Miscellaneous intrinsics in NetHack 3.4
intr-343.html Last edited 2005-06-03 for NetHack 3.4.3
Compiled by Dylan O'Donnell <psmith@spod-central.org>
HTML Conversion by Kate
Nepveu; HTML re-synchronized 2005-08-29 by Dan Fabulich.
This covers all the intrinsics that are neither dragon
resistances (see drgn-343.html) or
conferred by wearing rings (see rint-343.html). It does not cover statuses
(confusion, hallucination, etc); the dividing line is sometimes
blurry, but as a general rule of thumb if it appears on the status
line it's a status, not an intrinsic. Note that, as a general rule,
any intrinsics acquired solely by experience level can be lost by
being drained below that level.
Contents
amphibiousness
acquired by
- Polymorphing into a floating eye, water elemental, newt, (baby)
crocodile, or any ;.
effects
- You can enter water safely.
- Eels' drowning attacks will not drown you.
- Fog clouds' moisture attacks will not harm you.
acquired by
effect
- Spaces within a radius 3 are visible even if dark or if line of
sight is blocked.
- Blinding has no effect on your ability to see.
acquired by
- Wielding Sunsword
- (light-based only).
- Wearing lenses or a visored helmet (physical-based only).
effects
- Light-based resistance protects against the blinding attacks of
yellow lights and Archons, and blinding from lightning bolts,
engraving with a wand of lightning, failed use of a crystal ball,
magic traps, and expensive cameras.
- Physical-based resistance protects against the blinding attack
of ravens and cobras, but not against dust vortices or thrown cream
pies.
Note that being blinded already, or being polymorphed into a
form that has no eyes, is an absolute defence against blinding.
acquired by
- Wearing a cornuthaum as a Wizard.
- Donating between 200*XL and (400*XL)-1 zorkmids, more than 1/3
your current visible gold, to a priest (lasts 500 to 999 (more)
turns per donation).
- Carrying the Amulet of Yendor.
effects
- Maps a 12x20 rectangle around you every so often (50% chance
every fifteenth turn). Blocked by wearing a cornuthaum when not a
Wizard.
- Exercises wisdom every five turns.
acquired by
- Wearing a cloak of displacement.
effects
- Monsters may believe your location to be in your vicinity
rather than at your actual location (doesn't fool priests or
shopkeepers).
- 1/4 chance of finding you anyway, and remembering your location
until you move away.
acquired by
- Polymorphing into killer or queen bee, winged gargoyle,
(master) mind flayer, homunculus, lurker above, xan, couatl, titan,
jabberwock, wraith, succubus, incubus, balrog, or any of
vyBDEV.
- Riding a couatl, ki-rin, jabberwock, or any D.
effects
- Can pass over pits, holes, trap doors, squeaky boards, bear
traps, water or lava safely. (Pits and holes in Sokoban will still
trap you.)
- Land mines have a chance of not being triggered, and will not
wound your legs.
- Improved chances of avoiding death by drawbridge.
- Can move freely over ice or on the Plane of Air.
- Wounded legs do not reduce your carrying capacity.
- No ill effects from descending stairs when encumbered, fumbling
or punished.
- You are out of reach of xans' attacks.
- You escape the dungeon rather than dying by level teleporting
to levels between -9 and -1.
food appraisal
acquired by
- Reading a blessed scroll of food detection or casting a spell
of detect food at skilled or expert (lasts until you receive a
warning).
effects
- You are warned before eating food that may be tainted, petrify you,
slime you, be rotten, poison you, break a Monk's vegetarian conduct,
be acidic, be rustproof if you are polymorphed into a rust monster,
break vegan conduct, or break vegetarian conduct. Warnings occur in
that order of preference, and you are given the choice of whether to
continue eating.
acquired by
- Wearing gauntlets of fumbling or fumble boots.
- Walking on ice without either wearing snow boots or being
polyed into a monster with cold resistance (not lasting
effect).
effects
- Abuses dexterity every five turns.
- Every d20 turns, you'll slip or trip if you attempt to move
that turn; if you're carrying more than a certain amount, you'll
make noise and alert nearby monsters; if you're riding, you'll fall
off.
