Difference between revisions of "Monster starting inventory"

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(Description: Possibility of saddle in makemon())
(Description: mummy stuff can be covered on the monster class page; starting inv rules can cover more than just weapons)
 
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==Description==
 
==Description==
Monster starting inventory is distributed to each applicable monster at level creation, as well as each time a new monster is created.{{refsrc|src/makemon.c|576|version=NetHack 3.6.6}} 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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Monster starting inventory is distributed to each applicable monster at level creation, as well as each time a new monster is created.{{refsrc|src/makemon.c|576|version=NetHack 3.6.7}} 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 [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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A pretty comprehensive spoiler can be found [http://groups.google.com/group/rec.games.roguelike.nethack/msg/e34120648c374754 here].  
  
 
===Weapons===
 
===Weapons===
A [[humanoid]] monster that has a weapon attack and the ability to wield weapons, is not being generated on the [[Rogue level]], and does not have any rulessets governing its starting inventory can be generated with one of the following five weapon sets, with an equal probability of each:{{refsrc|src/makemon.c|512|version=NetHack 3.6.6|name="default"|common=Default set of cases for monster weapon generation}}
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A [[humanoid]] monster that has a weapon attack, is not being placed on the [[Rogue level]], and does not have any specific rules governing its starting inventory can be generated with one of the following five weapon sets, with an equal probability of each depending on whether it is [[strong]]:{{refsrc|src/makemon.c|512|version=NetHack 3.6.7|name="default"|common=Default set of cases for monster weapon generation}}
  
 
{|class="wikitable"
 
{|class="wikitable"
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|}
 
|}
  
The size of the die used in rolling for these weapons is determined by whether or not the monster is also a [[M2_LORD|lord]] to its kind, an [[M2_PRINCE|overlord]] to its kind, or is [[nasty]]; this is governed by the equation {{sfrac|5|14 - ''N''}}, where ''N'' is the result of a "bias" variable that is incremented for each applicable property - 1 if the monster is a lord, 1 if the monster is nasty, and 2 if the monster is an overlord - and then multiplied by two:<ref name="default"/>
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The probability of receiving any weapon is {{sfrac|5|14 - ''N''}}, where ''N'' is the sum of: 2 if the monster is a [[M2 LORD|lord]], 4 if it is a [[M2_PRINCE|prince]], and 2 if it is [[M2_NASTY|nasty]]. The final probabilities of the possible attribute combinations are:
  
* A normal monster uses a d14. ({{frac|5|14}} ≈ 35.71%)
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{|class="wikitable"
* Monsters that are either nasty or lords to their kind use a d12. ({{frac|5|12}} ≈ 41.67%)
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!
* Monsters that are both nasty and a lord to their kind, or else are an overlord to their kind, use a d10. ({{frac|5|10}} = 50%)
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!not nasty!!nasty
* Monsters that are both nasty and an overlord to their kind use a d8. ({{frac|5|8}} = 62.5%)
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|-
 +
!normal
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|35.71%
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|41.67%
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|-
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!lord
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|41.67%
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|50%
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|-
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!overlord
 +
|50%
 +
|62.5%
 +
|}
  
 
{{todo|List the species-specific rules for monster weapons. If this would be too long, maybe pare it down to the "important" ones.}}
 
{{todo|List the species-specific rules for monster weapons. If this would be too long, maybe pare it down to the "important" ones.}}
  
 
===Armor===
 
===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, including [[mercenaries]] in particular: members of the [[Yendorian army]], [[guard]]s, [[watchmen]], [[watch captain]]s.
  
 
For mercenaries, armor items spawned are based on a complex mechanism to approximate the target AC of the given creature:
 
For mercenaries, armor items spawned are based on a complex mechanism to approximate the target AC of the given creature:
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* [[leather cloak]]
 
* [[leather cloak]]
 
|}
 
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For mummies, there is a unique {{frac|6|7}} chance for a generated mummy to have a [[mummy wrapping]].
 
  
 
===Saddle===
 
===Saddle===
 
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Ponies, horses, and warhorses have a 1% chance of being generated [[saddle]]d.
Ponies, Horses, and Warhorses have a 1% chance of being generated saddled.
 
  
 
==Death drops==
 
==Death drops==
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* [[Mplayer.c#mk_mplayer]] player monsters
 
* [[Mplayer.c#mk_mplayer]] player monsters
 
<references/>
 
<references/>
{{nethack-366}}
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{{nethack-367}}
 
[[Category:Monster Inventory]]
 
[[Category:Monster Inventory]]

Latest revision as of 00:24, 5 December 2023

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

A humanoid monster that has a weapon attack, is not being placed on the Rogue level, and does not have any specific rules governing its starting inventory can be generated with one of the following five weapon sets, with an equal probability of each depending on whether it is strong:[2]

strong not strong
battle-axe 3-14 darts
two-handed sword crossbow, 3-14 bolts
bow, 3-14 arrows
long sword 3-5 daggers
lucern hammer aklys

The probability of receiving any weapon is 514 - N, where N is the sum of: 2 if the monster is a lord, 4 if it is a prince, and 2 if it is nasty. The final probabilities of the possible attribute combinations are:

not nasty nasty
normal 35.71% 41.67%
lord 41.67% 50%
overlord 50% 62.5%

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, including mercenaries in particular: members of the Yendorian army, guards, watchmen, watch captains.

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

Saddle

Ponies, horses, and warhorses have a 1% chance of being generated saddled.

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