Difference between revisions of "User:Bluescreenofdeath/Techniques"

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* berserk:  
+
* berserk: Increases the damage done by the player's attacks for a period of time.
* kiii:  
+
* kiii: Increases the damage done by the player's attacks for a period of time.
* research:  
+
* research: Allows the player to identify items from their pack, with the chance of success depending on the sum of intelligence and wisdom.
* surgery:  
+
* surgery: If carrying a scalpel, allows the player to cure sickness or sliming, losing 5 HP (thankfully not max HP) in the process. Otherwise, it heals some lost hit points; if carrying a medical kit that has at least one bandage in it, the amount healed is much higher.
* reinforce memory:  
+
* reinforce memory: Requires the player to have an almost forgotten spell (less than 10% spell memory left but more than 0%), and adds 100% spell memory to it. Make sure to pay attention to messages telling you that you're about to forget a spell.
* missile flurry:  
+
* missile flurry: Allows the character to temporarily fire many more projectiles than usual from a bow, crossbow or sling. It only lasts for a short time, so it's best to already have the launcher equipped when using this.
* weapon practice:  
+
* weapon practice: The player practices with the wielded weapon, which trains the corresponding skill by a rather large amount and can also sometimes reveal the weapon's enchantment value. However, it lasts about 10 turns and can be interrupted, aborting the technique and putting it on timeout without actually training anything, so it's best to use it while there are no monsters around.
* eviscerate:  
+
* eviscerate: Requires the player to be bare-handed and not polymorphed, and temporarily increases the damage done with unarmed attacks.
* healing hands:  
+
* healing hands: Using it cures sickness or sliming, or if not suffering from those effects it heals some lost hit points.
* calm steed:  
+
* calm steed: Requires the player to be riding, and increases the steed's tameness.
* turn undead:  
+
* turn undead: See [[Turn undead]].
* vanish:  
+
* vanish: Temporarily makes the player very fast and invisible.
* cutthroat:  
+
* cutthroat: Requires a bladed weapon to be in the player's main hand, and allows a very powerful attack on an adjacent monster. If that monster has a head, there's a chance to instakill it.
* blessing:  
+
* blessing: The player can select an item in open inventory, which will go from cursed to uncursed, or from uncursed to blessed. SLEX's usual rules for manipulating stacks apply, so using this on a stack of 3 uncursed scrolls of enchant weapon for example only has a 1 in 3 chance of success.
* elemental fist:  
+
* elemental fist: The player's unarmed attacks deal additional elemental damage for a while.
* primal roar:  
+
* primal roar: Ups all of the player's pets to their next grown-up form, but only temporarily.
* liquid leap:  
+
* liquid leap: Allows the player to leap through iron bars or monsters. Passing through a monster that way will deal acid damage to it.
* critical strike:  
+
* critical strike: The player performs an extra-powerful attack against an adjacent monster. If that monster is humanoid, the effect will be strong, otherwise you will be "hampered by the differences in anatomy" and do less extra damage.
* sigil of control:  
+
* sigil of control: Allows the player to control ray spells' rebounds for a while, but costs some mana to use.
* sigil of tempest:  
+
* sigil of tempest: Allows the player's ray spells to create 3x3 explosions for a while, but costs some mana to use. The explosions can be controlled if sigil of control is in effect at the same time.
* sigil of discharge:  
+
* sigil of discharge: Allows the player's ray spells to work like vanilla NetHack's skilled fireball/cone of cold for a while, but costs some mana to use.
* raise zombies:  
+
* raise zombies: Has to be used while the player is adjacent to some corpses, which will be resurrected as tame zombies. You have to stand next to the corpses, not on them. To maximize the effect, have a corpse on each of the 8 adjacent squares.
* revivification:  
+
* revivification: Costs some health, but allows the player to revive a dead monster. The monster can then be tamed if it fails a resistance check; minotaur corpses are probably a good target since they have zero MR.
* ward against flame:  
+
* ward against flame: Gives temporary fire resistance.
* ward against ice:  
+
* ward against ice: Gives temporary cold resistance.
* ward against lightning:  
+
* ward against lightning: Gives temporary shock resistance.
* tinker:  
+
* tinker: The player tries to upgrade the currently wielded object, but it takes a long while and can be interrupted. One possible use is to try to transform an elven cloak into a cloak of magic resistance. [[Upgrading objects]] has more info.
* rage eruption:  
+
* rage eruption: The player's hit points are increased to a very high value for a while, but it will slowly bleed off to the original maximum.
* blink:  
+
* blink: Slows down the flow of time for a few turns, allowing the player to act faster in relation to the monsters.
* chi strike:  
+
* chi strike: Used for martial arts, and enhances the player's unarmed strikes with mana for a while. It ends if the player performs a melee attack while having no mana left.
* draw energy:  
+
* draw energy: Tries to draw energy (=Pw) from surrounding tiles for a while; standing next to thrones or altars gives the biggest boost, but it can be interrupted by monsters.
* chi healing:  
+
* chi healing: By using this, the player will temporarily heal HP rapidly but lose mana every turn. It ends if there is no mana left.
* disarm:  
+
* disarm: Learned by reaching skilled in a weapon, and requires the player to be wielding a weapon that is at least skilled. Then the player can try to disarm an adjacent foe, which can either knock their weapon away or destroy it outright.
* dazzle:  
+
* dazzle: The player fires a beam that can paralyze the first monster it hits, but higher-level monsters often resist.
* chained blitz:  
+
