Difference between revisions of "Grand Master"

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  |attacks=Claw 4d10, kick 2d8, 2d8 [[monster spell|spell-casting]] (clerical), 2d8 spell-casting (clerical)
 
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Revision as of 08:45, 8 June 2023

For the peak skill level that monks can attain in martial arts, see Skill and Martial arts.

The Grand Master, @, is the Monk quest leader.

Like his abbots, he is capable of clerical spell-casting, and his melee attacks are more powerful than other quest leaders, reflecting the monk's affinity towards martial arts. Interestingly, he has fire resistance, shock resistance, sleep resistance and poison resistance, much like a highly experienced player monk would.

Strategy

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

The Grand Master, along with other quest leaders, has been made stronger, since killing quest leaders no longer makes the game unwinnable.

The changed stats are as follows: Speed becomes 15 (from 12), and MR becomes 90 (from 70).

The Grand Master also starts with a +6 robe.

Generation

Unlike other quest leaders, and like abbots and player monster monks, he is generated without a weapon.

Encyclopedia entry

See the encyclopedia entry for monk.