- You fall going downstairs.
- Your dexterity is abused if you try to move through a closed
door.
- Saddling ridable monsters is less likely to succeed.
- Attempting to mount a steed will always fail.
- Digging with an implement may not succeed, and may cause it to
hit you or be dropped.
- Your chance of disarming a dungeon trap is halved.
- You have no chance of disarming a chest or door trap.
- You have no chance of escaping traps.
- Setting traps can cause them to go off.
- Applying cans of grease can cause you to drop them.
- Reduces likelihood of applying a bullwhip having desired
effect, and can make you drop it instead.
- Kicking monsters or objects is less likely to be
successful.
- Mjollnir will hit a Valkyrie's arm rather than be caught on its
return.
- Returning boomerangs will hit you rather than be caught.
- The following items will end up on the floor rather than in
your inventory: potions of oil that you light (if one of several),
wished-for items, tins made with a tinning kit, food from a horn of
plenty, scrolls of mail, gems thrown at you while you're a unicorn,
items stolen as a nymph, weapons snagged with a bullwhip, arrows
created by the Longbow of Diana, saddles removed from a steed, and
written scrolls and spellbooks.
acquired by
effects
- Halves damage from physical monster attacks, falling piercers,
exploding gas spores, effects of poison, thrown/spat objects, and
bites from carnivorous bags.
- Halves damage from geyser spells cast by monsters.
- Halves damage from rust traps as an iron golem.
- Halves energy drain and exhaustion from bad sex.
- Does not protect against total digestion attacks.
acquired by
effects
- Halves damage from cold attack of Asmodeus.
- Halves damage from psi bolt, pillar of fire, lightning bolt,
and open wounds spells cast by monsters.
- Halves duration of stunning, confusion, blinding, and paralysis
spells cast by monsters.
- Reduces attribute loss from strength drain spells cast by
monsters.
- Halves damage from psychic blast of (master) mind flayers.
- Halves damage from wands zapped by monsters.
- Halves damage from scrolls of fire read by monsters.
- Reduces number of objects cursed from a "malignant aura"-type
curse.
acquired by
effects
- Protects against hallucination from quaffing potions, applying
cursed unicorn horns, applying crystal balls, or triggering chest
traps.
- Protects against hallucination from eating yellow molds, violet
fungi or abbots.
- Protects against the hallucination attack of black lights.
acquired by
- Being an unpolymorphed dwarf, elf, gnome or orc by race.
- Polymorphing into a stalker, pit viper, python, Woodland-elf,
Green-elf, Grey-elf, elf-lord, Elvenking, horned devil, succubus,
incubus, barbed devil, marilith, vrock, hezrou, bone devil,
ice devil, nalfeshnee, pit fiend, balrog, or any of
hikoAGHLMOTZ.
effects
- Warm-blooded, fire-based, or ice-based monsters are visible if
in line of sight, even if their location is dark.
acquired by
- Praying successfully (for the duration of the prayer).
effects
- Monsters will not attack; being swallowed has no ill
effects.
- No exertion damage suffered from overencumbrance.
- No HP regeneration.
- No hunger increase.
- Teleportitis, polymorphitis, and lycanthropy will not kick
in.
- All timers other than luck normalisation are halted.
acquired by
- Wearing jumping boots.
- From the start as a Knight.
- Casting the spell 'jump' (temporary).
effects
- You can use the #jump command to move to distant, visible, open
squares; how far you can jump depends on the source of the
intrinsic. Knights can jump as the chess piece; boots allow jumping
as if the spell were cast at unskilled level ('u' below). Casting
the spell allows you one jump of a distance depending on the level
of the spell.
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Jumping out of bear traps will wound your leg. Jumping in
Sokoban carries a -1 luck penalty.
acquired by
- Wielding Excalibur, Stormbringer or the Staff of Aesculapius (Healer Quest
Artifact).
- Polymorphing into a horned devil, succubus, incubus,
barbed devil, marilith, vrock, hezrou, bone devil, ice devil,
nalfeshnee, pit fiend, balrog, or any of LMVWZ.
effects
- Protects against drain life attacks of Demogorgon, (succubi and
incubi if #SEDUCE undefined), and all VW.
