Difference between revisions of "Dread seraph"

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  |name=dread seraph
 
  |name=dread seraph
 
  |symbol={{magenta|Z}}
 
  |symbol={{magenta|Z}}
  |difficulty=27
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  |difficulty=28
 
  |level=54
 
  |level=54
  |experience=3820
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  |experience=4042
 
  |speed=16
 
  |speed=16
  |AC=-10
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  |AC=-13
 
  |MR=125
 
  |MR=125
 
  |align=20
 
  |align=20
  |frequency=1
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  |frequency=0
 
  |genocidable=No
 
  |genocidable=No
 
  |attacks=Reach 8d8 physical, Reach 8d8 physical
 
  |attacks=Reach 8d8 physical, Reach 8d8 physical
  |weight=2300
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  |weight=0
  |nutr=900
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  |nutr=0
 
  |size=huge
 
  |size=huge
 
  |resistances=[[cold]], [[sleep]], [[disintegration]], [[poison]], [[petrification]], [[level drain]]
 
  |resistances=[[cold]], [[sleep]], [[disintegration]], [[poison]], [[petrification]], [[level drain]]
 
  |resistances conveyed=
 
  |resistances conveyed=
  |attributes={{attributes
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  |attributes={{attributes|A dread seraph|fly=1|amphibious=1|breathless=1|mindless=1|humanoid=1|regen=1|seeinvis=1|tport=1|pois=1|nopoly=1|undead=1|prince=1|neuter=1|hostile=1|wander=1|nasty=1|strong=1|waitsforu=1|close=1|nohell=1|nocorpse=1|death=1|drain=1|notame=1}}
|A dread seraph|=
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  |reference=
|fly=1
 
|amphibious=1
 
|breathless=1
 
|mindless=1
 
|humanoid=1
 
|regen=1
 
|seeinvis=1
 
|tport=1
 
|pois=1
 
|nopoly=1
 
|undead=1
 
|prince=1
 
|hostile=1
 
|wander=1
 
|nasty=1
 
|strong=1
 
|waitsforu=1
 
|infravision=1
 
|nohell=1
 
|hell=1
 
|nocorpse=1
 
|death=1
 
|drain=1
 
|notame=1
 
  }}
 
 
}}
 
}}
  
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A '''dread seraph''', {{magenta|Z}}, is a type of [[monster]] that appears in [[dNetHack]]. Dread seraphs are the strongest monster in the [[Zombie (monster class)|zombie]] monster class and can appear quite early in the dungeon, but will lie dormant and sealed away for most of the game and will only awaken once you are near the end - their presence causes corpses left on their level to rise from the dead as [[Zombie (dNetHack)|zombies]] or [[Skeleton (dNetHack)|skeletons]].
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Dread seraphs are [[mindless]], [[unbreathing]] [[humanoid]] [[undead]] that are [[strong]] and have a tendency to wander; they wait for you to approach before moving, and will allow you to draw close unless attacked. They possess [[regeneration]], the ability to [[fly]], swim, [[teleport]], and [[see invisible]], and cannot be [[tame]]d. In terms of resistances, a dread seraph has [[cold resistance]], [[sleep resistance]], [[poison resistance]], [[death resistance]], and [[drain resistance]] like all undead, along with [[stoning resistance]]. Their attacks consist of two strong reach attacks, which function similar to touch attacks and have a two-square range, and they have [[#Songs and prayer|the ability to use deadly songs and even pray]].
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==Generation==
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Dread seraphs are not randomly generated, and are not a valid target for [[polymorph]] or [[genocide]]. A dread seraph that is generated will always be hostile.
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A dread seraph is only generated in the [[Dungeons of Doom]], with a maximum of one appearing per level and sealed within a sepulcher. A sepulcher is a 5x5 room with two sets of walls surrounding the center square as depicted below - sepulcher walls are undiggable, and the inner set are unphaseable as well. Approximately {{frac|8}} of levels below dungeon level 13 will contain a sepulcher, and levels with [[vault]]s of any kind cannot contain a sepulcher.
  
'''Dread Seraphs''' are found sealed in walled-off, undigable sepulchers in the [[dNethack]] [[Dungeons of Doom]].  Approximately 1/8th of dungeon levels bellow level 13 will contain a sepulcher.
 
 
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1={{magenta|Z}}
 
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For most of the game, Dread Seraphs will lie dormant in their sepulchers, though there presence on a level causes corpses to rise from the dead as zombies or skeletons.  Once the character kills the [[Wizard of Yendor]] or picks up the Amulet for the first time, the Dread Seraphs will wake upWhen the character next visits a level containing a Dread Seraph in a sepulcher, and earthquake will occur and a chasm will open, freeing the Seraph.
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Once the player kills the [[Wizard of Yendor]] or picks up the [[Amulet of Yendor]] for the first time, the dread seraphs will wake up: When the player next visits a level containing a dread seraph in a sepulcher, an earthquake will occur and a chasm will open, freeing the seraph.
[[File:Dread_Seraph_Chasm.png|upright]]
 
 
 
Most of the interesting properties of Dread Seraphs come from their 'songs'; they use one of them every several turns:
 
* All creatures on the level are affected by a kind of death magic. Players who resist take 1d(m_lev) damage.
 
