Difference between revisions of "Elemental"
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* {{blue|E}} [[ford guardian]] | * {{blue|E}} [[ford guardian]] | ||
− | [[User:Chris/dNetHack/Pentagram|Pentagrams]] and the [[User:Chris/dNetHack/Elder Elemental Eye|Elder Elemental Eye]] are [[Ward (dNetHack)|wards]] that can | + | [[User:Chris/dNetHack/Pentagram|Pentagrams]] and the [[User:Chris/dNetHack/Elder Elemental Eye|Elder Elemental Eye]] are [[Ward (dNetHack)|wards]] that can protect a character against elementals at all levels of reinforcement. |
The Nurturing [[Word of Creation]]'s active power deals (lvl/2)d12 damage to elementals and other specific monsters, and monsters killed with the Nurturing Word of Creation will have a [[tree]] created on their square, with their former inventory buried underneath. | The Nurturing [[Word of Creation]]'s active power deals (lvl/2)d12 damage to elementals and other specific monsters, and monsters killed with the Nurturing Word of Creation will have a [[tree]] created on their square, with their former inventory buried underneath. |
Revision as of 22:34, 4 January 2024
The elemental is a monster class that appears in NetHack, and is represented by the uppercase E glyph (E). Elementals are designated internally by the macro S_ELEMENTAL
.[1]
The monster class contains the following monsters:[2]
Contents
Common traits
All elementals are strong, inediate and neutral-aligned monsters that lack a sense of smell. Except for the stalker, they are eyeless, mindless and amorphous - they also possess an MR score of 30.
Generation
Excluding the stalker, each of the elementals has a corresponding Elemental Plane that is considered their 'home plane', where they will be generated three times the normal amount of hit points, and their maximum HP-gain threshold is similarly multiplied by 3.[3][4][5]
Elementals are the first quest monster class for the Monk, and make up 24⁄175 of the monsters randomly generated on the Monk quest. They are also the second quest monster class for the Samurai, making up 6⁄175 of the monsters randomly generated on the Samurai quest. Elementals can also appear among the monsters generated in the central room of the Castle at level creation.
Minus the stalker, elementals do not leave behind corpses upon death.
History
The elemental monster class is introduced in NetHack 3.0.0 with the exception of the stalker: it first appears in Hack for PDP-11 (a variant of Jay Fenlason's Hack) but is not moved to the monster class until NetHack 3.3.0, which is the first version to repurpose its former I glyph to indicate the last known position of any invisible monster.
Variants
SLASH'EM
In SLASH'EM, at least one elemental of each type is generated on a specific square within the Cloud Bank of the Lawful Quest at level creation, with a 3⁄5 chance of a second one of that type being placed nearby - four other random elementals are placed as well.
dNetHack
dNetHack adds many new monsters to the monster class:
- E furious whirlwind
- E ancient tempest
- E dream quasielemental
- E lightning paraelemental
- E poison paraelemental
- E ice paraelemental
- E acid paraelemental
- E terracotta soldier
- E lethe elemental
- E mortai
- E ford guardian
Pentagrams and the Elder Elemental Eye are wards that can protect a character against elementals at all levels of reinforcement.
The Nurturing Word of Creation's active power deals (lvl/2)d12 damage to elementals and other specific monsters, and monsters killed with the Nurturing Word of Creation will have a tree created on their square, with their former inventory buried underneath.
SpliceHack
SpliceHack introduces several new monsters to the monster class:
- E mud elemental
- E acid elemental
- E ice elemental
- E magma elemental
- E plasma elemental
- E fusion elemental
SpliceHack also adds the scroll of elementalism, which can summon a random elemental.
EvilHack
In EvilHack, each non-stalker elemental now has a form of engulfing attack.
SlashTHEM
In addition to SLASH'EM details, SlashTHEM adds the following monsters to the monster class:
- E ice elemental
- E greater air elemental
- E greater earth elemental
- E greater fire elemental
- E greater water elemental
The four elementals from NetHack cannot grow up into their "greater" counterparts.
Each set of elementals has a quest artifact that can be invoked to summon a tame elemental, including the artifacts carried over from SLASH'EM:
- The Flame Mage quest artifact, The Candle of Eternal Flame, for fire elementals
- The Ice Mage quest artifact, The Storm Whistle, for ice elementals (changed from SLASH'EM)
- The Electric Mage quest artifact, The Harp of Lightning, for air elementals
- The Acid Mage quest artifact, The Flute of Slime, for earth elementals
- The Firefighter quest artifact, the Fire Chief Helmet, for water elementals
The invoke effects for the Acid and Electric Mage quest artifacts are based on the associations between particular elements in Dungeons & Dragons.
Each invoke effect 3⁄4 chance of generating a standard elemental of that type and a 1⁄4 chance of generating a greater elemental - for The Storm Whistle, it instead has a 1⁄4 chance of creating an ice elemental, and will otherwise create an ice vortex.
Encyclopedia entry
Elementals are manifestations of the basic nature of the
universe. There are four known forms of elementals: air, fire,
water, and earth. Some mystics have postulated the necessity
for a fifth type, the spirit elemental, but none have ever
been encountered, at least on this plane of existence.
References
- ↑ include/monsym.h in NetHack 3.6.7, line 45
- ↑ src/monst.c in NetHack 3.6.7, line 1256
- ↑ src/makemon.c in NetHack 3.6.7, line 37: elementals and home planes
- ↑ src/makemon.c in NetHack 3.6.7, line 1012: max HP for elementals on home planes
- ↑ src/makemon.c in NetHack 3.6.7, line 1825: max HP gain for elementals on home planes