Difference between revisions of "Monster starting inventory"

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Certain types of '''monster'''s may be created with{{refsrc|makemon.c|487}} objects in their '''starting inventory''' appropriate to their species. A [http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 pretty comprehensive spoiler] can be found [http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 here]. Additionally, they may be eligible for a random [[offensive item]], [[miscellaneous item]], and/or [[defensive item]]. Monsters generated by [[reverse genocide]] always have empty starting inventories.
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In ''[[NetHack]]'', certain types of monsters may be created with objects in their starting inventory appropriate to their species - a '''monster's starting inventory''' may also contain a random [[offensive item]], [[miscellaneous item]], and/or [[defensive item]].
  
[[Spider]]s and [[snake]]s generated during initial level generation get a random [[item]] on top of them (to [[hide]] under).
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The [[item]]s that [[spider]]s and [[snake]]s are generated with during initial level creation are not part of their starting inventory, as they are created for the monsters to [[hide]] under.
  
Monster starting inventory can provide valuable hints at the true [[identification|identities]] of objects with [[randomized appearance]]s.
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==Description==
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Monster starting inventory is distributed to each applicable monster at level creation, as well as each time a new monster is created.{{refsrc|makemon.c|487}} Monsters generated in [[bones]] files will have whatever inventory they were carrying at the time of its creation; monsters created by [[reverse genocide]] always have empty starting inventories.
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A [http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 pretty comprehensive spoiler] can be found [http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 here].
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===Weapons===
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If a generated monster has a weapon attack, isn't being generated on the [[Rogue level]], and doesn't have special rules according to its species, a die - usually a [[d notation|d14]] - is rolled. This default die changes depending on the monster's flags: two sides are subtracted if the monster is defined in [[monst.c]] as either [[M2_LORD|a lord]] or [[M2_NASTY|nasty]], and four are subtracted if the monster is defined as [[M2_PRINCE|a prince]]. These subtractions also overlap, e.g. a hypothetical monster that is defined as a "prince" and "nasty" would use a d8.
  
==Weapon==
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The monster may receive a weapon based on the result of this roll and whether or not it is [[strong]]:
If the monster has a weapon attack, isn't being generated on the [[Rogue level]], and doesn't have special rules according to its species, a die is rolled. This is normally a [[d notation|d14]], but two sides are subtracted if the monster is [[M2_NASTY|nasty]], two if it's a lord, and four if it's a prince. The terms "lord" and "prince" refer to the M2_LORD and M2_PRINCE flags in [[monst.c]], represented by "is a lord to its kind" or "is an overlord to its kind" on the monster's wiki page. The monster may receive a weapon based on the result of this roll and whether or not it is [[strong]]:
 
  
 
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|}
 
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{{todo|List the species-specific rules for monster weapons. If this would be too long, maybe pare it down to the 'important' ones.}}
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{{todo|List the species-specific rules for monster weapons. If this would be too long, maybe pare it down to the "important" ones.}}
  
==Armor==
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===Armor===
In addition to any other items, monsters can also get armor. This includes all [[mercenaries]] - members of the [[Yendorian army]], [[guard]]s, [[watchmen]], [[watch captain]]s - and [[Mummy|mummies]].
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In addition to any other items, monsters can also get armor. This includes all [[mercenaries]] - members of the [[Yendorian army]], [[guard]]s, [[watchmen]], [[watch captain]]s - and [[Mummy|mummies]].  
  
Armor items spawned are based on a complex mechanism to approximate the target AC of the given creature.
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For mercenaries, armor items spawned are based on a complex mechanism to approximate the target AC of the given creature:
 
{| border="0" cellpadding="0" cellspacing="20"
 
{| border="0" cellpadding="0" cellspacing="20"
 
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* [[leather cloak]]
 
* [[leather cloak]]
 
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: In addition, there is a unique 6 in 7 chance for a mummy to get a [[mummy wrapping]].
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For mummies, there is a unique {{frac|6|7}} chance for a generated mummy to have a [[mummy wrapping]].
  
 
==Death drops==
 
==Death drops==
 
{{main|Death drop}}
 
{{main|Death drop}}
Sometimes, random objects can be found on a monster's corpse it did not have when alive if it was killed by the player. Some monsters also leave behind certain non-random body parts, such as [[unicorn horn]]s or [[dragon scales]].
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Monsters killed by the player will drop their inventory, along with random objects that are generated upon their death. Some monsters also leave behind certain non-random body parts, such as [[unicorn horn]]s or [[dragon scales]].
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==Strategy==
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Monster starting inventory can provide valuable hints at the true [[identification|identities]] of objects with [[randomized appearance]]s.
  
 
==References==
 
==References==
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* [[Muse.c#rnd_offensive_item]] magical [[offensive item]]
 
* [[Muse.c#rnd_offensive_item]] magical [[offensive item]]
 
* [[Mplayer.c#mk_mplayer]] player monsters
 
* [[Mplayer.c#mk_mplayer]] player monsters
 
 
<references/>
 
<references/>
 
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{{nethack-366}}
{{stub}}
 
 
[[Category:Monster Inventory]]
 
[[Category:Monster Inventory]]
{{nethack-366}}
 

Revision as of 06:27, 1 October 2022

In NetHack, certain types of monsters may be created with objects in their starting inventory appropriate to their species - a monster's starting inventory may also contain a random offensive item, miscellaneous item, and/or defensive item.

The items that spiders and snakes are generated with during initial level creation are not part of their starting inventory, as they are created for the monsters to hide under.

Description

Monster starting inventory is distributed to each applicable monster at level creation, as well as each time a new monster is created.[1] Monsters generated in bones files will have whatever inventory they were carrying at the time of its creation; monsters created by reverse genocide always have empty starting inventories.

A pretty comprehensive spoiler can be found here.

Weapons

If a generated monster has a weapon attack, isn't being generated on the Rogue level, and doesn't have special rules according to its species, a die - usually a d14 - is rolled. This default die changes depending on the monster's flags: two sides are subtracted if the monster is defined in monst.c as either a lord or nasty, and four are subtracted if the monster is defined as a prince. These subtractions also overlap, e.g. a hypothetical monster that is defined as a "prince" and "nasty" would use a d8.

The monster may receive a weapon based on the result of this roll and whether or not it is strong:

roll strong not strong
1 battle-axe 3-14 darts
2 two-handed sword crossbow, 3-14 bolts
3 bow, 3-14 arrows
4 long sword 3-5 daggers
5 lucern hammer aklys
6+ nothing

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

"List the species-specific rules for monster weapons. If this would be too long, maybe pare it down to the "important" ones."

Armor

In addition to any other items, monsters can also get armor. This includes all mercenaries - members of the Yendorian army, guards, watchmen, watch captains - and mummies.

For mercenaries, armor items spawned are based on a complex mechanism to approximate the target AC of the given creature:

For mummies, there is a unique 67 chance for a generated mummy to have a mummy wrapping.

Death drops

Main article: Death drop

Monsters killed by the player will drop their inventory, along with random objects that are generated upon their death. Some monsters also leave behind certain non-random body parts, such as unicorn horns or dragon scales.

Strategy

Monster starting inventory can provide valuable hints at the true identities of objects with randomized appearances.

References