Skill

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"Master" redirects here. For the rank title of a Monk at experience level 30, see Monk rank titles.

NetHack has a skill system that allows different roles of hero to attain different levels of proficiency in the use of various weapons, spellcasting and other fighting styles. Skills can be advanced using the enhance command when they are sufficiently trained, which is often achieved by landing enough significant hits with weapons, landing enough significant hits while fighting in a certain style, or else by successfully casting a spell enough times. Advancing a skill requires a skill slot, which is a finite resource.

Most skills in NetHack have four possible levels: Unskilled, Basic, Skilled and Expert. Martial arts and bare-handed combat have two levels beyond Expert: Master and Grand Master. Skills are not necessarily relevant for monsters outside of certain instances.

Training

Heroes with weapons of a certain skill class in their inventory will start with Basic skill level in that skill, which typically (but not always) overlaps with skills they are capable of training to Expert level and excludes ammunition that is not paired with a proper launcher.[1] The hero's starting spellcasting skills tend to be Unskilled in most schools with the exception of spell schools that are hardcoded to be at Basic level for certain roles, such as attack spells and enchantment spells for Wizards.[2] Heroes with a maximum skill level of Expert or higher in bare-handed combat and martial arts start with Basic in those skills.[3] Heroes that start with a steed will have Basic skill in riding.[4]

The menu for the 'enhance' command displays what skills are available to the hero and which skills have been trained to their maximum, and any skills that are not listed in the command's menu are considered to be restricted, with all listed skills being "unrestricted". Obtaining an artifact as a sacrifice gift will make its skill available for the hero to train to a minimum of Basic.

Technical details

The hero gains a skill slot each time they gain an experience level or they are crowned, for a maximum of 30 skill slots available—higher skill levels require more skill slots to be used. Weapon-based skills use twice as many skill slots as unarmed and non-weapon-based skills.[5] Level drain will thus typically result in loss of skill slots, and intelligence drain attacks can also reduce a hero's skill training.[6]

Melee weapon skills are trained by dealing more than 1 base damage (from this point referred to as a "meaningful hit") with a wielded weapon of that skill's class. Weapons that are designed for melee and throwing can have their skill trained by meaningful hits from either method—projectiles that are not designed for melee will not train skills when used in melee and must land meaningful hits when thrown, while ammunition that is designed for shooting requires them to be fired from the appropriate launcher weapon and land meaningful hits to train the skill.

Bare-handed fighting and martial arts are trained by performing unarmed combat, and due to how their checks for skill damage bonuses are performed, meaningful hits will only be counted 12 of the time for bare-handed combat and 34 of the time for martial arts.[7] Spellcasting skills are trained by successfully casting a spell, and increase the "use" counter by an amount equal to the spell's level regardless of whether that spell has any effect on monsters or the hero's surroundings.[8] Riding is trained by moving 101 squares per 1 percentage of skill while mounted upon a steed.[9]

The table below shows the total number of successful uses of a skill that is required to reach each level, and the skill slots required to advance the skill to that level—skills that are at Basic level when a game starts are 'pre-credited' with 20 successful uses:

Skill level Successful uses Slots required for weapons (total) Slots required for non-weapons (total)
Unskilled 0
Basic 20 1 1 1 1
Skilled 80 2 3 1 2
Expert 180 3 6 2 4
Master 320 2 6
Grand Master 500 3 9

