Difference between revisions of "Zorkmid"

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{{for|the material|gold (material)}}
A '''zorkmid''' is a single unit of currency. A '''gold piece''', {{yellow|$}}, has the value of 1 zorkmid.
+
A '''zorkmid''' is a single unit of currency. A '''gold piece''', {{yellow|$}}, is the coinage used and has the value of 1 zorkmid. Gold is used to buy items from [[shop]]s, and is also used for other similar transactions, such as buying [[intrinsic protection]] and other benefits from the [[Minetown]] priest or consultations from the [[Oracle]]; dropping gold on any of the tiles of a shop will establish credit in that shop only.
  
"Gold piece" and "zorkmid" are used similarly but slightly different throughout ''[[NetHack]]''. For example, when you pick up money lying on the floor, you receive the message, "# gold piece(s)", but when you pick up an item in a [[shop]], you receive the message, "x- an [item] (unpaid, # zorkmids)". The difference is that the zorkmid is the currency and gold pieces are the coinage.
+
Gold pieces are a special type of [[object]]: they have weight and take up an inventory slot when dropping items, but have no [[BUC]] status. The inventory slot they occupy is represented by their symbol is '''$'''; the abbreviations '''zm''' and '''zk''' are sometimes appended to a number as a currency symbol. When referred to while you are [[hallucinating]], they are referred to by [[hallucinatory currency|various other names]].
  
Gold pieces are a special type of [[object]]: they have weight and take up an inventory slot when dropping items, but have no [[BUC]] status. The inventory slot they occupy is never fixed, it is just the next available letter. If there are no free inventory slots the gold pieces go into '''#'''. Their symbol is '''$''', although this should not be taken to mean the zorkmid is in any way related to the US dollar or, for that matter, the Spanish American peso (which was the first currency to be represented by a '''$''' symbol.) The abbreviations '''zm''' and '''zk''' are sometimes appended to a number as a currency symbol.
+
A gold piece weighs 0.01 [[aum]] (arbitrary units of measure); since these units have no formal name, it is common to consider 100 gold pieces the base unit of weight. All weight figures given in spoilers and on this wiki are in units of 100 gold pieces.  
  
==Weight==
+
==Generation==
A gold piece weighs 0.01 "weight units". Since these units have no name, it is common to consider 100 gold pieces the base unit of weight. All weight figures given in spoilers and on this wiki are in units of 100 gold pieces.
+
Gold is an incredibly common sight in the Dungeons of Doom, and can be found on the floor, in containers and the inventory of other monsters; see the section below for more information regarding monster interactions with gold. [[Vault]]s containing gold are generated on some floors; [[Fort Ludios]] has a massive well-guarded repository of gold and can only be accessed through a vault portal. In addition, [[treasure zoo]]s and [[leprechaun hall]]s are generated with gold on most of their tiles, along with sleeping monsters on top of them.
  
==Gold and monsters==
+
Both the [[Healer]] and [[Tourist]] start with a significant amount of gold. [[Gold golem]]s will leave behind a pile of gold upon death.
Monsters that [[gold lover|love gold]] have a 1/5 chance of being generated with some in their inventory. The amount of gold given is determined by die roll: the number of dice rolled is the current [[dungeon level]], with the usual adjustments for players carrying the [[Amulet of Yendor|Amulet]] or in the [[endgame]]. If the monster already has some items in its inventory these dice are 5-sided, otherwise they are 10-sided. Thus a monster on Dlvl:10 with no items might get ''10d10'' zorkmids, whereas a monster on Dlvl:20 with some items might get ''20d5'' zorkmids.
 
  
There are two exceptions to the above formula. [[Leprechaun]]s always receive gold, and always roll a number of 30-sided dice equal to the dungeon level; [[aligned priest|priests]] always get gold and receive 20–29 zorkmids. Another less exceptional case is an ordinary [[soldier]] - 12/13 of the time they miss their roll for gold.
+
===Gold and monsters===
 +
Monsters that [[gold lover|love gold]] have a {{frac|5}} chance of being generated with some in their inventory, and hostile gold lovers will try to pick up any gold they come across; this includes anything mimicking the appearance of gold, such as a [[mimic]] or a player who has eaten a mimic corpse. The amount of gold given is determined by die roll: the number of dice rolled is the current [[dungeon level]], with the usual adjustments for players who are carrying the [[Amulet of Yendor]] or else in the [[endgame]]. If the monster already has some items in its inventory, a d5 is used; otherwise, the roll uses d10. A monster on dungeon level 10 with no items might get ''10d10'' zorkmids, whereas a monster on floor 20 with some items might get ''20d5'' zorkmids.
 +
 
