Difference between revisions of "Defensive item"

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==See Also==
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* [[Monster_starting_inventory]]
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* [[offensive item]]
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* [[death drop]]
  
 
== References ==
 
== References ==
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{{nethack-343}}
 
[[Category:Items]]
 
[[Category:Items]]
 
[[Category:Monster mechanics]]
 
[[Category:Monster mechanics]]
{{nethack-343}}
 

Revision as of 22:44, 28 December 2009

A user has suggested improving this page or section as follows:

"This page describes the generation of defensive items, but not how monsters use them."

When a monster is generated, there is a chance that it will be given a defensive item in order to protect itself from hostile adventurers. This will happen if the monster's level equals or exceeds the roll of a d50.[1]

The following monster types are ineligible for defensive items:

In addition, regular soldiers have a 12/13 chance of missing out on the defensive item roll.

If chosen to receive a defensive item, the monster selects and rolls a die according to its difficulty:

Difficulty Roll
3 or less d8
4–6 d9
7–8 d10
9 or more d11

The result of this die roll is given by the following table:

Roll Outcome
1–2 scroll of teleportation
3 scroll of create monster
4 potion of healing
5 potion of extra healing
6 potion of full healing
(potion of sickness for Pestilence)
7 wand of teleportation (33%) or scroll of teleportation (67%)
(reroll up to 2 times if no-teleport level)
8 wand of digging
(nothing for floating eyes, shopkeepers, guards, and temple priests)
9 wand of create monster (33%) or scroll of create monster (67%)
10 (teleport item, same as case 7)
11 (create-monster item, same as case 9)

See Also

References


This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.