User:EasterlyIrk/Mithardir

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Slabs

There are 3 slabs total. One slab is found in that funky room in an alcove, another slab is found on the final level. The third slab drops the first time "an aspect of The Silence" is killed. The slabs grant passive powers after being read, along with an active power on an rnz(100) timeout. You do not need to identify the slabs before reading.

If you read a slab while on the final level of the quest, an aspect of The Silence is randomly spawned (to prevent players from having to wait around for one to spawn as part of normal monster generation). It's recommended you stand on the upstair, preferably with a ward burnt underneath you, when you read the slab. The aspect will appear and make its way towards you.

The blinding glyph grants intrinsic flying and the First Word. The First Word is an AoE effect centered on you that illuminates the area around you and deals good damage to monsters count in it. The base damage is (lvl/2)d3 damage, but the dice is incremented by 3 if the monster meets certain restrictions. They are:

  • is undead
  • is a demon
  • is primordial
  • has a drain life or vampiric attack
  • has a disintegration or archon fire attack
  • belongs to the shade, wraith, or aberration classes

Each category stacks, so you can deal pretty good damage against targets that fulfill 2 or 3 of those criteria. It's quite useful against the Silence themselves, so if you got it beforehand it's worth using.

The cerulean glyph grants intrinsic immunity to water damage and the Dividing Word. The Dividing Word fires a beam in a chosen direction that will remove water (leaving a pit, or just floor for shallow water) and damage monsters caught in the beam. The base damage is (lvl/2)d3, and this will throw monsters to the side. There's a 5% of just bisecting a monster though (instantly killing it).

The verdant glyph grants intrinsic hungerless regeneration for all pets (starts with natural regeneration), in addition to the Nurturing Word. The Nurturing Word creates trees and grass around you, in addition to heavily damaging aspects of the Silence, elementals, undead, and manufactured golems (clay, flesh, stone). The damage is (lvl/2)d12. If this damage kills the monster, a tree will be created on its square, and the items it drops will be placed underneath (if you kill your first Silence like this, make sure you dig out its slab).

Aspects of the Silence

Aspects of the Silence are pretty lethal if you're not prepared. They're not a unique monster, but can spawn as part of normal monster generation on the final level only. One is also spawned the first time you read a slab on the final level, to minimize the time a player will have to wait.

You can ward them off with any ward versus U (elder sign, gorg, hexa?, hepta?), but be careful not to let them hit you too much. They're classified as demons, so they can gate more aspects of The Silence.

Aspects are permanently invisible, can walk through walls, and can always sense your location. It's a good idea to have well enchanted armor before fighting them, since their armor shredding tentacles can rip you apart if you're left armorless. It's also borderline required to have some sort of means to cure ill. Both of these things can be superseded with a reliable ward, but it's not recommended.

While around them, they will drain your power. You can use a Vaul tile for power regen to offset it, but it means spells aren't quite reliable. However, they also have weapon resistance (1/4 damage from all normal melee and ranged attacks). This means wands are probably going to be the most reliable means of dealing damage, particularly fire and lightning (they resist cold and death).

Half-dragons may find them easiest of all, since their breath weapon will bypass the damage resistances they have (but not elemental resistances).

The Tiles

Tiles represent the syllables of power. To read a tile, you must type-identify it first (so it shows the syllable, not the shape of the glyph). Each has a different temporary effect when read, along with a different permanent effect. If the tiles are uncursed, they last for 10 turns. If they're blessed, they last for 15 turns. If they're cursed, they last for 40 turns but do not increment the permanent bonus counter.

There are 6 syllables:

  • Aesh, the syllable of strength (bipartite glyph): +10 damage using weapons for the duration. In addition, you'll gain a permanent damage bonus of +1/3 per non-cursed Aesh used. So after your third Aesh, all attacks will deal +1 damage.
  • Krau, the syllable of power (crossed): 150% damage on all spells and some spell-like effects from artifacts (most notably the elemental crystal invokes). You gain a permanent bonus equal to +1/3 damage per non-cursed Krau used.
  • Hoon, the syllable of life (knotted): +10 hp / turn for the duration. In addition, you'll regenerate 1 more point of health every 30 turns for every non-cursed Hoon used.
  • Uur, the syllable of grace (multilinear): +10 to-hit and -10 AC, along with +6 movement points per turn. You gain a permanent AC bonus, 1/2 AC for every non-cursed Uur used.
  • Naen, the syllable of thought (dotted): +10 pw / turn regenerated, along with 100% spell success rates while active. You gain a permanent energy regeneration bonus, 1 power every 30 turns per non-cursed Naen used.
  • Vaul, the syllable of spirit (hanging): half damage (stacks with half physical or spell damage) on all attacks that hit you, as well as displacement. You gain permanent DR based on your non-cursed Vaul used. You'll get +1 DR to a specific slot per Vaul, rotating between slots evenly. After your first you'll have +1 DR for your head slot, second will apply to your upper torso, third to your arms, fourth to your lower torso, and finally your legs.

Alignment Keys

The first alignment key is not present, but follows the same rules as the other chaos quests. The second alignment key can be found somewhere on the floor of the First Wraithworm's room. The third alignment key is randomly placed somewhere on the level after killing the first aspect of The Silence.