Difference between revisions of "Warning"

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{{distinguish|1|2|3|4}}
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{{otheruses|the property that alerts you to a hostile monster's presence|the 'warning' that allows you to sense specific monsters|warned of monster type}}
 
'''Warning''' is a [[property]] that appears in ''[[NetHack]]'' and reveals the location of nearby hostile monsters that [[you]] cannot see.
 
'''Warning''' is a [[property]] that appears in ''[[NetHack]]'' and reveals the location of nearby hostile monsters that [[you]] cannot see.
 
Caution: Moving with {{kbd|m}} while [[blind]] will still attack in some cases, possibly [[petrify]]ing you. This happens whenever the warning mark does not cover an {{white|I}} from a remembered monster position. [[bug#mattacks|Likely, this is a bug.]]
 
 
Additionally, warning produces messages to alert you when you are standing on [[ice]] that is going to melt in under 15 turns.
 
  
 
==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:
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Warning can be obtained as an extrinsic 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 be gained as an intrinsic by [[eating jewelry|eating a ring of warning]], or reaching a particular experience level as certain roles:
  
 
* XL 7 as a [[Monk]]
 
* XL 7 as a [[Monk]]
 
* XL 15 as a [[Caveman]], [[Healer]], [[Priest]], or [[Wizard]]
 
* XL 15 as a [[Caveman]], [[Healer]], [[Priest]], or [[Wizard]]
  
==Effects==
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{{upcoming|3.7.0|Per {{commit|f9a35132d6caad172c5987182e6984e6c50e0dcb|commit f9a3513}}, the [[helm of caution]] is a new item that confers warning while worn.}}
 +
 
 +
==Description==
 
[[Image:Telepathy vs warning.png|300px|right|thumb|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.]]
 
[[Image:Telepathy vs warning.png|300px|right|thumb|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 ({{red|1}}, {{red|2}}, {{red|3}}, {{magenta|4}}, {{brightmagenta|5}}) - in [[graphical user interface]]s using the default [[tileset]], such as the [[Microsoft Windows|Windows]] client nethackw, the numbers are replaced with colored question marks that correspond to the above numbers ([[Image:Warning_1.png]] [[Image:Warning_2.png]] [[Image:Warning_3.png]] [[Image:Warning_4.png]] [[Image:Warning_5.png]]).{{refsrc|display.h|38}}<ref>{{sourcecode|display.h|44}}, but see also {{sourcecode|hack.h|288}} and {{function|hacklib.c|dist2}}.</ref>
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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 ({{red|1}}, {{red|2}}, {{red|3}}, {{magenta|4}}, {{brightmagenta|5}}) - in [[graphical user interface]]s using the default [[tileset]], such as the [[Microsoft Windows|Windows]] client nethackw, the numbers are replaced with colored question marks that correspond to the above numbers ([[Image:Warning_1.png]] [[Image:Warning_2.png]] [[Image:Warning_3.png]] [[Image:Warning_4.png]] [[Image:Warning_5.png]]).{{refsrc|include/display.h|49|nethack=3.6.7}}{{refsrc|include/hack.h|494|nethack=3.6.7}}{{refsrc|src/hacklib.c|614|nethack=3.6.7|comment=function dist2}}
  
The number used to represent a monster is {{frac|4}} of that monster's level round, where ML is the [[Monster level|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 &lt;feeling&gt;", where &lt;feeling&gt; 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]].
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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 &lt;feeling&gt;", where &lt;feeling&gt; 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 {{kbd|m}} towards a warning glyph while [[blind]] will still attack in some cases, possibly [[petrify]]ing you - this is [[Bug#mattacks|a bug]].
 +
 
 +
{{upcoming|3.7.0|The bug is fixed in {{commit|121290cde6e2550fb98511269b5e8c1cde6362f7|commit 121290c}}.}}
  
 
==Strategy==
 
==Strategy==
Warning is considered a useful ring in [[ring strategy]].
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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===
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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]], or losing levels to spells and attacks that [[drain life]].
  
