intr-340.html Last edited 2002-04-17 for NetHack 3.4.0
Compiled by Dylan O'Donnell <psmith@spod-central.org>
HTML Conversion by Kate
Nepveu.
This covers all the intrinsics that are neither dragon resistances (see drgn-340.html) or conferred by wearing rings (see rint-340.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.
acquired by
Wearing or eating an amulet of magical breathing.
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.
acquired by
Wearing the Eyes of the Overworld
(Monk Quest Artifact).
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
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
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, 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
acquired by
Carrying the Orb of Fate or
the Master Key of Thievery
(Valkyrie and Rogue Quest Artifacts).
Wearing the Mitre of Holiness
(Priest(ess) Quest Artifact) as a Priest(ess) (only against
physical attacks from demons and undead).
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 energy drain and exhaustion from bad sex.
Does not protect against total digestion attacks.
acquired by
Carrying the Orb of
Detection, the Platinum Yendorian
Express Card, the Orb of
Fate, or the Eye of the
Aethiopica (Archeologist, Tourist, Valkyrie and Wizard Quest
Artifacts).
effects
acquired by
Wielding Grayswandir.
Polymorphing into a black light.
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, erinys, 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.
eee esbubse suuuuus ebuuuuube euuu@uuue ebuuuuube suuuuus esbubse eee
Jumping out of beartraps 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, erinys,
barbed devil, marilith, vrock, hezrou, bone devil, ice devil,
nalfeshnee, pit fiend, balrog, or any of LMVWZ.
effects
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
wererat: 2/3 sewer rat, 2/9 giant rat, 1/9 rabid rat
werejackal: jackal
werewolf: 4/5 wolf, 1/5 winter wolf
This uses 10 energy and exercises wisdom.
[See amphibiousness and 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"):
"Your velocity suddenly seems very uncertain! You seem faster."
"You feel quick!"
"You feel slow!" (level drain loss)
("very fast"):
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
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
"You feel a strange mental acuity."
"You feel in touch with the cosmos." (hallucinating)
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 ejmvyFLMPVWXZ'.
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.
acquired by
Wearing or eating an amulet of unchanging.
effects
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.
Corrections and clarifications provided by David Goldfarb, Jason Short, mana user, and Boudewijn Waijers.