- Protects against drain life attacks of Stormbringer or the
Staff of Aesculapius.
- Protects against drain life result from unfavourable succubus
or incubus encounter.
- Protects against "Thou must relearn thy lessons!" command of
angry god. Protects against zapping drain life spell at
yourself.
acquired by
- Wearing an amulet of life saving.
effects
- If you die (other than by genocide or by (master) mind flayer
intelligence drain), you are revived, at the cost of your
amulet.
acquired by
- Being bitten by a werejackal, werewolf or wererat in their
animal form.
- Eating a werejackal, werewolf or wererat.
- May be lost by eating a sprig of wolfsbane, quaffing a potion
of holy water, or prayer.
effects
[See unbreathing]
acquired by
- Quaffing a blessed potion of monster detection or casting a
spell of detect monster at skilled or expert (for 21 to 60 (more)
turns unless already at 300 or more turns, whereupon each use only
gives 1 more turn).
effects
- All monsters on the level are displayed.
acquired by
- Polymorphing into an earth elemental or a xorn.
effects
- You can enter most walls or stone.
- You are immune from death by drawbridge.
- You can pass through pits safely.
- You can kick objects out of pits (as a xorn).
acquired by
- Wearing silver dragon scales or scale mail, a shield of
reflection, or an amulet of reflection.
- Wielding the Longbow of Diana (Ranger Quest Artifact).
- Polymorphing into a silver dragon.
effects
- Rays striking you rebound in the direction they came from
without effect (lightning may still blind you).
- Protects against gaze attack of Medusa, and may stone her in
return.
- Protects against passive paralysis attack of floating
eyes.
acquired by
- Polymorphing into a ghoul, or any F.
effects
- Protects against disease attacks of Juiblex, Demogorgon, and
Scorpius.
- Protects against pestilence attacks of Pestilence.
- Protects against food poisoning from old corpses.
- Protects against illness from applying cursed unicorn
horns.
acquired by
("fast"):
- Eating a quantum mechanic.
"Your velocity suddenly seems very uncertain! You seem
faster."
- Praying to a god whom thou hast pleased with thy progress.
- Zapping yourself with a wand of speed monster.
- Reaching XL 7 as a Barbarian, Cave(wo)man, Knight or Valkyrie;
or from the start as an Archeologist, Monk or Samurai.
"You feel quick!"
"You feel slow!" (level drain loss)
("very fast"):
- Wearing speed boots.
- Quaffing a potion of speed (lasts 160 to 169 (more) turns if
blessed, 100 to 109 (more) turns if uncursed, 40 to 49 (more) turns
if cursed).
- Casting a spell of haste self (lasts 100 to 109 (more) turns if
unskilled or basic, 160 to 169 (more) turns if skilled or
expert).
- Breathing vapours of potion of speed (lasts 1 to 5 (more)
turns).
Intrinsic speed may be lost by night-time gremlin attack ("You
feel slower."), zapping yourself with a wand of slow monster, the
slowing attacks of skeletons and shades, the start of the stoning
process, part of the sliming process, or eating a quantum mechanic
("Your velocity suddenly seems very uncertain! You seem
slower.").
effects
- If fast, your average speed is 1/3 greater than normal; if very
fast, 2/3 greater than normal.
acquired by
- Polymorphing into an acid blob, gelatinous cube, chickatrice,
cockatrice, (winged) gargoyle, spotted or ochre jelly, (baby)
yellow dragon, air, earth, fire or water elemental, green mold,
black naga (hatchling), wraith, xorn, skeleton, stone golem,
lizard, or any of vyP.
effects
- Protects against stoning attacks of chickatrices, cockatrices
and Medusa.
- Protects against stoning from eating a chickatrice, cockatrice
or Medusa corpse, or a cockatrice egg.
- Protects against stoning from biting, stinging, butting,
hugging, engulfing, tentacling, or attempting to saddle a
chickatrice or cockatrice, or touching, clawing, striking, or
untrapping one barehanded, or kicking one barefooted.
- Protects against stoning from barehanded feeling, picking up,
tinning, sacrificing, snagging, stealing, placement in container,
removal from container, throwing, or wielding of chickatrice or
cockatrice corpses.
