Fire resistance

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Fire resistance is a property in NetHack that protects the hero or a monster against most sources of fire damage.

Description

Fire resistance nullifies any fire damage that a hero or monster takes from attacks and wands, but will not prevent fire damage from boiling potions or burning scrolls and spellbooks within the target's inventory, nor will it prevent the burning of any non-fireproof armor that they are wearing. A hero falling in lava with fire resistance still incurs damage, but the resistance prevents it from being immediately lethal, providing a limited amount of turns to escape it before they sink beneath its surface and die. Being splashed from a boulder falling into lava deals d6 damage to a hero with fire resistance (before half physical damage is applied) and 3d6 damage otherwise.

Monsters that have fire resistance include fire-element monsters, some golems and most major demons. Monsters that are resistant to fire but not resistant to cold are considered vulnerable to cold, and take about 57% more damage from rays of cold (+1d3 for each 1d6) as well as doubled damage from frosty explosions.[1][2] This is not applied to the hero, even while they are polymorphed into such a monster.

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 9942b65d, extrinsic fire resistance protects items in open inventory from burning 99100 of the time, with a separate roll for each item that would be destroyed.

List of monsters

The following monsters possess intrinsic fire resistance:

An asterisk (*) denotes monsters that are invalid polymorph forms, with the demon monster class containing several such monsters (e.g. the mail daemon and the demon lords and princes).

Sources

Fire resistance can be obtained through various items and methods, while various monsters have fire resistance and may grant the property to a hero under certain circumstances.

Intrinsic

Monks gain intrinsic fire resistance at experience level 11, and Priests obtain fire resistance at XL 20.[3][4]

A hero eating a ring of fire resistance has a 13 chance of successfully absorbing the ring's magic and gaining the intrinsic.[5] Intrinsic fire resistance can be obtained by crowning.[6]

Fire resistance can also be obtained by polymorphing into a valid monster with fire resistance, or by eating the corpse, glob or tin of the following monsters:

Monster Conduct Difficulty Chance Notes
red mold vegan 2 3%
gray ooze vegetarian 4 7% acidic
gelatinous cube vegan 6 10% acidic
red naga hatchling meaty 4 10%
flesh golem meaty 10 12%
Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis, nopoly
fire ant meaty 6 20% abundant on the Valkyrie quest
pyrolisk meaty 8 20%
red naga meaty 8 20%
Wizard of Yendor meaty 34 25% cannibalism for humans, nopoly
fire giant meaty 11 30% abundant on the Valkyrie quest
hell hound pup meaty 9 47%
Lord Surtur meaty 19 50% Valkyrie quest nemesis, nopoly
salamander meaty 12 53% poisonous
hell hound meaty 14 80%
red dragon meaty 20 100%
Ixoth meaty 22 100% Knight quest nemesis, nopoly

Extrinsic

Extrinsic fire resistance is granted by the following items:

The ring of fire resistance will always be fireproof itself, though in practice this can only be witnessed if the ring has a randomized appearance with a flammable material and it is submerged in lava.

Carrying the Mitre of Holiness–the Priest quest artifact–is intended to grant fire resistance, but this behavior is bugged.

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 a311f4b4 and commit b44a5471, gaining extrinsics from carrying artifacts in the inventory is properly enabled, and carrying The Mitre of Holiness grants extrinsic fire resistance as intended.

Strategy

Fire resistance is often considered a must-have property for a hero preparing to enter Gehennom, as fire traps are prevalent there and capable of reducing your maximum hit points otherwise.

History

Fire resistance as a property is present in Hack 1.21 and Hack for PDP-11, which are based on Jay Fenlason's Hack, and is also present in Hack 1.0.

From Hack 1.0.2 to NetHack 3.0.10, fire resistance is required to enter Hell, which will instantly burn the hero to a crisp otherwise.

