gems-331.html Update version 1 for NetHack 3.3.1
Compiled for 3.2.2 by Kevin Hugo.
Updated for 3.3.1 by Dylan O'Donnell <psmith@spod-central.org>.
HTML Conversion by Kate Nepveu <knepveu@steelypips.org>.
Valuable gems | COST | WGT | PROB | ENGR | COLORS |
dilithium crystal | $4500 | 1 | 28* | soft | white |
diamond | 4000 | 1 | 25* | hard | white |
ruby | 3500 | 1 | 22* | hard | red |
jacinth | 3250 | 1 | 19* | hard | orange |
sapphire | 3000 | 1 | 16* | hard | blue |
black opal | 2500 | 1 | 13* | hard | black |
emerald | 2500 | 1 | 10* | hard | green |
turquoise | 2000 | 1 | 7* | soft | green, blue |
aquamarine | 1500 | 1 | 1* | hard | green, blue |
citrine | 1500 | 1 | 4* | soft | yellow |
amber | 1000 | 1 | 1* | soft | yellowish brown |
topaz | 900 | 1 | 1* | hard | yellowish brown |
jet | 850 | 1 | 1* | soft | black |
opal | 800 | 1 | 1* | soft | white |
chrysoberyl | 700 | 1 | 1* | soft | yellow |
garnet | 700 | 1 | 1* | soft | red |
amethyst | 600 | 1 | 1* | soft | violet |
jasper | 500 | 1 | 1* | soft | red |
fluorite | 400 | 1 | 1* | soft | green, blue, white, violet |
jade | 300 | 1 | 1* | soft | green |
agate | 200 | 1 | 1* | soft | orange |
obsidian | 200 | 1 | 1* | soft | black |
Worthless gems | COST | WGT | PROB | ENGR | COLORS |
black glass | 0 | 1 | 76 | soft | black |
blue glass | 0 | 1 | 77 | soft | blue |
green glass | 0 | 1 | 77 | soft | green |
orange glass | 0 | 1 | 76 | soft | orange |
red glass | 0 | 1 | 77 | soft | red |
violet glass | 0 | 1 | 77 | soft | violet |
white glass | 0 | 1 | 77 | soft | white |
yellow glass | 0 | 1 | 77 | soft | yellow |
yellowish brown glass | 0 | 1 | 77 | soft | yellowish brown |
Stones | COST | WGT | PROB | ENGR | COLORS |
luckstone | 60 | 10 | 10 | soft | gray stone |
flintstone | 1 | 10 | 18 | soft | gray stone |
loadstone | 1 | 500 | 10 | soft | gray stone |
rock | 0 | 10 | 100 | soft | rock |
Gems and stones are listed above by category, then by decreasing price. The COST field denotes the base price of each item. WGT specifies the weight (100 zorkmids weighs 1).
Gems comprise 8% of all randomly-generated items in the main dungeon, 18% in containers, 0% on the Rogue level, and 10% in hell. PROB is the relative probability of each subtype, except for those marked with an asterisk (valuable gems); the figures so marked instead represent the first level on which the gems can occur (this limitation only applying to the main dungeon, and these restrictions are only reviewed when creating a new level). Permissible valuable gems have roughly equal probabilities of being generated among themselves, always set such that the total for the category as a whole is 171.
Loadstones are always generated cursed (except potentially in containers), all others are uncursed. Rocks appear in piles of 6 to 11. Valuable gems, worthless gems, and flintstones have a 1/6 chance of appearing in a pile of 2.
The ENGR field denotes how the gem appears when you attempt to engrave with it (see below). COLORS specifies the possible appearance of the gem. If more than one color is possible, then one will be randomly chosen for the appearance.
There are four different types of non-gem stones, and three of them are indistinguishably gray.
(Quoted in part from the spoiler "gems" by Bryan Butler <butler@cluster.gps.caltech.edu>.)
"I shall, with cultured taste,
Distinguish gems from paste..."
-- Reginald Bunthorne, in Gilbert and Sullivan's "Patience"
There are now eight methods to identify gems: engraving, throwing at unicorns, killing glass golems, spell of stone to flesh, collecting a large number, scrolls or spells of identify, dipping an amethyst in potions of booze, and finding pre-placed gems. The method formerly known as "kickboxing" has not worked in NetHack since version 3.2.
[Editor's Note: See the Shopping Spoiler for a method that works in 3.3.1, but is listed as a bug by the DevTeam.]