 +
There are some exceptions to the above formula. [[Leprechaun]]s always receive gold, and always roll a number of d30 equal to the dungeon level; [[aligned priest]]s always get gold and receive 20–29 zorkmids. Another less exceptional case is an ordinary [[soldier]] - they will only be generated with gold 1/13 of the time.
 +
 
 +
==Strategy==
 +
Acquiring a decent amount of gold is usually an early-game objective for most players in order to purchase items from shops. Accordingly, collecting gold becomes less urgent once the player has assembled a solid enough kit to progress further into the game and can reliably obtain more items by killing monsters, [[polypiling]], [[sacrifice]], etc. Some players may then opt to buy protection at a later point; gold is sometimes put to more unorthodox uses, which are mentioned alongside the more common and general uses below.
 +
 
 +
===Shops===
 +
Gold can be used to pacify angry [[shopkeeper]]s, e.g. in the event of accidental theft; see their article for more information. In Minetown, pacifying an angry shopkeeper will also pacify Minetown's [[watchmen]] if they are angry at you; this is commonly done by stealing a cheap item or a single piece of gold.
 +
 
 +
[[Credit cloning]] is a means of taking the shopkeeper's gold using your own gold; specifically, this is done by dropping your gold or a container with your gold in it to establish credit, then using your pet or a gold-loving monster to steal it back from the shop. You can then retrieve the gold and keep your store credit. See that article for more detailed information.
 +
 
 +
One consistently applicable use for gold in shops is detecting hidden [[mimics]]: throwing projectiles and other items in shops will automatically sell them, and no player enjoys having to buy back their valuable stack of [[dagger]]s or [[darts]]. Searching can uncover mimics easily, but will also result in the larger ones sticking to you; throwing a single gold piece in the direction of a suspected mimic will reveal it safely, and the gold will simply give you store credit.
 +
 
 +
===Temple priests===
 +
{{main|Aligned priests#Chatting to a priest}}
 +
 
 +
If you [[chat]] with a peaceful temple priest while carrying gold in your open inventory, the priest will prompt you for a contribution to the temple. Donating a specific amount of gold to them can net several beneficial effects, such as the aforementioned protection or alignment points; see that article for more information specific to donations.
 +
 
 +
===Bribery===
 +
{{main|Bribe}}
 +
In addition to shopkeepers, some monsters, specifically [[unique demon]]s and Yendorian Army soldiers, may accept bribes of gold to leave the player alone, turning them peaceful.
 +
 
 +
===Combat===
 +
Some gold-loving monsters such as leprechauns and orcs can potentially be distracted by thrown or strategically placed gold, potentially allowing you to distance yourself or escape from them in a pinch, or else positioning them to maximize damage from certain attacks, e.g. a rebounded [[magic missile]]. They can also be used to distract some [[hiding]] monsters, such as [[snake]]s and [[cave spider]]s.
 +
 
 +
===Conducts===
 +
[[Pacifist]]s can use gold to gain experience points and [[exercise]] [[wisdom]] by consulting the [[Oracle]], and will want to obtain as much protection as they possibly can, as early as they can. They can also use it as a means of detecting monsters in dark corridors - it will produce the usual hit/miss messages without doing any actual damage.
 +
 
 +
===Polypiling===
 +
Some players drop gold on top of piles used for [[polypiling]] to reduce the chance of creating a [[golem]] from other items; at the same time, too many gold objects in a pile may result in a [[gold golem]].
 +
 
 +
===Other uses===
 +
In addition to the above, players use gold pieces to:
 +
 
 +
* Mark bubbles on the [[Plane of Water]] that you've already searched for the portal in;
 +
* [[identification#Weight identification|Weight-test]] items, e.g. suspected [[levitation boots]] or a [[loadstone]] in a chest;
 +
* Generate [[throne]] room monsters by #[[loot]]ing the throne while confused and carrying gold;
 +
* For style points, #[[chat]] with the [[high priest]] on the [[Astral Plane]] right before ascending;
 +
* Feed a pet [[metallivore]], or eat gold if polymorphed into one;
 +
* Polymorph it for a gold golem;
 +
* Make a [[boulder]] fall down [[stairs]] by throwing gold onto its square
  
 
==Origin==
 
==Origin==
The name "zorkmid" is a reference to the currency used in the [[text adventure]]s'' ''series ''Zork'', made by Infocom, where the currency used by the monarchy of Quendor is the zorkmid, and often carries a likeness of the most recent (and last) ruler of Quendor, Lord Dimwit Flathead.
+
The name "zorkmid" is a reference to the Infocom [[text adventure]] series, ''Zork''; the zorkmid is the currency used by the monarchy of Quendor, and often carries a likeness of the seventh king of the Flathead dynasty, Lord Dimwit Flathead.
 +
 
