Difference between revisions of "Armor"

From NetHackWiki
Jump to navigation Jump to search
(probabilities for random armor)
(Strategy)
Line 321: Line 321:
 
*[[Gauntlets of power]] for combat; [[gauntlets of dexterity]] for spellcaster.
 
*[[Gauntlets of power]] for combat; [[gauntlets of dexterity]] for spellcaster.
 
*[[Speed boots]] or [[jumping boots]]; [[water walking boots]] in a [[bag]].
 
*[[Speed boots]] or [[jumping boots]]; [[water walking boots]] in a [[bag]].
 +
 +
== Losing your armor ==
 +
 +
Since armor is neccessary for survival, and it takes lot of efforts to obtain a good armor, losing it can be very painful.  There are several ways you can lose your armor.
 +
 +
=== Polymorph ===
 +
 +
If you polymorph into something Large or bigger, or a non-[[humanoid]] Medium or bigger, or a [[winged gargoyle]] or [[marilith]] (wings and extra arms don't fit), your torso armor ([[body armor]], a [[shirt]] and/or a [[cloak]]) will burst apart forever.
 +
 +
As an exception, if you polymorph into a dragon while wearing dragon scale mail (or dragon scales) of the same color, it will not burst apart.  Instead, it will merge into your scales. When you return to your original form, you will get it back.  If enchanced above +3, it may evaporate when you return to your original form.  Your shirt and cloak will tear as usual. See [[Dragon_scale_mail#Polymorph]] for more information.
 +
 +
Besides, if you polymorph into a [[whirly]] monster (all v's and [[air elemental]]), your torso armor will not tear even though all whirly mosters are Huge.
 +
 +
There are several ways to polymorph into one of these monsters involuntarily.
 +
 +
==== Polymorp trap ====
 +
 +
Stepping onto polymorph trap will randomly polymorph you, which may tear your torso armor.  There are several ways to prevent this:
 +
* [[Gray dragon scale mail]], [[cloak of magic resistance]], and [[Magic_resistance#Obtaining|some quest artifacts]] provide magic resistance, which protects you from polymorph traps, some other traps, and many other forms of magic.
 +
* Wearing [[amulet of unchanging]] prevents you from changing your current form by polymorph or other means, and also protects you from being slimed.
 +
* [[Ring of polymorph control]]. If you step on a polymorph trap while having [[polymorph control]], you are asked to what monster you want to polymorph. Type [[gargoyle]] (not [[winged gargoyle]]), or any other monster which can wear any armor (see [[Polymorph_control#Good choices for self polymorph]]).
 +
* Wearing any dragon scale mail or dragon scales, no shirt, and no precious cloak. If you step on a polymorph trap while wearing dragon scale mail or dragon scales, you will be polymorphed to the dragon of same color, you dragon scale mail will merge into your skin, and it will be restored when you become your original form.  But beware of stepping onto another polymorph trap while being a dragon. In that case, you will be polymorphed to a random monster, which may destroy your body armor.
 +
* There are no polymorph traps on levels 1-7.
 +
 +
==== Lycantropy from a werewolf ====
 +
 +
If you get lycantropy from werewolves (not wererats or werejackals), you will turn to a wolf from time to time, which would tear your torso armor. Magic resistance does not help.
 +
* When attacked by a werewolf, be attentive to the message "you feel feverish", meaning you got lycantropy. If you did, cure it with prayer or quaffing holy water.
 +
* Never eat any werecreatures.
 +
* If you got lycantropy from a werewolf, [[amulet of unchanging]] will block the polymorph as long as you are wearing it.
 +
* If you have [[polymorph control]], you will be asked whether you want to polymorph into a wolf. Answer no.
 +
* As a last resort, you may remove any precious torso armor before you polymorph into a wolf.
 +
 +
==== Quaffing a potion of polymorph control ====
 +
 +