If a gem is listed as "hard" above, then you will see the following message when you attempt to (E)ngrave with the gem:
"You engrave in the <floor> with the <gem>."
where <gem> is the appearance of the gem. All hard gems are valuable, although some colors may have more than one possible identity.
If the gem is "soft," you will see this message:
"You write in the dust with the <gem>."
Soft gems may be valuable or worthless, so you will need an additional method to identify these gems.
In either case, you can abort the engraving process by pressing Escape. If you choose to write a message, it will take one turn per character to engrave. Not all types of floor can be engraved upon. You may choose to #name a gem once you know its hardness (e.g., "soft blue").
Throwing a gem to a non-tame unicorn can change your luck in one of several ways, depending on whether the gem is worthless or valuable, whether you are the same alignment as the unicorn (white = lawful, gray = neutral, and black = chaotic), and whether the gem type is already identified or named.
VALUE | ALIGN | KNOWN | ADVERB | LUCK CHANGE |
---|---|---|---|---|
glass | other | unknown | graciously | 0 |
glass | other | named | (see below*) | 0 |
glass | other | identified | (see below*) | 0 |
glass | same | unknown | graciously | 0 |
glass | same | named | (see below*) | 0 |
glass | same | identified | (see below*) | 0 |
gem | other | unknown | hesitatingly | -1 to +1 |
gem | other | named | hesitatingly | -1 to +1 |
gem | other | identified | hesitatingly | -3 to +3 |
gem | same | unknown | gratefully | +1 |
gem | same | named | gratefully | +2 |
gem | same | identified | gratefully | +5 |
In most cases, the message sequence is as follows:
"The <unicorn> neighs! The <unicorn> catches the <gem>."
"The <unicorn> <ADVERB> accepts your gift."
where the color of the unicorn and the color of the gem are appropriate for the situation. <ADVERB> comes from the table above, except where the column has a *, in which case there is a different message sequence:
"The <unicorn> neighs!"
"The <unicorn> catches the <glass>."
"The <unicorn> is not interested in your junk."
after which the unicorn will promptly drop the "gem".
When a glass golem is destroyed, it leaves behind 2 to 8 worthless pieces of glass (each of which can be any of the colours), and never gems.
The spell of stone to flesh will turn gemstones into meatballs, but leave worthless pieces of glass intact; #name a gem 'valuable' or similar before zapping the spell at it (and rename it afterwards should it be proven untrue), since it won't be around to #name after.
If you wait long enough, you'll accumulate a large number of gems. Since the probabilities of getting worthless pieces of glass are so much higher than getting true gems, you'll acquire them much faster than other gems. So, if you just wait long enough, and look at all of the gems of a certain color that you have, more often than not the gem of which you have the most is the worthless piece of glass. This is a bit risky, and usually takes much more time than other methods.
You can always use a scroll or spell of identify to determine whether a gem is valuable. You will then recognize all gems of that same type, although you can lose this knowledge from a scroll of amnesia or (master) mind flayer attack. Archeologists always begin with all gems (but not stones) identified in this manner. Shopkeepers will buy identified gems based on their full price; this is a good way to get money.
When you dip an amethyst into a potion(s) of booze, the potion will turn into fruit juice ("a-methyst" means not intoxicated). You can use this very special case to identify this type of soft violet gems.
Certain levels are guaranteed to be generated with diamonds, rubies, emeralds, and amethysts in well-defined positions. Both versions of the bottom level of the Gnomish Mines contain a room with these four types of gems, a guaranteed luckstone, and other random gems. The four corner rooms of Fort Ludios (if it exists in your game) each contain one of these four types of valuable gems. Other levels may also be generated with piles of gems, but their type is not guaranteed, so these levels are not helpful in determining the identity of gems.
Luck is included here because of luckstones.
Your luck affects many aspects of the game (too many to mention here), and is actually the sum of two components. Base luck changes with events in the game, and may slowly return to a "baseline" level. Bonus luck, on the other hand, is determined by what kind of luckstone (and certain artifacts) you are carrying. Only a rough idea of your luck is given in the enlightenment list; the meaning of the messages is as follows:
TOTAL LUCK | MESSAGE |
---|---|
<= -10 | extremely unlucky |
-9 to -5 | very unlucky |
-4 to -1 | unlucky |
0 | luck is zero (debug mode only) |
1 to 4 | lucky |
5 to 9 | very lucky |
>= 10 | extremely lucky |
Your bonus luck -- and whether your base luck will return to its baseline level -- is controlled by luckstones and certain Quest Artifacts. The effect of these "luckitems" depends on the number in your main inventory that are blessed, uncursed, and cursed (see table below). Note that you can't do any better than one blessed luckitem, so you might as well keep any others in a bag (where they have no effect) as spares in case your main one is cursed.
