Difference between revisions of "Nightgaunt (dNetHack)"

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m (Umbire the Phantom moved page Nightgaunt (dNethack) to Nightgaunt (dNetHack) without leaving a redirect: proper capitalizing)
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{{monster
 
{{monster
|name = nightgaunt
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|name=nightgaunt
|difficulty = unknown
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|symbol={{blue|g}}
|level = 15
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|tile=
|experience = unknown
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|difficulty=17
|speed = 13
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|level=15
|AC = -2
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|experience=552
|MR = 50
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|speed=13
|align = -6
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|AC=-2
|attacks = Claw tickle 1d6
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|MR=50
|frequency = 1
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|align=0
|genocidable = Yes
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|frequency=1
|weight = 1300
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|genocidable=Yes
|nutr = 100
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|attacks=Claw 1d6 tickling
|size = Medium
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|weight=1450
|resistances = [[sleep]], [[poison]], [[cold]]
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|nutr=400
|resistances conveyed = [[cold]] (100%)
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|size=medium
|attributes = {{attributes|A nightgaunt|=
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|resistances=[[cold]], [[sleep]], [[poison]]
|fly = 1
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|resistances conveyed=[[cold]]
|breathless = 1
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|attributes={{attributes|A nightgaunt|fly=1|amphibious=1|breathless=1|noeyes=1|humanoid=1|regen=1|seeinvis=1|pois=1|wander=1|stalk=1|nasty=1|strong=1|collect=1|magic=1|infravisible=1|sgroup=1}}
|pois = 1
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|reference=
|regen = 1
 
|thick = 1
 
|seeinvis = 1
 
|omnivore = 1
 
|noeyes = 1
 
|hostile = 1
 
|wander = 1
 
|stalk = 1
 
|strong = 1
 
|collect = 1
 
|magic = 1
 
|infravisible = 1
 
|infravision = 1
 
|traitor = 1
 
|sgroup = 1
 
}}
 
 
}}
 
}}
  
A nightgaunt is yet another Lovecraftian monster which debuted in [[SLASH'EM]], from whence it was imported into [[dNethack]]. Small groups of them are found in later levels of both the [[Dungeons of Doom]] and [[Gehennom]]. They possess a unique tickling attack, with which they can strip you of your secondary weapon, your cloak, and your armor, as well as immobilizing you.
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A '''nightgaunt''', {{blue|g}}, is a type of monster that appears in [[dNetHack]], [[notdNetHack]] and [[notnotdNetHack]]. The nightgaunt is a [[strong]] and [[eyeless]] [[humanoid]] monster that is [[amphibious]], [[breathless]], capable of [[flight]], can [[see invisible]], and can be seen via [[infravision]]. Nightgaunts possesses enhanced [[regeneration]], have a tendency to wander while moving, will seek out and pick up [[magical item]]s and other objects, and can follow the [[hero]] to other levels if they are adjacent.
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A nightgaunt has a single claw attack that deals damage and inflicts tickling, which causes the hero to become immobilized if it targets them unless they have a source of [[free action]] or resist it with [[magic cancellation]] - [[#Tickling|the section below]] has details on how the attack specifically affects a player character, while monsters hit by the attack are simply paralyzed for up to 10 turns. Nightgaunts possess [[cold resistance]], [[sleep resistance]] and [[poison resistance]].
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Nightgaunts are [[poisonous]] to consume, and [[eating]] a nightgaunt's [[corpse]] or [[tin]], or [[quaffing]] its [[Potion of blood (dNetHack)|blood]] grants [[Temporary intrinsic|temporary cold resistance]].
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Nightgaunts can be [[Ward (dNetHack)|warded]] by [[User:Chris/dNetHack/Elder Sign|the Elder Sign]], a [[User:Chris/dNetHack/Heptagram|heptagram]], or an [[Elbereth (dNetHack)|Elbereth]] engraved by an [[Elf (starting race)|elven]] character.
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==Generation==
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Nightgaunts can generate in small [[group]]s, and may generate as peaceful towards [[neutral]] characters.
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==Strategy==
 
==Strategy==
The tickling attack is high dangerous. It is affected by MC, but is only partially mitigated. If the tickling attack is not resisted by your MC, you will be paralyzed for a short period, and may drop your wielded weapon(s). If the tickling attack is '''blocked''' by your MC, the nightgaunt will instead attempt to remove some of your equipment.
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Nightgaunts are somewhat hard to kill due to their base [[monster level]], and the tickling attack is only partially mitigated by magic cancellation, as explained in detail below. Combined with their 13 [[speed]] and tendency towards small groups, this can make nightgaunts a serious enough threat to warrant targeting them with a [[wand of death]], the [[finger of death]] spell or even [[genocide]].
*If you are wearing a cloak, they will attempt to remove it and drop it in your square.
 
*If you aren't wearing a cloak, but have an alternate weapon readied, they will remove it from your inventory and drop it in their square.
 
*If you aren't wearing a cloak and don't have an alternate weapon readied, they will attempt to remove any body armor you are wearing.  
 
