|Damage vs. small||1d2+(1+(1d3))|
|Damage vs. large||1d5+(1+(1d3))|
|Base price||8 zm|
When a lit torch hits a monster without fire resistance, it deals 1 extra damage, plus an additional 1d3 damage if the monster resists cold. It also has a chance of destroying potions, scrolls or spellbooks in the monster's inventory.
To light a torch, apply it with a. This wields the torch! A cursed torch will weld itself to your hand. You can't light a torch if you can't wield it (for example, when wielding a cursed weapon, or polymorphed into something without hands).
To extinguish a wielded lit torch, either apply it again, or wield something else. You can't keep a lit torch in your pack; you will automatically extinguish the torch. However, you can drop or throw a lit torch, and it will stay lit. By dropping a lit torch, you can enjoy its light while you wield a better weapon. If you pick up a lit torch, you automatically extinguish it.
In dNethack, torches behave somewhat differently from SLASH'EM.
- Torches do not have to be wielded to be lit.
- Torches deal increased fire damage on hit, 1d6+enchantment, multiplied by 1.5 if the defender resists cold.
- A lit torch shines for radius 4, and burns down to radius 3 and 2 as it runs out of time. When it completely burns out, there's a small chance it will leave behind a burnt club.