Skill tables

Key
- Restricted
b Basic
S Skilled
E Expert
M Master
GM Grand Master

Weapon skills

Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz
dagger b b b S b - - E E b E E E
knife b - S E b - - E S S S - S
axe - E S - S - - - S - b E S
pick-axe E S b - b - - - b - b S -
short sword b E - S S - - E b E E S b
broadsword - S - - S - - S - S b S -
long sword - S - - E - - S - E b E -
two-handed sword - E - - S - - b - E b E -
saber E S - b S - - S - b S b -
club S S E S b - E S - - - - S
mace - S E b S - E S - - b - b
morning star - S b - S - E b b - b - -
flail - b S - b - E b S S b - -
Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz
hammer - E S - b - E b b - b E -
quarterstaff S b E E - b E - b b b b E
polearms - - S b S - S b S S b S S
spear - S E b S b S b E S b E b
trident - S S b b - S - b - b b b
lance - - - - E - b - - S b S -
bow - b S - b - b - E E b - -
sling S - E S - - b - E - b b S
crossbow - - - - S b b E E - b - -
dart b - - E - - b E E - E - E
shuriken - - - S - b b S S E b - b
boomerang E - E - - - b - E - b - -
whip E - - - - - - - b - b - -
unicorn horn S - b E - - S - - - S - -


The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.

The scimitar skill has been deleted, and merged into the saber skill. Barbarians have their saber skill raised from Basic to Skilled.

Other combat skills

Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz
bare hands E M M b E - b E b - S E b
two weapon combat b b - - S - - E - E S S -
riding b b - - E - - b b S b S b
martial arts - - - - - GM - - - M - - -


Spell skills

Arc Bar Cav Hea Kni Mon Pri Rog Ran Sam Tou Val Wiz
attack b b b - S b - - - b - b E
healing b - - E S E E - b - - - S
divination E - - - - b E S E b b - E
enchantment - - - - - b - - - - b - S
clerical - - - - S S E - - S - - S
escape - b - - - S - S b - S b E
matter b - S - - b - S - - - - E


Effects of skill

Training the hero's skill levels in certain abilities grant improvements to those abilities in turn, which can include extra damage or potency, better to-hit rolls, a greater range, and additional effects.

Weapons and combat

Higher skill in weaponry, two-weapon combat and unarmed combat improves the hero's to-hit and damage with those weapons (or lack of).[10] Two-weapon combat exclusively applies to-hit penalties to reflect the difficulty required in utilizing both weapons effectively at once, with less severe reductions applied at higher skill levels; damage is also somewhat reduced at levels below Skilled, with a slight bonus for Expert skill. Conversely, unarmed combat almost entirely applies bonuses even when at Unskilled and increases those bonuses with the hero's skill levels, with martial arts having a much higher curve of bonuses compared to bare-handed combat of the same skill level.

Riding

Your skill at riding affects your chances of successfully applying a saddle.[11] It also affects your chance of hitting[12] and the damage you inflict[13] when riding. Also, you need at least Basic skill to pick up items or loot a container on the ground[14] or search one for traps,[15] dip something into a pool,[16] set a trap[17] or disarm one[18] or engrave on the floor[19] while riding. Also, if your steed is capable of lifting (and moving over) boulders, you need Basic skill to make them use this ability.[20]

Spellcasting

A hero with a higher skill level in a school of spells has a lower spellcasting failure rate for spells in that school, and ray-type spells also have their to-hit improved by a higher skill level for their spell school.[21] A hero that has higher skill in a school of spells will have a more accurate memory percentage range reported for spells within that that school when viewing them via + or Z.[22] Wizards with skill in a school of spells will learn the appearance of spellbooks corresponding to their skill level and the spells' levels, with higher skill revealing more spellbook appearances.[23]

Some spells have different effects depending on the skill level they are cast at:[24]

Combat skill levels and bonuses

The following tables detail the amount of hits and skill slots required to attain a particular level of skill and the to-hit and damage bonuses or penalties applied accordingly:

Needed Weapon Two-weapon
Skill level Hits Exp +Hit +Dam +Hit +Dam
Unskilled 0 0 −4 −2 −9 −3
Basic 20 1 0 0 −7 −1
Skilled 80 2 2 1 −5 0
Expert 180 3 3 2 −3 1
Needed Riding Bare-hand Martial
Skill level Hits Exp +Hit +Dam +Hit +Dam +Hit +Dam
Unskilled 0 0 −2 0 +1 0 +2 +1
Basic 20 1 −1 0 +1 +1 +3 +3
Skilled 80 1 0 +1 +2 +1 +4 +4
Expert 180 2 0 +2 +2 +2 +5 +6
Master 320 2 +3 +2 +6 +7
Grand Master 500 3 +3 +3 +7 +9

History

The modern skill system is introduced in NetHack 3.2.0.

