Defensive item
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When a monster is generated, there is a chance that it will be given a defensive item 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.[2]
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 die roll determines the item, as shown by the following table:[3]
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)[7] |
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) |
Use
A user has suggested improving this page or section as follows:
"Outline the circumstances under which a monster will make use of a defensive item."
See Also
References
- ↑ src/makemon.c in NetHack 3.6.6, line 794
- ↑ src/makemon.c in NetHack 3.6.6, line 791
- ↑ src/muse.c in NetHack 3.6.6, line 1014
- ↑ src/shknam.c in NetHack 3.6.6, line 655
- ↑ src/vault.c in NetHack 3.6.6, line 387
- ↑ src/priest.c in NetHack 3.6.6, line 239
- ↑ The code indicates that shopkeepers, guards, and temple priests are also not to receive a wand of digging, but
mtmp->{isshk,isgd,ispriest}
are only set aftermakemon()
is called,[4][5][6] thus they are eligible to receive it.