Difference between revisions of "Special room"

From NetHackWiki
Jump to navigation Jump to search
(Leprechaun hall: Link to new main article)
(Major change: Layout overhaul)
Line 3: Line 3:
 
{{otheruses||special rooms in UnNetHack|Special room (UnNetHack)}}
 
{{otheruses||special rooms in UnNetHack|Special room (UnNetHack)}}
 
{{otheruses||special rooms in dNetHack|Special room (dNetHack)}}
 
{{otheruses||special rooms in dNetHack|Special room (dNetHack)}}
{{tocright}}
 
 
A '''special room''' is different from the normal rooms of the randomly-generated [[dungeon]]. For example, it might contain a shop or a collection of monsters. They only appear in random rooms-and-corridors levels in the [[Dungeons of Doom]], not in mazes or cavern levels.
 
A '''special room''' is different from the normal rooms of the randomly-generated [[dungeon]]. For example, it might contain a shop or a collection of monsters. They only appear in random rooms-and-corridors levels in the [[Dungeons of Doom]], not in mazes or cavern levels.
  
This list might be incomplete.
+
NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|src/mklev.c|770|version=NetHack 3.6.6}}
  
==Shops==
+
Vaults are an exception: they are generated independently of other special rooms.{{refsrc|src/mklev.c|730|version=NetHack 3.6.6}}
{{main|Shop}}
 
  
Shops contain a [[shopkeeper]], an assortment of items, and allow you to buy and sell items. There is at least one guaranteed shop in [[Minetown]]. Shops will only be created in rooms with exactly one entrance (and no closets or special features), and are thus usually found at the left or right periphery of the map.
+
{|class="prettytable"
 
+
! Name !! Min [[Dungeon Level|DL]] !! Frequency !! Generation restrictions
====Frequency====
+
|-
(3/DL, DL 2+, not below Medusa, suitable room - note that this always tries to produce shops on levels 2 and 3, although they will only be created if there is a suitable room)
+
| [[Shop]] || 2 || 3/DL || Must be above [[Medusa's Island]]{{refsrc|src/mklev.c|760|version=NetHack 3.6.6}}, room must have 1 door and no stairs
 
+
|-
====Messages====
+
| [[Throne room]] || 5 || 1/6 ||
* "You hear someone cursing shoplifters."
+
|-
* "You hear the chime of a cash register."
+
| [[Leprechaun hall]] || 6 || 1/8 || [[Leprechaun]]s not [[genocide]]d/[[extinct]]{{refsrc|src/mklev.c|766|version=NetHack 3.6.6}}
* "You hear Neiman and Marcus arguing!" (hallucinating)
+
|-
* "Welcome to <shopkeeper>'s <merchandise> store!" (entering)
+
| [[Zoo]] || 7 || 1/7 ||
* "Hello, <[[player]]>! Welcome again to <shopkeeper>'s <merchandise> store!" (entering previously visited shop)
+
|-
* "This shop appears to be deserted." (entering, no shopkeeper)
+
| [[Temple]] || 9 || 1/5 ||
 
+
|-
==Throne rooms==
+
| [[Beehive]] || 10 || 1/5 || [[Killer bee]]s not genocided/extinct{{refsrc|src/mklev.c|773|version=NetHack 3.6.6}}
 
+
|-
{{main|Throne room}}
+
| [[Graveyard]] || 12 || 1/6 ||
 
+
|-
Throne rooms contain an assortment of monsters, a [[throne]], and a [[chest]]. The monsters are always generated hostile.{{refsrc|mkroom.c|306}} There is a guaranteed throne room in [[Fort Ludios]] (if the Fort is generated at all). There are also guaranteed thrones in the [[Castle]] and in [[Vlad's Tower|Vlad's tower]]; however, the rooms they are located in are not considered throne rooms.
+
| [[Anthole]] || 13 || 1/8 || [[Ant]]s not genocided/extinct{{refsrc|src/mklev.c|777|version=NetHack 3.6.6}}{{refsrc|src/mkroom.c|484|version=NetHack 3.6.6}}
 
+
|-
[[Throne room monster]]s are [[dragon]]s (on level 15+), [[giant]]s (13+), [[troll]]s (10+), [[centaur]]s (6+), [[orc (monster class)|orc]]s, [[bugbear]]s, [[hobgoblin]]s, [[gnome]]s and [[kobold]]s.{{reffunc|mkroom.c|courtmon}} Deeper levels are skewed to harder monsters. The limits for ordinary random monsters (based on the average of your and the dungeon floor's level) do not apply. Extinct or genocided monsters will be replaced with ordinary random monsters.
+
| [[Barracks]] || 15 || 1/4 || [[Soldier]]s not extinct{{refsrc|src/mklev.c|780|version=NetHack 3.6.6}}
 
