "worry".
+
While not implemented, there is code to handle warning of monsters with a level below four - these would be represented by a {{white|0}} (white zero) and described as causing you "worry".
  
 
<!-- monster levels range from base level - 1 to base level * 1.5; table ignores monsters leveling up after creation, mindless monsters can't quaff gain level so this may only happen through kills (e.g. conflict) -->
 
<!-- monster levels range from base level - 1 to base level * 1.5; table ignores monsters leveling up after creation, mindless monsters can't quaff gain level so this may only happen through kills (e.g. conflict) -->
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|[[stone golem|{{gray|'}}]][[glass golem|{{cyan|'}}]][[iron golem|{{cyan|'}}]]
 
|[[stone golem|{{gray|'}}]][[glass golem|{{cyan|'}}]][[iron golem|{{cyan|'}}]]
 
|}
 
|}
 
==Strategy==
 
Warning is a useful property to pair with other means of detecting hostile monsters, such as extrinsic [[telepathy]] - though it does not reveal their identity, it functions regardless of whether the monster is [[mindless]] or not, allowing it to cover "gaps" in telepathy.
 
  
 
==Messages==
 
==Messages==
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==History==
 
==History==
Warning has been present in ''NetHack'' since [[Hack 1.0|the first public release]] of ''[[Hack]]''; the current warning system was first implemented in [[NetHack 3.3.1]].
+
Warning has been present in ''NetHack'' since [[Hack 1.0|the first public release]] of ''[[Hack]]'' included the ring of warning; the current warning system was first implemented in [[NetHack 3.3.1]].
  
In prior versions, warning displayed messages when a hostile monster was nearby,{{refsrc|mon.c|267|version=NetHack_3.3.0}} and a ring of warning would flash a single color corresponding to the warning numbers in modern versions - Pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5". Messages that were higher in the list took precedence over lower ones. When blinded, no warning messages were displayed; while hallucinating, they are referred to as "mood rings", and the colors were replaced with hallucinatory ones.
+
In prior versions, warning displayed messages when a hostile monster was nearby,{{refsrc|mon.c|267|version=NetHack_3.3.0}} and a ring of warning would flash a single color corresponding to the warning numbers in modern versions - pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5". Messages that were higher in the list took precedence over lower ones. When blinded, no warning messages were displayed; while hallucinating, they are referred to as "mood rings", and the colors were replaced with hallucinatory ones.
  
 
No warning messages were displayed if one had been displayed within your last ten actions, unless the new message reflected a higher level of warning than the previous one.
 
No warning messages were displayed if one had been displayed within your last ten actions, unless the new message reflected a higher level of warning than the previous one.
  
===Messages===
+
The [[Palantir of Westernesse]], the [[Elf (role)|Elf]] [[quest artifact]], conferred warning when carried from [[NetHack 3.1.0]] to [[NetHack 3.3.0]]; the role and its artifact were made defunct in 3.3.1.
 +
 
 +
===Older messages===
 
<!--{{message|Your Sting glows light blue!|You are wielding Sting, and the monster is an orc.}} This may be more relevant to Sting and/or being warned of monsters in general.-->
 
<!--{{message|Your Sting glows light blue!|You are wielding Sting, and the monster is an orc.}} This may be more relevant to Sting and/or being warned of monsters in general.-->
 
{{message|Your left/right ring glows <color>!"|You are wearing a ring of warning.}}
 
{{message|Your left/right ring glows <color>!"|You are wearing a ring of warning.}}
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==Variants==
 
==Variants==
 +
Many variants introduce additional sources of warning, usually from [[quest artifact]]s.
 +
 +
===Convict patch===
 +
[[The Iron Ball of Liberation]] is the [[Convict]] quest artifact in most implementations of the patch, and grants warning when carried.
 +
 
===SLASH'EM===
 
===SLASH'EM===
In [[SLASH'EM]], [[The Candle of Eternal Flame]] and [[The Storm Whistle]] are additional artifacts that grant warning.
+
In [[SLASH'EM]], [[The Candle of Eternal Flame]] and [[The Storm Whistle]] are additional artifacts that grant warning. The defunct artifacts [[The One Ring]] and [[The Pick of Flandal Steelskin]] also granted warning when carried.
  
 
===xNetHack===
 
===xNetHack===
 
In [[xNetHack]], [[Itlachiayaque]] confers warning when carried.
 
