Archeologist/ru

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Археолог один из сложных персонажей, но становиться сильным ближе к концу игры. Согласно путеводителю:

Археологи (Archeologists) - отлично разбираются в пещерах. 
Это позволяет им двигаться быстро и обходить местные гадости. 
Они начинают с научным оборудованием для исследования пещер.

Археологи могут быть послушнымы (человек или дварф) или нейтралом (человек или гном).

Начальная экипировка

Способности

Археолог приобретает следующие способности с достижением уровня:

Дополнительно:

Статы

Main articles: Hit points and energy

Вы начинаете с 11 ОЗ, плюс бонус за расу: +2 для людей, +4 для дварфов, +1 для гномов.

Вы начинаете с 1 ОС, плюс бонус за расу: +2 для гномов, +1 для людей,.

Квест

Main article: Archeologist quest

Квестовый артефакт Археолога это Сфера Обнаружения, хрустальный шар. При ношении он дает сопротивление магии, телепатию и вполовину увеличивает урон при атаке заклинаниями. При использовании #invoke, вкл/выкл невидимость.

Gods

Main article: Religion
  • Lawful: Quetzalcoatl
  • Neutral: Camaxtli
  • Chaotic: Huhetotl

Ранги

Строка состояния отображает ваш ранг в соответствии с полученным уровнем:

  • 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

Происождение

Наряд археолога навеян образом Indiana Jones - вы начинаете с кожаным жакетом, фетровой шляпой и хлыстом.

Стратегия

Вначале Археологи ни хорошие воины, ни могучие волшебники, но могут - и должны стать искусным инструментом игрока. Начинать игру нужно осторожно, примерно как Туристом и Лекарем.

Из тех всего, что может убить "юного" Археолога, голод наименее вероятен. Вы начинаете игру с кучей пайков и заряженным набором консервирования. Полезно консервировать больших низкоуровневых монстров на начальних уровнях подземелий и шахт. Пробный камень, даже будучи непроклятым поможет мгновенно определить драгоценные камни, что сделает несколько первых этажей очень прибыльными. Используя возможность определять драгоценности и возможность выбраться из сокровищницы с помощью кирки, вы можете накопить богатство всего лишь за несколько первых уровней. You can aim to purchase protection as soon as you reach minetown, even without having to play a dangerous protection racket strategy.

Удача очень важна в начале игры, поэтому стоит оставить хотя бы один драгоценный камень, чтобы бросить его единорогу одной с вами веры. Это хороший способ держать удачу на нужном уровне пока вы не найдете камень удачи.

Археологи должны приобрести иммунитет к яду перед прохождением квеста, поскольку он полон ядовитых змей

Выбор оружия и скиллов

Archeologist skills
Max Skills
Basic
Skilled
Expert

Сначала, лучшее оружие кирка и хлыст (это касается только хлыста с бонусом +2, обычно хлысты плохи) Кнутом можно разоружать монстров, если ловкость равна 6 или больше. Это часто спасет вам жизнь учитывая ваш начальный уровень защиты :). Мотыга - двуручная кирка, у которой урон больше чем у другого не-артефактного оружия.

Archeologists are particularly suited to take advantage of the intrinsics granted by black puddings, and should be sure to kick a few sinks early in the game. First, ensure that the level has a loop you can have the pudding chase you around (you can dig one with your pick-axe if necessary). Then kick the sink until a pudding emerges, and hit it with your pick-axe or a junk metal weapon to get it to divide. Use your whip (which will not corrode) to hit it while it chases you around the loop. When you kill it, tin the corpse. Then hit the other pudding and get it to divide. Complete this until the last pudding fails to divide; you should have gained 3-4 levels and gotten at least as many tins of black pudding meat. Eat the tins for the intrinsics (poison resistance, shock resistance, and cold resistance).

A good artifact weapon for you is Grayswandir, which does double-damage and silver damage. A normal silver saber is an excellent weapon - the watch captain in Minetown often carries one, so consider getting a pet to kill him for it. If you disarm him with your whip, that will help your pet, and will anger him but not anger other guards.

Archeologists have several decent options for melee weapons available in the early game, but the lack of a good ranged weapon will really hurt in the beginning. Boomerangs can be advanced to expert, but your chances of finding one without polypiling aren't very good and their flight pattern is unusual. Slings can be advanced to skilled, but they are weak and rocks are very heavy. Darts and daggers are your other two plentiful options in the early game, both of which can be advanced to basic. Of these, daggers are probably the better option because you will never lose them. However if you find a large stack of darts with +2 or better enchantment, you might consider using those instead.

So you will definitely want to give a skill slot to daggers (or possibly darts). Advancing pick-axe to expert is probably also a good idea, as a dwarvish mattock may be your primary weapon until you get an artifact. That artifact will hopefully be Grayswandir, so advance saber if you find one. That uses 12 skill slots so far, which you will have available at XL 13 - before you do the quest.

Later on you may want expert (or skilled if you can get away with decent spell failure rates) divination for casting magic mapping and identify, and basic in two weapon combat for supplementing your artifact sword with a silver saber. That uses 19 skill slots, for which you must be XL 20.

Boomerangs are a very powerful ranged weapon. They are probably the most powerful ranged weapon available to Archeologists in the game. Unfortunately they are also very rare. If you find one or two early on, it's probably worth advancing your skill to basic. Very late in the game (XL 20 or over) you might consider polypiling for them. A stack of +7 boomerangs can do a lot of damage if advanced to expert level. However, it's probably not worth advancing your skill in boomerangs past basic if you only have 1 or 2 of them--thus this is only a viable strategy late in the game.

Actions specific to an archeologist

The following actions abuse your alignment record:

  • digging up graves, if you are lawful. You get the additional "You feel like a despicable grave robber." message in all cases, but you don't abuse your alignment if you're neutral, for example.
  • breaking historically significant statues, like the ones on the Oracle level.

Ascension kit

Main article: Ascension kit

You should not rely on The Orb of Detection as a source of magic resistance; the Wizard of Yendor can easily steal it. Assuming you do not wish for another quest artifact or use Magicbane, that essentially requires you to wear either gray dragon scale mail or a cloak of magic resistance.

SLASH'EM

In SLASH'EM, Archeologists may be doppelgangers, elves, or hobbits in addition to the vanilla roles. They can use the research technique at level 1. The starting equipment has also changed.

They begin with a spellbook, one of detect food, detect monsters, light, knock, or wizard lock, 2 random scrolls, a 25% chance of a blindfold, a 25% chance of a towel if they did not get a blindfold, 25% chance of a leash, a 25% chance of a tin opener or a 25% chance of either an oil lamp or a torch if they did not get the tin opener, and a 12.5% chance of a magic marker. The starting fedora has also changed in SLASH'EM and gives +1 charisma and acts as a luckstone when worn.

Encyclopedia entry

Archeology is the search for fact, not truth. [...]
So forget any ideas you've got about lost cities, exotic travel,
and digging up the world. We do not follow maps to buried
treasure, and X never, ever, marks the spot.

[ Indiana Jones and the Last Crusade ]

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