* chained blitz: Allows the player to use several martial arts-related techniques in a single turn, by entering a sequence of keys. The first move can be either a starter or a chain move, the last move can be a finisher or a chain move, and all the moves in between have to be chain moves. Maximum amount of moves that can be used at once is techlevel/5 rounded down.
* pummel:  
+
* pummel: Allows a bare-handed player character to strike several times in a single turn. Unlike SLASH'EM, this can be used while polymorphed in SLEX, where it's absurdly powerful because the player will get several hits with all of their polymorphed form's melee attacks, so e.g. a marilith can get up to 6*4=24 strikes per turn for massive damage. Combining this with chained blitz may allow the player to one-shot [[Demogorgon]].
* ground slam:  
+
* ground slam: Martial arts technique that slams the adjacent target into the ground, creating a crater (pit).
* air dash:  
+
* air dash: The player moves several squares in a single turn, but it has to be in a straight line.
* power surge:  
+
* power surge: The player's Pw is set to a very large amount, but slowly bleeds off to the original value. If the player's actual Pw is zero while it's still bleeding off, it harmlessly reduces the maximum Pw to the original maximum, so it can be a good strategy to cast as many spells as possible during the bleedoff period.
* spirit bomb:  
+
* spirit bomb: Martial arts technique that causes an explosion, the damage of which depends on the player's current Pw. This explosion CAN damage pets, contrary to what the spirit bomb article says, so be careful.
* draw blood:  
+
* draw blood: Mainly useful for vampires, this technique requires a medical kit with vials and fills one such vial to produce a potion of vampire blood. Unlike regular SLASH'EM, this doesn't always drain an experience level, but sometimes it does.
* world fall:  
+
* world fall: All non-boss monsters on the current dungeon level whose experience level isn't higher than the technique's level are killed. This includes pets, but the player doesn't get a penalty for murdering a pet if one is killed by using this technique. Higher-level monsters need to pass a resistance check or be killed as well.
* create ammo:  
+
* create ammo: Creates bullets. If the player is a Doom Marine, it can also make shotgun shells, blaster bolts, rockets or BFG ammo, but all non-bullet ammos have level requirements.
* poke ball:  
+
* poke ball: The player tries to tame an adjacent monster. If the monster is a pokemon, the chance of success is increased, and if the monster has the "petty" attribute, success is guaranteed. Unlike actual Pokemon games, reducing the monster's health does not help.
* attire charm:  
+
* attire charm: The player has to wear high heels to use this technique, and it will tame an adjacent intelligent humanoid monster that is not a boss or otherwise untameable.
* summon team ant:  
+
* summon team ant: Summons a couple random tame a-class monsters.
* appraisal:  
+
* appraisal: Reveals the wielded weapon's enchantment value. It can also be used on a piece of armor, wand etc., but if the appraised item is not a weapon/ammo/gem/iron ball/chain, the timeout will be much longer.
* egg bomb:  
+
* egg bomb: Creates a stale cockatrice egg. Careful, picking it up without wearing gloves or having petrification resistance will turn you to stone. Trying to throw it without having one of those properties can give the same result.
* booze:  
+
* booze: Gives an effect equivalent to quaffing an uncursed potion of booze, and also creates additional potions of booze on the ground. Very important for the clockwork automaton race as a way to gain nutrition.
* invoke deity:  
+
* invoke deity: A weaker form of praying; if successful, it can restore some of the player's HP. However, if the player's alignment record is negative or you are in Gehennom, you lose health instead and can even be killed.
* double trouble:  
+
* double trouble: Rodneyan race signature ability, creates a tame clone of you. Sometimes it also summons a few tame familiars (which are random monsters).
* phase door:  
+
* phase door: A weaker form of self-teleportation, with the same restriction of being useless on no-teleport levels.
* secure identify:  
+
* secure identify: The player may pick an item from open inventory, which is guaranteed to be identified without a chance of resisting. If the player has defeated the Motherfucker Glass Golem in the Illusory Castle, this technique's timeout is reduced so it can be used much more frequently.
* iron skin:  
+
* iron skin: Temporarily boosts the player's armor class.
* polyform:  
+
* polyform: Polymorphs the player into a completely random monster. This polymorph can't be controlled even if the player has polymorph control, so it's advisable to take off cloaks, shirts and body armor first to avoid the risk of them being destroyed.
* concentrating:  
+
* concentrating: Greatly boosts the player's to-hit in melee for a while. Useful for taking down those pesky -40 AC ubermonsters.
* summon pet:  
+
* summon pet: Creates a random tame monster.
* double thrownage:  
+
* double thrownage: The player can throw more darts, spears, daggers, knives, shuriken etc. per turn for a while.
* shield bash:  
+
* shield bash: Requires the player to have a shield, and uses it to boost melee attack damage for a while. Higher enchantment on the shield adds more bonus damage.
* recharge:  
+
* recharge: Replicates the uncursed charging effect. Don't use it on your wand of wishing unless you absolutely can't get a blessed scroll of charging.
* spirituality check:  
+
* spirituality check: Tells the player whether it's safe to pray, and gives the reason(s) if it's not.
* eddy wind:  
+
* eddy wind: Allows the player to displace monsters for a while. It also increases damage done when dual-wielding, but that requires the player to use the F command to "force-attack" monsters.
* blood ritual:  
+
* blood ritual: The player needs to have an athame for this technique to work, and it greatly reduces max HP/Pw and drains some stats, but the player may get a wish, acquirement, random artifact or random useful item.
* ent's potion:  
+
* ent's potion: Restores hit points and fixes standard status effects like confusion or stun, but not life-threatening ones like sickness or stoning.
* lucky gamble:  
+
* lucky gamble: The player's luck either increases or decreases by one point, with 50% chance of either result.
 