- Protects against stoning from barefoot kicking of chickatrice
or cockatrice corpses.
- Protects against stoning from being hit by a wielded, thrown or
fallen-on chickatrice or cockatrice corpse.
- Protects against stoning from being hit by a cockatrice
egg.
acquired by
- Polymorphing into a gremlin, water nymph, woodchuck, water
elemental, rust monster, water troll, newt, (baby) crocodile, or
any of S;.
effects
- You can move through water on the surface and without
hindrance.
acquired by
- Wearing a helm of telepathy or an amulet of ESP (including the
Eye of the Aethiopica, the
Wizard Quest Artifact).
- Praying to a god whom thou hast pleased with thy progress.
- Carrying the Orb of
Detection, the Magic Mirror of
Merlin, the Longbow of Diana,
or the Platinum Yendorian Express
Card (Archeologist, Knight, Ranger, and Tourist Quest Artifacts
respectively).
- Eating a floating eye or a (master) mind flayer.
"You feel a strange mental acuity."
"You feel in touch with the cosmos." (hallucinating)
- Eating an amulet of ESP.
- Polymorphing into a floating eye or a (master) mind
flayer.
Intrinsic telepathy may be lost by night-time gremlin attack
("Your senses fail."), or by killing (formerly) peaceful humans if
not chaotic.
effects
- You can see monsters with minds anywhere on the level when you
are blind.
- With extrinsic telepathy you can also see nearby monsters with
minds when not blind (even through walls and in darkness).
- (Master) mind flayers' psychic blasts are more likely to lock
on.
acquired by
- Wearing or eating an amulet of magical breathing.
- Polymorphing into an acid blob, gas spore, freezing, flaming,
or shocking sphere, (winged) gargoyle, vampire bat, earth
elemental, or any of jmvyFLMPVWXZ'.
effects
- [Note that amphibiousness is a subset of these effects.]
- You will vomit rather than choke on excess food.
- You are not affected by stinking clouds.
- You are not affected by sleeping gas traps.
- You are not affected by potion vapours if you are also
polymorphed into an eyeless monster.
- You can enter water safely.
- Eels' drowning attacks will not drown you.
- Fog clouds' moisture attacks will not harm you (unless you are a
salamander, flaming sphere, or fire elemental or vortex).
acquired by
- Wearing an amulet of unchanging.
effects
- Prevents polyself from potions, wands, spells, traps, eating
chameleons or doppelgangers, or quaffing from sinks
- Prevents death by cancellation as a clay golem.
- You will not change form as a result of polymorphitis or
lycanthropy.
- Eating mimic corpses will not cause you to mimic gold or
oranges.
- Existing polyself will not wear off; death is death, and does
not cause reversion to your natural form.
- You will not revert to your natural form if you genocide your
current form.
- Protects against sliming attacks of green slimes.
- Protects against being slimed from eating, mindflaying or
engulfing a green slime.
acquired by
- Wearing water walking boots.
effects
- You can walk safely over water (other than on the Plane of
Water); you can reach it to dip objects into it.
acquired by
- Pricking attack of a xan (1/2 left, 1/2 right; 1 to (60-DEX)
turns).
- Land mine explosions (both; 41 to 75 turns).
- Being pulled out of or jumping out of a bear trap (2/3 left,
1/3 right; 500 to 1499 turns).
- Trying to jump out of solidified lava (both; 11 to 20
turns).
- Fumbling with a cursed digging-tool (right; 6 to 10
turns).
- Kicking things or nothings (right; 6 to 10 turns).
- Falling or being thrown off your steed (both; 5 to 9
turns).
- Note that if you're riding, your steed's legs may be wounded
instead of yours.
effects
- Reduces dexterity by one temporarily.
- Abuses dexterity every five turns (if your legs).
- Your carrying capacity is reduced (double if both legs
wounded).
- You cannot jump or kick.
- Attempting to mount a steed will always fail.
Acknowledgements
Corrections and clarifications provided by David Corbett, David Goldfarb,
Arien Malec, David Ploog, Jason Short, mana user, and Boudewijn Waijers.
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