Amulet of Yendor
The Amulet of Yendor will resist being put into any type of container; it must be carried in main inventory.
When you are carrying the Amulet of Yendor:
- You get clairvoyance, if it is not blocked by a cornuthaum.
- When casting spells, your energy is drained. See below.
- Hunger is increased by 1 every 20 turns (in addition to normal amulet hunger, if you're wearing any amulet).
- Your luck (bad or good) times out more rapidly, if not blocked by a luckstone.
- Monster difficulty will depend on your deepest level reached, not your current dungeon level.
- Nymphs, named demons, wumpuses, long worms, and eels are always generated awake.
- You cannot levelport or branchport.
- Teleportation within the level is blocked 1⁄3 of the time.
- Follower monsters will follow you between levels even if they're fleeing.
- Climbing the upstairs or quaffing a cursed potion of gain level in dungeon level 1 takes you to the Plane of Earth.
- You can activate the endgame portals.
While carrying the amulet, casting spells takes more energy than usual. The penalty is between 1 and 2n Power points, where n is the normal energy cost of the spell cast. This means spell costs will be doubled on average, and may use up to three times as much energy in the worst case.
If you try to go up a dungeon level in Gehennom while carrying the Amulet of Yendor, the mysterious force may work against you.
When worn or wielded
When wearing or wielding the Amulet, you may get messages about it getting "hotter" as you approach magic portals.
Every game turn, there is a 1⁄15 chance that you will receive a message if you are near a magic portal.
|3-square radius||"The Amulet of Yendor feels hot!"|
|8-square radius||"The Amulet of Yendor feels very warm."|
|12-square radius||"The Amulet of Yendor feels warm."|
If you offer the Amulet of Yendor on the correct high altar on the Astral Plane, you ascend and win the game. Offering the Amulet on another god's high altar will also end the game; your current god is angered, but the altar's god allows you to escape in celestial disgrace. This is effectively an ascension, but is less prestigious because it removes the need to find the correct altar.
Attempting to offer the Amulet on a non-high altar gives a message:
- You feel homesick.
- You are hallucinating.
- You feel ashamed.
- The altar is cross-aligned.
- You feel an urge to return to the surface.
- The altar is coaligned.
Offering to Moloch
- Moloch shrugs and retains dominion over <your god>, then mercilessly snuffs out your life.
The cause of death is "Moloch's indifference". If you survive, by wearing an amulet of life saving, the message continues:
- Moloch snarls and tries again...
- You disintegrate into a pile of dust!
This happens even if you are disintegration resistant. The cause of death is then "the wrath of Moloch".
Should you somehow survive this, the following message will appear:
- A cloud of black smoke surrounds you...
This will be treated as escaping the dungeon.
- You feel the amulet draining your energy away.
- You cast a spell while carrying the amulet. Between 1 and 2n extra Power points were used, where n equals to the Power originally needed to cast the spell. This Power drain is incurred before the normal Power used for the spell is calculated, resulting in spells occasionally being unable to be cast due to a lack of energy. Ideally, even with 0% spell failure, you will require 3n Power to ensure a spell always works.
It is possible to find cheap plastic imitations of the Amulet of Yendor at several places in the Mazes of Menace. These generally appear to the player as "the Amulet of Yendor", but messing up and offering one of them to your god carries a penalty to luck, and possibly alignment and your god's anger (if you attempt to offer a known fake). But the real danger lies in becoming confused by the abundance of fakes and carrying one off instead of the real Amulet if, for instance, the Wizard steals it from you. There are several ways to avoid this fate. Many players will immediately name the real Amulet "REAL" or something similar immediately upon claiming it from the high priest. Another technique is to attempt to put the Amulet into a container; the real Amulet will resist, but a fake will go in. Also, quaffing a cursed potion of gain level on dungeon level 1 will make you "have an uneasy feeling" if you don't have the real Amulet, but take you to the Plane of Earth if you do.
The following information pertains to an upcoming version (NetHack 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 stairs up from level 1 will be described as leading "to the Elemental Planes" if you have the real Amulet, or "out of the dungeon" otherwise.
In UnNetHack, the Amulet has a chance of randomly teleporting within the level when dropped for any reason. This is in many ways balanced by the removal of the mysterious force. The probability depends on the Amulet's beatitude: if cursed, the Amulet teleports half of the time; if uncursed, 1⁄4 of the time; and if blessed, 1⁄16 of the time. This also applies if it is dropped by a monster, e.g. Cthulhu who originally has the Amulet.
Sacrificing the Amulet of Yendor breaks atheist conduct in UnNetHack, unlike in vanilla NetHack. The player is warned if the conduct would be broken this way. In order to complete the game, one must invoke the Amulet on the corresponding altar instead.
The Amulet of Yendor is based on the Rogue item of the same name, which is also used to end the game.
This mysterious talisman is the object of your quest. It is
said to possess powers which mere mortals can scarcely
comprehend, let alone utilize. The gods will grant the gift of
immortality to the adventurer who can deliver it from the
depths of Moloch's Sanctum and offer it on the appropriate high
altar on the Astral Plane.
- eat.c in NetHack 3.4.3, line 2158
- dungeon.c in NetHack 3.4.3, line 1460
- makemon.c in NetHack 3.4.3, line 982
- makemon.c in NetHack 3.4.3, line 1036
- teleport.c in NetHack 3.4.3, line 572
- artifact.c in NetHack 3.4.3, line 1320
- teleport.c in NetHack 3.4.3, line 417
- do.c in NetHack 3.4.3, line 971
- spell.c in NetHack 3.4.3, line 753
- wizard.c in NetHack 3.4.3, line 63
This page is based on a spoiler by Dylan O'Donnell. The original license is:
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