Never quaff any unknown potion before dipping something polymorphable into it. The best objects to dip are [[dart]]s, [[arrow]]s (any kind), [[shuriken]]s, and [[crossbow bolt]]s, as these identify many types of potions (polymorph, sickness, oil, acid). Since these can be destroyed or damaged by dipping, you may want to dip just one object, or dip objects which are not very useful.
 +
 +
However, you may quaff the potion of polymorph while wearing [[amulet of unchanging]] or [[ring of polymorph control]].
 +
 +
=== Scroll of destroy armor ===
 +
 +
Before reading an unknown scroll which can be a scroll of destroy armor, protect your shirt and body armor with a cloak which you can afford to lose, and make sure you don't wear precious shield, helm, boots, or gloves.
 +
 +
=== Scroll of enchant armor ===
 +
 +
Don't read one if any of your outermost armor is enchanted beyond +3.
 +
 +
=== Liches, golden nagas, and nalfeshnee ===
 +
 +
All [[lich]]es and [[golden naga]]s are able to cast a spell of [[Destroy armor (monster spell)|destroy armor]]. Its effects are same as a [[scroll of destroy armor]].
 +
 +
There are several ways to prevent it.
 +
* Magic resistance (from [[gray dragon scale mail]], [[cloak of magic resistance]], and [[Magic_resistance#Obtaining|some quest artifacts]]) completely nullifies the spell effects.
 +
* [[Cancellation|Cancelled]] monster cannot cast any spells.
 +
* It is a good idea to genocide all liches.
 +
* You may want to protect your body armor and shirt by a cloak you can afford to lose.
 +
* If a monster is confused, the spell has lower chances to succeed (see [[monster spell]] for more information).
 +
 +
=== Wide range disintegration beam ===
 +
 +
[[Wide-angle disintegration beam]] may happen when a god [[Anger#smite|smites]] you because you angered him a alot. It often happens when you anger different god than yours, e.g. by praying while in [[Gehennom]]. At first, the god would strike you with a lightning bolt from the heavens, killing you unless you have have [[shock resistance]], [[reflection]], [[life saving]], or are engulfed by a monster (then it would kill the engulfing monster instead, unless it is [[shock resistance|shock resistant]]).  If you survive, the god will follow up with a wide-angle disintegration beam.  If you are still engulfed, the beam would hit the monster instead of you.  Otherwise, the beam will strike you. First, your shield, cloak, and body armor will be disintegrated, unless they provide reflection or disintegration resistance. Then, if you are wearing a shirt and no body armor or cloak, it will be disintegrated (a shirt worn under silver dragon scale mail, for example, would not be disintegrated). Finally, unless you have disintegration resistance, you will die. Reflection would not save you.
 +
 +
To prevent this, don't anger gods. In particular, never pray or sacrifice in Gehennom (including [[Valley of the Dead]] but not [[Vlad's Tower]]), and never sacrifice on [[high altar]]s of alignment other than your own.
 +
 +
==== Blast of disintegration from black or chromatic dragons ====
 +
 +
Black dragons, and the Chromatic Dragon, Caveman's quest nemesis, are able to hit with blast of disintegration.
 +
 +
If a dragon's blast of [[disintegration]] hits you or a monster, and you/it are neither resistant nor reflecting, it will destroy:{{refsrc|src/zap.c|3593|version=NetHack 3.6.0}}{{refsrc|src/zap.c|3450|version=NetHack 3.6.0}}
 +
# worn [[shield]], otherwise:
 +
# worn [[body armor]], (plus worn [[cloak]]), otherwise:
 +
# [[instadeath|you/it]] (plus worn cloak and worn [[shirt]], and in case of monster, with some probability, each inventory item<ref>[[Source:NetHack_3.6.0/src/zap.c#line3768]]</ref>). An [[amulet of life saving]], if worn, will revive you/it, except if the monster is [[nonliving]]. The latter case can only arise if a living monster wearing an amulet is subsequently polymorphed.
 +
 +
Unless you have [[reflection]] or [[disintegration resistance]], avoid black dragons and Chromatic Dragon.
  
