Guidebook update: armor and other objects
Condense the clunky one entry per line table of suits of armor and their AC values in Guidebook.mn. Guidebook.tex uses a two-column table that I've left alone. Mention all the other types of armor instead of leaving out gloves and shirts. For armor commands, mention that P and R work. Rings: describe their interaction with gloves. For ring commands, include a pointer to amulets. Amulets: for amulet commands, mention that A, W, and T work. Tools: mention that some can be worn and include a pointer to amulets for the relevant commands. Also, that some can be wielded as weapons. Boulders and statues: boulders can be pushed and smashed, statues can be smashed. Gold: not subject to blessing or cursing. goldX option affects BUCX filtering.
This commit is contained in:
114
doc/Guidebook.mn
114
doc/Guidebook.mn
@@ -2294,36 +2294,42 @@ protection than others. Your armor class is a measure of this
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protection. Armor class (AC) is measured as in AD&D, with 10 being
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the equivalent of no armor, and lower numbers meaning better armor.
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Each suit of armor which exists in AD&D gives the same protection in
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NetHack. Here is an (incomplete) list of the armor classes provided by
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various suits of armor:
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NetHack.
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.pg
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Here is a list of the armor class values provided by suits of armor:
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.
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.\" Replace the old one suit per line table with a more condensed one.
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.\" AC4 has been split into two lines to accomodate plain text output
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.\" (Guidebook.txt). It has a tab at the end of the first line (actually,
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.\" that has become a tab followed by an empty comment to avoid being
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.\" invisible) to explicitly force an empty second column and it has a pair
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.\" of non-breakable spaces at start of second line for some indentation.
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.TS S
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center;
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a n.
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dragon scale mail 1
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plate mail 3
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crystal plate mail 3
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bronze plate mail 4
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splint mail 4
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banded mail 4
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dwarvish mithril-coat 4
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elven mithril-coat 5
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chain mail 5
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orcish chain mail 6
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scale mail 6
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dragon scales 7
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studded leather armor 7
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ring mail 7
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orcish ring mail 8
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leather armor 8
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leather jacket 9
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no armor 10
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Dragon scale mail 1
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Plate mail, Crystal plate mail 3
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Bronze plate mail, Splint mail, \"
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\~\~Banded mail, Dwarvish mithril-coat 4
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Chain mail, Elven mithril-coat 5
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Scale mail, Orcish chain mail 6
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Ring mail, Studded leather armor, Dragon scales 7
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Leather armor, Orcish ring mail 8
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Leather jacket 9
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none 10
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.TE
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.pg
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You can also wear other pieces of armor (for example helmets, boots, shields, cloaks)
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to lower your armor class even further, but you can only wear one item
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of each category (one suit of armor, one cloak, one helmet, one
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shield, and so on) at a time.
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You can also wear other pieces of armor (cloak over suit, shirt under
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suit, helmet, gloves, boots, shield) to lower your armor class even
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further.
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You can wear at most one item of each category (one suit of armor, one
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cloak, one helmet, one shield, and so on) at a time.
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Most of these provide a one or two point improvement to AC but can be
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enchanted.
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Shirts are an exception; they don't provide any protection unless enchanted.
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Some cloaks also don't improve AC when unenchanted but all cloaks offer
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some protection against rust or corrosion to suits worn under them and
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against some monster \fItouch\fP attacks.
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.pg
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If a piece of armor is enchanted, its armor protection will be better
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(or worse) than normal, and its \(lqplus\(rq (or minus) will subtract from
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@@ -2339,9 +2345,18 @@ addition to being unremovable.
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Many types of armor are subject to some kind of damage like rust. Such
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damage can be repaired. Some types of armor may inhibit spell casting.
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.pg
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The
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.op nudist
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option can be set (prior to game start) to attempt to play the entire
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game without wearing any armor (a self-imposed challange which is
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extremely difficult to accomplish).
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.pg
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The commands to use armor are \(oqW\(cq (wear) and \(oqT\(cq (take off).
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The \(oqA\(cq command can also be used to take off armor as well as other
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The \(oqA\(cq command can be used to take off armor as well as other
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worn items.
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Also, \(oqP\(cq (put on) and \(oqR\(cq (remove) which are normally for
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accessories can be used for armor, but pieces of armor won't be shown
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as likely candidates in a prompt for choosing what to put on or remove.
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.hn 2
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Food (\(oq%\(cq)
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.pg
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@@ -2453,13 +2468,22 @@ Rings are very useful items, since they are relatively permanent
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magic, unlike the usually fleeting effects of potions, scrolls, and
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wands.
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.pg
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Putting on a ring activates its magic. You can wear only two
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rings, one on each ring finger.
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Putting on a ring activates its magic.
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You can wear at most two rings at any time, one on the ring finger of
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each hand.
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.pg
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Most rings also cause you to grow hungry more rapidly, the rate
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varying with the type of ring.