Warning can't tell you exactly which monster you're up against, unlike [[ESP]], however, if you have both and the monster isn't seen through telepathy even though you're near enough (or blind) then you know it must be one of the [[mindless]] kind. The following table lists which monsters each warning may represent in this case. Note that a [[Monster level|monster's level]] can vary within some limits, so for example an [[ochre jelly]] can merit a warning number 1 or 2, depending on the dungeon level and your experience when it is created:
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While not implemented, there is code to handle warning for monsters with a level below four - these would be represented by a {{white|0}} 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) -->
Line 48: Line 55:
  
 
==Messages==
 
==Messages==
 
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{{message|You feel sensitive!|You gained warning through leveling up.}}
{{message|You feel sensitive!|You gained warning through leveling up}}
 
 
{{message|You feel less sensitive!|You lost intrinsic warning through level drain.}}
 
{{message|You feel less sensitive!|You lost intrinsic warning through level drain.}}
  
 
{{message|The ice seems very soft and slushy.|You have warning and are standing on ice that will melt in under 15 turns.}}
 
{{message|The ice seems very soft and slushy.|You have warning and are standing on ice that will melt in under 15 turns.}}
 
{{message|You feel the ice shift beneath you!|As above, but in under 10 turns.}}
 
{{message|You feel the ice shift beneath you!|As above, but in under 10 turns.}}
{{message|The ice, is gonna BREAK!|As above, but in under 5 turns.}}<!-- Comma after "ice" is in source code, apparently from the original source (The Dead Zone) -->
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{{message|The ice, is gonna BREAK!|As above, but in under 5 turns; this is a direct quote from ''[[wikipedia:The Dead Zone (film)|The Dead Zone]]'', hence its punctuation.}}
  
 
==History==
 
==History==
 +
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}} A ring of warning would additionally 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.
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 +
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 (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.
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===Older messages===
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<!--{{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.-->
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{{message|Your left/right ring glows <color>!"|You are wearing a ring of warning.}}
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{{message|Your rings both glow <color>!|You are wearing two rings of warning.}}
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{{message|You feel apprehensive as you sense a <color> flash.|You have intrinsic warning, or warning from an artifact.}}
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{{message|Your [[Wikipedia:Spider-Man|spider-sense]] is tingling...|As above while hallucinating.}}
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==Variants==
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Many variants introduce additional sources of warning, usually from [[quest artifact]]s.
 +
 +
In most variants that implement the [[Convict]] patch, [[The Iron Ball of Liberation]] is the [[Convict]] quest, and grants warning among other properties when carried.
 +
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===SLASH'EM===
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In [[SLASH'EM]], [[The Candle of Eternal Flame]] and [[The Storm Whistle]] are additional artifacts that grant warning.
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 +
The defunct artifacts [[The One Ring]] and [[The Pick of Flandal Steelskin]] granted warning when carried.
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 +
===GruntHack===
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GruntHack implements the unusued code for warning of monsters that are level four and below described above, representing them with {{white|0}}. Warning is also one of the many [[object properties]] that can appear on certain objects.
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===dNetHack===
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In [[dNetHack]], the [[Android]] and the [[Madman]] role gain warning at experience level 15. The [[Binder (dNetHack role)|Binder]] [[Spirits (dNetHack)|spirit]] [[Spirits (dNetHack)#Huginn and Muninn, Thought and Memory|Huginn and Muninn]] passively grants 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}} The messages were as follows:
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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.
  
; "Your Sting glows light blue!"
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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.
: You are wielding Sting, and the monster is an orc.
 
  
; "Your rings both glow <color>!"
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===FIQHack===
: You are wearing two rings of warning.
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In [[FIQHack]], [[red dragon scale mail]] grants warning while worn.
  