 
==UnNetHack==
 
==UnNetHack==

Revision as of 22:54, 20 April 2019

Armor is an important concern for the hero entering the dungeon and is one of the primary things between you and death. Wearing armor will improve your armor class, reducing it by the amount shown in the "AC" column in the table below. Some types of armor may also provide "magic cancellation", as shown in the "MC" column below. There are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Some armor items reduce your ability to cast spells successfully, particularly shields and metal suits.

BUC

If you put on cursed armor, or if it is cursed while you are wearing it, you will be unable to take it off (the item will be identified as cursed when you try to remove it). Cursed gloves will also prevent you from putting on or removing rings. A cursed suit of body armor prevents you from unequipping shirts, and a cursed cloak prevents you from unequipping suits and shirts.

The inconvenience of cursed armor is amplified by the fact that armor generated cursed often also has negative enchantment. This is why it is a good idea to check the BUC of a piece of armor before wearing it.

The effects of blessed armor are minor. Blessed armor is more resistant to curses, because it must be made unblessed before it can become cursed. Blessed armor also has a chance of resisting some sources of erosion. Further, armor generated blessed has a higher chance of an enchantment.

Blessings and curses do not affect the magical abilities of most pieces of armor. A notable exception is a cursed oilskin cloak, which will only protect you from grabbing attacks 2/3 of the time. Similarly, any grease present on cursed armor will only prevent grabbing or mind-flaying attacks 2/3 of the time.

Most randomly generated armor is generated 12.31% cursed, 78.96% uncursed, 8.72% blessed. Four items (helm of opposite alignment, gauntlets of fumbling, fumble boots, and levitation boots) are generated 90.45% cursed, 8.6% uncursed, 0.95% blessed.[1]

The following table shows with what probability a piece of armor (not one of the above mentioned) with a given BUC status has a certain enchantment level. Levels 6 through 10 are unlocked as one's experience level rises, but anything exceeding 4 is rare.

+0 +1 +2 +3 +4 >4
Blessed 47.37% 35.09% 7.81% 0.58% 0.01% 0.0001761%
Uncursed 94.19% 3.88% 0.86% 0.06% 0.0015654% 0.0000194%
+0 -1 -2 -3 -4 <-4
Cursed 33.55% 44.3% 14.77% 1.09% 0.016406218% 0.0002501%

Monsters (pets) and armor

Some types of monsters can wear armor and profit from a subset of its magical capabilities.[2] Pets are of main interest here.

  • If a monster is polymorphed while wearing dragon scale (mail), it will always turn into the appropriately colored dragon. Since polymorphing is permanent in NetHack, the armor is lost.

Monsters know armor enchantment and will switch to maximize total armor value, taking into account the base AC an item confers, the enchantment, and erosion, but not the BUC status.[3][4] Non-fast monsters will prefer speed boots to any other boots.[5]. However, tame monsters do not pick up any cursed objects.