Messages

You feel a momentary chill.
You gained intrinsic fire resistance by eating a corpse or tin.
You be chillin'.
As above, while hallucinating.
You feel cool!
You gained intrinsic fire resistance through reaching a certain experience level.
You feel warmer!
You lost intrinsic fire resistance due to level drain or an intrinsic theft attack.
You feel mildly warm.
You were hit by fire, but suffered no damage due to fire resistance.

Variants

NetHack variants often introduce additional sources of fire resistance, and object properties systems also have fire resistance as one of the many possible extrinsics that worn armor can grant. Some variants may also make fire resistance a temporary intrinsic or a partial intrinsic.

NetHack variants also include several monsters that have fire resistance and/or grant fire resistance when eaten, neither of which will be listed here for the sake of brevity.

SLASH'EM

In SLASH'EM, the Flame Mage role always starts with intrinsic fire resistance, while the Ice Mage gains fire resistance at experience level 13.[7][8]

The ward against flame technique grants temporary fire resistance when used. This is the Monk's primary source of fire resistance, available at experience level 11, and is based on the intrinsic fire resistance Monks gain at that level in NetHack.[9]

Firewall and Hellfire are artifacts that grant fire resistance while wielded.[10][11]

GruntHack

In GruntHack, armor items can have the fire resistance property and will grant that resistance while worn.

SporkHack

In SporkHack, fire resistance gained from eating corpses is a partial intrinsic, as with most other resistance properties—the percentage gained depends on the corpse or tin being eaten.

SporkHack also adds the flame shield, a type of shield that grants fire resistance while worn.

Dragonbane grants fire resistance and several other resistances while wielded.

dNetHack

dNetHack adds the following items that provide fire resistance:

Fire resistance gained from eating corpses is a temporary intrinsic, as with most other resistance properties—the duration depends on the corpse eaten, and some can give the intrinsic permanently. Some corpses deal fire damage when eaten, and can only be safely eaten by a hero or monster with fire resistance.

Extrinsic sources of fire resistance will also protect the inventory from fire damage, and only halves damage dealt by elemental fire. The spirit Maegera grants full immunity to fire damage while bound, including from elemental fire.

The flameproof and woolen object properties for armor grant fire resistance while that armor is worn, and items with either object property will also be fireproof.

Many artifacts grant fire resistance in some form:

FIQHack

In FIQHack, extrinsic fire resistance prevents items carried by the hero from burning as well as blocking fire damage to the hero themselves.

xNetHack

In xNetHack, extrinsic fire resistance completely protects the open inventory from fire damage.

EvilHack

In EvilHack, fire resistance gained from eating corpses is a partial intrinsic as in SporkHack.

Draugr and vampire heroes can only gain up to 50% of partial fire resistance from eating or draining corpses, and gain the partial intrinsic three times slower compared to other races—they can also never gain intrinsic fire resistance from their role or by crowning. Extrinsic sources of the property still grant full fire resistance, and as undead they do not take extra damage from hellfire attacks or being hit with Angelslayer, making them completely immune if they have extrinsic fire resistance.

The Infidel role starts each game with intrinsic fire resistance, unless they are the aforementioned draugr or vampires.

Vulnerability to fire that overrides fire resistance can be inflicted upon monsters and heroes by the vulnerability monster spells.

Armor with the "fire" object property grants fire resistance while worn, and both armor and weapons with the property will be fireproof.

Xiuhcoatl grants fire resistance while wielded.

Dichotomy grants fire resistance while wielded and protects the wielder's open inventory from fire damage—Dichotomy also deals higher damage against monsters that lack fire resistance, among other bonuses.

A hero that is in Gehennom and does not have complete fire resistance will take some amount of fire damage each turn, with the damage and feedback varying depending on how much they have:

The flames of hell are <slowly> roasting you alive!

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, the Firefighter role gains intrinsic fire resistance at experience level 15.

Trolls are a playable race of hero who are uniquely incapable of obtaining fire resistance from any source at all, including polymorphing.

The fire helmet and asbestos jacket each provide fire resistance while worn, and a Firefighter starts with both of these items.

References