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.pg
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When wearing gloves, rings are worn underneath.
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If the gloves are cursed, rings cannot be put on and any already being
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worn cannot be removed.
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When worn gloves aren't cursed, you don't have to manually take them
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off before putting on or removing a ring and then re-wear them after.
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That's done implicitly to avoid unnecessary tedium.
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.pg
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The commands to use rings are \(oqP\(cq (put on) and \(oqR\(cq (remove).
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\(oqA\(cq, \(oqW\(cq, and \(oqT\(cq can also be used; see \fIAmulets\fP.
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.hn 2
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Spellbooks (\(oq+\(cq)
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.pg
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@@ -2521,6 +2545,12 @@ have a limited number of uses, akin to wand charges. For example, lamps burn
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out after a while. Other tools are containers, which objects can
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be placed into or taken out of.
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.pg
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Some tools (such as a blindfold) can be \fIworn\fP and can be put on and
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removed like other accessories (rings, amulets); see \fIAmulets\fP.
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Other tools (such as pick-axe) can be wielded as weapons in addition to
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being applied for their usual purpose, and in some cases (again, pick-axe)
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become wielded as a weapon even when applied.
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.pg
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The command to use a tool is \(oqa\(cq (apply).
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.hn 3
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Containers
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@@ -2551,6 +2581,11 @@ Only one amulet may be worn at a time, around your neck.
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.pg
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The commands to use amulets are the same as for rings, \(oqP\(cq (put on)
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and \(oqR\(cq (remove).
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\(oqA\(cq can be used to remove various worn items including amulets.
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Also, \(oqW\(cq (wear) and \(oqT\(cq (take off) which are normally for
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armor can be used for amulets and other accessories (rings and eyewear),
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but accessories won't be shown as likely candidates in a prompt for
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choosing what to wear or take off.
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.hn 2
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Gems (\(oq*\(cq)
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.pg
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@@ -2568,8 +2603,16 @@ Large rocks (\(oq\`\(cq)
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Statues and boulders are not particularly useful, and are generally
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heavy. It is rumored that some statues are not what they seem.
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.pg
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Very large humanoids (giants and their ilk) have been known to use boulders
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as weapons.
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Boulders occasionally block your path.
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You can push one forward when nothing blocks \fIits\fP path, or you can
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smash it into a pile of small rocks with breaking magic or a pick-exe.
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Very large humanoids (giants and their ilk) have been known to pick up
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boulders and use them as missile weapons.
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.pg
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Unlike boulders, statues can't be pushed, but don't need to be because
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they don't block movement.
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.\" 'rumor' above is about statue traps; this is a hint about statue contents
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They can be smashed into rocks though.
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.pg
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For some configurations of the program, statues are no longer shown as
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\(oq\f(CR\`\fP\(cq but by the letter representing the monster they depict
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@@ -2581,6 +2624,19 @@ Gold adds to your score, and you can buy things in shops with it.
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There are a number
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of monsters in the dungeon that may be influenced by the amount of gold
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you are carrying (shopkeepers aside).
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.pg
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Gold pieces are the only type of object where bless/curse state does not
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apply.
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They're always uncursed but never described as uncursed even if you turn
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off the
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.op implicit_uncursed
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option.
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You can set the
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.op goldX
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option if you prefer to have gold pieces be treated as bless/curse state
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\fIunknown\fP rather than as known to be uncursed.
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Only matters when you're using an object selection prompt that can filter
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by \(lq\f(CRBUCX\fP\(rq state.
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.
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.hn 2
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Persistence of Objects
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@@ -2509,8 +2509,9 @@ protection than others. Your armor class is a measure of this
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protection. Armor class (AC) is measured as in AD\&D, with 10 being
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the equivalent of no armor, and lower numbers meaning better armor.
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Each suit of armor which exists in AD\&D gives the same protection in
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{\it NetHack}. Here is an (incomplete) list of the armor classes provided by
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various suits of armor:
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{\it NetHack}.
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Here is a list of the armor class values provided by suits of armor:
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\begin{center}
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\begin{tabular}{lllll}
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@@ -2527,11 +2528,17 @@ leather jacket & 9 & & no armor & 10\\
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\end{center}
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%.pg
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\nd You can also wear other pieces of armor (for example, helmets, boots,
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shields, cloaks)
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to lower your armor class even further, but you can only wear one item
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of each category (one suit of armor, one cloak, one helmet, one
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shield, and so on) at a time.
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\nd You can also wear other pieces of armor (cloak over suit, shirt under
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suit, helmet, gloves, boots, shield) to lower your armor class even
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further.
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You can wear at most one item of each category (one suit of armor, one
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cloak, one helmet, one shield, and so on) at a time.
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Most of these provide a one or two point improvement to AC but can be
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enchanted.
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Shirts are an exception; they don't provide any protection unless enchanted.