Table of Armor and Properties

Name Cost Weight AC Weight per AC (+0) Weight per AC (+5) Material Effect MC Prob[6] (‰) Magical Appearance
Shirts
Hawaiian shirt 3 5 0 Infinite 1 cloth Shop 8 --
T-shirt 2 5 0 Infinite 1 cloth Shop 2 --
Suits
leather jacket 10 30 1 30 5 leather 12 --
leather armor 5 150 2 75 21 leather 1 82 --
orcish ring mail 80 250 2 125 36 iron 1 20 crude ring mail
studded leather armor 15 200 3 67 25 leather 1 72 --
ring mail 100 250 3 83 iron 1 72 --
scale mail 45 250 4 63 iron 1 72 --
orcish chain mail 75 300 4 75 iron 1 20 crude chain mail
chain mail 75 300 5 60 iron 1 72 --
elven mithril-coat 240 150 5 30 mithril 2 15 --
splint mail 80 400 6 67 iron 1 62 --
banded mail 90 350 6 58 iron 1 72 --
dwarvish mithril-coat 240 150 6 25 mithril 2 10 --
bronze plate mail 400 450 6 75 copper 1 25 --
plate mail (tanko) 600 450 7 64 iron 2 44 --
crystal plate mail 820 450 7 64 glass 2 10 --
Dragon Suits
dragon scales 500 40 3 13 dragon Resist% -- --
dragon scale mail 900 40 9 4 dragon Resist% -- Yes --
Cloaks
mummy wrapping 2 3 0 Infinite cloth Vis 1 -- --
orcish cloak 40 10 0 Infinite cloth 1 8 coarse mantelet
dwarvish cloak 50 10 0 Infinite cloth 1 8 hooded cloak
leather cloak 40 15 1 15 leather 1 8 --
cloak of displacement 50 10 1 10 cloth Displ 1 10 Yes *piece of cloth
oilskin cloak 50 10 1 10 cloth Water 2 8 slippery cloak
alchemy smock 50 10 1 10 cloth Poi+Acd 1 9 Yes apron
cloak of invisibility 60 10 1 10 cloth Invis 1 10 Yes *opera cloak
cloak of magic resistance 60 10 1 10 cloth Magic 1 2 Yes *ornamental cope
elven cloak 60 10 1 10 cloth Stealth 1 8 Yes faded pall
robe 50 15 2 8 cloth Spell 2 3 Yes --
cloak of protection 50 10 3 3 cloth Prot 3 9 Yes *tattered cape
Helms
fedora 1 3 0 Infinite cloth -- --
dunce cap 1 4 0 Infinite cloth Stupid 3 Yes conical hat
cornuthaum 80 4 0 Infinite cloth Clair 1 3 Yes conical hat
dented pot 8 10 1 10 iron 2 --
elven leather helm 8 3 1 3 leather 6 leather hat
helmet (kabuto) 10 30 1 30 iron 10 *plumed helmet
orcish helm 10 30 1 30 iron 6 iron skull cap
helm of brilliance 50 50 1 50 iron Int+Wis 6 Yes *etched helmet
helm of opposite alignment 50 50 1 50 iron Align 6 Yes *crested helmet
helm of telepathy 50 50 1 50 iron ESP 2 Yes *visored helmet
dwarvish iron helm 20 40 2 20 iron 6 hard hat
Gloves
leather gloves (yugake) 8 10 1 10 leather 16 *old gloves
gauntlets of dexterity 50 10 1 10 leather Dex 8 Yes *padded gloves
gauntlets of fumbling 50 10 1 10 leather Fumble 8 Yes *riding gloves
gauntlets of power 50 30 1 30 iron Str 8 Yes *fencing gloves
Shields
small shield 3 30 1 30 wood 6 --
orcish shield 7 50 1 50 iron 2 red-eyed
Uruk-hai shield 7 50 1 50 iron 2 white-handed
elven shield 7 40 2 20 wood 2 blue and green
dwarvish roundshield 10 100 2 50 iron 4 large round
large shield 10 100 2 50 iron 7 --
shield of reflection 50 50 2 25 silver Reflect 3 Yes polished silver
Boots
low boots 8 10 1 10 leather 25 walking shoes
elven boots 8 15 1 15 leather Stlth 12 Yes *mud boots
kicking boots 8 50 1 50 iron Kick 12 Yes *buckled boots
fumble boots 30 20 1 20 leather Fumble 12 Yes *riding boots
levitation boots 30 15 1 15 leather Lev 12 Yes *snow boots
jumping boots 50 20 1 20 leather Jump 12 Yes *hiking boots
speed boots 50 20 1 20 leather Speed 12 Yes *combat boots
water walking boots 50 20 1 20 leather WWalk 12 Yes *jungle boots
high boots 12 20 2 10 leather 15 jackboots
iron shoes 16 50 2 25 iron 7 hard shoes

Prior to NetHack 3.6.0, the kicking boots had a weight of 15.

Appearance

Those listed with an asterisk (*) are randomized within their armor category.
Boots with the appearance "snow boots" make ice act like normal terrain (but the Fumble armor property still happens at its normal rate).
Gloves and boots with the appearance "riding gloves" and "riding boots" give a (non-cumulative) bonus to the chance of successfully saddling a steed.
Helmets with the appearance "visored helmet" provide defence against the blinding attack of ravens and the spitting attack of cobras.

Materials

Material Erosion Hinders spellcasting?
bronze corroded yes
cloth burnt, rotten no
dragon hide - no
glass - no
iron rusty, corroded yes
leather burnt, rotten no
mithril - yes
silver - yes
wood burnt, rotten no