; "Your left/right ring glows <color>!"
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Warning is one of the intrinsic properties a non-cursed [[potion of wonder]] can confer when quaffed; dipping an appropriate item in a non-cursed potion also has a chance of giving it warning as an object property.
: You are wearing one ring of warning, on your left/right hand.
 
  
; "You feel apprehensive as you sense a <color> flash."
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===The November NetHack Tournament===
: You have intrinsic warning, or warning from an artifact.
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In [[The November NetHack Tournament]], the [[Really Cool Shirt]] grants warning when worn.
  
Messages that are higher in the above list took precedence over the ones that are lower.
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===xNetHack===
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In [[xNetHack]], [[Itlachiayaque]] confers warning when carried.
  
The color of the flash was determined in the same way as the warning numbers in modern versions: pink corresponds to "1", red to "2", ruby to "3", purple to "4", and black to "5".  
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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.
  
When the hero was hallucinating, the colors were replaced by hallucinatory colors, rings were referred to as "mood rings", and the message for intrinsic warning or warning from an artifact was replaced by '''"Your spider-sense is tingling..."''', a reference to Spider-Man. No warning messages were displayed when the hero was blind.
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===EvilHack===
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In [[EvilHack]], the Healer role no longer gains warning 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.
  
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. Nevertheless, at the time, warning was not popular among NetHack players, who considered it nearly useless at best, and a highly-annoying source of spam messages at worst.
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The [[Beholder (EvilHack)|beholder]] is hard-coded to always show up as {{brightmagenta|5}} when detected via warning, regardless of its level; it also does not show up via telepathy, making warning all the more vital to detect one before making eye contact and being subjected to potentially-deadly gaze attacks.
  
While it has never been implemented in released versions, NetHack contains some code to warn of monsters with a level below four. They would be represented by a {{white|0}} (white zero) and described as causing you '''worry'''.
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===SlashTHEM===
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In [[SlashTHEM]], some other 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:
  
==SLASH'EM==
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* The [[Flute of Slime]] ([[Acid Mage]] quest artifact, when carried)
In SLASH'EM, [[The Candle of Eternal Flame]] and [[The Storm Whistle]] grant warning.
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* 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)
  
==Notes==
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==References==
<references />
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<references/>
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{{nethack-367|offset=1}}
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{{variant-343|offset=2}}
 
[[Category:Properties]]
 
[[Category:Properties]]
{{nethack-343}}
 

Latest revision as of 17:18, 10 March 2024

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 as an extrinsic 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 be gained as an intrinsic by eating a ring of warning, or reaching a particular experience level as certain roles:

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.

Per commit f9a3513, the helm of caution is a new item that confers warning while worn.

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][3]

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 towards a warning glyph while blind will still attack in some cases, possibly petrifying you - this is a bug.

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.

The bug is fixed in commit 121290c.

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, or losing levels to spells and attacks that drain life.

While not implemented, there is code to handle warning for monsters with a level below four - these would be represented by a 0 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.[4] A ring of warning would additionally 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.

Variants

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

In most variants that implement the Convict patch, The Iron Ball of Liberation is the Convict quest, and grants warning among other properties 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 granted warning when carried.

GruntHack

GruntHack implements the unusued code for warning of monsters that are level four and below described above, representing them with 0. Warning is also one of the many object properties that can appear on certain objects.

dNetHack

In dNetHack, the Android and the Madman role gain warning at experience level 15. 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.

FIQHack

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

Warning is one of the intrinsic properties a non-cursed potion of wonder can confer when quaffed; dipping an appropriate item in a non-cursed potion also has a chance of giving it warning as an object property.

The November NetHack Tournament

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

xNetHack

In xNetHack, Itlachiayaque confers warning when carried.

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 warning 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; it also does not show up via telepathy, making warning all the more vital to detect one before making eye contact and being subjected to potentially-deadly gaze attacks.

SlashTHEM

In SlashTHEM, some other 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:

References