Difference between revisions of "Ki-rin"

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The '''ki-rin''', {{monsym|ki-rin}}, is an [[angelic being]] in [[NetHack]]. It is often a candidate for a player's [[steed]] (if they manage to [[tame]] one—difficult due to its high magic resistance, making a [[wish]] for a [[figurine]] a more likely method) due to its high speed, power, and ability to fly. A ki-rin steed will never [[riding|buck]] you because of [[conflict]] due to its high combined base level and monster magic resistance, unless it is level drained below 15.
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The '''ki-rin''', {{monsym|ki-rin}}, is a monster that appears in ''[[NetHack]]''. They are capable of [[flying]], and [[spellcasting]], and are the second strongest [[angelic being]]s after the [[Archon]].
  
Any non-[[Knight]] should count on a [[charm monster|charmed]] ki-rin becoming non-tame after mounting, kicking, or whipping it five times.
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Ki-rin are not eligible forms for [[polymorph]].
  
{{upcoming|NetHack 3.7.0|Ki-rin now have poison resistance, and are no longer considered [[animal]]s. They also now have the ability to cure themselves using their horns, like [[unicorn horn]]s. As they do not leave corpses, they do not drop their horns either.}}
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==Generation==
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Ki-rin appear very rarely, and may first show up within the [[Castle]] - as they cannot generate in [[Gehennom]], most players will encounters them on the [[ascension run]]. They will generate as peaceful for a lawful character with a good [[alignment record]], and can appear as minions of lawful [[god]]s.
  
 
==Strategy==
 
==Strategy==
A ki-rin makes a superb steed for players that spend a lot of time riding. It is the only steed with a faster-than-normal movement rate that can [[flying|fly]]. Because ki-rin are spellcasters, they will cast [[haste self]], giving them an effective movement rate of 24, making them as fast as a non-[[fast]] [[warhorse]] or [[unicorn]]. Perhaps more importantly, their high hit points, damaging attacks, ability to heal self, and high magic resistance make them powerful enough to survive in [[Gehennom]].
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Hostile ki-rin are quite dangerous to face - [[AC]] of -5, a repertoire of mage [[monster spells]] and high [[magic resistance (monster)|monster magic resistance]] can render them a serious nuisance, especially if they are high enough level to [[summon nasties]] or even employ a [[touch of death]]. Thankfully, they lack any actual resistances and can potentially be brought down from afar before getting into casting range.
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Ki-rin are highly sought-after [[steed]]s for their flight, base 18 speed, fighting power, and AC by roles capable of riding, to the point of some players using a [[wish]] for a blessed [[figurine]] of one. Their MR of 90 makes them very difficult to tame normally, but also ensures they will never buck you off a saddle due to [[conflict]] unless they are [[level drain]]ed below 15. Additionally, ki-rin will cast [[haste self]], giving them the same speed as an unhasted [[warhorse]] or [[unicorn]].
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However, they are inediate and thus cannot have their tameness raised - any non-[[Knight]] riding a [[charm monster|charmed]] ki-rin will usually end up untaming it after mounting, kicking, or whipping it five times. As such, non-Knights should not dismount their ki-rin steed unless absolutely necessary, and should ideally have at least Basic in riding skill if at all possible prior to obtaining one.
  
Once you have mounted a ki-rin, you should not dismount unless absolutely necessary. Since only Knights start with [[riding]] skill at Basic, other roles will not be able to pick up objects, #loot containers, drop items on altars, #dip items in fountains, and so forth initially. Because a ki-rin will go feral after five mount attempts, it is better to advance riding skill on a more traditional mount such as a [[horse]] first, then switch to your ki-rin once you reach basic skill. Roles which are restricted in riding will probably not have much use for them.
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For Knights, ki-rins are the most ideal steed by far and the most likely to survive a trip through [[Gehennom]], and they are the only role that can reliably keep a tame ki-rin for long amounts of time. However, even a ki-rin will have trouble surviving the [[Elemental Planes]], and their lack of resistances often spell doom on the [[Plane of Fire]].
  
A [[Knight]] does ''not'' reduce [[tameness]] when mounting a steed. Thus, they are free to mount and dismount a ki-rin as many times as they wish without fear of it going feral as a result.
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{{upcoming|NetHack 3.7.0|Ki-rin now have poison resistance, and are no longer considered [[animal]]s. They also now have the ability to cure themselves using their horns, like [[unicorn horn]]s. As they do not leave corpses, they do not drop their horns either.}}
  
 
==History==
 
==History==
Prior to NetHack 3.6.0, ki-rin were able to wear amulets, boots, shields, and gloves despite being ridable. This was [[bug#C341-18|bug C341-18]]. Variants based on 3.4.3 that did not address this bug themselves will allow a ki-rin to wear additional equipment, including obtaining reflection from an [[amulet of reflection|amulet]] or [[shield of reflection|shield]].
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In [[NetHack 3.4.3]], ki-rin were able to wear amulets, boots, shields, and gloves despite being animals - this was [[bug#C341-18|bug C341-18]]. Variants based on 3.4.3 that did not address this bug themselves will allow a ki-rin to wear additional equipment, including obtaining reflection from an [[amulet of reflection|amulet]] or [[shield of reflection|shield]].
 
