The Anachrononaut (roughly, 'sailor against time') is a role added in dNetHack version 3.11.0. The Anachrononaut character comes from an apocalyptic future, and has been sent on a mission to prevent the end of the world, through means initially unknown to them. To aid them in this task, they have been equipped with a variety of future tech, and can obtain more from their quest home level. Humans, Incantifiers, Vampires, Elves, and Drow can be Anachrononauts. Each race receives a different set of starting equipment. Anachrononauts can neither pray nor sacrifice, but they can still buy protection or use altars to check BUC status. Their quest artifact is the The Annulus and they are the only role that can use lightsaber forms. All Anachrononauts are unable to eat corpses, and can only consume prepared food.
- 1 Starting Packages
- 2 Future Tech
- 2.1 Lightsaber
- 2.2 Bodyglove
- 2.3 Jumpsuit
- 2.4 Force pike
- 2.5 Arm blaster
- 2.6 Hand blaster
- 2.7 Mass-shadow pistol
- 2.8 Shotgun
- 2.9 SMG
- 2.10 Grenade Launcher
- 2.11 Assault rifle
- 2.12 Heavy machine gun
- 2.13 Sniper rifle
- 2.14 Ray gun
- 2.15 Power pack
- 2.16 Sensor pack
- 2.17 Protein pill
- 2.18 Bullet fabber
- 2.19 Hypospray
- 2.20 Vibroblade
- 2.21 Cutting laser
- 3 Sources
The human Anachrononaut receives a full set of plasteel armor (helm, armor, gauntlets, and boots), as well as a cloak of magic resistance and a bodyglove, giving them a starting AC of -4 and protection from magical monsters and traps. Offensively, they are equipped with a force pike, an arm blaster, and a hand blaster. They also begin with 5 power packs and around 10 protein pills.
The incantifier Anachrononaut begins play with a +1 elven toga, +1 robe, bodyglove, sedge hat, leather gloves, and high boots, for a total starting AC of 1. Offensively, they are equipped with a +3 lightsaber. They also begin play with the detect monsters, jumping, force bolt, and healing spells, as well as 5 power packs.
The vampire Anachrononaut begins play with studded leather armor, a bodyglove, a cloak of displacement, leather gloves, and high boots. Offensively, they are equipped with two submachine guns, a vibroblade and a cutting laser. They also begin play with five potions of blood, a tinning kit, five power packs, and a bullet fabber.
Male and female drows have different starting items.
A male drow Anachrononaut begins play with a plasteel body armor and a flack helmet, as well as a bodyglove, pair of orihalcyon gauntlets, cloak of invisibility, and a pair of elven boots. Offensively, they are equipped with a +4 sniper rifle, as well as a vibroblade and a cutting laser. They also begin play with 10 protein pills, 5 power packs, a bullet fabber, and a random ring.
A female drow Anachrononaut begins play with a bodyglove, a droven cloak, a pair of gauntlets of dexterity and a pair of elven boots. Offensively, they are equipped with a +4 mass-shadow pistol and the spellbooks of force bolt and slow monster, furthermore, their souls are bound to the Black Web, which grants them some active powers ala Binders. They also begin play with 10 protein pills, 5 power packs and a random ring.
Drow Anachrononauts can make sneak attacks.
The elf Anachrononaut begins play with a jumpsuit and jumping boots. Offensively, they are equipped with a raygun and sensor packs. They also begin play with three lembas wafers, a tinning kit, a tin opener, a hypospray and hypospray ampules, and ten power packs.
As a rule, future tech cannot be wished for, not even by Anachrononauts. Tourists, however, ARE able to wish for future tech, and may want to wish for a lightsaber. Some types of future tech will degrade if left in a bones pile, possibly even becoming nonfunctional.
Also see: lightsaber forms
Lightsabers are artifact-level melee weapons. Lightsabers are one-handed weapons using the saber skill. Lightsabers must be activated via apply. When lit, a lightsaber is a 3x damage melee weapon, surpassing almost all artifacts in terms of damage output. A lightsaber has a base damage of 1d8 to large and small targets, and therefore does 3d8 + 3xEnchantment damage on a hit. Lightsabers sunder any weapon held by the target, and ignore equipped armor.
Lightsabers can cut through many terrain obstructions, included iron bars, trees, and drawbridges (make sure to stand off to one side if using a lightsaber to cut through a drawbridge!). Use #force and a direction to do so. Notably, lightsabers are unable to cut through solid rock squares.
Lightsabers burn through a variety of traps if wielded and lit. They allow you to escape from webs and beartraps without wasting a turn, and free you from pit traps while consuming only a single turn.
A lightsaber's color is purely cosmetic, and can be changed by swapping out the focusing crystal. To change the crystal, drop the lightsaber on the ground and #loot while standing over it. Worthless glass gems produce 'red' blades, valuable gems produce other colors. This can be used to informally id valuable gems.
Lightsabers are charged weapons and will eventually run out of power. They can be re-charged an unlimited number of times. A single charging is good for 750 hits, or 1500 hits if blessed charging was used. Just being lit also consumes charge, but at a much reduced rate. 100 turns of being lit consumes as much charge as a single hit. Other activities consume charge as fast as combat.
Falling down stairs while wielding a lit lightsaber is dangerous. The character will attempt to switch off the saber before coming into contact with it, with a luck and dex based chance of succeeding. If the character does come into contact with the blade, they take 3d8+3xEnchantment damage.
A jumpsuit provides reflection and uses the body armor slot.