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Some cloaks also don't improve AC when unenchanted but all cloaks offer
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some protection against rust or corrosion to suits worn under them and
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against some monster {\it touch\/} attacks.
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%.pg
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If a piece of armor is enchanted, its armor protection will be better
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@@ -2547,10 +2554,19 @@ addition to being unremovable.
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Many types of armor are subject to some kind of damage like rust. Such
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damage can be repaired. Some types of armor may inhibit spell casting.
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%.pg
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The {\it nudist\/}
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option can be set (prior to game start) to attempt to play the entire
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game without wearing any armor (a self-imposed challange which is
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extremely difficult to accomplish).
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%.pg
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The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
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The `{\tt A}' command can also be used to take off armor as well as other
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The `{\tt A}' command can be used to take off armor as well as other
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worn items.
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Also, `{\tt P}' (put on) and `{\tt R}' (remove) which are normally for
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accessories can be used for armor, but pieces of armor won't be shown
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as likely candidates in a prompt for choosing what to put on or remove.
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%.hn 2
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\subsection*{Food (`{\tt \%}')}
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@@ -2681,15 +2697,25 @@ magic, unlike the usually fleeting effects of potions, scrolls, and
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wands.
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%.pg
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Putting on a ring activates its magic. You can wear only two
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rings, one on each ring finger.
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Putting on a ring activates its magic.
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You can wear at most two rings at any time, one on the ring finger of
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each hand.
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%.pg
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Most rings also cause you to grow hungry more rapidly, the rate
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varying with the type of ring.
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%.pg
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When wearing gloves, rings are worn underneath.
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If the gloves are cursed, rings cannot be put on and any already being
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worn cannot be removed.
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When worn gloves aren't cursed, you don't have to manually take them
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off before putting on or removing a ring and then re-wear them after.
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That's done implicitly to avoid unnecessary tedium.
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%.pg
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The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
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`{\tt A|', `{\tt W}', and `{\tt T}' can also be used; see {\it Amulets\/}.
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%.hn 2
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\subsection*{Spellbooks (`{\tt +}')}
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@@ -2758,7 +2784,14 @@ out after a while. Other tools are containers, which objects can
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be placed into or taken out of.
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%.pg
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The command to use tools is `{\tt a}' (apply).
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Some tools (such as a blindfold) can be {\it worn\/} and can be put on and
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removed like other accessories (rings, amulets); see {\it Amulets\/}.
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Other tools (such as pick-axe) can be wielded as weapons in addition to
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being applied for their usual purpose, and in some cases (again, pick-axe)
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become wielded as a weapon even when applied.
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%.pg
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The command to use a tool is `{\tt a}' (apply).
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%.hn 3
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\subsection*{Containers}
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@@ -2794,6 +2827,11 @@ Only one amulet may be worn at a time, around your neck.
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%.pg
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The commands to use amulets are the same as for rings, `{\tt P}' (put on)
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and `{\tt R}' (remove).
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`{\tt A}' can be used to remove various worn items including amulets.
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Also, '{\tt W}' (wear) and `{\tt T}' (take off) which are normally for
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armor can be used for amulets and other accessories (rings and eyewear),
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but accessories won't be shown as likely candidates in a prompt for
|
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choosing what to wear or take off.
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%.hn 2
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\subsection*{Gems (`{\tt *}')}
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@@ -2816,8 +2854,17 @@ Statues and boulders are not particularly useful, and are generally
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heavy. It is rumored that some statues are not what they seem.
|
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%.pg
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Very large humanoids (giants and their ilk) have been known to use boulders
|
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as weapons.
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Boulders occasionally block your path.
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You can push one forward when nothing blocks {\it its\/} path, or you can
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smash it into a pile of small rocks with breaking magic or a pick-exe.
|
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Very large humanoids (giants and their ilk) have been known to pick up
|
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boulders and use them as missile weapons.
|
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|
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%.pg
|
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Unlike boulders, statues can't be pushed, but don't need to be because
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they don't block movement.
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%.\" 'rumor' above is about statue traps; this is a hint about statue contents
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They can be smashed into rocks though.
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%.pg
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For some configurations of the program, statues are no longer shown
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@@ -2833,6 +2880,17 @@ There are a number
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of monsters in the dungeon that may be influenced by the amount of gold
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you are carrying (shopkeepers aside).
|
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|
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%.pg
|
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Gold pieces are the only type of object where bless/curse state does not
|
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apply.
|
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They're always uncursed but never described as uncursed even if you turn
|
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off the ``{\it implicit\verb+_+uncursed\/}'' option.
|
||||
You can set the ``{\it goldX\/}''
|
||||
option if you prefer to have gold pieces be treated as bless/curse state
|
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{\it unknown\/} rather than as known to be uncursed.
|
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Only matters when you're using an object selection prompt that can filter
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||||
by ``{\tt BUCX}'' state.
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||||
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%.hn 2
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\subsection*{Persistence of Objects}
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