In [[xNetHack]], [[Itlachiayaque]] confers warning when carried.
 +
 +
===SlashTHEM===
 +
In [[SlashTHEM]], some roles can obtain warning through leveling up - the [[Zookeeper]] role starts with warning, the [[Officer]] role gains the property at XL 10, and the [[Ninja (role)|Ninja]] and [[Geek]] roles gain it at XL 15. Several other artifacts also confer warning as well:
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 +
* The [[Flute of Slime]] ([[Acid Mage]] quest artifact, when carried)
 +
* The [[Cudgel of Cuthbert]] ([[Chevalier]] quest artifact, when carried)
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* The [[Harp of Lightning]] ([[Electric Mage]] quest artifact, when carried)
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* The [[Fire Chief Helmet]] ([[Firefighter]] quest artifact, when worn)
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* The [[Lockpick of Arsene Lupin]] ([[Locksmith]] quest artifact, when carried)
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* The [[Harp of Harmony]] ([[Musician]] quest artifact, when carried)
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* [[Blackshroud]] ([[Undertaker]] first [[sacrifice gift]], when worn)
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* The [[Golden Whistle of Nora]] ([[Zookeeper]] quest artifact, when carried)
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 +
===dNetHack===
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In [[dNetHack]], the [[Android]] and the [[Madman (dNetHack role)|Madman role]] gain warning at experience level 15, and the [[Binder (dNetHack role)|Binder]] [[Spirits (dNetHack)|spirit]] Huginn and Muninn passively grants warning.
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 +
The Palantir of Westernesse is reintroduced in the [[Elvish Racial Quest]] as an artifact source of warning. Other artifacts also grant warning: [[Grayswandir]], [[The Black Crystal]] and [[The Rogue Gear-spirits]] while carried, [[The Hat of the Archmagi]] while worn, and [[Helping Hand]] while wielded.
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 +
[[Great Cthulhu]] is a monster that can be sensed within standard warning distance as "an unknown monster causing you dread", regardless of whether or not you possess the property.
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 +
===SpliceHack===
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In [[SpliceHack]], the [[Cartomancer]] gains warning at XL 7. [[Sharur]] also grants warning when wielded in weapon form.
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 +
===EvilHack===
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In [[EvilHack]], the Healer role no longer gains wanring at XL 15, instead obtaining [[sickness resistance]]. The [[Infidel]] role gains warning at XL 15, and all [[Centaur (starting race)|centaurs]] gain the property at XL 10. Warning is also an [[object property]] that some armor and weapons may generate with.
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 +
The [[beholder]] is hard-coded to always show up as {{brightmagenta|5}} when detected via warning, regardless of its level.
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===FIQHack===
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In [[FIQHack]], red [[dragon scale mail]] grants warning while worn.
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 +
===The November NetHack Tournament===
 +
In [[The November NetHack Tournament]], the [[Really Cool Shirt]] grants warning when carried.
  
 
==References==
 
==References==
 
<references/>
 
<references/>
 
{{nethack-343}}
 
{{nethack-343}}
 +
{{variant-343}}
 
[[Category:Properties]]
 
[[Category:Properties]]

Revision as of 20:07, 13 August 2021

This article is about the property that alerts you to a hostile monster's presence. For the 'warning' that allows you to sense specific monsters, see warned of monster type.

Warning is a property that appears in NetHack and reveals the location of nearby hostile monsters that you cannot see.

Sources

Warning can be obtained extrinsically by wearing a ring of warning or carrying an artifact that grants warning, i.e. the Orb of Fate or the Master Key of Thievery. It can only be gained intrinsically by eating a ring of warning or reaching a certain experience level as certain roles:

Description

The range of warning is indicated by question marks. In comparison, the range of unblind extrinsic telepathy is slightly smaller, and is indicated by flags.

While you possess warning, hostile monsters that are within a ten-tile radius and are at least level 4 will have their location marked with a number from 1 to 5 (1, 2, 3, 4, 5) - in graphical user interfaces using the default tileset, such as the Windows client nethackw, the numbers are replaced with colored question marks that correspond to the above numbers (Warning 1.png Warning 2.png Warning 3.png Warning 4.png Warning 5.png).[1][2]

The number used to represent a monster is 14 of that monster's level - the result is rounded down to the nearest whole, and will go no higher than 5, while 0 is not displayed. The glyphs displayed are described as an "unknown creature causing you <feeling>", where <feeling> is one of concern, anxiety, disquiet, alarm, or dread for warning levels one to five respectively. Warning levels will be chosen at random if you are hallucinating.

Moving near a hiding monster such as a piercer or trapper while possessing warning will cause you to take a second look close by, revealing the monster. Additionally, warning produces messages to alert you when you are standing on ice that is going to melt in under 15 turns.

Note that moving with m while blind will still attack in some cases, possibly petrifying you - this is very likely a bug.

