Raygun

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Name raygun
Appearance hard handle ending in glassy disks
Damage vs. small 1d2
Damage vs. large 1d2
Damage type blunt
To-hit bonus +0
Weapon skill firearms
Expert traits (none)
Primary attribute strength
Magical item? yes
Future tech? yes
Properties
  • can be charged
  • has a range of 15 squares
Base size medium
Base price 3000 zm
(+10/positive
enchant)
Default weight 8
Base material plastic

A raygun is a type of charged energy weapon that appears in dNetHack, notdNetHack and notnotdNetHack. The raygun is a medium-sized launcher, making it one-handed for a medium-sized wielder, has a base material of plastic and is considered to be a futuristic item. It uses the firearms skill expending one charge per shot. It appears as a hard handle ending in glassy disks when unidentified.

Generation

Anachrononauts start each game with knowledge of the raygun's identified appearance.

Elf Anachrononauts start each game with an uncursed +0 raygun.

Two rayguns are generated in the Anachrononaut quest and Android quest:

  • A raygun is generated on both of the locate levels.
  • A raygun is generated on both of the goal levels, and may be created embedded in the walls.

Rayguns are not randomly generated and cannot be wished for by a hero that isn't a Tourist, though they may still be found in bones. When a raygun is generated on a bones level it will have its recharge counter set to 4, preventing it from being recharged, and also has its remaining charges halved.

Two monsters can be generated with a raygun.

Description

The raygun has four separate firing modes: "stun", "heat", "kill", and "disintegrate". The raygun acts similarly to an attack wand when fired, shooting a ray of an elemental damage type corresponding to the mode the weapon is currently set to, with each mode expending a different amount of charges per shot. These fired rays are still subject to reflection and deal 6d6 elemental damage, gaining a +0 to-hit bonus. Each ray has a total range of 10 squares, or 20 squares with Naberius bound. When fired at Basic skill in firearms a raygun shoots a single ray or beam, increasing to 1–2 at Skilled, and again to 2–3 at Expert. Rayguns do not benefit from expert traits.

  • "Stun" mode: Shoots sleep rays, costs 1 charge per shot. If the hero is hit by the ray they will also be stunned, while monsters will also be made stunned and confused.
  • "Heat" mode: Shoots fire rays, costs 2 charges per shot. Can be used to engrave or burn wards into the floor.
  • "Kill" mode: Shoots death rays, costs 10 charges per shot.
  • "Disintegrate" mode: Shoots disintegration beams, costs 15 charges per shot. Can dig through walls, solid rock and other obstacles. Can be used to digs through the floor if aimed downwards or when attempting to engrave, blinding the hero for 1–50 turns in the process. The beam's range is reduced by the 1 for every door and tree it hits, by 2 for every wall, and by 3 for every square of solid rock it needs to dig through.

Rayguns are normally generated with 90 to 160 charges unless otherwise specified, and initially have their firing mode set to "stun". Each raygun can be charged up to 4 times, which has different effects based on the beautitude of the charging source and the hero's role: for Anachrononauts and Tourists, blessed charging sets charges to 160, cursed charging sets charges to 10 and uncursed charging sets the charges to a number between 80 and 150. For other roles, blessed charging sets charges to 15, cursed charging sets charges to 2 and uncursed charging sets the charges to a number between 4 and 12. Attempting to recharge a raygun after it has been recharged 4 times wastes the charging with no further effect.

Monsters will not use rayguns, preferring all other ranged weapons to it.

Messages

You set the raygun to <mode>."
You applied a raygun.