Oil lamp
| ( | |
|---|---|
| Name | oil lamp |
| Appearance | lamp |
| Base price | 10 zm |
| Weight | 20 |
| Material | copper |
| Monster use | Will not be used by monsters. |
An oil lamp is a type of tool that appears in NetHack. It is a light source powered by oil that is made of copper, and appears as a lamp when unidentified.
Generation
Heroes in the following roles have the chances listed below of starting their game with an uncursed oil lamp, and starting with a lamp will also grant them knowledge of the randomized appearance for the potion of oil:[1][2]
- Archeologists have a 1⁄4 chance of being given an oil lamp if they are not given a tin opener (effectively a 9⁄40 chance).[3]
- Barbarians have a 1⁄6 chance of being given an oil lamp.[4]
- Healers have a 1⁄25 chance of being given an oil lamp.[5]
- Monks have a 1⁄10 chance of being given an oil lamp if they are not given a magic marker (effectively a 3⁄40 chance).[6]
- Clerics have a 1⁄10 chance of being given an oil lamp if they are not given a magic marker (effectively a 2⁄25 chance).[7]
- Valkyries have a 1⁄6 chance of being given an oil lamp.[8]
Oil lamps make up 9⁄200 (4.5%) of all tools that are randomly generated on the floor (in the dungeon and Gehennom), in general shops or as death drops. Hardware stores and the lighting shop run by Izchak in Minetown can also stock oil lamps: each square of a lighting shop has a 9⁄100 chance of an oil lamp being placed.[9]
All normally-created oil lamps will be generated unlit with 1000-1499 turns of light, and 80% of randomly-generated oil lamps will be uncursed in beatitude, while roughly 10% of them will be blessed and roughly 10% of them will be cursed.[10]
A hero that releases a djinni from a magic lamp by rubbing it will transform that lamp into an oil lamp as part of the process, with the "new" lamp being given the same beatitude as the former magic lamp and set to 1,000-1,499 turns of light.[11] If a magic lamp would be created by polymorphing another tool item, the game will instead create an oil lamp that has 1,500 turns of light.[12]
Oil lamps can also appear in the following levels and areas:
- The "light source" themed room is an unlit room with a lit oil lamp, which begins burning immediately upon level creation.[13]
- In a game that has Orcish Town, one of the shopkeeper corpses within the town itself will have an oil lamp placed on its square during level creation, signifying that this particular corpse belonged to Izchak.[14][15]
Description
The oil lamp is a light source, and a hero applying an oil lamp in their inventory will turn it on or off:[16][17] if the lamp is currently unlit, then applying it will turn it on unless it is out of oil or else the hero is currently underwater, while applying a lit lamp will turn it off.[18][19][20][21][22] Applying a cursed and unlit oil lamp has a roughly 1⁄2 chance of failing to turn it on, with a further 1⁄3 chance of oil spilling on the hero's hands and giving them slippery fingers for 2-20 more turns, and otherwise a message is printed with no other effects.[23]
An unlit oil lamp that is subjected to fire damage will be ignited, which only occurs roughly 1⁄2 of the time for a cursed oil lamp.[24][25][26] If a lit oil lamp is made wet, placed into a container, or subjected to the effects of a cursed scroll of light, or else a hero carrying a lit oil lamp is engulfed, the lamp will be put out.[27][28]
Applying an oil lamp that belongs to a shop and turning it on will cause the shopkeeper to charge the hero a usage fee ("Yendorian Oil Tax") equal to 1⁄4 of that oil lamp's price[29][30]—this also occurs if an oil lamp belonging to a shop is ignited by other means while in the hero's possession.[31]
Rubbing an oil lamp will always have no effect, while tipping an oil lamp that is not out of oil will print a message about oil spilling with no effect.[32][33]
Light range
While an oil lamp is lit, it will light darkened tiles in a radius of three squares around it until it runs out of oil or else is turned off:
...........
...........
....xxx....
...xxxxx...
..xxxxxxx..
..xxx@xxx..
..xxxxxxx..
...xxxxx...
....xxx....
...........
...........
As a lit oil lamp draws closer to becoming empty, messages will be printed about the lamp flickering and preparing to go out starting 150 turns of light left:[34] messages are printed at 150, 100, 50, and 25 turns of light remaining, and a final message is printed when the lamp goes out completely.