Strategy

Warning is a useful property to pair with other means of detecting hostile monsters, such as extrinsic telepathy - though it does not reveal their identity, it functions regardless of whether the monster is mindless or not, allowing it to cover "gaps" in telepathy.

Warning levels

The following table lists which mindless monsters each warning may represent, assuming that the player already has extrinsic telepathy. As a result of this, the warning can vary - e.g., an ochre jelly can merit a warning number 1 or 2, depending on the dungeon level and your experience level at the time of its generation. Monsters may also shift warning levels after generation through growing up, e.g. via conflict or quaffing a potion of gain level.

While not implemented, there is code to handle warning of monsters with a level below four - these would be represented by a 0 (white zero) and described as causing you "worry".

Warning symbol Possible monsters when also telepathic
(I, no warning) bejvvyFFFFFFFMMPZZZZZZZ'''
1, Warning 1.png bbeeejjjvvvvvvyyEEEEFFMMMMMMMMPPPZZZZZ''''''
2, Warning 2.png beeejvvvEEEEMMMMPPZZZ''''
3, Warning 3.png vEEEEMPZZ''''
4, Warning 4.png Z''''
5, Warning 5.png '''

Messages

You feel sensitive!
You gained warning through leveling up.
You feel less sensitive!
You lost intrinsic warning through level drain.
The ice seems very soft and slushy.
You have warning and are standing on ice that will melt in under 15 turns.
You feel the ice shift beneath you!
As above, but in under 10 turns.
The ice, is gonna BREAK!
As above, but in under 5 turns; this is a direct quote from The Dead Zone, hence its punctuation.

History

Warning has been present in NetHack since the first public release of Hack included the ring of warning; the current warning system was first implemented in NetHack 3.3.1.

In prior versions, warning displayed messages when a hostile monster was nearby,[3] and a ring of warning would flash a single color corresponding to the warning numbers in modern versions - pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5". Messages that were higher in the list took precedence over lower ones. When blinded, no warning messages were displayed; while hallucinating, they are referred to as "mood rings", and the colors were replaced with hallucinatory ones.

No warning messages were displayed if one had been displayed within your last ten actions, unless the new message reflected a higher level of warning than the previous one.

The Palantir of Westernesse, the Elf quest artifact, conferred warning when carried from NetHack 3.1.0 to NetHack 3.3.0; the role and its artifact were made defunct in 3.3.1.

Older messages

Your left/right ring glows <color>!"
You are wearing a ring of warning.
Your rings both glow <color>!
You are wearing two rings of warning.
You feel apprehensive as you sense a <color> flash.
You have intrinsic warning, or warning from an artifact.
Your spider-sense is tingling...
As above while hallucinating; this is a Spider-Man reference.

Variants

Many variants introduce additional sources of warning, usually from quest artifacts.

Convict patch

The Iron Ball of Liberation is the Convict quest artifact in most implementations of the patch, and grants warning when carried.

SLASH'EM

In SLASH'EM, The Candle of Eternal Flame and The Storm Whistle are additional artifacts that grant warning. The defunct artifacts The One Ring and The Pick of Flandal Steelskin also granted warning when carried.

xNetHack

In xNetHack, Itlachiayaque confers warning when carried.

SlashTHEM

In SlashTHEM, some roles can obtain warning through leveling up - the Zookeeper role starts with warning, the Officer role gains the property at XL 10, and the Ninja and Geek roles gain it at XL 15. Several other artifacts also confer warning as well:

dNetHack

In dNetHack, the Android and the Madman role gain warning at experience level 15, and the Binder spirit Huginn and Muninn passively grants warning.

The Palantir of Westernesse is reintroduced in the Elvish Racial Quest as an artifact source of warning. Other artifacts also grant warning: Grayswandir, The Black Crystal and The Rogue Gear-spirits while carried, The Hat of the Archmagi while worn, and Helping Hand while wielded.

Great Cthulhu is a monster that can be sensed within standard warning distance as "an unknown monster causing you dread", regardless of whether or not you possess the property.

SpliceHack

In SpliceHack, the Cartomancer gains warning at XL 7. Sharur also grants warning when wielded in weapon form.

EvilHack

In EvilHack, the Healer role no longer gains wanring at XL 15, instead obtaining sickness resistance. The Infidel role gains warning at XL 15, and all centaurs gain the property at XL 10. Warning is also an object property that some armor and weapons may generate with.

The beholder is hard-coded to always show up as 5 when detected via warning, regardless of its level.

FIQHack

In FIQHack, red dragon scale mail grants warning while worn.

The November NetHack Tournament

In The November NetHack Tournament, the Really Cool Shirt grants warning when carried.

References

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

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.