Talk:Unique monster
In-game effects
This page says what unique monsters are, but it doesn't cover what in-game effects the G_UNIQ flag has. It certainly doesn't prevent more than one monster of the type being generated, as aligned priests growing up into high priests demonstrates; I imagine the effects are mostly cosmetic, e.g. killing Rodney produces "the Wizard of Yendor's corpse" as opposed to "a Wizard of Yendor corpse." It'd be interesting to perhaps list out all of these effects, in addition to whether or not there are any non-cosmetic effects. Does anyone know of any others? -Ion frigate 07:30, 26 May 2011 (UTC)
- Stuff I know plus a quick sourcedive:
- Tins of unique monsters are emptied in bones files
- You can't rename a unique monster
- Uniques get "the" instead of "a". This is done in a ton of places, and with corpses.
- Uniques become extinct after one generation. This usually only applies in SLASH'EM, as only Jumbo is randomly generated and unique
- The corpse/statue of a unique monster will keep all of the original traits
- Statues of unique monsters are effectively historic
- Eggs of unique monsters will never hatch (You can wish for a Scorpius egg)
- Statues of unique monsters will not be animated by a statue trap. I'm not sure why; there's a comment saying it protects against wishing, but wouldn't that just make a doppelganger?
- Qazmlpok 12:21, 26 May 2011 (UTC)
Bones
What happens if you lure a unique monster to a bones-eligible level and die leaving bones? What if you have a statue of a unique monster in a bones level? Fyr (talk) 03:41, 6 December 2013 (UTC)
- Unique monster: it'll be saved as usual, except for a few monsters (Medusa, Rodney, quest nemesis) IIRC.
- Statue: As above, but without exceptions; that's a bug IIRC, and I've verified in the past that it can be turned into an actual unique again. This can be used to have multiple instances of the same unique in a single game. —bcode talk | mail 20:57, 8 December 2013 (UTC)