Cold resistance

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

Description

Cold resistance nullifies any cold damage that a hero or monster takes from attacks and wands, but will not prevent cold damage from freezing and shattering potions in their inventory.

Monsters that have cold resistance include cold-element monsters, some golems and most undead. Monsters that are resistant to cold but not resistant to fire are considered vulnerable to fire, and take about 57% more damage from rays of fire (+7 for each 1d6) as well as doubled damage from fiery 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 cold resistance protects items in open inventory from freezing 99100 of the time, with a separate roll for each item that would be destroyed.

List of monsters

The following monsters possess intrinsic cold resistance:

An asterisk (*) denotes monsters that are invalid polymorph forms—in the case of angelic beings, only the Aleax is a valid polymorph form that has cold resistance, while for wraiths the Nazgul is the only invalid polymorph form.

Sources

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

Intrinsic

Valkyries start each game with intrinsic cold resistance, while Monks gain intrinsic cold resistance at experience level 13.[3][4]

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

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

Monster Conduct Difficulty Chance Notes
brown mold vegan 2 3%
gray ooze vegetarian 4 7% acidic
brown pudding vegetarian 6 7% acidic
black pudding meaty 12 7% acidic
gelatinous cube vegan 6 10% acidic
flesh golem meaty 10 12%
blue jelly vegan 5 13%
Chromatic Dragon meaty 23 17% poisonous, Caveman quest nemesis, nopoly
winter wolf cub meaty 7 33%
yeti meaty 7 33%
frost giant meaty 13 33%
winter wolf meaty 9 47%
ice troll meaty 12 60%
white dragon meaty 20 100%

Extrinsic

Extrinsic cold resistance is granted by the following items:

Strategy

Cold resistance is not as vital as some other resistances, but is still worth obtaining and can be easier to attain from eating monsters in comparison.

History

Cold 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.

Messages

You feel full of hot air.
You gained intrinsic cold resistance by eating a corpse or tin.
You feel warm!
You gained intrinsic cold resistance by gaining a level.
You feel cooler!
You lost intrinsic cold resistance due to level drain or an intrinsic theft attack.
You feel mildly chilly.
You were frozen, but suffered no damage due to cold resistance.

Variants

NetHack variants often introduce additional sources of cold 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 cold resistance a temporary intrinsic or a partial intrinsic.

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

SLASH'EM

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

The ward against ice technique grants temporary cold resistance when used. This is the Monk's primary source of cold resistance, available at experience level 13, and is based on the intrinsic cold resistance Monks gain at that level in NetHack.[9]

Deep Freeze grants cold resistance while wielded.[10]

GruntHack

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

SporkHack

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

SporkHack also adds the ice shield, a type of shield that grants cold resistance while worn.

Dragonbane grants cold resistance and several other resistances while wielded.

dNetHack

dNetHack adds the following items that provide cold resistance:

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

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

The coldproof and woolen object properties for armor grant cold resistance while that armor is worn.

Many artifacts grant cold resistance in some form:

EvilHack

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

Draugr and vampire heroes start each game with cold resistance due to being undead (though other vampiric monsters do not have this resistance).

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

Ice traps that are stepped on can reduce a hero's intrinsic cold resistance, and heroes with cold resistance from their role or race instead become temporarily vulnerable to cold.

Armor with the "frost" object property grants cold resistance while worn.

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

A hero that is in the Ice Queen's Realm and does not have complete cold resistance will take some amount of cold damage each turn, with the damage and feedback varying depending on how much they have:

You are <slowly> freezing to death!

External links

References