 +
==Messages==
 +
{{message|1 Zorkmid. 857 GUE. In Frobs we trust.|[[YAFM]] generated from selecting your gold in the [[read]] command's extended list.}}
  
==Use==
+
== See also ==
Generally speaking, gold becomes pretty useless after the early game. Some ways to use gold are listed below, roughly sorted from most to least commonly done:
+
* [[Negative gold]]
* Buy items from [[shop]]s,
 
* Activate an [[Elbereth]] engraving: if any item is on top of it, monsters will not go there,
 
* Buy [[intrinsic protection]] or [[clairvoyance]] from any [[aligned priest|temple priest]],
 
* Buy [[alignment record|alignment]] from a co-aligned temple priest,
 
* [[credit cloning|Clone credit]] to get more gold from shopkeepers,
 
* detect [[mimic]]s in a shop by throwing a gold piece at the wares,
 
* Pay off some named [[demon]]s in Gehennom to avoid fighting them,
 
* [[pacifist|Buy experience points]] ("consultations") from the [[Oracle]],
 
* Drop it on top of piles used for [[polypiling]] to reduce the chance of creating a [[golem]] from other items.
 
* mark bubbles on the [[Plane of Water]] you've already searched for the portal
 
* [[identification|Weight-test]] items, e.g. suspected [[levitation boots]] or a [[loadstone]] in a chest,
 
* Generate an endless supply of [[throne]] room monsters by #[[loot]]ing the throne while confused and carrying gold,
 
* Pacify [[Shopkeeper|shopkeeper]],
 
* For style points, #chat with the [[high priest]] on the [[Astral Plane]] right before ascending,
 
* [[Bribe]] soldiers to pacify them (but not the minetown watch),
 
* Detect monsters in dark corridors by throwing a gold piece; you get a hit/miss message if there is one, and [[pacifist|never do any damage]],
 
* Feed a pet metallivore, or eat gold if polymorphed into one,
 
* Make a [[leprechaun]] teleport,
 
* Polymorph it for a [[gold golem]],
 
* Distract orcs and other gold-loving enemies with strategically placed piles.
 
* Make a [[boulder]] fall down [[stairs]] by throwing gold onto its square.
 
* [[Exercise]] [[wisdom]] with [[Oracle|minor oracularities]] if your [[conduct]]s don't allow much else.
 
  
 
== Encyclopedia entry (for "gold") ==
 
== Encyclopedia entry (for "gold") ==
 
{{encyclopedia|
 
{{encyclopedia|
A metal of characteristic yellow colour, the most precious
+
A metal of characteristic yellow colour, the most precious metal used as a common commercial medium of exchange.  Symbol, Au; at. no. 79; at. wt. 197.2.  It is the most malleable and ductile of all metals, and very heavy (sp. gr., 19.3). It is quite unalterable by heat, moisture, and most corrosive agents, and therefore well suited for its use in coin and jewelry.
metal used as a common commercial medium of exchange.  Symbol,
 
Au; at. no. 79; at. wt. 197.2.  It is the most malleable
 
and ductile of all metals, and very heavy (sp. gr., 19.3).
 
It is quite unalterable by heat, moisture, and most
 
corrosive agents, and therefore well suited for its use in
 
coin and jewelry.
 
 
|[ Webster's New International Dictionary
 
|[ Webster's New International Dictionary
 
                           of the English Language, Second Edition ]
 
                           of the English Language, Second Edition ]
 
}}
 
}}
 
[[Category:Items]]
 
[[Category:Items]]
 +
{{nethack-364}}

Latest revision as of 11:41, 28 January 2024

$ Gold piece.png
Name gold piece
Appearance gold piece
Base price 1 zm
Weight 0.01
For the material, see gold (material).

A zorkmid is a single unit of currency. A gold piece, $, is the coinage used and has the value of 1 zorkmid. Gold is used to buy items from shops, and is also used for other similar transactions, such as buying intrinsic protection and other benefits from the Minetown priest or consultations from the Oracle; dropping gold on any of the tiles of a shop will establish credit in that shop only.

Gold pieces are a special type of object: they have weight and take up an inventory slot when dropping items, but have no BUC status. The inventory slot they occupy is represented by their symbol is $; the abbreviations zm and zk are sometimes appended to a number as a currency symbol. When referred to while you are hallucinating, they are referred to by various other names.

A gold piece weighs 0.01 aum (arbitrary units of measure); since these units have no formal name, it is common to consider 100 gold pieces the base unit of weight. All weight figures given in spoilers and on this wiki are in units of 100 gold pieces.

