Spellbook of cone of cold

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spellbook of
+   cone of cold   Light green spellbook.png
Appearance random
Abundance 1%
Base price 400 zm
Weight 50
Turns to read 23
Ink to write 20–39
Spell type attack
Level 4
Power cost 20 Pw
Direction ray/distant
Equivalent wand of cold
Special for valkyrie
This article is about the player spell. For the monster spell, see cone of cold (monster spell).

In NetHack, the spellbook of cone of cold can be read to learn the spell of cone of cold. It is a level 4 attack spell, and the spellbook takes 23 actions to read. It is the special spell for Valkyries.[1][2]

Generation

Spellbooks of cone of cold make up 1100 (1%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can stock spellbooks of cone of cold.

Writing a spellbook of cone of cold with a magic marker uses up 20 to 39 charges.

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.

Per commit d42efcdd, the spellbook of invisibility generated in a chest generated within a random closet on the middle level of Vlad's Tower may be randomly replaced with a spellbook of cone of cold.

Description

When successfully cast, the spell behaves differently depending on the hero's skill in attack spells, which is a trait it shares with the fireball spell.[3][4][5]

Basic spell

At Basic or lower, the spell prompts the player for a cardinal direction, then fires a ray of cold in that direction similar to zapping a wand of cold or applying a frost horn:[6] the rays deal (XL2+1)d6 cold damage (with spell damage bonuses applied against monsters[7]) to a hero or monster that they hit unless the target has cold resistance or reflection[8][9][10][11]—this can freeze and shatter non-oil potions in a target's open inventory regardless of cold resistance, with a 13 chance per affected item and +d4 damage for each potion destroyed.[12][13][14][15]

Monsters with fire resistance that lack cold resistance take an additional (XL2+1)d3 damage from the spell.[16] A Knight carrying the Magic Mirror of Merlin in open inventory deals double damage to monsters when casting the spell.[17][18]

The rays from a cone of cold will bounce off the walls, ceiling and floor, and destroy any doors they make contact with (which will stop the ray).[19] They will also freeze any pools of water and lava that they travel over: this turns water to ice and lava to solid rock floor, reveals monsters hiding in the frozen water, and extends the duration of already-existing temporary ice that they travel over[20][21][22][23]—any cold rays that freeze water or lava will have their range reduced, and water on the Plane of Water will be unaffected and stop the ray.[24][25]

A hero zapping the spell at themselves will take 12d6 cold damage unless they have cold resistance, and has a 13 chance of freezing and shattering non-oil potions in their open inventory.[26][27][28][29]

Advanced spell

At Skilled or higher, the player is prompted to select a square with their cursor to cast the cone of cold at, with the following conditions and restrictions:[30][31]

  • This location must be no more than 10 squares away.[32]
  • It must be an open space, i.e. the hero is not underwater or on the Plane of Water.[33]
  • The hero must be able to see the chosen square normally (i.e it is lit and in their line of sight) or be able to sense a monster on it via telepathy, infravision, or monster detection.
  • If the hero is engulfed, the spell will always be cast on their square, which abuses wisdom and will have no effect on anything else besides the monster currently engulfing them.[34][35]

Choosing an invalid location will cause the spell to have no effect.[36]

Once a valid location is chosen, the spell will then produce 2 to 9 3x3 explosions of cold that create noise, with less noise made if they occur inside a monster engulfing the hero, and are centered on and immediately around the targeted square:[37][38][39][40] if there is a wall occupying any square in a straight line between the hero and the target, the explosions will instead target the square immediately before the first applicable wall.[41][42] The first explosion produced by the spell will always be centered on the target square, and the others will be centered on a random square within a 3x3 range around that target square.[43]

A hero or monster caught in any of the explosions takes (XL2+1) cold damage for each of those explosions, with spell damage bonuses applied against monsters, unless they have cold resistance[44]—a hero caught in the explosions also abuses strength for each one.[45] Potions in a victim's inventory may freeze and shatter as a result of the explosion. Damage from the explosions is subject to the following multipliers and bonuses:[46]