+
|-
====Frequency====
+
| [[Swamp]] || 16 || 1/6 ||
(1/6, DL 5+)
+
|-
 
+
| [[Cockatrice nest]] || 17 || 1/8 || [[Cockatrice]]s not genocided/extinct{{refsrc|src/mklev.c|785|version=NetHack 3.6.6}}
====Messages====
+
|-
* "You hear the tones of courtly conversation."
+
| [[Vault]]s ||  ||  || (Generated independently of other special rooms)
* "You hear a sceptre pounded in judgment."
+
|}
* "Someone shouts "Off with <his/her> head!""
 
* "You hear Queen Beruthiel's cats!" (hallucinating)
 
* "You enter an opulent throne room!" (entering)
 
 
 
==Leprechaun hall==
 
{{main|Leprechaun hall}}
 
 
 
Filled with sleeping [[leprechaun]]s and gold.
 
 
 
====Frequency====
 
(1/8, DL 6+, leprechauns not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a leprechaun hall!" (entering)
 
 
 
==Treasure zoo==
 
 
 
{{main|Zoo}}
 
 
 
Filled with random monsters, and a small pile of gold on every square. There are guaranteed treasure zoos at the top of [[Sokoban]], in the second level of the [[Wizard's Tower]], and in [[Fort Ludios]].
 
 
 
====Frequency====
 
(1/7, DL 7+)
 
 
 
====Messages====
 
* "You hear a sound reminiscent of an elephant stepping on a peanut."
 
* "You hear a sound reminiscent of a seal barking."
 
* "You hear Doctor Dolittle!" (hallucinating)
 
* "Welcome to David's treasure zoo!" (entering)
 
 
 
==Temples==
 
{{main|Temple}}
 
 
 
An [[altar]] with a [[Aligned priest|priest]] tending it is a temple. If the priest and altar are [[alignment|co-aligned]] with you and your alignment record is good enough, the temple is a [[sanctuary]]. If a temple's resident priest dies or is otherwise removed from the room, the temple becomes desecrated; every time you enter a desecrated temple, there is 1/5 chance of "an enormous ghost" appearing next to you, paralyzing you for three turns, and then acting as an ordinary [[ghost]].{{refsrc|priest.c|384}} A desecrated temple cannot be restored; all desecrated temples that are generated normally (i.e. not in a bones file) will have the altar be unaligned if one is present.
 
 
 
====Frequency and alignment====
 
One temple is created with probability 1/5 from level 9 on in an ordinary rooms-and-corridors level in the main dungeon, provided it does not already have a shop, a throne room, a leprechaun hall or a zoo.{{refsrc|mklev.c|735}} There is an 80% chance the temple is the same alignment as its hosting [[dungeon branch]], the rest of the time it has 1/3 chance of each alignment.{{refsrc|mkroom.c|513}}{{refsrc|dungeon.c|1434}}
 
 
 
====Messages====
 
Since [[NetHack 3.6.0]], the following sounds can be heard if a priest is present whose alignment matches that of the altar: {{refsrc|src/sounds.c|241|version=NetHack 3.6.0|comment=Temple sounds}}
 
* "You hear someone praising ''<deity>''." (only if the priest can speak)
 
* "You hear someone beseeching ''<deity>''." (only if the priest can speak)
 
* "You hear an an animal carcass being offered in sacrifice." (only if you can't see the priest or altar)
 
* "You hear a strident plea for donations." (only if the priest can speak)
 
 
 
The following other messages are related to temples:
 
* "You have a forbidding feeling." (entering, temple desecrated or cross-aligned)
 
* "You have a strange forbidding feeling." (entering, alignment record -4 or lower)
 
* "You experience a sense of peace." (entering, alignment record 20 or higher)
 
* "You experience an unusual sense of peace." (entering, alignment record less than 20)
 
* "You have an eerie feeling..." (entering, no priest)
 
* "You feel like you are being watched." (entering, no priest)
 
* "A shiver runs down your <[[Body parts|spine]]>." (entering, no priest)
 
 
 
==Beehive==
 
{{main|Beehive}}
 
 
 
Beehives contain [[killer bee]]s and one [[queen bee]]. Roughly 1/3 of the squares will contain [[royal jelly]]. All residents are asleep when the room is generated.
 
