Web
" web ![]() | |
---|---|
Generates | level 7+ and with giant spiders |
Effect | Prevents movement |
A web is a type of non-magical trap that appears in NetHack. It is the only trap to use a double quotation mark glyph (") rather than a caret (^).
Contents
Generation
1⁄3 of giant spiders generated at level creation (or all of them, if the hero has the Amulet of Yendor) are placed on a web, and every web independently placed on level creation is generated with a giant spider atop it.[1][2]
A hero in the form of a cave spider or giant spider can spin webs with the #monster command. Spinning a web this way on a square with a pit, spiked pit, hole, trap door, or rolling boulder trap will instead remove the trap; spinning a web while being digested will cause the digesting monster to spit the hero out. All web-related messages will reflect whether things are happening to "your web" or "a spider web" depending on if it was spun by the hero.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Webs created manually in a special level or themed room do not necessarily generate spiders; the level designer can pass a special flag that suppresses this behavior. In particular, the "spider nest" themed room will not generate spiders above a certain depth.Description
A hero stepping onto a web square and being caught will trap be trapped in it for 0–12 turns, depending on their strength:
Min Strength | Max Strength | Min turns stuck | Max turns stuck |
---|---|---|---|
0 | 3 | 6 | 11 |
4 | 5 | 6 | 9 |
6 | 8 | 4 | 7 |
9 | 11 | 4 | 5 |
12 | 14 | 2 | 3 |
15 | 17 | 1 | 2 |
18 | 18/49 | 1 | 1 |
18/50 | 25 | 0 | 0 |
If a hero's current strength is high enough to escape in 0 turns (which includes polyself into any strong monster), then the web is destroyed.[3] If the hero is wielding Sting, they will always escape in 1 turn, leaving the web intact.[4]
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit b6a3d4b9, there are various special cases that alter strength caps for specific strong monsters, which affects their ability to tear through webs:
- Polymorphing into a strong orc now sets the hero's strength to 18/50, matching the natural cap of an orcish hero; the exceptions are the Uruk-hai and orc-captain, which confer 18/** strength as before, and the orc shaman, which no longer has the M2_STRONG flag. The orc mummy is given the M2_STRONG flag.
- Polymorphing into a strong elf sets hero's strength to 18, matching the natural cap of an elven hero. 'Plain' elves no longer have the M2_STRONG flag.
- Polymorphing into a non-undead giant sets your strength to 19.
On monsters
A monster that walks into a web and does not destroy it will end up trapped for several turns.
Acidic monsters will dissolve webs they step into, and fiery monsters (e.g. fire elementals, flaming spheres, salamanders) will burn them away.[5] Cave spiders, giant spiders, amoeboid monsters, and whirly monsters can move into webs without becoming stuck.[6] Titanotheres, balucitheria, mastodons, purple worms, giant humanoids, jabberwocks, iron golems, balrogs, krakens, Orion, and the Norn will tear through webs on the same turn they walk into them, destroying the web.[7]
Removal
While it is possible to untrap a web or remove a monster from a web it is stuck in, failing to do so risks trapping the hero and spreading the web unless they are polymorphed into a spider or other 'safe' monster form.[8][9] Webs can be burnt away using a wand of fire, and walking into one with a strength greater than 18/50 will automatically destroy it.
A user has suggested improving this page or section as follows:
"Elaborate on manual untrapping."
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
The hero can force-fight a web with a bladed weapon to try and remove it: Sting or a fiery artifact such as Fire Brand is guaranteed to cut through or destroy the web on the first try. Otherwise, the chance of success depends on the weapon's enchantment and the hero's strength, and successfully cutting a web down this way trains that weapon's skill; failing poses no hazards other than wasting a turn.History
Webs are first introduced in NetHack 1.3d.
In NetHack 3.6.0 and earlier versions, including some variants based on those versions, vortices and unsolid monsters avoid webs despite being able to move through them without becoming stuck—this is fixed in NetHack 3.6.1 via commit d01e45a, which also enables fire vortices to burn through webs.
Messages
- You take a walk on your web.
- You are a spider, and walked on a web made by you without being stuck.
- There is a spider web here.
- As above, but you did not make the web.
- You stumble into <a/your> spider web!
- You got stuck in a web. If you made the web, it's described as "your" web.
- You float into <a/your> spider web!
- As above, but you were levitating.
- You lead <steed> into <a/your> spider web!
- You were riding and your steed got stuck to a web.
- You tear through <a/your> web!
- Your strength was high enough to escape the web in 0 turns, the web was destroyed.
- You hear the roaring of a confused bear!
- A bugbear or owlbear got stuck in a web outside your sight.
- <monster> is caught in <a/your> spider web.
- A monster got stuck in a web.
- <monster> tears through <a/your> spider web!
- A monster escaped a web in 0 turns, the web was destroyed.
- <monster> avoids <a/your> spider web!
- A monster avoided getting stuck.
- Sting cuts through the web!
- You were wielding Sting and escaped without destroying the web.
- You float up slightly, but you are still stuck in the web.
- You started levitating while trapped in a web.
- The webbing sticks to you. You're caught too!
- You failed to untrap the web, and got stuck.
- You succeed in removing <a/your> web.
- You removed a web.[10]
Variants
Some variants of NetHack allow monsters to create webbing with various attacks.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, various monsters have attacks that create webs on an attacker or target's location:
- Mirkwood spiders, mirkwood elders, demonic black widows, sprows, driders, and priestesses of Ghaunadaur have kick attacks that trap the target monster in a web.
- Driders are also capable of spitting webbing at targets,
- Drow mummies and embraced drowesses are web-covered monsters whose passive attacks trap attackers in webs.
- The edderkop has a shadow bolt attack that create web traps on the squares they hit.
- The Avatar of Lolth has a seduction attack which traps the target in webbing.
EvilHack
In EvilHack, various monsters have attacks that create webs on an attacker or target's location:
- Large spiders, giant spiders, gargantuan spiders, and Lolth have a touch attack that snares a target in webs.
- Driders have web-spitting attacks that create webs on the square of any hero or monster they hit.
Encyclopedia entry
Oh what a tangled web we weave,
When first we practise to deceive!
References
- ↑ src/mklev.c in NetHack 3.6.7, line 810
- ↑ src/mklev.c in NetHack 3.6.7, line 1392
- ↑ src/trap.c in NetHack 3.6.7, line 1312
- ↑ src/hack.c in NetHack 3.6.7, line 1235
- ↑ include/mondata.h in NetHack 3.6.7, line 70
- ↑ src/trap.c in NetHack 3.6.7, line 811
- ↑ src/trap.c in NetHack 3.6.7, line 2524
- ↑ src/trap.c in NetHack 3.6.7, line 3952
- ↑ src/trap.c in NetHack 3.6.7, line 4102
- ↑ src/trap.c in NetHack 3.6.7, line 4181