  • Damage is halved against monsters if they succeed a roll against their MR score.[47]
  • Damage is doubled against a hero or monster if one of them is currently holding the other while both of them are within the blast radius.[48][49]
  • Damage is doubled against monsters if they have fire resistance but not cold resistance.[50]
  • Additional damage is also applied against monsters for each of the potions in the monster's open inventory that shatter, which occurs with the standard 13 chance per item (rolled per explosion) regardless of whether or not they have cold resistance.[51][52]

Loose items and squares in the range of the explosion are affected in the manner described above as with the ray, i.e. water becomes ice, lava becomes solid rock, potions can be shattered, and so on. Any explosions from the advanced spell that would be centered on the hero's square are instead treated as though the hero had zapped themselves with the basic spell, dealing 12d6 damage unless they have cold resistance and potentially shattering potions.[53]

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.

Per commit 85de51a6, invoking Frost Brand casts an Expert cone of cold spell at a targeted square.

Strategy

The cone of cold is a decent spell when cast at Basic level, and can potentially be stronger than a frost horn at higher experience levels, though it is very energy-intensive to cast frequently: a wand of cold may be preferred over the spell for heroes that are not dedicated casters and need multiple shots in quick succession, and magic missile is often more power-efficient, especially if they are low on power and/or cannot train attack spells. It can still useful for increasing damage against single targets by bouncing them off walls, and can also be used to freeze water and lava for relatively safe crossings: beware of any sources of fire rays, since they can melt the ice from under you, usually resulting in drowning.

Bouncing the basic spell off walls can also help deal with shapeshifted vampires in particular, who lack cold resistance and can potentially be dispatched from the ray killing them in their transformed state and then the rebound finishing them off in their base form. The advanced cone of cold spell is potentially one of the most devastating attacks available against non-resistant monsters, with even a few explosions dealing significant damage, and it is especially useful for general crowd control (e.g. when storming the Castle)—the spell is a stellar option in particular against the hostile denizens of Gehennom, which frequently includes the aforementioned vampires and fire-resistant monsters.

The light spell or wand is a useful supplement for casting advanced cone of cold spells, as it can permanently illuminate a much larger area, allowing you to cast at more distant targets—lamps can be sufficient at much shorter ranges, though the spell can only be safely cast at the edges of their lit area without catching yourself in the explosions. Coupling the spell with blessed monster detection makes it very easy to dispose of threats without them getting near melee range (e.g. vampires and their life-draining bite) or even being in the same room in certain instances.

For Wizards–who are the only role capable of enhancing attack spells to Expert–remaining at Skilled level is sufficient for the cone of cold: the spell gains no benefit from Expert skill outside of decreased failure rates, though Wizards will train the skill to Expert anyway if they plan to utilize the finger of death. An advanced cone of cold can also help them dispose of their quest nemesis the Dark One, who has no elemental resistances or any form of defense against the spell other than his high 80 MR score.

Valkyries are melee-focused by design, and as such are rarely likely to use the cone of cold spell unless a player makes the effort to tailor their Valkyrie build for spellcasting: a robe or helm of brilliance combined with other non-metallic pieces of armor are all but required due to their spellcasting penalties, though they can still wear their starting +3 small shield without significant penalty, and their special spell bonus can make it easier. A level 30 Valkyrie with a robe can cast this spell with a 2% failure rate, with a minimum failure rate of 33% if the Valkyrie also wears gauntlets of power.

Of note is that the best potential casting scenario for this spell involves a hero at experience level 30 with 18 intelligence targeting a fire-resistant monster: rolling the maximum number of explosions hits the monster's square for (6×16 + 3×16) damage, for a total of 1296 damage.

History

The spellbook of cone of cold and its spell are introduced in NetHack 1.3d. From this version to NetHack 3.3.0, including some variants based on those versions, the spell always behaves similar to a wand of cold—the advanced cone of cold used at Skilled or higher debuts as part of the Wizard Patch against NetHack 3.2.0 through NetHack 3.2.3, and NetHack 3.3.0 integrated it into the base code of NetHack.

