Shopkeeper
@ shopkeeper | |
---|---|
Difficulty | 15 |
Attacks |
Weapon 4d4, Weapon 4d4 |
Base level | 12 |
Base experience | 286 |
Speed | 18 |
Base AC | 0 |
Base MR | 50 |
Alignment | 0 (neutral) |
Frequency (by normal means) | Not randomly generated |
Genocidable | No |
Weight | 1450 |
Nutritional value | 400 |
Size | Medium |
Resistances | None |
Resistances conveyed | None |
A shopkeeper:
| |
Reference | monst.c#line2369 |
Shopkeepers tend shops. They are relatively tough for low level characters and therefore excel at preventing shoplifting.
Shopkeepers are generated with (1000 + 30*d100) zorkmids[1], a skeleton key, and some or all of a wand of striking, a potion of healing, a potion of extra healing, and a wand of magic missile (a d4 is rolled and that many items are generated starting from the beginning of that list)[2].
Should a character die in the hands of a shopkeeper, or be killed while there's an angry shopkeeper around, any possible Bones files will be generated with the player's grave empty - the possessions are all inherited by the shopkeeper, who must be killed in order to search the loot.
For chaotic players shopkeepers have a strategic value in that they are one of the only sources of a human corpse in the early levels, required to automatically convert an altar.
Encyclopedia entry
- See the encyclopedia entry for human.
References
- This page is a stub. Should you wish to do so, you can contribute by expanding this page.
A user has suggested improving this page or section as follows:
"More about the ESHK extended monster structure, which demonstrates the unique behavior of shopkeepers?"