Bestial claw

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Name bestial claw
Appearance bestial claw
Damage vs. small 1d10
Damage vs. large 1d8
To-hit bonus +1
Weapon skill bare hands
Size one-handed
Base price 100 zm
(+10/positive
enchant)
Weight 10
Material bone

The bestial claw is a type of magic weapon that appears in dNetHack, notdNetHack, notnotdNetHack. It is a medium-sized slashing and piercing weapon that has the base material of bone. At Skilled and Expert it always gains the create opening and bleed expert traits, as well as the lunge expert trait while below 30 insight, and the quick expert trait while below 15 insight.

Generation

Bestial claws do not randomly generate.

Human werewolves in the Lost Cities have a 13 chance of being generated with a bestial claw with an enchantment ranging from +0 to +3.

Deminymphs generated in the drow healer quest that are given the Undead Hunter kit are permanently crazed and have a 113 chance of being generated with a cracked +0 bestial claw. The bestial claw will be a living weapon with a 120 chance, and has a separate 1100 chance of being made mercurial instead of bone.

Deminymphs generated outside of the drow healer quest that are given the Undead Hunter kit have a 117 chance of being permanently crazed, and will be generated with a bestial claw with an enchantment ranging from +2 to +7. The bestial claw has a 1100 chance of being made mercurial instead of bone, and a separate 12 chance of being made with one of the following object properties, with equal likelyhood:

  • Shocking
  • Acrid
  • Sparkling
  • Misty
  • Vorpal
  • Life-drinking
  • Psionic
  • Flaming
  • Freezing
  • Living

Strange larvae created by shalosh tannah that grow up into mariliths are generated wielding 6 fireproof +3 acid-coated chitin bestial claws.

Description

While wielding a bestial claw, a hero may perform sneak attacks, gaining +1d(experience level) damage while attacking monsters while they are vulnerable. It also has a unique interaction with the "beast's embrace" glyph: any role can two-weapon the bestial claw with an empty offhand, replacing the regular unarmed punch with a claw attack. The damage of this secondary attack is inversely proportional to the hero's sanity, rolling a number of d4 or d8 while afflicted with lycanthropy. Having the clear thoughts property active effectively caps the number of dice rolled at 1d4/1d8. Having both clear thoughts and the walking nightmare properly lowers the dice rolled slightly less, allowing up to at most 2d4/2d8 of damage while below 26 sanity.

Additionally, the offhand attack has a chance rolling double the amount of dice inversely proportional to the hero's current sanity: (100 - sanity)100. This is cumulative with other dice-boosting effects from artifacts and bound spirits. Being at full sanity will block the "beast's embrace" thought]

Sanity Dice rolled Lycanthropy Double dice chance (%)
100 0
99–86 1d4 1d8 1–14
85–66 2d4 2d8 15–34
65–46 3d4 3d8 35–54
45–26 4d4 4d8 55–74
25–6 5d4 5d8 75–94
5–0 6d4 6d8 95–100


Monsters that have become crazed may also perform the offhand bestial claw attack, with the amount of dice rolled scaled to 18 of their monster level. Monsters of level 7 and below at 1 deal 1d4 dice of damage, while monsters of level 40 and above deal 6d4. Werecreatures roll d8 instead of d4 dice.

Monks can use a bestial claw in conjunction with their fighting moves as a monk weapon, gaining full base attack bonus and will start the game with knowledge of their appearance.

Strategy

Werewolves generated in the Lost Cities have a 14 chance of being generated with the beast's embrace glyph.

The bestial claw's offhand attack benefits from the Grandmaster's Robe unarmed strike bonus dice and from the Great Claws of Urdlen unarmed strike die-face bonus.

The offhand bestial claw attack is counted as an unarmed punch for the purposes of glove-slot damage bonuses, benefitting from offensive object properties such as from the three cults

Origins

The beastial claw is based on Bloodborne's beast claw.

Encyclopedia

As flesh is flayed and blood is sprayed, the beast within
awakens, and in time, the wielder of this weapon surges with
both strength and feverish reverie.
[ Bloodborne, by FromSoftware ]