From NetHack 3.3.0 to NetHack 3.4.3, including some variants based on those versions, the advanced cone of cold and fireball spells cannot target monsters that the hero can see via infravision or telepathy—this is bug C341-7, and was fixed in January 2004 via commit b83d8d3b. The advanced spell also ignores walls when being cast at an otherwise-valid target square, a bug that is also present in NetHack 3.6.0—this is adjusted in NetHack 3.6.1 via commit 3eb919d5 so that it explodes at the first wall between the caster and target.

Messages

The water freezes.
The spell passed over a pool of water.
The moat is bridged with ice!
The spell passed over a moat.
You hear a crackling sound.
As above, outside of your sight.
The water freezes for a moment.
The spell hit water on the Plane of Water.
You hear a soft crackling.
As above, outside of your sight.
The lava cools and solidifies.
The spell passed over a square of lava.
The door freezes and shatters!
The spell hit and destroyed a door.
You feel cold.
As above, outside of your sight.
You imitate a popsicle!
You cast the spell at yourself and lack cold resistance.
You feel a little chill.
As above, while cold resistant.

Basic spell

The cone of cold hits <the monster>!
You hit a monster with the basic spell.
The cone of cold rips into <the monster>!
As above, while engulfed.

Advanced spell

Your mind fails to lock onto that location!
You tried to cast the advanced spell at a location you couldn't see.
The spell dissipates over the distance!
You tried to cast the advanced spell over too great a distance.
You're joking! In this weather?
You tried to cast the advanced spell while underwater.
You had better wait for the sun to come out.
You tried to cast the advanced spell on the Plane of Water.
The spell is cut short!
You cast the advanced spell while engulfed.
<The monster> gets <slightly> chilly!
The engulfer was hit by the advanced spell as above, with "slightly" ignored if the engulfer is an animal and used otherwise.
<The monster> is caught in the ball of cold!
An explosion from the advanced spell hit a monster.
You are caught in the ball of cold!
An explosion from the advanced spell hit you.

Variants

Variants of NetHack may make adjustments to the basic and advanced versions of the cone of cold.

SLASH'EM

In SLASH'EM, the cone of cold is re-categorized to a level 4 matter spell.

Ice Mages start the game with a blessed spellbook of cone of cold, and the spell acts as the role's special spell.[54][55] The Valkyrie's special spell is changed to lightning.[56][57]

The cone of cold spell is compatible with the sigil of control, sigil of tempest and sigil of discharge techniques.

All of the above information also applies to SlashTHEM.

Message

You yell "The sorrow of Demeter!"
You cast cone of cold with the sigil of discharge active.

dNetHack

In dNetHack, notdNetHack and notnotdNetHack, the advanced effects of the cone of cold are split off and made into a separate spell, blizzard—both spells can be learned from a spellbook of cone of cold if the hero is Skilled or better in attack spells and is a Wizard, a neutral Undead Hunter with 6+ parasites implanted, or has the spirit Paimon bound.

Reading The Bow of Skadi teaches the cone of cold spell. Carrying The Water Crystal grants both knowledge of the cone of cold spell and bonuses for casting the spell.

The eldritch style knightly stance can be used to add cold damage to wielded weapons via the cone of cold spell, at the cost of some power.

FIQHack

In FIQHack, monsters can use the same set of spells as the hero, with skill levels to match, and can learn and utilize the cone of cold spell.

Asmodeus, Thoth Amon and the Dark One will always have the cone of cold.

EvilHack

In EvilHack, the Valkyrie's special spell is changed to repair armor.

A hero casting cone of cold at Skilled level or better in attack spells can choose whether to cast the basic or advanced version of the spell.

Hack'EM

In Hack'EM, the cone of cold is changed to a level 4 matter spell as in SLASH'EM, and the Valkyrie's special spell is changed to repair armor as in EvilHack.

Ice Mages start the game with a blessed spellbook of cone of cold, and their special spell is changed to reflection.