 
 
====Frequency====
 
(1/5, DL 10+, killer bees not genocided/extinct)
 
 
 
====Message====
 
* "You hear a low buzzing."
 
* "You hear an angry drone."
 
* "You hear bees in your bonnet!" (hallucinating, wearing helmet)
 
* "You hear bees in your (nonexistent) bonnet!" (hallucinating, no helmet)
 
* "You enter a giant beehive!" (entering)
 
 
 
==Graveyard==
 
{{main|Graveyard}}
 
 
 
Also called ''crypts'' or ''morgues''. Contains [[undead]], [[demon]]s, corpses, chests, boxes and [[grave]]s. This is one of the few times [[demon|major demons]] will be randomly generated outside [[Gehennom]]. The chance any given monster is a demon is ([[dungeon level]] - 11)/(10* [[dungeon level]]).{{refsrc|mkroom.c|416}}  The [[Valley of the Dead]] contains three graveyards, though they are cavernous areas rather than rooms in the usual sense. The lair of [[Orcus]] also has a graveyard.
 
 
 
On levels containing graveyards, undead creatures are less likely to leave corpses{{refsrc|mon.c|26}} (1/9 as likely if killed by you, and 1/3 if otherwise).<ref>http://www.steelypips.org/nethack/343/mon2-343.html</ref> This includes [[wraiths]], whose corpses are highly desirable. Some players lure wraiths away from graveyard levels before killing them. Note that the [[Castle]] is considered a graveyard level, making luring wraiths up from the Valley of the Dead more difficult.
 
 
 
An exhaustive list of graveyard levels is:
 
* Any rooms-and-corridor level with a randomly created graveyard room
 
* Special levels with graveyards: the [[Valley of the Dead]], [[Orcus-town]], [[Moloch's Sanctum]], the three special levels in the [[tourist quest]], and all levels of the [[priest quest]].
 
* The [[Castle]], and the top and bottom levels of the [[Wizard of Yendor's Tower]].<!--[[Fort Ludios]] is unset in mkmaze.c-->
 
* Levels on which you have summoned [[undead]] with the cursed [[Book of the Dead]] or [[Bell of Opening]].
 
 
 
A [[headstone]] alone does not mark a level as a graveyard; nor do [[bones]].
 
 
 
====Frequency====
 
(1/6, DL 12+)
 
 
 
====Messages====
 
* "You suddenly realize it is unnaturally quiet."
 
* "The <hair> on the back of your <neck> stands up."
 
* "The <hair> on your <head> seems to stand up." (hallucinating)
 
* "You have an uncanny feeling..." (time of entrance is between 01:00 and 23:59)
 
* "<Run> away! <Run> away!" (time of entrance is between 00:00 and 00:59). Note that undead deal twice normal damage between these times.{{refsrc|mhitu.c|907}}
 
 
 
==Anthole==
 
 
 
Filled with [[food]] items and either [[soldier ant]]s, [[giant ant]]s, or [[fire ant]]s. The ants will be sleeping if nothing has woken them. If ants are extinct, they will be replaced with random monsters. Even if the random monsters are extinct, they will still appear in the anthole.
 
 
 
====Frequency====
 
(1/8, DL 13+)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter an anthole!" (entering)
 
 
 
==Barracks==
 
{{main|Barracks}}
 
 
 
Filled with either [[Yendorian_army|soldiers]], sergeants, lieutenants or captains, depending on depth. There are guaranteed barracks in the [[castle]] and in [[Fort Ludios]]. Contains chests or boxes (created on roughly 1/20 of squares).
 
 
 
The occupants will be asleep if nothing has woken them; Fort Ludios soldiers will automatically awaken when you enter the level.
 
 
 
====Frequency====
 
(1/4, DL 15+, soldiers not genocided/extinct)
 
 
 
====Messages====
 
* "You hear blades being honed."
 
* "You hear loud snoring."
 
* "You hear dice being thrown."
 
* "You hear General MacArthur!" (hallucinating)
 
* "You enter a military barracks!" (entering)
 
* "You enter an abandoned barracks." (entering, empty)
 
 
 
==Swamp==
 
{{main|Swamp}}
 
 
 
Swamp rooms occur together: up to 5 rooms on a level may be swamps, with a checkered pattern of [[pool]]s of water containing [[sea monster]]s. Various [[fungi]] are generated on some of the land spaces.
 
