Difference between revisions of "Player monster"

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(Newt's starting inventory is now at Wizard (player monster); fix mangled sentence)
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{{stub|The details on this page need verification and expansion. The monster pages do not exist; should they reside here or on their own separate pages?}}
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A '''player monster''' is a [[monster]] representing one of the player [[role]]s.
  
A '''player monster''' is a monster with a class/title resembling the [[player]]. They are [[not randomly generated]], and are rarely seen, being primarily used as the polymorphed forms of the [[doppelganger]], and on the [[Astral Plane]] representing players fooled by a [[cheap plastic imitation of the Amulet of Yendor]] (although true players will not get there without the real [[Amulet of Yendor]].) Using [[undead turning]] on a player corpse (from [[bones level]]s or the [[Valley of the Dead]]) or [[stone to flesh]] on a player statue (from bones or [[Medusa's Island]]) revives the corpse/statue as a player monster.
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Player monsters are not randomly generated, and are thus rarely seen.  Some appear in the various [[quest]] branches, and a number of unusually tough and well-equipped hostile player monsters await the player on the [[Astral Plane]]. Using [[undead turning]] on a player corpse (from [[bones level]]s or the [[Valley of the Dead]]) or [[stone to flesh]] on a player statue (from bones or [[Medusa's Island]]) revives the corpse/statue as a player monster.  Player monsters matching the player's role may also be summoned by reading a cursed [[scroll of genocide]] while [[confused]].
  
On the Astral Plane, player monsters [[Monster_starting_inventory|will be given items]] representing an [[ascension kit]], including the possibility of [[artifact weapon]]s.
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Most player monsters encountered in the main dungeon turn out to be [[doppelganger]]s, which are [[shapeshifter]]s capable of assuming the form of player monsters.
  
The player monsters are:
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The various player monsters are:
  
 
*{{monsymlink|archeologist}}
 
*{{monsymlink|archeologist}}
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*{{monsymlink|valkyrie}}
 
*{{monsymlink|valkyrie}}
 
*{{monsymlink|wizard}}
 
*{{monsymlink|wizard}}
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== Equipment<ref>{{function|mplayer.c|mk_mplayer}}</ref><ref>[http://www.doc.ic.ac.uk/~pgp/nh/moninvent-343.txt Monsters' Equipment Spoiler] by Boudewijn Waijers, Topi Linkala and Philip Potter</ref> ==
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Normally generated (i.e. not revived or reverse-genocided) player monster will [[monster starting inventory|be given]] a [[weapon]], [[d notation|1d3]] random [[offensive item]]s, 1d3 random [[defensive item]]s and 1d3 random [[miscellaneous item]].  By default, the weapon will be a either a [[long sword]] or a random [[melee]] weapon (chosen according the standard random object generation odds) with equal probability.  However, the various types of player monsters may, with varying odds, have the weapon replaced with one appropriate to their role.  The overall weapon choice odds of different player monsters are:
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* Archeologist: [[bullwhip]] (50%), long sword (25%) or random melee weapon (25%)
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* Barbarian: [[two-handed sword]] (25%), [[battle axe]] (25%), long sword (25%) or random melee weapon (25%)
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* Caveman / cavewoman: [[mace]] (75%), [[club]] (12.5%), long sword (6.25%) or random melee weapon (6.25%)
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* Healer: [[quarterstaff]] (75%), [[unicorn horn]] (6.25%), [[scalpel]] (6.25%), long sword (6.25%) or random melee weapon (6.25%)
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* Knight: long sword (87.5%) or random melee weapon (12.5%)
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* Monk: no weapon
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* Priest / priestess: mace (50%), long sword (25%) or random melee weapon (25%)
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* Ranger: [[elven dagger]] (50%), long sword (25%) or random melee weapon (25%)
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* Rogue: [[short sword]] (50%), long sword (25%) or random melee weapon (25%)
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* Samurai: [[katana]] (50%), long sword (25%) or random melee weapon (25%)
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* Tourist: long sword (50%) or random melee weapon (50%)
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* Valkyrie: [[war hammer]] (50%), long sword (25%) or random melee weapon (25%)
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* Wizard: quarterstaff (37.5%), [[athame]] (37.5%), long sword (12.5%) or random melee weapon (12.5%)
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The weapon's [[enchantment]] will be random between +0 and +3 (or between +4 and +8 if on Astral), and it will be either [[erodeproof]] or [[greased]] (but not both) with 33.3% probability each.
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Player monsters on the Astral Plane will have a 50% chance of having their weapon converted to an [[artifact]] if possible (i.e. unless all artifacts of that type have already been created).  Wizards who receive [[Magicbane]] this way will have its enchantment reduced to between +1 and +4 (since Magicbane is supposed to be less effective if overenchanted).
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Player monsters on the Astral Plane will also carry a [[Cheap plastic imitation of the Amulet of Yendor]], 1d10 random objects, 1d1000 [[gold pieces]], 1d3 (66.7%) or 1d16 (33.3%) random valuable [[gem]]s and a set of armor (including [[dragon scale mail]]) representing an [[ascension kit]].  They may also carry a [[luckstone]] with 6.7% or a [[loadstone]] with 3.3% probability (but never both).
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<!--
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TODO: Describe Astral player monsters' armor in detail.
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-->
  