Refilling
An oil lamp can be refilled by dipping it into a potion of oil:[35] if either the lamp or the potion in use are lit, the hero is caught in a 6d6 fiery explosion centered on their square that uses up the potion, burns their inventory and abuses wisdom[36]—otherwise, if the oil lamp has less than 1,000 turns of light remaining, then wisdom is exercised and the potion will be used up to increase that lamp's 'lifespan' by an amount dependent on how long that potion was lit (if at all) and whether or not it was diluted, with a cap of 1,500 turns.[37] An oil lamp with 1,000 turns of light or more remaining will be too "full" to pour oil into, and the potion that the lamp is dipped into will not be used up in this case.[38]
An oil lamp can also be refilled by charging it:[39][40] a cursed source of charging will empty the lamp and also put out that lamp if it is lit, while an uncursed source will increase its lifespan by 750 turns up to a maximum of 1,500, and a blessed source will always set it to 1,500 turns.[41]
Strategy
An oil lamp is a decent long-term light source for most heroes, and can be especially ideal for traveling through the Gnomish Mines if the hero cannot permanently light a path through the levels themselves, i.e. with scrolls of light, wands of light or the light spell. Oil lamps are also a solid light source to use as an aid for jumping by any means, including the innate jumping ability of a Knight. Oil lamps are generally superseded as long-term light sources by magic lamps, which can remain lit indefinitely, and other forms of light source may be employed to keep a hero's surroundings lit, such as gold dragon scale mail, the artifact Sunsword, or even the Candelabrum of Invocation (which is typically reserved for the Astral Plane during the last stages of the ascension run).
Oil lamps are best maintained by turning them off upon reaching a lit room or area and keeping them off until you enter another dark area. They are easier to keep powered in comparison to a brass lantern: charging sources are both valuable and rare enough to be better spent on completely different items, and unless brass lanterns, oil lamps can still be charged with potions of oil. Cursed oil lamps can be somewhat dangerous to turn on, due to the risk of slippery fingers rendering the hero disarmed at a critical moment unless they have a towel on hand—otherwise, they provide just as much light as a non-cursed lamp and are simply more tedious to turn on.
Identification
Oil lamps can be distinguished from magic lamps by price identification: an oil lamp's base price is 10zm, while a magic lamp's is 50. Magic lamps also burn indefinitely, so any lamp that eventually flickers and goes out is an oil lamp. You can also rub the lamp a few times to see if a puff of smoke occurs or a djinni emerges, though doing this with a non-blessed magic lamp is likely to release the djinni without granting a wish. Once a lamp is indirectly identified as an oil lamp, you can type-name it to differentiate them from unidentified magic lamps.
History
The oil lamp first appears in NetHack 2.3e, where it is simply called a "lamp". The item is given its current name in NetHack 3.1.0.
Messages
- The lamp spills and covers your fingers with oil.
- You attempted to light a cursed oil lamp and failed, resulting in slippery fingers.
- The lamp flickers for a moment, then dies.
- As above, but no oil was spilled.
- Nothing seems to happen.
- As above, but no oil was spilled and you are blind.
- This oil lamp has no oil.
- You attempted to light an oil lamp that is currently empty.
- This is not a diving lamp.
- You attempted to light an oil lamp while underwater.
Flickering
- Your lamp flickers.
- An oil lamp has a couple hundred turns left.
- Your lamp flickers considerably.
- The lamp has 50 or so turns left.
- Your lamp seems about to go out.
- The lamp has about ten or twenty turns left.
- Your lamp has gone out.
- The lamp has gone out, and will no longer provide light unless refilled or recharged.
Variants
SLASH'EM
In SLASH'EM, heroes in the following roles have the chances listed below of starting their game with an uncursed oil lamp, with some roles that are retained from NetHack having different odds compared to NetHack 3.4.3 and prior contemporary versions:
- Archeologists have a 1⁄8 chance of being given an oil lamp if they are not given a tin opener, which has a 3⁄4 chance of occurring (effectively a 3⁄32 chance, compared to 9⁄40 in NetHack 3.4.3).[42][43]
- Barbarians cannot start with an oil lamp at all unlike NetHack 3.4.3, with a 1⁄6 chance of a torch as their light source instead.[44][45]
- Flame Mages have a 1⁄5 chance of being given an oil lamp.[46]
- Healers have a 1⁄5 chance of being given an oil lamp, compared to 1⁄25 in NetHack 3.4.3.[47][48]
- Ice Mages have a 1⁄5 chance of being given an oil lamp.[49]
- Monks have a 1⁄10 chance of being given an oil lamp if they are not given a magic marker (effectively a 2⁄25 chance, as in NetHack 3.4.3).[50][51]
- Priests have a 1⁄10 chance of being given an oil lamp if they are not given a magic marker (effectively a 9⁄100 chance, compared to 9⁄200 in NetHack 3.4.3).[52][53]
- Undead Slayers have a 1⁄6 chance of being given an oil lamp.[54]
- Valkyries have a 1⁄12 chance of being given an oil lamp, compared to 1⁄6 in NetHack 3.4.3.[55][56]
Upgrading an oil lamp successfully will produce a brass lantern and vice versa.[57][58] A magic lamp subjected to a potion of amnesia or the "sparkling waters" of the Castle moat will "forget" their djinni and become a mundane oil lamp.[59]
The Lawful Quest has a 2⁄5 chance of generating a cursed oil lamp among the items found in the Chamber of Junk during level creation.