Generation

Gold is an incredibly common sight in the Dungeons of Doom, and can be found on the floor, in containers and the inventory of other monsters; see the section below for more information regarding monster interactions with gold. Vaults containing gold are generated on some floors; Fort Ludios has a massive well-guarded repository of gold and can only be accessed through a vault portal. In addition, treasure zoos and leprechaun halls are generated with gold on most of their tiles, along with sleeping monsters on top of them.

Both the Healer and Tourist start with a significant amount of gold. Gold golems will leave behind a pile of gold upon death.

Gold and monsters

Monsters that love gold have a 15 chance of being generated with some in their inventory, and hostile gold lovers will try to pick up any gold they come across; this includes anything mimicking the appearance of gold, such as a mimic or a player who has eaten a mimic corpse. The amount of gold given is determined by die roll: the number of dice rolled is the current dungeon level, with the usual adjustments for players who are carrying the Amulet of Yendor or else in the endgame. If the monster already has some items in its inventory, a d5 is used; otherwise, the roll uses d10. A monster on dungeon level 10 with no items might get 10d10 zorkmids, whereas a monster on floor 20 with some items might get 20d5 zorkmids.

There are some exceptions to the above formula. Leprechauns always receive gold, and always roll a number of d30 equal to the dungeon level; aligned priests always get gold and receive 20–29 zorkmids. Another less exceptional case is an ordinary soldier - they will only be generated with gold 1/13 of the time.

Strategy

Acquiring a decent amount of gold is usually an early-game objective for most players in order to purchase items from shops. Accordingly, collecting gold becomes less urgent once the player has assembled a solid enough kit to progress further into the game and can reliably obtain more items by killing monsters, polypiling, sacrifice, etc. Some players may then opt to buy protection at a later point; gold is sometimes put to more unorthodox uses, which are mentioned alongside the more common and general uses below.

Shops

Gold can be used to pacify angry shopkeepers, e.g. in the event of accidental theft; see their article for more information. In Minetown, pacifying an angry shopkeeper will also pacify Minetown's watchmen if they are angry at you; this is commonly done by stealing a cheap item or a single piece of gold.

Credit cloning is a means of taking the shopkeeper's gold using your own gold; specifically, this is done by dropping your gold or a container with your gold in it to establish credit, then using your pet or a gold-loving monster to steal it back from the shop. You can then retrieve the gold and keep your store credit. See that article for more detailed information.

One consistently applicable use for gold in shops is detecting hidden mimics: throwing projectiles and other items in shops will automatically sell them, and no player enjoys having to buy back their valuable stack of daggers or darts. Searching can uncover mimics easily, but will also result in the larger ones sticking to you; throwing a single gold piece in the direction of a suspected mimic will reveal it safely, and the gold will simply give you store credit.

Temple priests

If you chat with a peaceful temple priest while carrying gold in your open inventory, the priest will prompt you for a contribution to the temple. Donating a specific amount of gold to them can net several beneficial effects, such as the aforementioned protection or alignment points; see that article for more information specific to donations.

Bribery

Main article: Bribe

In addition to shopkeepers, some monsters, specifically unique demons and Yendorian Army soldiers, may accept bribes of gold to leave the player alone, turning them peaceful.

Combat

Some gold-loving monsters such as leprechauns and orcs can potentially be distracted by thrown or strategically placed gold, potentially allowing you to distance yourself or escape from them in a pinch, or else positioning them to maximize damage from certain attacks, e.g. a rebounded magic missile. They can also be used to distract some hiding monsters, such as snakes and cave spiders.

Conducts

Pacifists can use gold to gain experience points and exercise wisdom by consulting the Oracle, and will want to obtain as much protection as they possibly can, as early as they can. They can also use it as a means of detecting monsters in dark corridors - it will produce the usual hit/miss messages without doing any actual damage.

Polypiling

Some players drop gold on top of piles used for polypiling to reduce the chance of creating a golem from other items; at the same time, too many gold objects in a pile may result in a gold golem.

Other uses

In addition to the above, players use gold pieces to:

Origin

The name "zorkmid" is a reference to the Infocom text adventure series, Zork; the zorkmid is the currency used by the monarchy of Quendor, and often carries a likeness of the seventh king of the Flathead dynasty, Lord Dimwit Flathead.

Messages

1 Zorkmid. 857 GUE. In Frobs we trust.
YAFM generated from selecting your gold in the read command's extended list.

See also

Encyclopedia entry (for "gold")

A metal of characteristic yellow colour, the most precious metal used as a common commercial medium of exchange. Symbol, Au; at. no. 79; at. wt. 197.2. It is the most malleable and ductile of all metals, and very heavy (sp. gr., 19.3). It is quite unalterable by heat, moisture, and most corrosive agents, and therefore well suited for its use in coin and jewelry.

[ Webster's New International Dictionary
                           of the English Language, Second Edition ]

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

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.