 
==Strategy==
 
==Strategy==
  
On the Astral Plane, player monsters are a source of [[YASD]], as they may be generated with [[Vorpal Blade]], which can cause [[instadeath]] by beheading you. Be very wary of engaging one in [[melee]] until you are certain what it is wielding.
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On the Astral Plane, player monsters are a source of [[YASD]], as they may be generated with [[Vorpal Blade]], which can cause [[instadeath]] by beheading you. Be very wary of engaging one in [[melee]] until you are certain what it is wielding.
  
 
Player monsters cannot be tamed, but can be made peaceful.
 
Player monsters cannot be tamed, but can be made peaceful.
  
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== References ==
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<references/>
  
 
{{nethack-343}}
 
{{nethack-343}}
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[[Category:Player monsters|*]]

Revision as of 11:01, 11 November 2010

A player monster is a monster representing one of the player roles.

Player monsters are not randomly generated, and are thus rarely seen. Some appear in the various quest branches, and a number of unusually tough and well-equipped hostile player monsters await the player on the Astral Plane. Using undead turning on a player corpse (from bones levels or the Valley of the Dead) or stone to flesh on a player statue (from bones or Medusa's Island) revives the corpse/statue as a player monster. Player monsters matching the player's role may also be summoned by reading a cursed scroll of genocide while confused.

Most player monsters encountered in the main dungeon turn out to be doppelgangers, which are shapeshifters capable of assuming the form of player monsters.

The various player monsters are:

Equipment[1][2]

Normally generated (i.e. not revived or reverse-genocided) player monster will be given a weapon, 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous item. By default, the weapon will be a either a long sword or a random melee weapon (chosen according the standard random object generation odds) with equal probability. However, the various types of player monsters may, with varying odds, have the weapon replaced with one appropriate to their role. The overall weapon choice odds of different player monsters are:

  • Archeologist: bullwhip (50%), long sword (25%) or random melee weapon (25%)
  • Barbarian: two-handed sword (25%), battle axe (25%), long sword (25%) or random melee weapon (25%)
  • Caveman / cavewoman: mace (75%), club (12.5%), long sword (6.25%) or random melee weapon (6.25%)
  • Healer: quarterstaff (75%), unicorn horn (6.25%), scalpel (6.25%), long sword (6.25%) or random melee weapon (6.25%)
  • Knight: long sword (87.5%) or random melee weapon (12.5%)
  • Monk: no weapon
  • Priest / priestess: mace (50%), long sword (25%) or random melee weapon (25%)
  • Ranger: elven dagger (50%), long sword (25%) or random melee weapon (25%)
  • Rogue: short sword (50%), long sword (25%) or random melee weapon (25%)
  • Samurai: katana (50%), long sword (25%) or random melee weapon (25%)
  • Tourist: long sword (50%) or random melee weapon (50%)
  • Valkyrie: war hammer (50%), long sword (25%) or random melee weapon (25%)
  • Wizard: quarterstaff (37.5%), athame (37.5%), long sword (12.5%) or random melee weapon (12.5%)

The weapon's enchantment will be random between +0 and +3 (or between +4 and +8 if on Astral), and it will be either erodeproof or greased (but not both) with 33.3% probability each.

Player monsters on the Astral Plane will have a 50% chance of having their weapon converted to an artifact if possible (i.e. unless all artifacts of that type have already been created). Wizards who receive Magicbane this way will have its enchantment reduced to between +1 and +4 (since Magicbane is supposed to be less effective if overenchanted).

Player monsters on the Astral Plane will also carry a Cheap plastic imitation of the Amulet of Yendor, 1d10 random objects, 1d1000 gold pieces, 1d3 (66.7%) or 1d16 (33.3%) random valuable gems and a set of armor (including dragon scale mail) representing an ascension kit. They may also carry a luckstone with 6.7% or a loadstone with 3.3% probability (but never both).

Strategy

On the Astral Plane, player monsters are a source of YASD, as they may be generated with Vorpal Blade, which can cause instadeath by beheading you. Be very wary of engaging one in melee until you are certain what it is wielding.

Player monsters cannot be tamed, but can be made peaceful.

References

  1. mk_mplayer in mplayer.c
  2. Monsters' Equipment Spoiler by Boudewijn Waijers, Topi Linkala and Philip Potter


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It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-343}} tag to the current version's tag or {{noversion}} as appropriate.