Pirate/dNetHack

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In dNetHack, notdNetHack and notnotdNetHack, the Pirate is a role available to the hero that is incorporated from the Pirate role patch by dNetHack developer ChrisANG, which in turn is based on the preliminary Pirate patch by Nephi.

Pirates can be humans, tieflings, aasimar, elves, drow, or incantifiers, and can start as neutral or chaotic. In notdNetHack, they can also be played as leprechauns in addition to the listed races, while in notnotdNetHack they can additionally be octopodes.

Starting equipment

Each Pirate starts with the following equipment:

Any ring that is generated with an enchantment of +0 or lower is given a random enchantment from +1 to +3.

The following racial conditions also apply:

Pirates start the game with knowledge of the sack, oilskin cloak, oilskin sack, and grappling hook, as well as knowledge of any applicable racial equipment.

The Pirate's default starting pet will be either a parrot or a monkey with roughly equal probability.

Intrinsics

Pirate gain the following intrinsic properties upon reaching the given experience levels:

Attributes

Pirates have 75 points to distribute among their starting attributes like most other roles, while most descendant Pirates, who have 65 points to distribute. Elven Pirates have +5 points for a total of 80 to distribute, and descendant elven Pirates have -5 points for a total of 70.

The Pirate's starting attributes are distributed as follows:

Attributes Strength Dexterity Constitution Intelligence Wisdom Charisma Remaining
Minimum attributes 10 10 10 7 7 7 24
Distribution percentages 22% 22% 20% 15% 10% 10%

Skills

Pirates have the following skills available to them before racial adjustments:

Pirate skills
Max Skills
Basic
Skilled
Expert

Human Pirates start with Basic skill level in scimitars, knives and firearms. Drow Pirates start with Basic skill level in scimitars, crossbows, firearms, and bare-handed combat (which they can train to Grand Master). Elven Pirates start with Basic skill level in scimitars, daggers and firearms. Incantifier Pirates can reach Expert in all spell schools, including those not normally available to the role.

Pirates use the intelligence stat to cast spells, and their role's special spell is cause fear.

Special rules

The primary defining features of the Pirate role are:

  1. The existence of "king of the hill" mode, explained in the Quest section, and
  2. The lack of sacrifice gifts available for them.

The Pirate can only receive a singular artifact as a gift from sacrifice: The Marauder's Map, which can be read to gain clairvoyance as with casting the spell at Basic or lower skill. Invoking it will detect the current location of objects and reveal the locations of any other artifacts among those objects. To compensate, the base chance for an object of a particular type to be made into an artifact is raised from 120 (5%) to 15 (20%) for a Pirate hero.

The rule regarding sacrifice gifts does not extend to crowning, and the Pirate has a different crowning gift as well: A Pirate that is crowned and not wielding a scimitar as their primary weapon will have the blessed and rustproof +1 Reaver placed at their feet, while a Pirate that is wielding a scimitar when they are crowned will have it transformed into Reaver instead. If the artifact is already being wielded at the time a Pirate is crowned, it will be formally identified—in practice, this requires that a Pirate hero find Reaver in the bones of another (former) Pirate, since they cannot wish for it or obtain it by any means other than those described. A hero that is given Reaver as a crowning gift will also unrestrict the scimitar and firearms skills and have their caps set to Expert (which is generally already the case for most Pirates).

A Pirate hero that attacks with the wielded Reaver will steal an item on each hit, which will only occur 110 of the time for monsters and heroes of other roles, and prompts the player if they want to keep the item in their inventory afterward—beware that the the user will be instantly stoned if a footrice corpse is stolen this way, unless they are wearing gloves. Pirates are also the only role that can wield Reaver in the offhand while performing two-weapon combat, with the standard penalties applying.

Pirate heroes that die and leave bones files will always arise as skeletal pirates rather than ghosts under normal circumstances.

"King of the hill" mode is activated for a Pirate that has possession of their quest artifact, detailed further below.

Several dialogs for Pirates are changed, and a slightly different set of alternate item names from Nephi's patch are applied:

Standard Pirate
potion of booze potion of rum
cram ration sea biscuit
sack ditty bag
oilskin sack oilskin ditty bag
large box foot locker
club belaying pin
zorkmid (unused) doubloon
gold coin (unused) piece of eight

Rank titles

The status line displays one of the following ranks for the corresponding experience levels:

  • XL 1-2: Landlubber
  • XL 3-5: Sailor
  • XL 6-9: Cutthroat
  • XL 10-13: Bosun
  • XL 14-17: Second Mate
  • XL 18-21: First Mate
  • XL 22-25: Captain
  • XL 26-29: Pirate Lord
  • XL 30: Dread Pirate

Gods

Main article: Religion

The Pirate pantheon is a trinity of the Christian God, the Devil, and the sea.

All three deities have Reaver as their crowning gift for a Pirate or any other hero that worships them, and a hero that is crowned by them will be given the title of "the Pirate King", regardless of the hero's actual role or gender. A hero that is given Reaver as a crowning gift will also unrestrict the scimitar and firearms skills and have their caps set to Expert—this already applies to Pirates, but will not be necessarily true for other heroes worshipping any of these deities.

The Devil serves as the chaotic unholy deity for vampire heroes that worship within the pantheon.

Quest

Main article: Pirate quest/dNetHack

The Pirate's quest sees them fight Blackbeard's Ghost for The Treasury of Proteus, an artifact chest. The Treasury of Proteus has 112 the weight of a regular chest at 50 aum, and grants magic resistance and acts as a luck item while carried. Invoking the artifact restores the hero's energy by an amount equal to half of the difference between their maximum power and current power: if this amount is less than 110 of their maximum, then it will restore up to 400 energy.

While the hero has The Treasury of Proteus in their open inventory, it has other effects that can significantly change gameplay:

  • While a Pirate hero has The Treasury of Proteus on hand, they are considered "king of the hill", and monster generation will change accordingly. When randomly generating monsters, 15 of them will be groups other pirates who seek to steal the quest artifact and kill the hero (in no specific order)—skeletal pirates will be generated in the dungeon above Gehennom, while damned pirates will be generated within Gehennom, and githyanki pirates will be generated on the Elemental Planes and Astral Plane.
    • These pirate monsters will attack the hero or whoever is currently "king of the hill", as well as sharing a mutual grudge with soldiers and sergeants.
  • The Treasury of Proteus has a 1920 chance of absorbing and blocking curses while carried—it will then become uncursed if it is currently blessed, and otherwise becomes cursed.
  • When a Pirate hero first picks up The Treasury of Proteus, a timer is set to count down each turn, and when the timer reaches 0 it will polymorph its contents, signified by a sea-related message being printed. Normal items inside the container at the time have a 120 chance of resisting this effect, while artifacts have a 1920 chance of resisting.

Losing possession of The Treasury of Proteus will disable these listed effects.

Strategy

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

"Detail to match the layout of other NetHack and dNetHack role strategy sections if possible."