Temporary intrinsic

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In dNetHack, notdNetHack and notnotdNetHack, a temporary intrinsic system is used for certain sources of intrinsic properties - under this system, binary intrinsics gained by the hero from certain sources behave as in NetHack, but only last for a certain amount of turns.

Description

A temporary intrinsic property is one that expires after a certain amount of turns, but generally functions as the "complete" version of that intrinsic for the given duration. Temporary intrinsics occur from the following sources:

Temporary intrinsics of the above types can be stolen by intrinsic theft attacks from gremlins and other monsters; intrinsics granted by the hero's race and/or role, those given to a hero by their god via prayer, or any granted from their current polyform (if any) cannot be lost in this manner, with some exceptions.

Consuming corpses and blood

When eating a monster's corpse or tin or quaffing blood, the hero can gain the following intrinsic properties temporarily:

These intrinsics are always granted when consuming an applicable corpse or tin, rather than rolling for a chance of obtaining the intrinsic as in vanilla NetHack, and eating a corpse that grants a temporary intrinsic the hero already has increases its duration.

If the hero obtains one of the above intrinsics from consuming the blood, corpse or tin of a monster, the number of game turns that intrinsic lasts for is a value equal to the base nutrition of the monster multiplied by the first factor of 5 greater than their base monster level—a monster with a level of lower than 5 results in a factor of 5, a monster with a level of 5-9 results in a factor of 10, and so on up to a maximum of 20. If the monster in question is unique, this multiplier will always be treated as 20 unless they are at least level 14: any of the above intrinsic properties granted from consuming the blood, corpse or tin of a unique monster with a base level of 14 or higher will always be permanent. The value is then multiplied or divided by a modifier dependent on the physical size of the hero's current form if they are not medium:

  • Large heroes have the duration of temporary intrinsics halved, huge monsters have it divided by 3, and gigantic monsters have it divided by 4.
  • Small heroes have the duration multiplied by two, while tiny monsters have it multiplied by three.

Any corpses consumed while the hero has the spirit Ahazu bound grant 910 the normal duration for temporary intrinsics.

Starting temporary intrinsics

Certain heroes of specific races, roles or combinations thereof start with intrinsic properties that are considered "temporary" in this regard as well. Currently, this only applies to Drow Healers, who start with blindness that lasts indefinitely, but can be cured by any method that cures normal blindness, such as a unicorn horn or a non-cursed potion of extra healing.

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