Flame Mages cannot read the spellbook for cone of cold or any other cold-based spells.

References

  1. src/spell.c in NetHack 3.6.7, line 84
  2. src/role.c in NetHack 3.6.7, line 540
  3. src/spell.c in NetHack 3.6.7, line 1049: code block for explosions at Skilled or higher; falls through to wand equivalent at levels below Skilled
  4. src/spell.c in NetHack 3.6.7, line 1137: all directional spells and wand equivalents fall through to this line
  5. src/zap.c in NetHack 3.6.7, line 3029
  6. src/spell.c in NetHack 3.6.7, line 1105
  7. src/zap.c in NetHack 3.6.7, line 3651
  8. src/zap.c in NetHack 3.6.7, line 3643
  9. src/zap.c in NetHack 3.6.7, line 3648
  10. src/zap.c in NetHack 3.6.7, line 3800
  11. src/zap.c in NetHack 3.6.7, line 3805
  12. src/zap.c in NetHack 3.6.7, line 3653
  13. src/zap.c in NetHack 3.6.7, line 3808
  14. src/zap.c in NetHack 3.6.7, line 4827
  15. src/zap.c in NetHack 3.6.7, line 5068
  16. src/zap.c in NetHack 3.6.7, line 3649
  17. src/zap.c in NetHack 3.6.7, line 142
  18. src/zap.c in NetHack 3.6.7, line 170
  19. src/zap.c in NetHack 3.6.7, line 4634
  20. src/zap.c in NetHack 3.6.7, line 4481
  21. src/zap.c in NetHack 3.6.7, line 4498
  22. src/zap.c in NetHack 3.6.7, line 4501
  23. src/zap.c in NetHack 3.6.7, line 4535
  24. src/zap.c in NetHack 3.6.7, line 4486
  25. src/zap.c in NetHack 3.6.7, line 4497
  26. src/zap.c in NetHack 3.6.7, line 2335
  27. src/zap.c in NetHack 3.6.7, line 2338
  28. src/zap.c in NetHack 3.6.7, line 2342
  29. src/zap.c in NetHack 3.6.7, line 2346
  30. src/spell.c in NetHack 3.6.7, line 1050
  31. src/spell.c in NetHack 3.6.7, line 1231
  32. src/spell.c in NetHack 3.6.7, line 1250
  33. src/spell.c in NetHack 3.6.7, line 1236
  34. src/spell.c in NetHack 3.6.7, line 1253
  35. src/explode.c in NetHack 3.6.7, line 136
  36. src/spell.c in NetHack 3.6.7, line 1259
  37. src/spell.c in NetHack 3.6.7, line 1053
  38. src/spell.c in NetHack 3.6.7, line 1066
  39. src/explode.c in NetHack 3.6.7, line 570
  40. src/explode.c in NetHack 3.6.7, line 575
  41. src/spell.c in NetHack 3.6.7, line 1269
  42. src/dothrow.c in NetHack 3.6.7, line 453
  43. src/spell.c in NetHack 3.6.7, line 1070
  44. src/spell.c in NetHack 3.6.7, line 1065
  45. src/explode.c in NetHack 3.6.7, line 558
  46. src/spell.c in NetHack 3.6.7, line 1063
  47. src/explode.c in NetHack 3.6.7, line 425
  48. src/explode.c in NetHack 3.6.7, line 434
  49. src/explode.c in NetHack 3.6.7, line 516
  50. src/explode.c in NetHack 3.6.7, line 442
  51. src/explode.c in NetHack 3.6.7, line 411
  52. src/explode.c in NetHack 3.6.7, line 507
  53. src/spell.c in NetHack 3.6.7, line 1055
  54. u_init.c in SLASH'EM 0.0.7E7F2, line 101
  55. role.c in SLASH'EM 0.0.7E7F2, line 202
  56. role.c in SLASH'EM 0.0.7E7F2, line 507
  57. spell.c in SLASH'EM 0.0.7E7F2, line 92

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