Effects

Acd Gives acid resistance.
Align Changes your alignment, removes protection, and auto-curses.
Clair A wizard gets clairvoyance and +1 charisma, but other characters have existing clairvoyance blocked and get -1 charisma.
Dex Adds armor's enchantment to your dexterity.
Displ Gives displacement.
ESP Gives telepathy.
Fumble You will occasionally fumble.
Int+Wis Adds armor's enchantment to your intelligence and wisdom.
Invis Gives invisibility.
Jump Gives jumping at will. The special restrictions for Knights do not apply while this item is worn.
Kick Kicking does additional damage, and grants martial arts bonuses.
Lev Causes levitation. Does NOT prevent you being drowned by monsters.
Magic Gives magic resistance. Does NOT affect magic cancellation.
Poison Gives poison resistance.
Reflect Gives reflection.
Resist% Dragon scales provide resistance according to the color of the dragon:
Shop If not covered by body armor or cloak, shopkeepers buy and sell at the same rate as inexperienced (level < 15) tourists (buy at 1/3 of and sell at 4/3 of the normal price).
Sleep Gives sleep resistance.
Speed Gives you the speed extrinsic, the same as a potion of speed or spell of haste self.
Spell Player spellcasting is more likely to succeed, and reduces the penalty for metallic armor.
Stealth Gives stealth.
Str Increases your strength to 25.
Stupid Your intelligence and wisdom are fixed at 6; auto-curses; shopkeepers buy and sell at the inexperienced Tourist rate.
Vis Overrides invisibility so you are again visible.
Water Protects metal body armor from rusting/corroding (1/3 chance of protection if cursed) and prevents grabbing attacks.
WWalk Allows you to walk on water. Does NOT prevent you being drowned by monsters.

The "magical" property some armor has is only important to polypiling: non-magical armor will tend to stay non-magical, and vice-versa.

Modifying armor class

See also: Scroll of enchant armor; Erosion

Enchantment increases (or decreases) the effective armor class (AC) bonus from wearing armor. Most armor will not be destroyed when enchanted beginning from +3. If a blessed scroll of enchant armor is used, then the new enchantment may reach +5. If only +4 is reached, the armor can be degraded to +3 with drain life magic or a disenchanter attack, and then an attempt made to enchant it again. Elven armor may be safely enchanted from +5, reaching up to +7. A wizard may also safely enchant a cornuthaum from +5. Attempting to enchant from higher enchantments has a high chance of destroying the item.

Eroded only affects the base AC and armor will still keep the full AC bonus from enchantment. Thus if enchantment scrolls are scarce, it is often better to use them to add enchantment than to erodeproof items, especially for items with low base AC.

Strategy

See also: Ascension kit

A careful selection of armor is part of the typical ascension kit. NetHack players may choose a combination of armor that conveys magic resistance, high magic cancellation, reflection, various intrinsics and bonuses, and, of course, high AC.

Losing your armor

Since armor is neccessary for survival, and it takes lot of efforts to obtain a good armor, losing it can be very painful. There are several ways you can lose your armor.

Polymorph

If you polymorph into something Large or bigger, or a non-humanoid Medium or bigger, or a winged gargoyle or marilith (wings and extra arms don't fit), your torso armor (body armor, a shirt and/or a cloak) will burst apart forever.

As an exception, if you polymorph into a dragon while wearing dragon scale mail (or dragon scales) of the same color, it will not burst apart. Instead, it will merge into your scales. When you return to your original form, you will get it back. If enchanced above +3, it may evaporate when you return to your original form. Your shirt and cloak will tear as usual. See Dragon_scale_mail#Polymorph for more information.

Besides, if you polymorph into a whirly monster (all v's and air elemental), your torso armor will not tear even though all whirly mosters are Huge.

There are several ways to polymorph into one of these monsters involuntarily.

Polymorp trap

Stepping onto polymorph trap will randomly polymorph you, which may tear your torso armor. There are several ways to prevent this:

  • Gray dragon scale mail, cloak of magic resistance, and some quest artifacts provide magic resistance, which protects you from polymorph traps, some other traps, and many other forms of magic.
  • Wearing amulet of unchanging prevents you from changing your current form by polymorph or other means, and also protects you from being slimed.
  • Ring of polymorph control. If you step on a polymorph trap while having polymorph control, you are asked to what monster you want to polymorph. Type gargoyle (not winged gargoyle), or any other monster which can wear any armor (see Polymorph_control#Good choices for self polymorph).
  • Wearing any dragon scale mail or dragon scales, no shirt, and no precious cloak. If you step on a polymorph trap while wearing dragon scale mail or dragon scales, you will be polymorphed to the dragon of same color, you dragon scale mail will merge into your skin, and it will be restored when you become your original form. But beware of stepping onto another polymorph trap while being a dragon. In that case, you will be polymorphed to a random monster, which may destroy your body armor.
  • There are no polymorph traps on levels 1-7.

Lycantropy from a werewolf

If you get lycantropy from werewolves (not wererats or werejackals), you will turn to a wolf from time to time, which would tear your torso armor. Magic resistance does not help.