 
==SLASH'EM==
 
In addition to all the benefits above, ki-rin in [[SLASH'EM]] require a +3 weapon to hit. This makes them better steeds; they are immune to most physical attacks, including powerful [[minotaur]]s and even some [[demon prince]]s; it also makes them more dangerous should you encounter a hostile one. Ki-rin are not level-drain or stoning resistant, so an [[amulet of drain resistance]] or an [[amulet versus stone]] is a good option for the amulet slot. Ki-rin are also given as [[minion]]s to [[lawful]] players, starting at level 13, though minions cannot be saddled or ridden.
 
  
 
==Origin==
 
==Origin==
 
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{{wikipedia|Qilin}}
 
The ki-rin originates from Chinese mythology, and it is considered benevolent. It resembles a horse- or deer-shaped Asian dragon with deer-like horns.
 
The ki-rin originates from Chinese mythology, and it is considered benevolent. It resembles a horse- or deer-shaped Asian dragon with deer-like horns.
  
 
The name is more often romanized as "qilin".
 
The name is more often romanized as "qilin".
 +
 +
==SLASH'EM==
 +
In addition to all the benefits above, ki-rin in [[SLASH'EM]] require a +3 weapon to hit. This makes them better steeds; they are immune to most physical attacks, including powerful [[minotaur]]s and even some [[demon prince]]s; it also makes them more dangerous should you encounter a hostile one. Ki-rin are not level-drain or stoning resistant, so an [[amulet of drain resistance]] or an [[amulet versus stone]] is a good option for the amulet slot. Ki-rin are also given as [[minion]]s to [[lawful]] players, starting at level 13, though minions cannot be saddled or ridden.
  
 
== Encyclopedia entry ==
 
== Encyclopedia entry ==
 
 
{{encyclopedia|The ki-rin is a strange-looking flying creature.  It has
 
{{encyclopedia|The ki-rin is a strange-looking flying creature.  It has
 
scales, a mane like a lion, a tail, hooves, and a horn.  It
 
scales, a mane like a lion, a tail, hooves, and a horn.  It
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{{nethack-360}}
 
[[Category:Monsters]]
 
[[Category:Monsters]]
{{nethack-360}}
 

Revision as of 22:50, 5 July 2021

The ki-rin, A, is a monster that appears in NetHack. They are capable of flying, and spellcasting, and are the second strongest angelic beings after the Archon.

Ki-rin are not eligible forms for polymorph.

Generation

Ki-rin appear very rarely, and may first show up within the Castle - as they cannot generate in Gehennom, most players will encounters them on the ascension run. They will generate as peaceful for a lawful character with a good alignment record, and can appear as minions of lawful gods.

Strategy

Hostile ki-rin are quite dangerous to face - AC of -5, a repertoire of mage monster spells and high monster magic resistance can render them a serious nuisance, especially if they are high enough level to summon nasties or even employ a touch of death. Thankfully, they lack any actual resistances and can potentially be brought down from afar before getting into casting range.

Ki-rin are highly sought-after steeds for their flight, base 18 speed, fighting power, and AC by roles capable of riding, to the point of some players using a wish for a blessed figurine of one. Their MR of 90 makes them very difficult to tame normally, but also ensures they will never buck you off a saddle due to conflict unless they are level drained below 15. Additionally, ki-rin will cast haste self, giving them the same speed as an unhasted warhorse or unicorn.

However, they are inediate and thus cannot have their tameness raised - any non-Knight riding a charmed ki-rin will usually end up untaming it after mounting, kicking, or whipping it five times. As such, non-Knights should not dismount their ki-rin steed unless absolutely necessary, and should ideally have at least Basic in riding skill if at all possible prior to obtaining one.

For Knights, ki-rins are the most ideal steed by far and the most likely to survive a trip through Gehennom, and they are the only role that can reliably keep a tame ki-rin for long amounts of time. However, even a ki-rin will have trouble surviving the Elemental Planes, and their lack of resistances often spell doom on the Plane of Fire.

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.

Ki-rin now have poison resistance, and are no longer considered animals. They also now have the ability to cure themselves using their horns, like unicorn horns. As they do not leave corpses, they do not drop their horns either.

History

In NetHack 3.4.3, ki-rin were able to wear amulets, boots, shields, and gloves despite being animals - this was bug C341-18. Variants based on 3.4.3 that did not address this bug themselves will allow a ki-rin to wear additional equipment, including obtaining reflection from an amulet or shield.

Origin

The ki-rin originates from Chinese mythology, and it is considered benevolent. It resembles a horse- or deer-shaped Asian dragon with deer-like horns.

The name is more often romanized as "qilin".

SLASH'EM

In addition to all the benefits above, ki-rin in SLASH'EM require a +3 weapon to hit. This makes them better steeds; they are immune to most physical attacks, including powerful minotaurs and even some demon princes; it also makes them more dangerous should you encounter a hostile one. Ki-rin are not level-drain or stoning resistant, so an amulet of drain resistance or an amulet versus stone is a good option for the amulet slot. Ki-rin are also given as minions to lawful players, starting at level 13, though minions cannot be saddled or ridden.

Encyclopedia entry

The ki-rin is a strange-looking flying creature. It has
scales, a mane like a lion, a tail, hooves, and a horn. It
is brightly colored, and can usually be found flying in the
sky looking for good deeds to reward.


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

It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.