Horn of plenty

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( Horn.png
Name horn of plenty
Appearance horn
Base price 50 zm
Weight 18
Material bone
Monster use Will not be used by monsters.

A horn of plenty is one of the magical horns, but unlike the other horns, it cannot be used as a musical instrument.[1] It is created with 1 to 20 charges and it may contain up to 50 charges. When applied, it produces food (including royal jelly) or a potion of water, fruit juice, booze, acid, sickness or oil.[2][3][4][5] The BUC of the item produced is the same as the blessed/uncursed/cursed status of the horn.

1 in 13 applications (7.7%) will produce a potion, in the following ratios:

Potion Class probability Overall probability
potion of booze 18.6% 1.4%
potion of sickness 4.2% 0.3%
potion of fruit juice 18.6% 1.4%
potion of acid 4.4% 0.3%
potion of oil 13.3% 1%
potion of water 40.8% 3.1%

The remaining 92% of applications will produce food, in the following ratios (multiples may be created if the food code permits):

Item Class probability Overall probability
tripe ration 14% 12.9%
random egg 8.5% 7.8%
eucalyptus leaf 0.3% 0.3%
apple 1.5% 1.4%
orange 1% 0.9%
pear 1% 0.9%
melon 1% 0.9%
banana 1% 0.9%
carrot 1.5% 1.4%
sprig of wolfsbane 0.7% 0.6%
clove of garlic 0.7% 0.6%
slime mold 7.5% 6.9%
lump of royal jelly 5.4% 5%
cream pie 2.5% 2.3%
candy bar 1.3% 1.2%
fortune cookie 5.5% 5.1%
pancake 2.5% 2.3%
lembas wafer 2% 1.8%
cram ration 2% 1.8%
food ration 32.6% 30.1%
random tin, including spinach 7.5% 6.9%

In the tables above class probability is chance within class (potion or food), and overall probability is the chance relative to all possible items.

For food generation the standard room probabilities for food generation[6] are used. If a food ration is generated then there is a 1 in 7 chance this will be changed to a lump of royal jelly instead. When generating a potion the standard room probabilities for potion generation[7] will be used initially. In the event that the generated potion is magical then a new potion will be created from the non-magical set of potions. This will in turn be re-generated until it is not a potion of sickness. Therefore the only way to receive a potion of sickness is if it is generated initially.

For tourists

A blessed horn of plenty is a great item for a tourist since it can be recharged indefinitely with The Platinum Yendorian Express Card. While in a normal game one doesn't generally need the extra food, the ability to produce an indefinite amount of potions and food has several non-trivial uses:

  • The unlimited food and potion source can be essential in multi-conduct games. In particular, it makes the tourist a viable candidate for a liquid diet: a foodless atheist true polyselfless survivor (see the link below).
  • The potions can be used to provide an indefinite supply of holy water, or can be used for polypiling or alchemy.
  • Those attempting stupid ascension tricks such as death farming might prefer a horn of plenty to prayer as a food source, though prayer is easier to automate.
  • If smoky potions are one of sickness, fruit juice, or booze, acid, or oil, the horn can be used as a (slow) wish engine.

UnNetHack

In UnNetHack there is a very small chance (about 1/250) that the potion generated will be a blood red potion. This potion has an 80% chance of being a potion of blood, and a 20% chance of being a potion of vampire blood. Other than the starting inventories of vampires, this is the only time blood red potions are generated anywhere in the game.

SLASH'EM

In SLASH'EM and variants based on it, the potion generated can be any non-magical one except sickness and blood, the latter not being generated randomly. Thus, in SLASH'EM itself the only difference is lack of potions of sickness, while, say, in SLASHTHEM any of the new non-magical potions can be generated.

References

  1. apply.c in NetHack 3.4.3, line 2958: case for HORN_OF_PLENTY in doapply
  2. mkobj.c in NetHack 3.4.3, line 106: make the object
  3. objects.c in NetHack 3.4.3, line 722: potion probabilities
  4. objects.c in NetHack 3.4.3, line 668: food probabilities
  5. objnam.c in NetHack 3.4.3, line 2721: rnd_class renames object using base probabilities
  6. objects.c in NetHack 3.4.3, line 668: food probabilities
  7. objects.c in NetHack 3.4.3, line 722: potion probabilities

External links

This page may need to be updated for NetHack 3.6.0.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to {{nethack-360}} or {{noversion}} as appropriate.