* panic digging:  
 
* panic digging:  
 
* decontaminate:  
 
* decontaminate:  

Revision as of 08:17, 21 June 2018

Techniques originated in SLASH'EM but have been expanded in Slash'EM Extended. Many additional techniques were added and attempts were made to better integrate them into the game. Using a technique can now train the corresponding "techniques" skill if the player character has it, and with higher skill the average timeout of techniques is lower so they can be used more often. When a technique becomes available again, the player now gets a message telling them about it. Also, every character starts with at least a few basic techniques and can learn specific ones by enhancing the right skills. Other than that, the techniques learned upon leveling up depend on the chosen role and race. Some characters may learn random techniques from leveling up, and artifacts exist that allow the player to learn additional ones.

This page tries to list the various techniques that exist in the game with explanations on what they do.


  • berserk: Increases the damage done by the player's attacks for a period of time.
  • kiii: Increases the damage done by the player's attacks for a period of time.
  • research: Allows the player to identify items from their pack, with the chance of success depending on the sum of intelligence and wisdom.
  • surgery: If carrying a scalpel, allows the player to cure sickness or sliming, losing 5 HP (thankfully not max HP) in the process. Otherwise, it heals some lost hit points; if carrying a medical kit that has at least one bandage in it, the amount healed is much higher.
  • reinforce memory: Requires the player to have an almost forgotten spell (less than 10% spell memory left but more than 0%), and adds 100% spell memory to it. Make sure to pay attention to messages telling you that you're about to forget a spell.
  • missile flurry: Allows the character to temporarily fire many more projectiles than usual from a bow, crossbow or sling. It only lasts for a short time, so it's best to already have the launcher equipped when using this.
  • weapon practice: The player practices with the wielded weapon, which trains the corresponding skill by a rather large amount and can also sometimes reveal the weapon's enchantment value. However, it lasts about 10 turns and can be interrupted, aborting the technique and putting it on timeout without actually training anything, so it's best to use it while there are no monsters around.
  • eviscerate: Requires the player to be bare-handed and not polymorphed, and temporarily increases the damage done with unarmed attacks.
  • healing hands: Using it cures sickness or sliming, or if not suffering from those effects it heals some lost hit points.
  • calm steed: Requires the player to be riding, and increases the steed's tameness.
  • turn undead: See Turn undead.
  • vanish: Temporarily makes the player very fast and invisible.
  • cutthroat: Requires a bladed weapon to be in the player's main hand, and allows a very powerful attack on an adjacent monster. If that monster has a head, there's a chance to instakill it.
  • blessing: The player can select an item in open inventory, which will go from cursed to uncursed, or from uncursed to blessed. SLEX's usual rules for manipulating stacks apply, so using this on a stack of 3 uncursed scrolls of enchant weapon for example only has a 1 in 3 chance of success.
  • elemental fist: The player's unarmed attacks deal additional elemental damage for a while.
  • primal roar: Ups all of the player's pets to their next grown-up form, but only temporarily.
  • liquid leap: Allows the player to leap through iron bars or monsters. Passing through a monster that way will deal acid damage to it.
  • critical strike: The player performs an extra-powerful attack against an adjacent monster. If that monster is humanoid, the effect will be strong, otherwise you will be "hampered by the differences in anatomy" and do less extra damage.
  • sigil of control: Allows the player to control ray spells' rebounds for a while, but costs some mana to use.
  • sigil of tempest: Allows the player's ray spells to create 3x3 explosions for a while, but costs some mana to use. The explosions can be controlled if sigil of control is in effect at the same time.
  • sigil of discharge: Allows the player's ray spells to work like vanilla NetHack's skilled fireball/cone of cold for a while, but costs some mana to use.