  
Only one piece of equipment can be removed per attack.
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===Tickling===
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Against a player character, the nightgaunt's tickling attack has effects that are carried out over multiple stages in the order listed:<!--bug regarding this behavior fixed in dev-->
  
They are somewhat hard to kill; having a base level of 15, even with your best weapon they may take quite a few hits.  Since they are generated in groups and are quite fast, they can be a serious threat. They are vulnerable to death rays and are a valid genocide target. They can also be warded off by the Elder Sign, Elbereth (Elves only), or a Heptagram.
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* The attack rolls versus magic cancellation and checks if the character is already immobilized - if the attack is blocked for either reason, the nightgaunt will attempt to remove one piece of the character's equipment:
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** If the character has a [[cloak]], the nightgaunt will attempt to remove it and drop it on the character's square, with a percentage chance of avoiding this equal to the character's dexterity. For a character wielding [[dNetHack artifacts#Tensa Zangetsu|Tensa Zangetsu]] while ''not'' wearing a cloak, the artifact will block the rest of the unequip effect.
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** If the character has an alternate weapon item that is not a [[Punishment|chained]] [[heavy iron ball]], and they are not currently in [[two weapon combat]], the nightgaunt will attempt to steal that item and add it to their inventory, with a percentage chance of avoiding this equal to the character's dexterity.
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** If the character is wearing a [[suit]] of body armor without a cloak, the nightgaunt attempts to remove it: this has a {{frac|3|4}} chance to fail, and otherwise there is a percentage chance of avoiding this equal to the character's dexterity.
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* If the attack succeeds but the character has free action, no effects occur.
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* Otherwise, the tickling abuses [[dexterity]] and [[constitution]], with a {{frac|3}} chance of paralyzing them for up to 10 turns and a {{frac|2|3}} chance of paralyzing them for 1 turn. The character may also drop their [[wield]]ed weapon, with a percentage chance of avoiding this equal to the lower between their dexterity, and a character that is twoweaponing may also drop their offhand weapon as well.
  
[[Category:dNethack monsters]]
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Losing any items due to the effects of tickling may trigger the effects of the "[[Talons]]" madness and cause the character to [[panic]] for 2-7 turns. As mentioned above, the tickling can be blocked by MC3 and will not remove [[shirt]]s: this makes [[Victorian underwear]] one of the better safeguards against the attack, though it will not provide complete protection like free action does.
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{{variant-343}}
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[[Category:dNetHack monsters]]
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[[Category:notdNetHack monsters]]
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[[Category:notnotdNetHack monsters]]

Revision as of 08:10, 21 June 2024

A nightgaunt, g, is a type of monster that appears in dNetHack, notdNetHack and notnotdNetHack. The nightgaunt is a strong and eyeless humanoid monster that is amphibious, breathless, capable of flight, can see invisible, and can be seen via infravision. Nightgaunts possesses enhanced regeneration, have a tendency to wander while moving, will seek out and pick up magical items and other objects, and can follow the hero to other levels if they are adjacent.

A nightgaunt has a single claw attack that deals damage and inflicts tickling, which causes the hero to become immobilized if it targets them unless they have a source of free action or resist it with magic cancellation - the section below has details on how the attack specifically affects a player character, while monsters hit by the attack are simply paralyzed for up to 10 turns. Nightgaunts possess cold resistance, sleep resistance and poison resistance.

Nightgaunts are poisonous to consume, and eating a nightgaunt's corpse or tin, or quaffing its blood grants temporary cold resistance.

Nightgaunts can be warded by the Elder Sign, a heptagram, or an Elbereth engraved by an elven character.

Generation

Nightgaunts can generate in small groups, and may generate as peaceful towards neutral characters.

Strategy

Nightgaunts are somewhat hard to kill due to their base monster level, and the tickling attack is only partially mitigated by magic cancellation, as explained in detail below. Combined with their 13 speed and tendency towards small groups, this can make nightgaunts a serious enough threat to warrant targeting them with a wand of death, the finger of death spell or even genocide.

Tickling

Against a player character, the nightgaunt's tickling attack has effects that are carried out over multiple stages in the order listed:

  • The attack rolls versus magic cancellation and checks if the character is already immobilized - if the attack is blocked for either reason, the nightgaunt will attempt to remove one piece of the character's equipment:
    • If the character has a cloak, the nightgaunt will attempt to remove it and drop it on the character's square, with a percentage chance of avoiding this equal to the character's dexterity. For a character wielding Tensa Zangetsu while not wearing a cloak, the artifact will block the rest of the unequip effect.
    • If the character has an alternate weapon item that is not a chained heavy iron ball, and they are not currently in two weapon combat, the nightgaunt will attempt to steal that item and add it to their inventory, with a percentage chance of avoiding this equal to the character's dexterity.
    • If the character is wearing a suit of body armor without a cloak, the nightgaunt attempts to remove it: this has a 34 chance to fail, and otherwise there is a percentage chance of avoiding this equal to the character's dexterity.
  • If the attack succeeds but the character has free action, no effects occur.
  • Otherwise, the tickling abuses dexterity and constitution, with a 13 chance of paralyzing them for up to 10 turns and a 23 chance of paralyzing them for 1 turn. The character may also drop their wielded weapon, with a percentage chance of avoiding this equal to the lower between their dexterity, and a character that is twoweaponing may also drop their offhand weapon as well.

Losing any items due to the effects of tickling may trigger the effects of the "Talons" madness and cause the character to panic for 2-7 turns. As mentioned above, the tickling can be blocked by MC3 and will not remove shirts: this makes Victorian underwear one of the better safeguards against the attack, though it will not provide complete protection like free action does.