Drow Healer
In dNetHack, notdNetHack and notnotdNetHack, the drow Healer (or hedrow Healer if male) is a combination of race and role that is available to the hero, and the drow's Healer is markedly different from the standard Healer role in several aspects.
Drow Healers and hedrow Healers always start as neutral.
Starting equipment
Each Healer starts with the following equipment:
- a blessed +0 obsidian scalpel
- a secondary weapon based on gender:
- a blessed +0 quarterstaff for hedrow (drow men)
- a blessed +0 khakkhara for drow women
- a +1 pair of gloves
- a blessed +1 white healer uniform
- a blessed +1 blue-colored droven cloak
- a blessed +1 blue-colored pair of cloth shoes
- 5-10 uncursed slime molds (named "mushroom cake")
- 1-2 lembas wafers
- 5-10 blessed eucalyptus leaves
- a blessed spellbook of healing
- a blessed spellbook of detect food
- a blessed spellbook of clairvoyance
- a blessed spellbook of stone to flesh
- a cursed bright blue-colored blindfold
- an uncursed stethoscope
Drow Healers start with knowledge of the potion of healing and potion of extra healing's randomized appearances, in addition to applicable racial equipment. They also start with forgotten knowledge of certain spells that imply they were formerly drow of particular roles:
- Hedrow Healers will have forgotten force bolt and three spells randomly chosen from the list of level 3 or lower spells that Wizards can start with.
- Drow Healer women will have forgotten drain life, create familiar, and two spells randomly chosen from the following that Priests can start with: light, detect monsters, detect unseen, cure blindness, extra healing, turn undead, remove curse, and protection.
The Drow Healer's default starting pet is a knight.
Intrinsics
Drow Healers gain the following intrinsic properties upon reaching the given experience levels:
- Level 1: Poison resistance
- Level 1: Immunity to sickness
- Level 4: Sleep resistance
- Level 15: Warning
Skills
Drow Healers have the following skills available to them based on gender:
Drow Healer skills | |
---|---|
Max | Skills |
Basic |
|
Skilled | |
Expert |
|
Hedrow Healer skills | |
---|---|
Max | Skills |
Basic |
|
Skilled |
|
Expert |
|
Drow Healers start with Basic skill in bare handed combat, beast mastery, divination spells, and either attack spells and enchantment spells for hedrow healers or clerical spells otherwise. knives, quarterstaffs and healing spells. They use the intelligence stat to cast spells, and their role's special spell is full healing while their race's special spell is sleep.
Special rules
Drow Healers start every game with a luck of -10. All other special rules for their role and race apply.
Rank titles
Drow Healers are given their own rank titles on the status line for the corresponding experience levels that are shared with other drow:
- XL 1-2: Wiu/Ligrr
- XL 3-5: Wanre/Wenress
- XL 6-9: Glenn/Kyorl
- XL 10-13: Elg'hasek/Venta'kyorl
- XL 14-17: Beldrar/An'kin
- XL 18-21: Helothann/Jallil
- XL 22-25: Linthar/Sil'in
- XL 26-29: Kas'ka/Qu'ess
- XL 30: Zil/Val'sharess
Gods
The drow Healer pantheon is different from that of both the standard Healer pantheon and the usual pantheons shared by many drow and hedrow heroes in other roles.
- Lawful: Ilmater
- Neutral: Pen'a
- Chaotic: Ghaunadaur
Quest
Unlike the standard Healer quest, both the quest in vanilla NetHack and the one within dNetHack and its derivatives, the drow Healer's quest sees them fighting Blibdoolpoolp, graven-into-flesh for Esscooahlipboourrr, an artifact double sword that has a tentacle aura and is shackle-entwined. Additionally, the drow Healer will encounter many monsters that have fallen victim to a plague of life draining inflicted upon them by the manifestation of Blibdoolpoolp.
A drow Healer can gain access to their quest if the average of their experience level and the monster level of their pet with the highest level is 14 or higher.
While wielded, Esscooahlipboourrr grants automatic searching and drain resistance while acting as a spellcasting focus for healing spells and matter spells, and has +1d20 to-hit, +1d10 damage bonuses and drains levels on each hit against monsters without drain resistance—this life-draining applies a further +1d8 damage to the target's current and maximum HP, and restores half of that damage to the wielder's current HP. Additionally, a 100% damage bonus is applied on consecutive hits against the same target.
A wielded Esscooahlipboourrr passively steals magical items from adjacent hostile monsters and acts as a container that stores them weightlessly, and it will also pick up magical items from the floor as well; picking up shop items this way will not anger shopkeepers. Esscooahlipboourrr itself cannot physically be stored inside other containers. Invoking Esscooahlipboourrr allows the hero to interact with the artifact as a container, though it will only allow magical items to be stored.
Reading Esscooahlipboourrr teaches the mass healing spell. Applying Esscooahlipboourrr can cure status ailments for the wielder or other allied monsters similar to a unicorn horn, as with The Staff of Aesculapius, and inflicts status ailments on opposing monsters while completely ignoring monster MR—this is reversed if the artifact is cursed, and in all cases skips over ailments that do not apply (for curing) or else cannot be applied (for inflicting). The status ailments cured or applied in order of priority are: blindness, deafness, stunning and confusion, sleep, paralysis, cancellation, and plague.
Strategy
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