  • When attacked by a werewolf, be attentive to the message "you feel feverish", meaning you got lycantropy. If you did, cure it with prayer or quaffing holy water.
  • Never eat any werecreatures.
  • If you got lycantropy from a werewolf, amulet of unchanging will block the polymorph as long as you are wearing it.
  • If you have polymorph control, you will be asked whether you want to polymorph into a wolf. Answer no.
  • As a last resort, you may remove any precious torso armor before you polymorph into a wolf.

Quaffing a potion of polymorph control

Never quaff any unknown potion before dipping something polymorphable into it. The best objects to dip are darts, arrows (any kind), shurikens, and crossbow bolts, as these identify many types of potions (polymorph, sickness, oil, acid). Since these can be destroyed or damaged by dipping, you may want to dip just one object, or dip objects which are not very useful.

However, you may quaff the potion of polymorph while wearing amulet of unchanging or ring of polymorph control.

Scroll of destroy armor

Before reading an unknown scroll which can be a scroll of destroy armor, protect your shirt and body armor with a cloak which you can afford to lose, and make sure you don't wear precious shield, helm, boots, or gloves.

Scroll of enchant armor

Don't read one if any of your outermost armor is enchanted beyond +3.

Liches, golden nagas, and nalfeshnee

All liches and golden nagas are able to cast a spell of destroy armor. Its effects are same as a scroll of destroy armor.

There are several ways to prevent it.

Wide range disintegration beam

Wide-angle disintegration beam may happen when a god smites you because you angered him a alot. It often happens when you anger different god than yours, e.g. by praying while in Gehennom. At first, the god would strike you with a lightning bolt from the heavens, killing you unless you have have shock resistance, reflection, life saving, or are engulfed by a monster (then it would kill the engulfing monster instead, unless it is shock resistant). If you survive, the god will follow up with a wide-angle disintegration beam. If you are still engulfed, the beam would hit the monster instead of you. Otherwise, the beam will strike you. First, your shield, cloak, and body armor will be disintegrated, unless they provide reflection or disintegration resistance. Then, if you are wearing a shirt and no body armor or cloak, it will be disintegrated (a shirt worn under silver dragon scale mail, for example, would not be disintegrated). Finally, unless you have disintegration resistance, you will die. Reflection would not save you.

To prevent this, don't anger gods. In particular, never pray or sacrifice in Gehennom (including Valley of the Dead but not Vlad's Tower), and never sacrifice on high altars of alignment other than your own.

Blast of disintegration from black or chromatic dragons

Black dragons, and the Chromatic Dragon, Caveman's quest nemesis, are able to hit with blast of disintegration.

If a dragon's blast of disintegration hits you or a monster, and you/it are neither resistant nor reflecting, it will destroy:[7][8]

  1. worn shield, otherwise:
  2. worn body armor, (plus worn cloak), otherwise:
  3. you/it (plus worn cloak and worn shirt, and in case of monster, with some probability, each inventory item[9]). An amulet of life saving, if worn, will revive you/it, except if the monster is nonliving. The latter case can only arise if a living monster wearing an amulet is subsequently polymorphed.

Unless you have reflection or disintegration resistance, avoid black dragons and Chromatic Dragon.

UnNetHack

UnNetHack adds new pieces of armor:

The names, colors, and breath types of dragons other than chromatic dragons are randomized. Scales from "glowing dragons" act as a light source, in addition to whatever resistance they confer.

Racial armor tracking is implemented. The number of pieces of equipment worn that are associated with your starting race is tracked as a conduct. Also, every worn piece of racial armor gives an extra point of AC.

SporkHack

SporkHack adds, including:

References

  1. mkobj.c in NetHack 3.4.3, line 550
  2. update_mon_intrinsics in worn.c
  3. worn.c in NetHack 3.6.0, line 571
  4. hack.h in NetHack 3.6.0, line 396
  5. worn.c in NetHack 3.6.0, line 939
  6. Probability of the object appearing when generating a random armor item. Mostly relevant for polypiling, since the majority of armor is generated as part of monster starting inventory, which does not respect these odds. Some items, notably dragon armor, cannot be generated randomly at all.
  7. src/zap.c in NetHack 3.6.0, line 3593
  8. src/zap.c in NetHack 3.6.0, line 3450
  9. Source:NetHack_3.6.0/src/zap.c#line3768


This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
  2. Any modifications to the spoiler must be acknowledged and credited.

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.