Spellbook of detect monsters

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spellbook of
+   detect monsters   Light green spellbook.png
Appearance random
Abundance 4.3%
Base price 100 zm
Weight 50
Turns to read 3
Ink to write 5–9
Spell type divination
Level 1
Power cost 5 Pw
Direction non-directional
Equivalent potion of monster detection

In NetHack, the spellbook of detect monsters can be read to learn the spell of detect monsters. It is a level 1 divination spell, and the spellbook takes 3 actions to read.

Generation

Priests may be given a spellbook of detect monsters as one of the two spellbooks in their starting inventory.[1][2][3] Wizards may be given a spellbook of detect monsters as the secondary spellbook in their starting inventory.[4][2]

Spellbooks of detect monsters make up 431000 (4.3%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can stock spellbooks of detect monsters.

Writing a spellbook of detect monsters with a magic marker uses up 5 to 9 charges.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

Per commit 319dfbda and commit 495a1a9b, Wizards start each game with knowledge of the appearance for the spellbook of detect monsters.

Description

When cast, the spell duplicates the functions of the potion of monster detection, which displays all monsters on the current level and exercises wisdom, with the exact effects dependent on the hero's skill level in divination spells:[5][6][7][8]

  • At Unskilled or Basic level, the spell displays the current position of all monsters on a blank map, similar to object detection.[9][10] The hero can navigate this screen by moving their cursor to highlight particular monsters, and any other key that does not perform a navigation action will exit this screen[11][12]—the locations of monsters are not recorded when returning to normal play.
  • At Skilled or higher level, the spell grants passive monster detection, continually updating the screen with the position of all monsters on the level[7][13][14]—the property lasts for 21–60 (more) turns, and stacks with passive monster detection from quaffing a blessed potion of monster detection, though it will only add 1 more turn if the hero already has at least 300 turns of passive monster detection.[15]

Casting the spell while hallucinating will have the same effects as described above, but will print different messages and display monsters as their hallucinated identities.

Strategy

The spell of detect monsters is very useful for spotting faraway monsters and training the divination skill, which contains several of the game's best utility spells—at low skill levels, it may see less use compared to the light spell, especially if you already have intrinsic telepathy from a floating eye. Once you reach Skilled, however, it becomes quite useful, serving as a superior alternative to either form of telepathy: unlike telepathy, monster detection can reveal mindless monsters, and does so across the entire map. The spell is most effective if combined with magic mapping in order to plan your movements several turns ahead.

History

The spellbook of detect monsters and its spell first appear in NetHack 1.3d.

Messages

Variants

Some variants of NetHack change the level of the spellbook of detect monsters (and associated spell).

SLASH'EM

In SLASH'EM, several roles can start with the spellbook of detect monsters:

  • Archeologists have a 15 chance of starting with the spellbook of detect monsters as their sole spellbook.[16]
  • Flame Mages have a 12 chance of starting with the spellbook of detect monsters as their tertiary spellbook.[17]
  • Priests have a 19 chance of starting with the spellbook of detect monsters as their secondary spellbook.[18]
  • Wizards have a 15 chance of starting with the spellbook of detect monsters as their tertiary spellbook.[19]

dNetHack

In dNetHack, notdNetHack and notnotdNetHack, the level of the spellbook of detect monsters is raised to 2.

Drow Healers of both genders can start the game having forgotten the spell of detect monsters.

At Skilled or higher in divination spells, the spell of detect monsters can be cast continuously via spell maintenance.

One of the invoke effects for the Rod of Seven Parts casts both the detect monsters and detect unseen spells simultaneously as if the hero were Skilled in divination spells, which uses up 2 points from the artifact's current enchantment and requires a minimum enchantment of -5.

FIQHack

In FIQHack, the spell of detect monsters can be cast continuously at Skilled or higher in divination spells via spell maintenance, similar to dNetHack and its derivatives.

xNetHack

In xNetHack, the level of the spellbook of detect monsters is raised to 3.

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, the spell of detect monsters is the special spell for Divers.

Hack'EM

In Hack'EM, Archeologists have a 15 chance of starting with the spellbook of detect monsters as their sole spellbook, while Flame Mages have a 12 chance of starting with the spellbook of detect monsters as their tertiary spellbook.

References