Arm (dNetHack)
| ) | |
|---|---|
| Name | arm |
| Appearance | arm |
| Damage vs. small | 1d12 |
| Damage vs. large | 1d6 |
| Damage type | piercing, slashing |
| To-hit bonus | +0 |
| Weapon skill | club |
| Primary attribute | strength |
| Magical item? | no |
| Insight threshold(s) | 15, 30 |
| Properties |
|
| Base size | medium |
| Base price | 300 zm (+10/positive enchant) |
| Default weight | 10 |
| Base material | bone |
| ) | |
|---|---|
| Name | clawed hand |
| Appearance | clawed hand |
| Damage vs. small | 1d12 |
| Damage vs. large | 1d6 |
| Damage type | piercing, slashing |
| To-hit bonus | +0 |
| Weapon skill | club |
| Primary attribute | strength |
| Magical item? | no |
| Properties |
|
| Base size | medium |
| Base price | 300 zm (+10/positive enchant) |
| Default weight | 10 |
| Base material | bone |
In dNetHack, notdNetHack, and notnotdNetHack, an arm is a type of medium-sized club-polearm that has been given the club-claw object property. It deals slashing and piercing damage, and gains no expert traits at Skilled and Expert skill level. The Ibite arm is an artifact arm that gains a clawed hand attack with enoug insight. Mercurial arms may be turned into The Sky Reflected, and subsequently merged into The Amalgamated Skies while still functioning as a polearm.
A monster that uses an arm-weapon to pound, will transform it into a clawed hand, after which it cannot be transformed back into an arm-weapon.
Generation
Arms and clawed hands do not randomly generate. Clawed hands may be wished for while arms cannot, but both can be generated in hellish seals, and clawed hands may generate within dilapidated armories. Lurking ones are generated with 2 gigantic bone arms, with an enchantment ranging from +0 to +3, which both arms will share. With a 1⁄20 chance, both arms will be given the same object property when generated:
- Glittering (30% chance)
- Psionic (30% chance)
- Shocking (20% chance)
- Sizzling (10% chance)
- Misty (10% chance)
If an arm wasn't given an object property, it has an additional 1⁄10 chance of having its enchantment increased to +10.
Description
Despite being given the name "arm", all arm-weapons are still treated as being base-item "club". However, once given the club-claw object property, a club's name will appear as "arm" instead, but will still be referred to as a club within the item's inspection menu. With higher insight, arm-weapons will gain a few special properties:
- Starting at 15 insight, the arm appears as "severed", and can be used as a polearm weapon
- At 50 insight, the arm appears as "thrashing", and will hit additional squares when used to hit in melee, but not when pounding:
Squares marked by a c denote where an attack using a clawed hand will be made.
Squares marked by a a denote where a normal attack using the arm-weapon will be made.
....c.. ...cac... ...ca..
...@ac. ....@.... ...@c..
....c.. ......... .......
....... ......... .......
Origin
The clawed hand draws inspiration from Bloodborne's Amygdalan arm, which is the arm bone of an infant Amygdalae, or false god. Specifically, the clawed hand is the weapon's transformed state, where its "blade" animates and moves of its own accord.