  • raise zombies: Has to be used while the player is adjacent to some corpses, which will be resurrected as tame zombies. You have to stand next to the corpses, not on them. To maximize the effect, have a corpse on each of the 8 adjacent squares.
  • revivification: Costs some health, but allows the player to revive a dead monster. The monster can then be tamed if it fails a resistance check; minotaur corpses are probably a good target since they have zero MR.
  • ward against flame: Gives temporary fire resistance.
  • ward against ice: Gives temporary cold resistance.
  • ward against lightning: Gives temporary shock resistance.
  • tinker: The player tries to upgrade the currently wielded object, but it takes a long while and can be interrupted. One possible use is to try to transform an elven cloak into a cloak of magic resistance. Upgrading objects has more info.
  • rage eruption: The player's hit points are increased to a very high value for a while, but it will slowly bleed off to the original maximum.
  • blink: Slows down the flow of time for a few turns, allowing the player to act faster in relation to the monsters.
  • chi strike: Used for martial arts, and enhances the player's unarmed strikes with mana for a while. It ends if the player performs a melee attack while having no mana left.
  • draw energy: Tries to draw energy (=Pw) from surrounding tiles for a while; standing next to thrones or altars gives the biggest boost, but it can be interrupted by monsters.
  • chi healing: By using this, the player will temporarily heal HP rapidly but lose mana every turn. It ends if there is no mana left.
  • disarm: Learned by reaching skilled in a weapon, and requires the player to be wielding a weapon that is at least skilled. Then the player can try to disarm an adjacent foe, which can either knock their weapon away or destroy it outright.
  • dazzle: The player fires a beam that can paralyze the first monster it hits, but higher-level monsters often resist.
  • chained blitz: Allows the player to use several martial arts-related techniques in a single turn, by entering a sequence of keys. The first move can be either a starter or a chain move, the last move can be a finisher or a chain move, and all the moves in between have to be chain moves. Maximum amount of moves that can be used at once is techlevel/5 rounded down.
  • pummel: Allows a bare-handed player character to strike several times in a single turn. Unlike SLASH'EM, this can be used while polymorphed in SLEX, where it's absurdly powerful because the player will get several hits with all of their polymorphed form's melee attacks, so e.g. a marilith can get up to 6*4=24 strikes per turn for massive damage. Combining this with chained blitz may allow the player to one-shot Demogorgon.
  • ground slam: Martial arts technique that slams the adjacent target into the ground, creating a crater (pit).
  • air dash: The player moves several squares in a single turn, but it has to be in a straight line.
  • power surge: The player's Pw is set to a very large amount, but slowly bleeds off to the original value. If the player's actual Pw is zero while it's still bleeding off, it harmlessly reduces the maximum Pw to the original maximum, so it can be a good strategy to cast as many spells as possible during the bleedoff period.
  • spirit bomb: Martial arts technique that causes an explosion, the damage of which depends on the player's current Pw. This explosion CAN damage pets, contrary to what the spirit bomb article says, so be careful.
  • draw blood: Mainly useful for vampires, this technique requires a medical kit with vials and fills one such vial to produce a potion of vampire blood. Unlike regular SLASH'EM, this doesn't always drain an experience level, but sometimes it does.
  • world fall: All non-boss monsters on the current dungeon level whose experience level isn't higher than the technique's level are killed. This includes pets, but the player doesn't get a penalty for murdering a pet if one is killed by using this technique. Higher-level monsters need to pass a resistance check or be killed as well.
  • create ammo: Creates bullets. If the player is a Doom Marine, it can also make shotgun shells, blaster bolts, rockets or BFG ammo, but all non-bullet ammos have level requirements.
  • poke ball: The player tries to tame an adjacent monster. If the monster is a pokemon, the chance of success is increased, and if the monster has the "petty" attribute, success is guaranteed. Unlike actual Pokemon games, reducing the monster's health does not help.
