Magic torch
| ( | |
|---|---|
| Name | magic torch |
| Appearance | torch |
| Damage vs. small | 1d6 |
| Damage vs. large | 1d3 |
| Damage type | blunt |
| To-hit bonus | +1 |
| Weapon skill | club |
| Expert traits | (none) |
| Primary attribute | strength |
| Magical item? | no |
| Properties |
|
| Base size | small |
| Base price | 5000 zm (+10/positive enchant) |
| Default weight | 10 |
| Base material | bone |
A magic torch is a type of magic weapon-tool that appears in dNetHack, notdNetHack and notnotdNetHack. The magic torch is a stackable, one-handed weapon-tool that uses the club skill. It has a base material of bone. Magic torches will appear to be made of "ivory" when inspected or when unidentified.
Generation
Magic torches do not randomly generate, but may be wished for or found in bones.
Magic torches are normally generated with an enchantment of +0, and are off by default.
Polypiling will never yield a magic torch, and magic torches turn into a torch when polymorphed.
Both versions of the Grue's Cavern level generate a sack that contains a magic torch.
Description
A hero applying a magic torch will light it, or snuff it if it is already lit. While lit, magic torches emit light in a radius of 4 squares around it:
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Light from a lit torch illuminates normally-dark squares within the radius, but won't fully override darkness from other sources such as a shadowlander's torch or fossil dark. A magic torch burns indefinitely. If a hero creates darkness by reading a cursed scroll of light, either casting the light spell or using the #monster extended command as a drow, or zapping a wand of darkness, any magic torches in the lit area will be extinguished; this also occurs if a monster creates darkness as well.
As a weapon, a magic torch inflicts blunt damage and has a +1 to-hit bonus. It uses the club skill and deals 1d6 points of blunt damage to small monsters and 1d3 to large monsters—while lit, it deals an additional +1d8 fire damage versus monsters that lack fire resistance and gains 2x enchantment bonus damage. The fire damage can burn armor and destroy scrolls, spellbooks and potions in the target's inventory, with the potions releasing vapors. A magic torch gains a full damage bonus from the wielder's strength of up to +8 at 25 strength. Monsters will not apply magic torches on their own, but will use them as weapons if they are the best option available, and monster weapon preference factors in whether the magic torch is currently lit.
In terms of monster weapon preference, monsters will prefer the magic torch to a elven short sword, and will prefer a mace or better to the magic torch.
Strategy
A magic torch is among the best permanent light sources, providing the greatest light radius aside from the Candelabrum of Invocation and is less suited for combat with monsters that can cast darkness, as a potion of starlight or sunlight maggot is preferable in that case.
As weapons, magic torches and clubs in general have a niche advantage against monsters that are weak to blunt damage, such as skeletons and the Keter Sephiroth. The fire damage from magic torches can also burn up defensive items that hostile monsters might use to escape, though this is somewhat limited in application and may burn up other valuable loot.