Force pikes are powerful melee weapons that can also be used like polearms. Force pikes are one-handed and use the lance skill (and can therefor also be used to joust, though they are just as likely to break as a normal lance). They are a powered weapon, consuming 1 charge per successful hit. A a hit from a charged force pike deals 2d6+6 damage to a small target, and 2d8+8 damage to a large target. An uncharged force pike deals 1d6 and 1d8 damage, respectively. A force pike can be recharged an unlimited number of times. Blessed charging sets the force pike's charge to 100, uncursed to 80-99, and cursed to 10.
An arm blaster is a high-damage directed energy weapon. It is used by wielding it and then firing. Arm blasters do not use quivered ammunition, instead consuming charges. A heavy blaster bolt deals 3d10+10 damage to a small target, or 3d12+12 damage to a large one. Whether a heavy blaster bolt strikes a target or reaches its maximum range of 15 squares, it releases a 3x3 explosion of nuclear energy dealing a further 3d10 damage, for a potential total of 3d12+12+3d10 damage to the primary target and 3d10 damage to adjacent targets. An arm blaster can be set to single shot, burst fire, or full auto by applying it.
Unlike most ranged weapons, a heavy blaster bolt continues traveling if it misses its first target, so you must always keep in mind what you're using to backstop your shots. Additionally, a heavy blaster bolt has a 20% chance of blowing apart rock walls, potentially angering shopkeepers. Blasters are also quite noisy, waking sleeping monsters on the level. Arm blasters ("hard white bracers") are arm-mounted weapons, and incompatible with metal gauntlets, such as gauntlets of power and orihalcyon gauntlets. Blaster bolts reflect from targets with reflection. Blaster bolts are extremely inaccurate, and will almost always miss targets with low or negative AC.
An arm blaster can only be recharged 4 times, and there is only a single fresh arm blaster to be found on the Anachrononaut home level. There are therefore only two fresh arm blasters in a human Anachrononaut game, and only one in other Anachrononaut games. The Anachrononaut quest guardians also carry arm blasters, but theirs are mostly drained and already 4x recharged. Blessed charging sets the blaster's charge to 100, uncursed to 80-99, and cursed to 10 (essentially wasting one of the 4 recharges). Therefore, to get the most shots out of your arm blaster, you will need a source of blessed charging.
Due to neglect, arm blasters found in bones files will be 4x recharged and lose half their remaining shots.
The hand blaster is a smaller, handheld version of the arm blaster. A blaster bolt from a hand blaster deals 3d6+6 damage to a small target, or 3d8+8 to a large target, in addition to a 3d6 damage explosion. Hand blasters can't be set to burst fire or automatic mode.
A hand blaster has only a 5% chance of blowing apart rock walls, and can be used in conjunction with any handwear.
Hand blasters can also be recharged only 4 times; however, there are several fresh hand blasters on the Anachrononaut home level, and 10% of the changed spawn wielding hand blasters.
A mass-shadow pistol is a charged firearm that fires duplicates of whatever ammo is loaded into it. When generated, it is loaded with a rock, but any rock, grey stone, or bullet can be used as ammo. To swap out ammo types, drop the pistol and #loot it. Mass-shadow pistols can be recharged an unlimited number of times.
A shotgun is a firearm that does 2d12+4+enchantment against small, and 2d6+4+enchantment against large enemies.
A SMG is a firearm with both single- and auto-fire modes, reaching a maximum of five projectiles at expert on auto.
A grenade launcher can fire both frag and gas grenades.
An assault rifle is an upgrade to the SMG.
Heavy machine gun
A HMG is a firearm. It will only fire on full auto, but will surpass the SMGs multishot considerably (up to 9 vs 5 at expert firearms).
A sniper rifle is a single-shot, two-handed firearm with a high range that gets bonus to-hit over longer distances.
A ray gun is a beam-type firearm that uses charges and can be charged an unlimited amount of times. Settings are sleep (1 charge), heat (fire damage, 2 charges), kill (death ray, 10 charges) and disintegration (disintegration ray, 20 charges).
A power pack recharges items in the same manner that a scroll of charging does (though using a power pack while confused does not result in the character recharging themselves). As the future tech of the Anachrononaut is explicitly magical in nature, power packs can be used to recharge normal items, and scrolls of charging can be used to recharge future tech. Power packs cannot be blanked as they are classified as tools.
A sensor pack allows detecting certain symbols, like a crystal ball.
A protein pill is an extremely light, compact food ration. Like the food ration, it gives 800 points of nutrition. Unlike the food ration, it weighs only 1 unit, takes only 1 action to eat, and never rots.
A bullet fabber is a tool that can be applied to transform rocks into bullets. Silver rocks will produce silver bullets. Silver bullets can be transformed into rockets and back. Normal bullets can be made into shotgun shells and back.
A hypospray can be used to inject ampules (like potions, but cannot be diluted as they are classified as tools. Blessing them produces a blessed potion effect, but they can't be used in alchemy.) which are also found in the Anachrononaut role quest. Offensive ampules like sleep or polymorph can only be used against adjacent monsters.
A vibroblade is a melee weapon using charges. It can be used to force locks without destroying a chest.
A cutting laser uses charges, and can be used to dig through walls.
The Anachrononaut role draws inspiration from a number of different fantasy and sci-fi franchises, including Terminator, Star Wars, Star Trek, Underworld, and Dungeons and Dragons (most notably the classic D&D adventure Expedition to the Barrier Peaks). The Firearms module for SLASH'EM provided a lot of the foundational code for the future tech.
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