UnNetHack
In UnNetHack, a lit oil lamp has a 1⁄4 chance of being generated on the fourth level of the Ruins of Moria during level creation.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, the oil lamp's frequency is lowered to 3⁄100 (3%) of all randomly-generated tools.
Maids that come across oil lamps with less than 750 turns of light remaining will pick up and recharge the lamp to add 750 turns of light.
An oil lamp is always generated within the buried iron chest on the Paradise Island map of The Sea during level creation.
A hero that has the spirit Jack bound and is wielding a lit oil lamp can create a moderately-damaging fiery explosion centered on a chosen square.
References
- ↑ src/u_init.c in NetHack 5.0.0, line 199-L201
- ↑ src/u_init.c in NetHack 5.0.0, line 1259-L1260
- ↑ src/u_init.c in NetHack 5.0.0, line 656-L657
- ↑ src/u_init.c in NetHack 5.0.0, line 671-L672
- ↑ src/u_init.c in NetHack 5.0.0, line 682-L683
- ↑ src/u_init.c in NetHack 5.0.0, line 702-L703
- ↑ src/u_init.c in NetHack 5.0.0, line 713-L714
- ↑ src/u_init.c in NetHack 5.0.0, line 769-L770
- ↑ src/shknam.c in NetHack 5.0.0, line 340
- ↑ src/mkobj.c in NetHack 5.0.0, line 999-L1004
- ↑ src/apply.c in NetHack 5.0.0, line 1824
- ↑ src/zap.c in NetHack 5.0.0, line 1838-L1840
- ↑ dat/themerms.lua in NetHack 5.0.0, line 204-L210
- ↑ dat/minetn-1.lua in NetHack 5.0.0, line 73-L75
- ↑ dat/minetn-1.lua in NetHack 5.0.0, line 107-L109
- ↑ src/apply.c in NetHack 5.0.0, line 4344-L4348: call to use_lamp()
- ↑ src/apply.c in NetHack 5.0.0, line 1626-L1700: use_lamp() function
- ↑ src/apply.c in NetHack 5.0.0, line 1642-L1649
- ↑ src/apply.c in NetHack 5.0.0, line 1650-L1655
- ↑ src/apply.c in NetHack 5.0.0, line 1657-L1668
- ↑ src/apply.c in NetHack 5.0.0, line 1681-L1683
- ↑ src/apply.c in NetHack 5.0.0, line 1698
- ↑ src/apply.c in NetHack 5.0.0, line 1669-L1679
- ↑ include/obj.h in NetHack 5.0.0, line 393-L402
- ↑ src/apply.c in NetHack 5.0.0, line 1592-L1605
- ↑ src/apply.c in NetHack 5.0.0, line 1620
- ↑ src/apply.c in NetHack 5.0.0, line 1493-L1514: snuff_lit() function
- ↑ src/read.c in NetHack 5.0.0, line 2515-L2517
- ↑ src/apply.c in NetHack 5.0.0, line 1687-L1696
- ↑ src/shk.c in NetHack 5.0.0, line 5662-L5668
- ↑ src/apply.c in NetHack 5.0.0, line 1608-L1619
- ↑ src/apply.c in NetHack 5.0.0, line 1840-L1841
- ↑ src/pickup.c in NetHack 5.0.0, line 3637-L3641
- ↑ src/timeout.c in NetHack 5.0.0, line 1475-L1530
- ↑ src/apply.c in NetHack 5.0.0, line 2690-L2724
- ↑ src/apply.c in NetHack 5.0.0, line 2692-L2698: "Turn off engine before fueling, turn off fuel too :-)"
- ↑ src/apply.c in NetHack 5.0.0, line 2707-L2723
- ↑ src/apply.c in NetHack 5.0.0, line 2704-L2706
- ↑ src/read.c in NetHack 5.0.0, line 707
- ↑ src/read.c in NetHack 5.0.0, line 895-L915
- ↑ src/read.c in NetHack 5.0.0, line 651-L664
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1031
- ↑ u_init.c in NetHack 3.4.3, line 609
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1044
- ↑ u_init.c in NetHack 3.4.3, line 638
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1062
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1081
- ↑ u_init.c in NetHack 3.4.3, line 638
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1093
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1115
- ↑ u_init.c in NetHack 3.4.3, line 659
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1149
- ↑ u_init.c in NetHack 3.4.3, line 666
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1246
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1251
- ↑ u_init.c in NetHack 3.4.3, line 721
- ↑ potion.c in SLASH'EM 0.0.7E7F2, line 2428
- ↑ potion.c in SLASH'EM 0.0.7E7F2, line 2431
- ↑ potion.c in SLASH'EM 0.0.7E7F2, line 2058