Neferet the Green
| @ Neferet the Green | |
|---|---|
| Difficulty | 25 |
| Attacks |
Weapon 4d10 physical, spellcasting 2d8 mage, spellcasting 2d8 mage |
| Base level | 20 |
| Base experience | 593 |
| Speed | 15 |
| Base AC | 0 |
| Base MR | 90 |
| Alignment | 0 (neutral) |
| Frequency (by normal means) | Unique |
| Genocidable | No |
| Weight | 1450 |
| Nutritional value | 400 |
| Size | Medium |
| Resistances | None |
| Resistances conveyed | None |
|
Neferet the Green:
| |
| Reference | NetHack 5.0.0 - include/monsters.h, line 3604 |
Neferet the Green, @, is the Wizard quest leader. She is a strong, omnivorous human that can be seen via infravision.
Neferet the Green has a strong weapon attack and will attempt to cast two mage monster spells during each of her turns.
Generation
Neferet the Green is always generated as peaceful, and is not a valid polymorph form or genocide target.
Neferet the Green is always generated within the Lonely Tower, the Wizard quest's home level, and is placed on a throne at the back of the largest room inside the actual 'tower' building during level creation.[1]
Neferet the Green is always generated with a +5 quarterstaff and a +5 elven cloak.[2]
Strategy
Neferet the Green's monster spells use 8-sided dice rather than the 6-sided one used with most other spellcasting attacks, making spells such as psi bolt much stronger when cast by her (12d8 versus 11d6 for a mage caster of the same level).
History
| @ Neferet the Green | |
|---|---|
| Difficulty | 23 |
| Attacks |
Weapon 1d6 physical, spellcasting 2d8 mage |
| Base level | 20 |
| Base experience | 593 |
| Speed | 12 |
| Base AC | 0 |
| Base MR | 60 |
| Alignment | 0 (neutral) |
| Frequency (by normal means) | Unique |
| Genocidable | No |
| Weight | 1450 |
| Nutritional value | 400 |
| Size | Medium |
| Resistances | None |
| Resistances conveyed | None |
|
Neferet the Green:
| |
| Reference | NetHack 3.6.7 - src/monst.c, line 2958 |
Neferet the Green is introduced in NetHack 3.4.0, where she replaces the Wizard of Balance as the Wizard quest leader—this is done to ensure thematic consistency with the Wizard role, which first allows chaotic heroes in NetHack 3.3.0 and adjusts the alignment of the hero's quest leader to match their starting alignment. From this version to NetHack 3.6.7, including some variants based on those versions, Neferet the Green lacks a starting inventory and has much lower stats: 12 speed, an MR score of 60, a monster difficulty of 23, and a 1d6 weapon attack along with only one mage spellcasting attack. Angering or killing the quest leader also causes the game to become unwinnable in these versions, since the hero will either lose access to the magic portal that leads into their quest branch or else lose access to the lower floors of the quest.
NetHack 5.0.0 makes a major change to Quest mechanics via commit 20cbadcf: angering and/or killing quest leaders no longer makes the game unwinnable, and Neferet the Green and other quest leaders are given increased stats and additional equipment to compensate.
Origin
Neferet the Green may be a reference to Nefertiti, an Egyptian queen of the 18th dynasty, or to Nofret (also sometimes called Neferet or Nefert), an Egyptian princess from the 4th dynasty; 'Nfr-t' is a transliteration of the hieroglyphs meaning "beautiful woman". This is likely intended due to the Wizard role's slight Egyptian influence, as seen in their pantheon.
Messages
Variants
NetHack variants based on versions prior to NetHack 5.0.0 often make Neferet the Green and other quest leaders stronger than they are in those versions to accommodate the variant's changes to the Quest and its entry mechanics, and some of these changes are later incorporated into NetHack 5.0.0 itself.
SporkHack
In SporkHack, Neferet the Green is buffed significantly from NetHack 3.4.3: her difficulty is increased to 24, her speed becomes 15, her MR score becomes 90, and her attacks consist of two 2d8 mage monster spells during each of her turns. She also gains flight, sleep resistance, poison resistance, and stoning resistance.
UnNetHack
In UnNetHack, Neferet the Green retains her statistics from NetHack 3.4.3, and always generates with two random wands, two random scrolls and a random piece of armor.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, Neferet the Green retains most of her statistics from NetHack 3.4.3, with her difficulty increased to 24, and she gains a passive 0d4 magic missile attack, along with intrinsic magic resistance and teleport control that is granted from being a 'wizard' monster of at least level 17. Of her 10 points of AC, 2 are in the 'dodge' category and the rest are from protection. Her Egyptian aspects are much more emphasized compared to other variants.
Neferet the Green is always generated with the following equipment: a blessed +7 golden flail; a small blessed +7 golden shepherd's crook; a blessed +7 golden elven bow; 20 blessed +7 golden arrows; a blessed +7 mithril waistcloth; a blessed +5 silver pair of gloves; a blessed +5 silver pair of shoes; a blessed +5 golden prayer-warded wrapping; a blessed +5 golden band (which will be converted to a helm of brilliance if the band is the appearance for a helm of opposite alignment); and a golden amulet of life saving.
SpliceHack
In SpliceHack, Neferet the Green's stats are identical to NetHack 5.0.0, though her monster difficulty remains at 23.
EvilHack
In EvilHack, Neferet the Green's stats and resistances are improved from the NetHack 3.6 series, and she has the same attack routine as in NetHack 5.0.0 alongside the resistances she has in SporkHack, while her monster difficulty remains at 23.
Neferet the Green always generates with a +5 quarterstaff and a +5 elven cloak.
If The Eye of the Aethiopica is successfully wished for by a non-Wizard, there is a x⁄x+1 chance (where x is the amount of previous artifact wishes) of a hostile Neferet the Green generating adjacent to the character with the artifact in her possession.
All of the above information also applies to Hack'EM.
Encyclopedia entry
Neferet the Green holds office in her hidden tower, only reachable by magical means, where she teaches her apprentices the enigmatic skills of occultism. Despite her many years, she continues to investigate new spells, especially those involving translocation. It is further rumored that when she was an apprentice herself, she accidentally turned her skin green, and has kept it that way ever since.