Spellbook of confuse monster

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spellbook of
+   confuse monster   Light green spellbook.png
Appearance random
Abundance 3%
Base price 200 zm
Weight 50
Turns to read 2
Ink to write 10–19
Spell type enchantment
Level 2
Power cost 10 Pw
Direction non-directional
Equivalent scroll of confuse monster

In NetHack, the spellbook of confuse monster can be read to learn the spell of confuse monster. It is a level 2 enchantment spell, and the spellbook takes 4 actions to read.

Generation

Wizards may be given a spellbook of confuse monster as the secondary spellbook in their starting inventory.[1]

Spellbooks of confuse monster make up 3100 (3%) of all randomly-generated spellbooks. General stores, second-hand bookstores and rare books stores can stock spellbooks of confuse monster.

An aligned priest can be generated with the spellbook of confuse monster as one of their spellbooks.[2]

Writing a spellbook of confuse monster with a magic marker uses up 10 to 19 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 319dfbda and commit 495a1a9b, non-pauper Wizards start each game with knowledge of the appearance for the spellbook of confuse monster, due to starting with Basic skill in enchantment spells.

Per commit c73595cc, the spell of confuse monster is lowered to a level 1 spell, and the spellbook takes 5 to 9 charges to write with a magic marker. Its probability is also increased to 491000 (4.9%).

Per commit d452242a, Monks have a 13 chance of starting with the spellbook as a replacement for the spellbook of sleep, which has its level increased to 3.

Description

When successfully cast, the spell of confuse monster replicates the effect of reading a non-cursed scroll of confuse monster, with the exact effects dependent on the hero's skill in enchantment spells:[3][4]

  • At Basic or lower, the spell replicates the uncursed scroll and causes the hero's hands to glow red, signifying a 'charge'.[5][6]
  • At Skilled or higher, the spell replicates the blessed scroll and applies 2-9 charges of the ability, which is reduced to 1 if the hero has 40 or more charges already stored from any source.[7][8][9]
  • A hero that casts the spell while they are polymorphed into any form other than that of a human or elf monster will instead confuse themselves for up to 100 turns in both cases.[10]

When the hero next attacks another monster in melee while the spell is in effect, they will expend a charge and confuse that monster unless the monster succeeds a roll against their MR score.

Strategy

The spell of confuse monster is fairly niche: it is moderately strong in the early game as a supplemental spell for some primary casters and other heroes capable of casting it regularly, but loses much of its effectiveness as the hero encounters monsters with high MR scores more frequently. Primary casters may prefer attack spells and/or more consistent enchantment spells such as sleep if they are available, while other builds will prefer their wand equivalents. Hostile spellcasters are worth potentially using the effect against in theory—in practice, many such spellcasters that are threats to a hero also have a decent MR score as well, magic resistance and half spell damage can blunt a lot of their worst monster spells, and as with other monsters direct damage or immobilizing them is still usually preferable.

The spell does see some use in speed ascensions that focus on real-time or more often turn count, since players will often polymorph their hero into non-@ forms such as titans, air elementals or master mind flayers for the late-game, and use a confused reading of scrolls of gold detection to locate the magic portals on the Elemental Planes among other strategies. Other heroes not interested in the spell can optionally learn it to forget later and polypile or blank the book, as with other unwanted spellbooks.

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 spell's reduction to level 1 makes it much easier to cast and utilize at least in the early game, and in particular complements the Monk's intended style of combat (as noted by the commit that changes their starting spell) by allowing them to daze some hostile monsters into missing attacks repeatedly via martial arts.

History

The spellbook of confuse monster and its spell first appear in NetHack 1.3d.

Messages

Your <hands> begin to glow red <even more>.
You cast the spell of confuse monster at Basic or lower skill, with the latter appended if you already have uses stored.
Your hands begin to tingle <even more>.
As above, while blind.
You are going to confuse monsters.
You are viewing the status gained from casting the spell via enlightenment.
Your hands glow a brilliant red.
You cast the spell of confuse monster at Skilled or higher.
Your hands tingle very sharply.
As above, while blind.
Your hands glow an even more brilliant red.
You cast the spell at Skilled or higher with at least one use in store.
Your hands tingle even more.
As above, while blind.
Your hands no longer glow so brightly red.
You hit a monster in melee and consumed a usage of the ability, and you still have uses remaining.
The tingling in your hands lessens.
As above, while blind.
Your hands stop glowing red.
You hit a monster in melee and consumed your last remaining use of the ability.
Your hands stop tingling.
As above, while blind.
<The monster> appears confused.
Your attack successfully confused the hit monster.
You feel confused.
You cast the spell while polymorphed into any monster other than a human or elf (@) and confused yourself.

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 following message is added via commit 4e008bb5.

The red glow of your hands intensifies.
You read an uncursed scroll of confuse monster while already having uses stored. This replaces the "glow red even more" message above, though the blind "tingle even more" message remains.

Variants

Some variants of NetHack lower the level for the spell of confuse monster.

SLASH'EM

In SLASH'EM, Ice Mages have a 12 chance of starting with the spellbook of confuse monster as their tertiary spellbook, and Wizards have a 19 chance of receiving the spellbook of confuse monster as their fourth spellbook.[11][12]

GruntHack

In GruntHack, some monsters can use the same set of spells as the hero, including the confuse monster spell.

dNetHack

In dNetHack, notdNetHack and notnotdNetHack, male drow Healers (or hedrow Healers) can start the game having forgotten the spell of confuse monster.

Knowledge of the confuse monster spell is required to perform "Cacophony" via the musicalize spell skill, unless the hero is either a Troubadour or has the spirit Orthos bound.

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 confuse monster spell.

Aligned priests and high priests will have knowledge of the confuse monster spell 34 of the time.

EvilHack

In EvilHack, the spell of confuse monster's level is lowered to 1. Monks have a 13 chance of starting the game with the spell.

SlashTHEM

In SlashTHEM, in addition to SLASH'EM details, Acid Mages have a 12 chance of receiving the spellbook of confuse monster as their tertiary spellbook.

Hack'EM

In Hack'EM, the spell of confuse monster has its level lowered to 1.

Ice Mages have a 12 chance of starting with the spellbook of confuse monster as their tertiary spellbook, as in SLASH'EM.

References