* Revives all corpses on the level.
 
* Confuses, stuns, and berserks all monsters on the level. Players are confused, stunned, and hallucinating.
 
* Causes an earthquake, creating pits which contain newly generated monsters
 
* Locks all doors and containers on the level, and creates new locked doors in doorways.
 
  
If a Seraph drops below 1/4 hp or becomes crazed, it will begin to pray.  After 5 moves, it will be restored to full health, and will be cured of any status ailments. At the same time, it will apply a [[studied]] debuff to you, equal to its monster level (typically 54).  Unlike players, the Seraph is not invulnerable while praying.
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==Songs and prayer==
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[[File:awakedreadseraph.png|thumb|The chasm formed when a dread seraph awakens.]]
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Most of the interesting properties of dread seraphs come from their songs - while awakened, they will use one of these songs every several turns:
  
Dread Seraphs have significant health pools (1500+) and take 1/4 damage from weapon attacks, so it is usually a better idea to leave the level than to try to kill one.
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* All monsters on the level are affected by a kind of death magic. Players who resist take 1d(m_lev) damage.
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* All corpses on the level are revived.
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* All monsters are [[confuse]]d, [[stun]]ned and turned berserk, while players are confused, stunned and subjected to [[hallucination]]
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* An [[earthquake]] occurs, creating pits which contain newly generated monsters.
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* All doors and containers on the level are locked, and doorways will have new locked doors created.
  
Players killed by a Dread Seraph appear as [[skeleton]]s in bones files.
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If a dread seraph drops below {{frac|4}} of their maximum HP or becomes crazed, they will begin to pray. After 5 moves, it will be restored to full health and cured of any status ailments. At the same time, it will apply a [[studied]] debuff to the player equal to its monster level (typically 54). Unlike players, the seraph is not invulnerable while praying.
  
[[Category:dNethack monsters]]
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==Strategy==
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Dread seraphs have significant health pools of around 1500 or more HP and take {{frac|4}} damage from weapon attacks, so it is usually a better idea to leave the level than to try to kill one.
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{{variant-343}}
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[[Category:dNetHack monsters]]

Latest revision as of 00:31, 10 November 2023

A dread seraph, Z, is a type of monster that appears in dNetHack. Dread seraphs are the strongest monster in the zombie monster class and can appear quite early in the dungeon, but will lie dormant and sealed away for most of the game and will only awaken once you are near the end - their presence causes corpses left on their level to rise from the dead as zombies or skeletons.

Dread seraphs are mindless, unbreathing humanoid undead that are strong and have a tendency to wander; they wait for you to approach before moving, and will allow you to draw close unless attacked. They possess regeneration, the ability to fly, swim, teleport, and see invisible, and cannot be tamed. In terms of resistances, a dread seraph has cold resistance, sleep resistance, poison resistance, death resistance, and drain resistance like all undead, along with stoning resistance. Their attacks consist of two strong reach attacks, which function similar to touch attacks and have a two-square range, and they have the ability to use deadly songs and even pray.

Generation

Dread seraphs are not randomly generated, and are not a valid target for polymorph or genocide. A dread seraph that is generated will always be hostile.

A dread seraph is only generated in the Dungeons of Doom, with a maximum of one appearing per level and sealed within a sepulcher. A sepulcher is a 5x5 room with two sets of walls surrounding the center square as depicted below - sepulcher walls are undiggable, and the inner set are unphaseable as well. Approximately 18 of levels below dungeon level 13 will contain a sepulcher, and levels with vaults of any kind cannot contain a sepulcher.

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||Z||
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Once the player kills the Wizard of Yendor or picks up the Amulet of Yendor for the first time, the dread seraphs will wake up: When the player next visits a level containing a dread seraph in a sepulcher, an earthquake will occur and a chasm will open, freeing the seraph.

Songs and prayer

The chasm formed when a dread seraph awakens.

Most of the interesting properties of dread seraphs come from their songs - while awakened, they will use one of these songs every several turns:

  • All monsters on the level are affected by a kind of death magic. Players who resist take 1d(m_lev) damage.
  • All corpses on the level are revived.
  • All monsters are confused, stunned and turned berserk, while players are confused, stunned and subjected to hallucination
  • An earthquake occurs, creating pits which contain newly generated monsters.
  • All doors and containers on the level are locked, and doorways will have new locked doors created.

If a dread seraph drops below 14 of their maximum HP or becomes crazed, they will begin to pray. After 5 moves, it will be restored to full health and cured of any status ailments. At the same time, it will apply a studied debuff to the player equal to its monster level (typically 54). Unlike players, the seraph is not invulnerable while praying.

Strategy

Dread seraphs have significant health pools of around 1500 or more HP and take 14 damage from weapon attacks, so it is usually a better idea to leave the level than to try to kill one.