Archeologist/EvilHack
In EvilHack, the Archeologist is one of the roles from NetHack that is available to the hero.
Archeologists can be humans, dwarves, gnomes, hobbits, or tortles, and can start as lawful or neutral.
Starting equipment
Each Archeologist starts with the following equipment:
- +2 bullwhip (wielded)
- +0 jacket
- +0 fedora
- 3-6 uncursed food rations
- +0 pick-axe (alternate weapon)
- uncursed tinning kit (30-99 charges)
- uncursed touchstone
- uncursed sack
- a chance of one of the following:
- an uncursed tin opener (1⁄10 or 10% overall), otherwise;
- an uncursed oil lamp (1⁄2 or 45% overall)
Hobbit Archeologists are not given a tinning kit like other hobbit heroes, due to already starting with one. Tortle Archeologists will receive a pair of leather gloves in place of a jacket, and are not given an oilskin sack like other tortle heroes since their starting sack will already be replaced with one.
Archeologists start with knowledge of any applicable racial equipment.
The Archeologist's default starting pet is a little dog or kitten with equal probability.
Intrinsics
Archeologists gain the following intrinsic properties upon reaching the given experience levels:
- XL 1: Stealth
- XL 1: Speed
- XL 10: Automatic searching
Attributes
The Archeologist's starting attributes are distributed as follows:
| Attributes | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Remaining |
|---|---|---|---|---|---|---|---|
| Minimum attributes | 7 | 7 | 7 | 10 | 10 | 7 | 27 |
| Distribution percentages | 20% | 10% | 20% | 20% | 20% | 10% | |
| Mean w/ standard deviation (human) | 12.79±2.15 | 9.78±1.63 | 12.50±2.10 | 15.34±1.86 | 15.34±1.86 | 9.51±1.57 |
The means and standard deviations were calculated via simulation, whose source code can be found on the role article's talk page, and assumes that all given roles are played as humans—non-human races will have different attribute means as a result of different attribute maximums.
Skills
Archeologists have the following skills available to them:
| Archeologist skills | |
|---|---|
| Max | Skills |
| Basic | |
| Skilled |
|
| Expert |
|
Archeologists start with Basic skill level in whips and pick-axes. They use the intelligence stat to cast spells, and their special spell is magic mapping.
Special rules
Archeologists can apply an uncursed touchstone as if it was blessed to formally identify any gem.
Archeologists can recognize which statues are historic, and they incur a -1 penalty to alignment record for breaking or animating a historic statue.
Archeologists gain a bonus to proficiency for performing tricks with bullwhips.
Archeologists abuse wisdom when digging down on the square of a headstone, and non-chaotic Archeologists incur a -3 penalty to alignment record while chaotic Archeologists instead get a +3 bonus.
Rank titles
The status line displays one of the following ranks for the corresponding experience levels:
- XL 1–2: Digger
- XL 3–5: Field Worker
- XL 6–9: Investigator
- XL 10–13: Exhumer
- XL 14–17: Excavator
- XL 18–21: Spelunker
- XL 22–25: Speleologist
- XL 26–29: Collector
- XL 30: Curator
Gods
The Archeologist pantheon is based on Central American mythology, specifically the Aztecs.
- Lawful: Quetzalcoatl
- Neutral: Camaxtli
- Chaotic: Huhetotl
Quest
The Archeologist's quest sees them fight The Minion of Huhetotl for Xiuhcoatl, an artifact atlatl. Xiuhcoatl grants telepathy while carried, and while wielded it also grants fire resistance. As a weapon, it has +1d5 to-hit and +1d24 fire damage against monsters without fire resistance, and can be thrown similar to Mjollnir, with a range two squares higher than other thrown weapons. Invoking Xiuhcoatl toggles levitation similar to The Heart of Ahriman.
Xiuhcoatl will return to the wielder's hand 99⁄100 of the time when thrown if the hero throwing it has enough dexterity: the required dexterity stat is 10 for tortle Archeologists, 18 for other Archeologists, and 21 otherwise. A hero that is not confused, stunned, blind, hallucinating, or fumbling when a thrown Xiuhcoatl returns will catch it 99⁄100 of the time, and it will otherwise land at their feet or hit them with equal probability.
Strategy
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