In versions up to NetHack 3.4.3, bare-handed combat and martial arts skills never grant a to-hit bonus, and their damage bonuses apply only to 12 of all hits for bare-handed combat and 34 of all hits for martial arts.[32][33][34] The former is corrected in NetHack 3.6.0, while the latter remains in effect for that version and is resolved in later versions.

Messages

You feel more confident in your (weapon/fighting/spell casting) skills.
You have successfully trained a skill enough to advance it, and have the required amount of skill slots to do so.
You feel you could be more dangerous!
You used the enhance command to improve a skill, and have spare skill slots left over.

Variants

SLASH'EM

In SLASH'EM, advancing a spell skill costs as much as weapon skills.[35]

UnNetHack

UnNetHack changes the number of successful uses of a skill required to reach each level. These values are:

Skill level Successful uses Old value
Unskilled 0 0
Basic 100 20
Skilled 200 80
Expert 400 180
Master 800 320
Grand Master 1600 500

Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above.

External links

References

  1. src/weapon.c in NetHack 5.0.0, line 1750-L1761
  2. src/weapon.c in NetHack 5.0.0, line 1763-L1771
  3. src/weapon.c in NetHack 5.0.0, line 1783-L1785
  4. src/weapon.c in NetHack 5.0.0, line 1787-L1789
  5. src/weapon.c in NetHack 5.0.0, line 1130-L1152
  6. src/uhitm.c in NetHack 5.0.0, line 3268-L3271
  7. src/uhitm.c in NetHack 5.0.0, line 842-L850
  8. src/spell.c in NetHack 5.0.0, line 1597-L1599
  9. src/steed.c in NetHack 5.0.0, line 385-L398
  10. src/uhitm.c in NetHack 5.0.0, line 413-L424
  11. steed.c in NetHack 3.4.3, line 112
  12. weapon.c in NetHack 3.4.3, line 1147
  13. weapon.c in NetHack 3.4.3, line 1216
  14. pickup.c in NetHack 3.4.3, line 1468
  15. trap.c in NetHack 3.4.3, line 3494
  16. potion.c in NetHack 3.4.3, line 1554
  17. apply.c in NetHack 3.4.3, line 2031
  18. trap.c in NetHack 3.4.3, line 3110
  19. engrave.c in NetHack 3.4.3, line 139
  20. hack.c in NetHack 3.4.3, line 269
  21. src/zap.c in NetHack 5.0.0, line 3514-L3528: spell_hit_bonus() function
  22. src/spell.c in NetHack 5.0.0, line 2311-L2333
  23. src/spell.c in NetHack 5.0.0, line 861-L906: skill_based_spellbook_id() function
  24. src/spell.c in NetHack 5.0.0, line 1404-L1410
  25. src/spell.c in NetHack 5.0.0, line 1169-L1170
  26. src/spell.c in NetHack 5.0.0, line 1419-L1454
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 src/spell.c in NetHack 5.0.0, line 1516-L1525
  28. 28.0 28.1 28.2 28.3 28.4 28.5 src/spell.c in NetHack 5.0.0, line 1533-L1542
  29. src/spell.c in NetHack 5.0.0, line 1480-L1485: healing and extra healing spells duplicate potions, but are applied as a directional effect like wands
  30. src/spell.c in NetHack 5.0.0, line 1572-L1580
  31. src/spell.c in NetHack 5.0.0, line 1584-L1587
  32. uhitm.c in NetHack 3.4.3, line 283: uwep is false if no weapon is wielded
  33. uhitm.c in NetHack 3.4.3, line 546
  34. uhitm.c in NetHack 3.4.3, line 904
  35. Source:SLASH'EM_0.0.7E7F2/weapon.c#line990

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.