NUMBER OF LUCK ITEMS | BAD LUCK | GOOD LUCK | BONUS LUCK |
---|---|---|---|
None | Times out | Times out | 0 (no message) |
More cursed than blessed | No timeout | Times out | |
Equal cursed and blessed | No timeout | No timeout | |
More blessed than cursed | Times out | No timeout | |
More cursed than non-cursed | -3 "reduced luck" | ||
Equal cursed and non-cursed | +3 "extra luck" | ||
More non-cursed than cursed | +3 "extra luck" |
When you are enlightened about your luck, you are also told if you have bonus luck and if good/bad luck will not time out.
Base luck is adjusted by each of the events described below. It cannot be reduced below -10 or increased above +10 beyond the baseline. In addition, every 300 turns (or 600 if you have the Amulet of Yendor or have angered your god), your luck will increase by one if it is less than your baseline luck and bad luck times out, and your luck will decrease by one if your luck is greater than your baseline luck and good luck times out. Your baseline luck is +1 if you started or restored the game during a full moon, -1 if started/restored on Friday the 13th, and 0 if neither or both.
BASE ADJ | EVENT |
---|---|
+1 | Starting or restoring a game during a full moon. |
0 | Starting or restoring a game during a new moon. |
-1 | Starting or restoring a game on Friday the 13th.
NOTE: The above three are reversed before saving. |
-2 | Break a mirror. |
-n | Breaking n eggs laid by you (at worst -5). |
+1 | Sitting on a throne (sometimes). |
0 | Throwing a worthless gem at a unicorn. |
-3 to +3 | Throwing valuable gem at cross-aligned unicorn. |
+1 | Throwing unknown valuable gem at co-aligned unicorn. |
+2 | Throwing named valuable gem at co-aligned unicorn. |
+5 | Throwing identified valuable gem at co-aligned unicorn. |
-1 | Hitting a blind floating eye (1 in 500 chance). |
-1 | Jumping in Sokoban. |
-1 | Breaking a boulder in Sokoban. |
-1 | Casting stone-to-flesh on a Sokoban boulder. |
-1 | Reading a scroll of earth in Sokoban. |
-1 | Being pulled by a thrown iron ball in Sokoban. |
-1 | Hurtling through the air in Sokoban due to Newton's 3rd Law. |
-1 | Walking (as a giant) or squeezing past a Sokoban boulder. |
-1 | Killing a tame or peaceful (sometimes) monster. |
-2 | Killing a peaceful human, and you are not chaotic. |
-5 | Killing a co-aligned unicorn. |
-5 to -2 | Cannibalism (eating your own species), unless an orc. |
Set to 0 | Praying with negative luck (sometimes; need to be in trouble). |
-3 | Praying on wrong altar. |
-3 | Praying before your prayer timeout has expired. |
-5 | A sacrifice (not your own race) on Moloch's altars in Gehennom. |
-3 | Being converted by trying to convert an altar. |
-1 | Otherwise unsuccessful at converting altar. |
+1 | Successfully converting an altar. |
-1 | Desecrating another god's altar. |
+2 | Sacrificing your own race on your own chaotic altar. |
-2 | Sacrificing your own race on Moloch's altar. |
-5 | Sacrificing your own race, you aren't chaotic. |
-1 | Sacrificing an unidentified fake Amulet of Yendor. |
-3 | Sacrificing an identified fake Amulet of Yendor. |
+1 | Sacrificing, slightly mollifying your god, negative luck. |
Set to 0 | Sacrificing, mollifying your god, negative luck. |
+1 | Sacrificing, having a hopeful feeling, negative luck. |
Set to 0 | Sacrificing, reconciling, negative luck. |
0 to +5 | Sacrificing, god happy. |
Thanks to Bruce Cox <mathetes@tig.com.au> for
proofreading the original version of this file.
Amethyst identification added by Donald Welsh <dwelsh@melbpc.org.au>.
Glass golem and stone to flesh identification added by Nick Number
<number@sirius.com>.
Luck penalty for breaking eggs corrected by David Damerell <damerell@chiark.greenend.org.uk>.
Luck when praying clarified by David Grabiner <grabiner@math.la.asu.edu>.
Preplaced gems noted by Yair Friedman.
Valuable gem probabilities corrected by Adam
<a00000002(at)ideogram(dot)com>.