  • attire charm: The player has to wear high heels to use this technique, and it will tame an adjacent intelligent humanoid monster that is not a boss or otherwise untameable.
  • summon team ant: Summons a couple random tame a-class monsters.
  • appraisal: Reveals the wielded weapon's enchantment value. It can also be used on a piece of armor, wand etc., but if the appraised item is not a weapon/ammo/gem/iron ball/chain, the timeout will be much longer.
  • egg bomb: Creates a stale cockatrice egg. Careful, picking it up without wearing gloves or having petrification resistance will turn you to stone. Trying to throw it without having one of those properties can give the same result.
  • booze: Gives an effect equivalent to quaffing an uncursed potion of booze, and also creates additional potions of booze on the ground. Very important for the clockwork automaton race as a way to gain nutrition.
  • invoke deity: A weaker form of praying; if successful, it can restore some of the player's HP. However, if the player's alignment record is negative or you are in Gehennom, you lose health instead and can even be killed.
  • double trouble: Rodneyan race signature ability, creates a tame clone of you. Sometimes it also summons a few tame familiars (which are random monsters).
  • phase door: A weaker form of self-teleportation, with the same restriction of being useless on no-teleport levels.
  • secure identify: The player may pick an item from open inventory, which is guaranteed to be identified without a chance of resisting. If the player has defeated the Motherfucker Glass Golem in the Illusory Castle, this technique's timeout is reduced so it can be used much more frequently.
  • iron skin: Temporarily boosts the player's armor class.
  • polyform: Polymorphs the player into a completely random monster. This polymorph can't be controlled even if the player has polymorph control, so it's advisable to take off cloaks, shirts and body armor first to avoid the risk of them being destroyed.
  • concentrating: Greatly boosts the player's to-hit in melee for a while. Useful for taking down those pesky -40 AC ubermonsters.
  • summon pet: Creates a random tame monster.
  • double thrownage: The player can throw more darts, spears, daggers, knives, shuriken etc. per turn for a while.
  • shield bash: Requires the player to have a shield, and uses it to boost melee attack damage for a while. Higher enchantment on the shield adds more bonus damage.
  • recharge: Replicates the uncursed charging effect. Don't use it on your wand of wishing unless you absolutely can't get a blessed scroll of charging.
  • spirituality check: Tells the player whether it's safe to pray, and gives the reason(s) if it's not.
  • eddy wind: Allows the player to displace monsters for a while. It also increases damage done when dual-wielding, but that requires the player to use the F command to "force-attack" monsters.
  • blood ritual: The player needs to have an athame for this technique to work, and it greatly reduces max HP/Pw and drains some stats, but the player may get a wish, acquirement, random artifact or random useful item.
  • ent's potion: Restores hit points and fixes standard status effects like confusion or stun, but not life-threatening ones like sickness or stoning.
  • lucky gamble: The player's luck either increases or decreases by one point, with 50% chance of either result.
  • panic digging:
  • decontaminate:
  • wonderspell:
  • reset technique:
  • silent ocean:
  • glowhorn:
  • intrinsic roulette:
  • spectral sword:
  • reverse identify:
  • detect traps:
  • directive:
  • remove implant:
  • reroll implant:
  • time stop:
  • stat resist:
  • swap weapon:
  • milden curse:
  • force field:
  • pointiness:
  • bug spray:
  • whirlstaff:
  • deliberate curse:
  • acquire steed:
  • saddling:
  • shopping queen:
  • beauty charm:
  • asian kick:
  • legscratch attack:
  • ground stomp:
  • athletic combat:
  • praying success:
  • over-ray:
  • enchanterang:
  • batman arsenal:
  • jokerbane:
  • call the police:
  • dominate:
  • incarnation:
  • combo strike:
  • fungoism:
  • become undead:
  • jiu-jitsu:
  • blade anger:
  • re-taming:
  • uncurse saber:
  • energy conservation:
  • enchant robe:
  • wild slashing:
  • absorber shield:
  • psycho force:
  • intensive training:
  • surrender or die:
  • perilous whirl:
  • summon shoe:
  • kick in the nuts:
  • disarming kick:
  • inlay warfare:
  • diamond barrier:
  • jedi jump:
  • charge saber:
  • telekinesis: