Kick (command)

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Keyboard commands
~ ! @ # $ % ^ & * ( ) _ = +
Q W E R T Y U I O P { } |
q w e r t y u i o p [ ] \
A S D F G H J K L : "
a s d f g h j k l ; '
Z X C V B N M < > ?
z x c v b n m , . /
q w e r t u i o p Alt
a s d f j l Alt
c v n m ? Alt
A C R T O Alt
a c d o p r t [ Ctrl
This article is about the command. For the attack type, see kick attack.

In NetHack, the hero can kick through the use of the accompanying command with Ctrl + d, as well as using k (if the number_pad option is on) or the #kick extended command.

Description

Using the kick command will prompt the player for a direction that they want the hero to kick in, assuming that the hero is currently grounded. Kicking in the direction of a peaceful or tame monster that the hero can see will prompt the player if they really want their hero to go through with the action.[1] Kicking a monster will roll to determine if the kick succeeds, and a peaceful monster that the player chooses to kick will be angered regardless of the outcome.[2][3][4] Similar to the kick attack type, damage calculations will account for factors such as the hero's ability scores, whether or not the hero is wearing boots and whether or not their worn boots are blessed.

A hero with the martial arts skill (i.e. Monks and Samurai) gains various bonuses to kicking, while a hero polymorphed into a sasquatch will gain bonuses to kicking due to being a "bigfoot".[5][6] Kicking boots also grant various bonuses to kicking with this command, and ensures that such kicks always succeed.[7][8]

Kicking can have various effects depending on the situation: kicking monsters, items or dungeon features will usually make noise that can awaken sleeping monsters, and kicking an object or dungeon feature can also disturb zombies whose corpses are buried in the ground nearby.[9] Kicking at an empty square abuses dexterity and has a chance of causing the hero to "strain a muscle", which also abuses strength and causes a wounded for 5-10 turns[10]—this includes a square with an opened or broken door, as well as a square with a stairway or a down ladder.[11][12] Kicking objects that are immovable or too heavy can result in the hero taking physical damage and also suffering a wounded leg, and will abuse dexterity and strength.[13] ("Ouch! That hurts!")

The next section explains the requirements for a player to use the command, while the effects of kicking specific objects and monsters are further detailed in each of the sections below it.

Requirements and conditions

A hero cannot kick using the command under the following conditions:

A hero can still attempt a kick if they are currently engulfed, or else if they are in a pit (or spiked pit) and have phasing, though it will always have no effect in either case.[22][23] Trying to attempt a kick while underwater has a 12 chance (50%) chance of failing immediately.[24] A hero that is fumbling has a 13 chance of their attempted kick outright missing the object or monster on the targeted square.[25]

A hero that is riding a steed and attempts to kick will instead be prompted to kick their steed:[26] doing so initiates galloping, which makes the steed move faster temporarily at the cost of reducing its tameness.

Levitation

Kicking while levitating or on the Plane of Air will have the hero attempt to kick off a monster, a wall or a dungeon feature that is large and sturdy enough if one is occupying the adjacent square in the direction chosen by the player, and kicking this way will cause the hero to hurtle in the opposite direction depending on what they kick, the size of the kicking target and how hard they do so.[27][28]

If the hero attempts to kick towards an empty square while levitating, there is a 12 chance of them hurtling one square in the opposite direction.[29] Kicking towards a closed door while levitating will always fail and inflict physical damage with a chance of wounding the hero's legs.[30] Kicking in the direction of a sink, altar, throne, headstone, or fountain while levitating will always be treated as targeting an empty square.[31][32][33][34][35]

Kicking objects

A hero kicking an object will have various results depending on the weight and nature of the object, as well as the hero's strength level and kicking abilities.

  • A hero kicking a stack of multiple gold pieces that is not too heavy to move has a very high chance of scattering that gold randomly within a few squares of its location:[36][37][38] monsters that are interested in gold can catch any gold that flies towards them, and nearby monsters that were sleeping will awaken regardless of whether they catch any gold that flies at them[39][40][41]—gold that hits immobile monsters as a result of being kicked will do no damage to them.[42]
    • A peaceful monster that is not a guard and hit by flying gold has a 14 chance of becoming hostile.[43]
    • Monsters that catch gold pieces as a result of the hero kicking that gold will generally behave as though the gold was thrown directly at them, e.g. hostile mercenaries will react as though bribed, hostile shopkeepers that were robbed will calm down if the gold they picked up was enough to cover items stolen from their shop, and so on.[44]
  • A hero that kicks a fragile object other than crystal plate mail or a helm of brilliance will cause it to break immediately, and potions shattered this way will subject the hero and monsters on adjacent squares to their vapors.[45][46] Mirrors broken this way incur a -2 penalty to luck, while eggs laid by the hero that are broken this way incur a -1 luck penalty per broken egg. Artifacts with base items that are normally fragile cannot be broken by kicking them.
  • If a hero kicks a container with fragile items inside it, and the container is not a bag of holding, then those fragile items each have a 13 chance per stack of breaking, with luck penalties for mirrors and the hero's eggs applied as above.[47][48][49] The following also occurs depending on the container type and its contents:[50]
    • Kicking a container with a trap on it will trigger that trap as with opening the container or handling its lock.[51][52][53]
    • A locked container has a 15 chance of the lock being broken open, which is increased to 12 if the hero has the martial arts skill.[6][54]
    • If the hero has knowledge of a container's contents and breaks something inside that container by kicking it, they will no longer have that exact knowledge, though the player can usually infer what specific items were broken based on the messages produced.[55]
  • Kicking a statue trap will cause it to activate and bring the statue to life, animating the topmost statue if there are multiple statues on that square.[56]
  • Kicking the corpse of a chickatrice or cockatrice when the hero is not wearing boots will subject them to instant stoning if they do not have stoning resistance, while a hero that does so in the form of any golem will become a stone golem if they were not one already.[57]
  • If the hero kicks an object that is embedded in a wall or door, the object has a chance of coming loose dependent on the hero's dexterity, and otherwise there is a chance of the hero sustaining slight physical damage and possibly a wounded leg.[58] An object that is kicked loose from being embedded in a wall will be placed on the hero's square.
  • If a hero kicks any object that is too heavy, is fixed in place, or else is obstructed from moving (e.g. there is an adjacent wall in the chosen direction) then the object will not move[59][60]—this prints a message and may result in the hero taking slight physical damage, with a further 13 chance of a wounded leg.[13]
  • When kicking items that belong to a shop, the shopkeeper will attempt to catch any items that would fly out of the shop's boundaries, and breaking fragile items belonging to that shop will result in the hero being charged for them and the shopkeeper becoming hostile.[63][64][65]
  • Kicked items that ordinarily serve as ammunition can mulch upon hitting a monster as thrown projectiles do.[66]

If the hero kicks at a pile of objects, only the top object of the pile will be affected.[67] Items that are in a web cannot be kicked at all, and items that are in a pit or spiked pit cannot be kicked unless the hero has phasing.[68]

Calculating distance

Objects that are moved by kicking will travel a number of squares from the player in the direction that it was kicked, with the distance equal to STR2 - w40, where w is the object's weight: a strength level of 18/01 to 18/31 is treated as 18 for this purpose, while a strength level of 18/32 to 19 is treated as 20, and a distance value of 1 or less from this equation means that the object will not move at all. The following traits and circumstances can also affect how far kicked objects travel:

  • If a hero that either has the martial arts skill or is polymorphed into a sasquatch kicks an object, and that object moves as a result, its distance will be extended by 1 to 3 squares.[5][6][69]
  • If a hero kicks an object while they and the object are underwater, the object's movement distance is reduced to D3 + 1 (with a minimum of 1 if it is not too heavy to move), where D is the normal distance it would travel otherwise.[70]
  • A hero that is on the Plane of Air or in the air bubbles within the Plane of Water and moves an object by kicking it, its distance will be extended by 1 to 3 squares.[71]
  • A hero kicking an object that is sitting on ice increases its distance by 1 to 3 squares.[72]
  • A hero kicking an object that is greased increases its distance by 1 to 3 squares.[73]

An object that is moved by kicking will travel until it has either reached the full distance or is stopped by an obstacle, such as a wall or monster—an object kicked in the direction of a hole or trap door has a chance of falling down that opening, and may also hit other items on that square with a chance of causing them to fall down the opening (with fragile items breaking rather than being placed on the destination level below).[74][75]

Kicking dungeon features

Several dungeon features have different possible outcomes from a hero kicking them, which are explained in the table below:

Target Effect
Wall If an item is embedded in the wall, there is a dexterity-based chance of the item landing on the hero's square.[58] Otherwise, the hero has a chance of taking minor physical damage with an added chance of wounding their leg, and taking damage abuses dexterity and strength.[13]
Closed door Exercises dexterity and strength with a chance of breaking the door down, leaving an empty doorway.[76] If a watchman or watch captain in Minetown sees the hero kicking a door, they will issue a warning and the door will become trapped, and immediately doing so again after this warning will anger the entire watch.[77][78][79][80] Kicking a shop door down will anger the shopkeeper unless you immediately pay 400 zorkmids.[81] Successfully kicking down doors also exercises strength unless the door was trapped, in which case the resulting explosion abuses strength instead.[82][83][84]
Secret door May reveal the door, which exercises dexterity. ("Crash! You kick open a secret door!" / "Crash! You uncover a secret door!") Otherwise, the hero takes physical damage with an added chance of wounding their leg, and taking damage abuses dexterity, as well as abusing strength if a wounded leg occurs.[13]
Secret corridor May reveal the passage, which exercises dexterity. ("Crash! You kick open a secret passage!") Otherwise, the hero takes physical damage with an added chance of wounding their leg, and taking damage abuses dexterity, as well as abusing strength if a wounded leg occurs.[13]
Throne Has different possible outcomes depending on the hero's luck and whether or the throne has been 'looted':[85]
  • If the hero's luck is below 0 or the throne is already 'looted', then there is a 13 chance of exercising dexterity and destroying the throne, leaving behind up to 200 gold pieces.[86]
  • Otherwise, if the hero's luck is above 0 and the throne is not already looted, there is a 13 chance (effectively 29) that 300-500 gold pieces are knocked loose from the throne onto the hero's square, along with 1-6 gems that can consist of any type of valuable gem and/or worthless glass, and whose amount depends on the hero's luck.[87] This can only occur once per throne, and the throne will be marked as 'looted' afterward.
  • Otherwise, if the hero is current above the lowest dungeon level that they have explored, there is a 14 chance (effectively 19) that a trap door will spontaneously open on the hero's square[88][89]—this behaves mostly like a normal trap door does, except that it will not persist after opening under the hero.
Altar Has a 13 chance of the hero taking physical damage, with a further chance of wounding their leg, and otherwise the hero exercises dexterity.[90][13] In either case, the altar's god will take offense:[91][92] if the altar is co-aligned, the hero loses 1 point of wisdom, and incurs a -1 penalty to alignment record if it is currently greater than a random number between 0 and -3;[93] if the altar is cross-aligned, then the hero takes a penalty to luck, with a chance of a 1- or 2-point penalty depending on how high their current luck is.[94]
Fountain Has a 13 chance of the hero taking physical damage, with a further chance of wounding their leg.[95][13] Otherwise, dexterity is exercised and there is a 23 chance of the hero's worn boots becoming wet, which rusts any boots made of iron.[96]
Headstone There is a 34 chance of the hero taking physical damage, with a further chance of wounding their leg.[97][13] Otherwise, there is a 12 chance (effectively 18) of generating a hostile ghoul, which can only occur once per grave no matter how the ghoul is summoned.[98][99] Otherwise, there is a 18 chance of destroying the headstone and leaving a normal floor square and a stack of rocks in its place:[100] this abuses wisdom, incurs a -1 penalty to alignment record for Archeologists, Samurai or any lawful hero with an alignment record above -10, and will not affect any contents buried on that square during the headstone's initial creation.[101]
Iron bars Causes the hero to take physical damage, with a further chance of wounding their leg.[102][13]
Tree Has three different possible outcomes, assuming that the tree has not produced fruit or monsters:[103]
  • There is a 23 chance of the hero taking physical damage with a further chance of wounding their leg.[104][13]
  • If the hero does not hurt their leg, then there is a 1415 chance (effectively 1445) of dropping (8−rnl(7)) fruits[105]—this only occurs once per tree, exercises dexterity and wisdom, and has an equal probability of producing apples, oranges, pears, bananas, or eucalyptus leaves.[106][107][108]
  • If no fruit is produced, then there is a 145 chance that a swarm of (2+rnl(4)) hostile killer bees is generated around the tree's square, which can only occur once per tree and will print a message instead if killer bees are extinct or genocided.[109]
Sink Has a 45 chance of causing noise and exercising dexterity with no other effect.[110] If not, then one of the following effects occurs, with each instance of monster/item generation limited to once per sink:
  • There is a 13 chance (effectively 115) of a black pudding being generated on the sink's square unless black puddings are extinct or genocided, and dexterity is exercised.[111]
  • If the above roll is unsuccessful, then there is a 13 chance (effectively 245) of an amorous demon appearing on the sink's square unless amorous demons are extinct, and dexterity is exercised.[112] The amorous demon's gender will always be the opposite of the hero's current one.[113]
  • If the above roll is unsuccessful, then there is a 13 chance (effectively 4135) of the sink backing up and generating a random ring on its square, exercising dexterity and wisdom.[114][115]
  • If the above roll is unsuccessful, then the hero takes physical damage and has a chance of wounding their leg.[116][13]

Kicking monsters

As described in previous sections, kicking a monster will roll to determine whether the kick succeeds, if it is blocked or otherwise evaded by the monster, and if it deals any damage to that monster.[1][2][3] A peaceful monster that the player chooses to kick when prompted will always be angered, no matter the outcome of the actual kick attempt.[4]

A kick performed via the kicking command is treated as a normal attack using the kick attack type:[117] if the hero is polymorphed, then they gain a +1 to-hit bonus, and all of the kick attacks in the hero's routine occur upon selecting a monster target for the command (with a minimum of 1).[118][119] If the hero is levitating and performs a kick against a monster that does not have flight and is small or tiny in physical size, they have a 13 chance of missing and abusing dexterity.[120] A monster that is hiding in some manner (e.g. a cloaked mimic or a concealed cave spider) will be revealed even if the kick misses, and hiding has no effect on to-hit rolls.[121]

The base kicking damage for each strike is calculated using the hero's strength, constitution, dexterity, and a check for worn kicking boots, with the exact formula used being

1d(Str+Dex+Con15+b)

where b is 5 if wearing kicking boots and 0 otherwise. The following factors also affect the damage dealt by kicking through the command:

  • If your kick is 'clumsy', this base damage is halved. (This is not quite the same thing as "Your clumsy kick does no damage", but related.) Kicks can be clumsy if you are:
    • Wearing bulky body armor (dragon scales and dragon scale mail are considered bulky, as is any form of body armor that weighs 350 or more; all other body armors are non-bulky)
    • Wearing a large shield, which is also considered bulky
    • Carrying a heavy load (more than 70% of your carrying capacity, with higher probability to be clumsy at 80%, and guaranteed at 90%)
    • Fumbling.
  • If you are a martial artist (monk or samurai), there is a random damage bonus between 0 and half your dexterity. This exercises the martial arts skill, but the skill level does not affect the amount of bonus damage.
  • If you are wearing blessed boots, you deal an additional 1d4 damage against major demons and undead creatures.
  • The enchantment of your boots is added to the total damage amount, plus the enchantment of any rings of increase damage you are wearing or have eaten.
  • Thick-skinned monsters like dragons and mumakil take no base damage from a kick. Rings of increase damage, enchanted boots, and blessed boots will still cause their normal damage.[122]
  • If you attempt to kick a shade with unblessed boots, your foot will pass through it, doing no damage. You can only damage a shade by kicking if your boots are blessed, and even then the only damage comes from the 1d4 bonus versus undead.

If you are polymorphed into a sasquatch, you will get a bonus to kicking because you are (a) 'bigfoot'.

Against monsters, base damage for kicks with the command will usually come up to 1d7 - 1d8 with kicking boots or 1d2 - 1d3 without.

Kicking a sleeping monster will wake it up. (As usual, the noise from kicking wakes up all sleeping monsters nearby.)

When levitating, kicking larger monsters will propel you farther, and very small monsters will be more difficult to hit.

With the right training or equipment, you can sometimes send smaller monsters reeling back a square—perhaps into a trap.

Limitations to kicking monsters

Kicking monsters can displace them to a random point adjacent to you, even if they couldn't normally reach that spot: "The monster jumps (or swoops, slides, etc.), nimbly avoiding your kick." This is more likely to happen if you are fumbling or burdened. It is also more likely to happen with flying monsters such as bats.

Kicking a cockatrice without wearing boots will result in stoning.

Kicking a pet is considered abuse.[123]

Strategy

Even if you are unskilled in martial arts, kicking may be a useful strategy for fighting a monster you are having trouble hitting (like a ghost).

Kicking a cursed scroll of scare monster will not cause it to crumble, as picking it up would. This is one way to move scrolls that have become cursed.

Kicking gray stones is a common means of testing for loadstones: their immense weight means that loadstones will not fly as far as other gray stones when kicked, and they typically will not move at all unless the hero is wearing gauntlets of power or else has sufficient kicking bonuses. Though the distance a loadstone travels will still be noticeably shorter even if kicking bonuses cause it to move more than one square, testing with as few strength or kicking enhancements as possible is preferable to minimize error.

If your luck is low, kicking at suspected secret doors may be a faster way of revealing them compared to manual searching.

Kicking cross-aligned altars is potentially useful when trying to avoid crowning as an alternative to keeping your alignment record under 20, as luckier characters have a higher chance of losing two points instead of one.[124]

A user has suggested improving this page or section as follows:

"Continue detailing section as citations are updated."

Messages

Your slow motion kick doesn't hit anything.
You attempted to kick while underwater, and it immediately failed with a 12 chance.

Variants

EvilHack

In EvilHack, some roles have their kicking abilities modified.

  • Druids that use the kick command on live trees will "gently nudge" them instead to avoid hurting the tree, and will not suffer wounded legs when determining the outcome of that action.
  • Monks can perform much more powerful kicks than other heroes using the command, with different messages given.

References

  1. 1.0 1.1 src/dokick.c in NetHack 5.0.0, line 125-L143: maybe_kick_monster() function
  2. 2.0 2.1 src/dokick.c in NetHack 5.0.0, line 32-L123: kickdmg() function for the kick command
  3. 3.0 3.1 src/dokick.c in NetHack 5.0.0, line 145-L288: kick_monster() function
  4. 4.0 4.1 src/dokick.c in NetHack 5.0.0, line 151-L152
  5. 5.0 5.1 src/dokick.c in NetHack 5.0.0, line 7-L9: define is_bigfoot(x)
  6. 6.0 6.1 6.2 src/dokick.c in NetHack 5.0.0, line 8-L9: define martial()
  7. src/dokick.c in NetHack 5.0.0, line 10
  8. src/dokick.c in NetHack 5.0.0, line 1327-L1329
  9. src/dokick.c in NetHack 5.0.0, line 786
  10. src/dokick.c in NetHack 5.0.0, line 863-L878: kick_dumb() function
  11. src/dokick.c in NetHack 5.0.0, line 914-L918
  12. src/dokick.c in NetHack 5.0.0, line 1244-L1247
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 src/dokick.c in NetHack 5.0.0, line 880-L906: kick_ouch() function
  14. src/dokick.c in NetHack 5.0.0, line 1265-L1267
  15. src/dokick.c in NetHack 5.0.0, line 1268-L1270
  16. src/dokick.c in NetHack 5.0.0, line 1285-L1287
  17. src/dokick.c in NetHack 5.0.0, line 1279-L1281
  18. src/dokick.c in NetHack 5.0.0, line 1282-L1284
  19. src/dokick.c in NetHack 5.0.0, line 1294-L1296
  20. src/dokick.c in NetHack 5.0.0, line 1300-L1303
  21. src/dokick.c in NetHack 5.0.0, line 1307-L1310
  22. src/dokick.c in NetHack 5.0.0, line 1333-L1349
  23. src/dokick.c in NetHack 5.0.0, line 1350-L1354
  24. src/dokick.c in NetHack 5.0.0, line 1288-L1290
  25. src/dokick.c in NetHack 5.0.0, line 537-L540
  26. src/dokick.c in NetHack 5.0.0, line 1271-L1278
  27. src/dokick.c in NetHack 5.0.0, line 1355-L1370
  28. src/dokick.c in NetHack 5.0.0, line 1427-L1441
  29. src/dokick.c in NetHack 5.0.0, line 876-L877
  30. src/dokick.c in NetHack 5.0.0, line 920-L924
  31. src/dokick.c in NetHack 5.0.0, line 1016-L1021
  32. src/dokick.c in NetHack 5.0.0, line 1065-L1069
  33. src/dokick.c in NetHack 5.0.0, line 1079-L1083
  34. src/dokick.c in NetHack 5.0.0, line 1098-L1100
  35. src/dokick.c in NetHack 5.0.0, line 1197-L1200
  36. src/dokick.c in NetHack 5.0.0, line 290-L407
  37. src/dokick.c in NetHack 5.0.0, line 558-L576
  38. src/dokick.c in NetHack 5.0.0, line 695-L713
  39. src/dokick.c in NetHack 5.0.0, line 299-L301
  40. src/dokick.c in NetHack 5.0.0, line 319-L324
  41. src/dokick.c in NetHack 5.0.0, line 747
  42. src/dokick.c in NetHack 5.0.0, line 302-L308
  43. src/dokick.c in NetHack 5.0.0, line 317-L318
  44. src/dokick.c in NetHack 5.0.0, line 325-L402
  45. src/dokick.c in NetHack 5.0.0, line 678-L680
  46. src/dokick.c in NetHack 5.0.0, line 739-L740
  47. src/dokick.c in NetHack 5.0.0, line 422-L424: empty containers are skipped, as are magical ones (i.e. bags of holding)
  48. src/dokick.c in NetHack 5.0.0, line 433-L473
  49. src/dokick.c in NetHack 5.0.0, line 655
  50. src/dokick.c in NetHack 5.0.0, line 649-L676
  51. src/dokick.c in NetHack 5.0.0, line 660-L661
  52. src/dokick.c in NetHack 5.0.0, line 668-L669
  53. src/trap.c in NetHack 5.0.0, line 6294: chest_trap() function
  54. src/dokick.c in NetHack 5.0.0, line 656-L663
  55. src/dokick.c in NetHack 5.0.0, line 469-L471
  56. src/dokick.c in NetHack 5.0.0, line 531-L534
  57. src/dokick.c in NetHack 5.0.0, line 542-L556
  58. 58.0 58.1 src/dokick.c in NetHack 5.0.0, line 615-L647
  59. src/dokick.c in NetHack 5.0.0, line 686-L690
  60. src/dokick.c in NetHack 5.0.0, line 710-L713
  61. src/dokick.c in NetHack 5.0.0, line 516-L519
  62. src/dokick.c in NetHack 5.0.0, line 594-L596
  63. src/dokick.c in NetHack 5.0.0, line 457-L462
  64. src/dokick.c in NetHack 5.0.0, line 476-L484
  65. src/dokick.c in NetHack 5.0.0, line 742-L746
  66. src/dokick.c in NetHack 5.0.0, line 748-L749
  67. src/dokick.c in NetHack 5.0.0, line 692-L694
  68. src/dokick.c in NetHack 5.0.0, line 522-L530
  69. src/dokick.c in NetHack 5.0.0, line 578-L579
  70. src/dokick.c in NetHack 5.0.0, line 581-L583
  71. src/dokick.c in NetHack 5.0.0, line 584-L586
  72. src/dokick.c in NetHack 5.0.0, line 588-L589
  73. src/dokick.c in NetHack 5.0.0, line 590-L591
  74. src/dokick.c in NetHack 5.0.0, line 752-L755
  75. src/dokick.c in NetHack 5.0.0, line 1634-L1766: ship_object() function
  76. src/dokick.c in NetHack 5.0.0, line 928-L970
  77. src/dokick.c in NetHack 5.0.0, line 833-L843: watchman_thief_arrest() function
  78. src/dokick.c in NetHack 5.0.0, line 845-L861: watchman_door_damage() function
  79. src/dokick.c in NetHack 5.0.0, line 957-L958
  80. src/dokick.c in NetHack 5.0.0, line 967-L968
  81. src/dokick.c in NetHack 5.0.0, line 953-L956
  82. src/dokick.c in NetHack 5.0.0, line 937: strength abuse from kicking a trapped door
  83. src/dokick.c in NetHack 5.0.0, line 943: strength exercise from kicking down to pieces
  84. src/dokick.c in NetHack 5.0.0, line 948: strength exercise from kicking down a door; the only difference between this and kicking a door to pieces is essentially the message
  85. src/dokick.c in NetHack 5.0.0, line 1016-L1064
  86. src/dokick.c in NetHack 5.0.0, line 1022-L1034
  87. src/dokick.c in NetHack 5.0.0, line 1035-L1052
  88. src/dokick.c in NetHack 5.0.0, line 1053-L1056
  89. src/trap.c in NetHack 5.0.0, line 602: start of fall_through() function
  90. src/dokick.c in NetHack 5.0.0, line 1072-L1078
  91. src/dokick.c in NetHack 5.0.0, line 1071
  92. src/pray.c in NetHack 5.0.0, line 2651-L2673: altar_wrath() function
  93. src/pray.c in NetHack 5.0.0, line 2654-L2659
  94. src/pray.c in NetHack 5.0.0, line 2660-L2672: "higher luck is more likely to be reduced; as it approaches -5 the chance to lose another point drops down, eventually to 0"
  95. src/dokick.c in NetHack 5.0.0, line 1079-L1088
  96. src/dokick.c in NetHack 5.0.0, line 1088-L1097
  97. src/dokick.c in NetHack 5.0.0, line 1101-L1103
  98. src/dokick.c in NetHack 5.0.0, line 1104-L1107: calls disturb_grave()
  99. src/engrave.c in NetHack 5.0.0, line 1705-L1720: disturb_grave() function
  100. src/dokick.c in NetHack 5.0.0, line 1108-L1129
  101. src/dokick.c in NetHack 5.0.0, line 1112-L1115
  102. src/dokick.c in NetHack 5.0.0, line 1131-L1134
  103. src/dokick.c in NetHack 5.0.0, line 1135-L1193
  104. src/dokick.c in NetHack 5.0.0, line 1138-L1144: the comment in the code has incorrect math for the odds of each outcome
  105. src/dokick.c in NetHack 5.0.0, line 1145-L1170
  106. src/dokick.c in NetHack 5.0.0, line 1166-L1167: attribute exercise
  107. src/mkobj.c in NetHack 5.0.0, line 1978-L1980: int treefruits[]
  108. src/mkobj.c in NetHack 5.0.0, line 1982-L1987: rnd_treefruit_at() function
  109. src/dokick.c in NetHack 5.0.0, line 1171-L1192
  110. src/dokick.c in NetHack 5.0.0, line 1201-L1208
  111. src/dokick.c in NetHack 5.0.0, line 1209-L1223
  112. src/dokick.c in NetHack 5.0.0, line 1224-L1234
  113. src/dokick.c in NetHack 5.0.0, line 1195
  114. src/dokick.c in NetHack 5.0.0, line 1235-L1238
  115. src/fountain.c in NetHack 5.0.0, line 803-L826: sink_backs_up() function
  116. src/dokick.c in NetHack 5.0.0, line 1239-L1240
  117. src/dokick.c in NetHack 5.0.0, line 177-L233
  118. src/dokick.c in NetHack 5.0.0, line 187-L188
  119. src/uhitm.c in NetHack 5.0.0, line 376-L378
  120. src/dokick.c in NetHack 5.0.0, line 154-L160
  121. src/dokick.c in NetHack 5.0.0, line 162-L175
  122. src/dokick.c in NetHack 3.6.7, line 49
  123. src/dokick.c in NetHack 3.6.7, line 73
  124. src/pray.c in NetHack 3.6.7, line 2249