 
 
You can easily guess the presence of hidden doors in swamps, because of the absence of water pools near the door. Very small swamp rooms can generate just one water pool, easily mistaken for a [[fountain]], so be careful.
 
 
 
====Frequency====
 
(1/6, DL 16+)
 
 
 
This room has been known to very rarely appear between Medusa's level and the Castle.
 
 
 
====Messages====
 
* "You hear mosquitoes!"
 
* "You smell marsh gas!"
 
* "You hear Donald Duck!" (hallucinating)
 
* "It looks rather muddy down here." (entering)
 
* "It feels rather humid down here." (entering, blind)
 
 
 
==Cockatrice nest==
 
{{main|Cockatrice nest}}
 
 
 
Cockatrice nests contain sleeping [[cockatrice]]s, along with [[statue]]s of player-monsters (created on roughly 1/3 of squares) containing up to four random items.
 
 
 
====Frequency====
 
(1/8, DL 17+, cockatrices not genocided/extinct)
 
 
 
====Messages====
 
No level sounds.
 
* "You enter a disgusting nest!" (entering)
 
 
 
==Vaults==
 
 
 
{{main|Vault}}
 
 
 
Vaults are 2x2 rooms (4x4 including external walls) with gold on each of the empty squares. Tunnels are not generated to them so you will either have to dig to reach them, or fall through a trap door and land inside. Landing inside a vault without a pickaxe to escape with can be remedied by waiting for the guard to escort you outside.
 
 
 
Levels with vaults might contain a room with a square marked "ad aerarium" (Latin: ''to the treasury'') written in the dust. If you [[search]] long enough on such a square you will find a hidden door, behind which there may be a teleport trap. If there is a teleport trap, it will take you into the vault (unless you are magic resistant; you can press Control-T to use the trap while standing on it if this is the case). The trap disappears once used; you will have to escape the vault on your own.
 
 
 
On deeper levels, the "ad aerarium" message may have a [[level teleport trap]] generated [[Closet|behind it]] instead of a [[vault teleporter]].
 
 
 
====Frequency====
 
(independent approximately 35% chance)
 
 
 
====Messages====
 
* "You hear the footsteps of a guard on patrol."
 
* "You hear Ebenezer Scrooge!" (hallucinating)
 
* "You hear someone searching." (looted)
 
* "You hear someone counting money." (unlooted)
 
* "You hear the quarterback calling the play." (unlooted, hallucinating)
 
  
 
== References ==
 
== References ==
Line 219: Line 43:
 
* More information at http://www.steelypips.org/nethack/343/room-343.html
 
* More information at http://www.steelypips.org/nethack/343/room-343.html
  
{{stub|TODO:Design more readable layout, and finish transferring individual room info from the DOD spoiler linked above.}}
+
{{nethack-366}}
 
 
{{DOD}}
 
 
 
{{nethack-343}}
 
 
[[Category:Special rooms| ]]
 
[[Category:Special rooms| ]]

Revision as of 21:12, 4 July 2020

Not to be confused with themed room.
For special rooms in SLASH'EM, see Special room (SLASH'EM).
For special rooms in UnNetHack, see Special room (UnNetHack).
For special rooms in dNetHack, see Special room (dNetHack).

A special room is different from the normal rooms of the randomly-generated dungeon. For example, it might contain a shop or a collection of monsters. They only appear in random rooms-and-corridors levels in the Dungeons of Doom, not in mazes or cavern levels.

NetHack attempts to generate most special rooms in the order they appear in the below table. Rooms lower on the table can only be generated if all rooms higher on the table failed to generate. For example, a temple is created with probability 1/5 from level 9 onwards in an ordinary rooms-and-corridors level in the main dungeon, provided the level does not already have a shop, a throne room, a leprechaun hall or a zoo.[1]

Vaults are an exception: they are generated independently of other special rooms.[2]

Name Min DL Frequency Generation restrictions
Shop 2 3/DL Must be above Medusa's Island[3], room must have 1 door and no stairs
Throne room 5 1/6
Leprechaun hall 6 1/8 Leprechauns not genocided/extinct[4]
Zoo 7 1/7
Temple 9 1/5
Beehive 10 1/5 Killer bees not genocided/extinct[5]
Graveyard 12 1/6
Anthole 13 1/8 Ants not genocided/extinct[6][7]
Barracks 15 1/4 Soldiers not extinct[8]
Swamp 16 1/6
Cockatrice nest 17 1/8 Cockatrices not genocided/extinct[9]
Vaults (Generated independently of other special rooms)

References

External links