Torch (SLASH'EM)

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( Torch.png
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 332 chance of starting with 1-2 torches.[1]
  • Barbarians have a 16 chance of starting with 1-2 torches.[2]
  • Priests have an effective 9200 chance of starting with 1-2 torches.[3]
  • Valkyries have an effective 112 chance of starting with 1-2 torches.[4]
  • In SlashTHEM, Paladins have an effective 9200 chance of starting with 1-2 torches as the Priest does.

Torches make up 140 (2.5%) of all randomly-generated tools. A torch's beatitude is generated as blessed 110 (10%) of the time, uncursed 45 (80%) of the time and cursed the remaining 110 (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 14 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:

...........
...........
....xxx....
...xxxxx...
..xxxxxxx..
..xxx@xxx..
..xxxxxxx..
...xxxxx...
....xxx....
...........
...........

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]

References