Torch (SLASH'EM)
( ![]() | |
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Name | torch |
Appearance | torch |
Damage vs. small | 1d5+(1+(1d3)) |
Damage vs. large | 1d2+(1+(1d3)) |
To-hit bonus | +0 |
Weapon skill | club |
Size | one-handed |
Base price | 8 zm (+10/positive enchant) |
Weight | 20 |
Material | wood |
- This article is about the item in SLASH'EM and SlashTHEM. For the item in other variants, see torch.
A torch is a type of tool that appears in SLASH'EM and SlashTHEM. It is a stackable, one-handed weapon-tool that is made of wood.
Generation
The following roles may start each game with a stack of up to two torches:
- Archeologists have an effective 3⁄32 chance of starting with 1-2 torches.[1]
- Barbarians have a 1⁄6 chance of starting with 1-2 torches.[2]
- Priests have an effective 9⁄200 chance of starting with 1-2 torches.[3]
- Valkyries have an effective 1⁄12 chance of starting with 1-2 torches.[4]
- In SlashTHEM, Paladins have an effective 9⁄200 chance of starting with 1-2 torches as the Priest does.
Torches make up 1⁄40 (2.5%) of all randomly-generated tools. A torch's beatitude is generated as blessed 1⁄10 (10%) of the time, uncursed 4⁄5 (80%) of the time and cursed the remaining 1⁄10 (10%) of the time. General stores, hardware stores and lighting shops can stock torches.
Monsters that are generated on each floor of the Gnomish Mines at level creation have a 1⁄4 chance of being generated with a torch, which will be lit if they are generated on an unlit square.
Description
A hero applying a torch will wield the torch and then light it, while applying a lit torch or wielding another item will extinguish the lit torch—only one torch can be lit at a time this way, which will split it from any stack if necessary, and a hero cannot light a torch if they lack hands or else have a cursed item welded to their main hand. A lit torch that is dropped or thrown will remain lit, though the hero will automatically extinguish it upon picking up the torch.
A lit torch will illuminate a 3-square radius around it, as with a brass lantern, oil lamp or magic candle:
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A torch can stay lit for 600 to 899 turns before it burns out, and a burnt-out torch cannot be relit.[5]
As a weapon, a torch uses the club skill and deals 1d5 points of blunt damage to small monsters and 1d2 to large monsters—while lit, a torch deals 1 additional point of fire damage against monsters without fire resistance, plus +1d3 damage if that monster also has a vulnerability to fire (i.e., they have cold resistance but not fire resistance).[6] Fire damage from a lit torch has a chance of curing sliming as well as destroying potions, scrolls and spellbooks in the target's inventory, with the potions releasing vapors. A torch that hits a hero or monster will burn out slightly more quickly, with its age accelerating by 1 for each hit.
Monsters will not apply torches for themselves, but may use them as a weapon as described above, though they will prioritize every other weapon above it except for the worm tooth.
Strategy
In general, torches see very little use: As a light source, they are inconvenient because they cannot be used without being wielded like most other light sources, and as a weapon they do very poor damage even when lit and used against a monster with a vulnerability to fire. Heroes who start with torches or find them early on might use them to speed up exploration of the Gnomish Mines, but even a mundane oil lamp or brass lantern is superior for this purpose due to not requiring a slot.
History
The torch originates from a patch for NetHack 3.4.0, which is incorporated into SLASH'EM in version 0.0.7E0.[7]