Miscellaneous intrinsics in NetHack 3.3.1

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-331.html) or conferred by wearing rings (see rint-331.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
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.

astral vision

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.

blinding resistance

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.

clairvoyance

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.

displacement

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.

flying

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

fumbling

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

half physical damage

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, effects of poison, thrown/spat objects, and bites from carnivorous bags.
Halves energy drain and exhaustion from bad sex.
Does not protect against total digestion attacks.

half spell damage

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

hallucination resistance

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.

infravision

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.

invulnerability

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.

jumping

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.

level-drain resistance

acquired by
Wielding Excalibur, Stormbringer or the Staff of Aesculapius (Healer Quest Artifact).
Polymorphing into a vampire bat, horned devil, succubus, incubus, erinys, barbed devil, marilith, vrock, hezrou, bone devil, ice devil, nalfeshnee, pit fiend, balrog, or any of LMVWZ.

effects

life saving

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.

lycanthropy

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

magical breathing

[See amphibiousness and unbreathing]

monster detection

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).

effects
All monsters on the level are displayed.

phasing

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).

reflection

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.
Protects against passive paralysis attack of floating eyes.

sickness resistance

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.

speed

acquired by
("fast"):

("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, 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.

stoning resistance

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

swimming

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.

telepathy

acquired by

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.

unbreathing

acquired by
Wearing or eating an amulet of magical breathing.
Polymorphing into an acid blob, (winged) gargoyle, vampire bat, earth elemental, or any of jmvyFLMPVWXZ'.

effects
You will vomit rather than choke on excess food.
You are not affected by stinking clouds.

unchanging

acquired by
Wearing or eating an amulet of unchanging.

effects

water walking

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.

wounded legs

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).

effects
Reduces dexterity by one temporarily.
Abuses dexterity every five turns.
Your carrying capacity is reduced (double if both legs wounded).
You cannot jump or kick.
Attempting to mount a steed will always fail.


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