Difference between revisions of "Racial monster"

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'''Racial monsters''' refers to a feature in some variants of ''[[NetHack]]'' that allows certain monsters to generate as various [[race]]s. The feature appears in [[GruntHack]] and [[EvilHack]], and is implemented much differently in each one.
 
'''Racial monsters''' refers to a feature in some variants of ''[[NetHack]]'' that allows certain monsters to generate as various [[race]]s. The feature appears in [[GruntHack]] and [[EvilHack]], and is implemented much differently in each one.
 
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__TOC__
 
==GruntHack==
 
==GruntHack==
 
In GruntHack, the following [[:Category:GruntHack monsters|monsters]] are eligible to be created as racial monsters:
 
In GruntHack, the following [[:Category:GruntHack monsters|monsters]] are eligible to be created as racial monsters:
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Monster leaders, monster rulers and "racial" undead (i.e. zombies and mummies) all remain as distinct monsters similar to vanilla ''NetHack''.
 
Monster leaders, monster rulers and "racial" undead (i.e. zombies and mummies) all remain as distinct monsters similar to vanilla ''NetHack''.
  
Some items are changed and several new items are added in order to further flesh out racial monsters alongside many of the other new monsters added, and
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===Racial equipment===
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Some items are changed and several new items are added in order to further flesh out racial monsters alongside many of the other new monsters added:
  
* For dwarves, iron shoes are now 'dwarvish boots'; many dwarves can also generate with a [[dwarvish bearded axe]], a type of [[axe]] that has damage comparable to a [[long sword]] and can also be used to disarm monsters and remove their weapons or shields, similar to [[bullwhip]]s.
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* For dwarves, [[iron shoes]] are now dwarvish boots, and many dwarves can also generate with a [[dwarvish bearded axe]], a type of [[axe]] with damage comparable to a [[long sword]] and the ability to disarm monsters and remove their weapons or shields, similar to [[bullwhip]]s. Dwarven armor can be iron, steel, mithril, silver, or even gold or platinum; dwarvish weapons can be iron, steel, mithril or gemstone.
* Elves generate with [[elven long sword]]s, which has a base material of wood like other elven weapons - regular [[long sword]]s are made of [[iron]], which is a hated material for elves in EvilHack. The elven long sword is lighter than a normal long sword, with damage closer to that of the [[katana]], but is vulnerable to erosion from burning and rotting.
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* Elves can generate with [[elven long sword]]s, which has a base material of wood like other elven weapons rather than the [[iron]] of regular [[long sword]]s. The elven long sword is lighter and has damage closer to that of the [[katana]], but it is vulnerable to erosion from burning and rotting. Armor and weapons of elven make have a 60% to retain their base material (e.g. metal for elven chain mail, wood for elven daggers and short swords), and can otherwise be made of wood, copper, mithril, silver or gold. Mithril armor grants MC3 for elves compared with MC2 for other races, and iron sears elves and deals +1d8 bonus damage.
* Orcs often generate with [[scimitar]]s in vanilla - in EvilHack they are replaced with [[orcish scimitar]]s, which deal slightly less damage against small monsters. Orcs can also generate with [[orcish long sword]]s, which deal slightly less damage against large monsters compared to normal long swords. Finally, the [[orcish morning star]] is a significantly weaker form of [[morning star]] generated in the hands of [[goblin outrider]]s and [[goblin-captain]]s, though they can also generate randomly. Armor made of [[bone]] and [[stone]] grants MC3 when worn by orcs; additionally, mithril is a hated material for orcs.
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* Orcs are given [[orcish scimitar]]s in places of standard [[scimitar]]s, and can also generate with [[orcish long sword]]s in lieu of normal long swords. They can also generate wearing orcish boots, since iron shoes are considered dwarvish boots. Armor and weapons of orcish make can be made of iron, bone and stone. Armor made of [[bone]] and [[stone]] grants MC3 when worn by orcs, and mithril sears elves and deals +1d8 bonus damage.
 
{{variant-343}}<!--{{variant-36x}}-->
 
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[[Category:GruntHack]]
 
[[Category:GruntHack]]
 
[[Category:EvilHack]]
 
[[Category:EvilHack]]

Revision as of 19:19, 15 December 2022

Racial monsters refers to a feature in some variants of NetHack that allows certain monsters to generate as various races. The feature appears in GruntHack and EvilHack, and is implemented much differently in each one.

GruntHack

In GruntHack, the following monsters are eligible to be created as racial monsters:

In addition to sharing the intrinsics of their respective base monsters, the various races yield an adjustment to the monster's level and difficulty for the purposes of monster generation. These adjustments are:

Race Adjustment
Giant +3
Ettin +2
Ogre +1
Human 0
Dwarf -1
Elf
Gnome -2
Orc
Kobold -3

EvilHack

EvilHack's implementation of racial monsters uses a similar system, though it is applied to far fewer monsters:

  • Shopkeepers
  • Aligned priests and high priests
  • Watchmen
  • Members of the Yendorian army
  • Player monsters

Monster leaders, monster rulers and "racial" undead (i.e. zombies and mummies) all remain as distinct monsters similar to vanilla NetHack.

Racial equipment

Some items are changed and several new items are added in order to further flesh out racial monsters alongside many of the other new monsters added:

  • For dwarves, iron shoes are now dwarvish boots, and many dwarves can also generate with a dwarvish bearded axe, a type of axe with damage comparable to a long sword and the ability to disarm monsters and remove their weapons or shields, similar to bullwhips. Dwarven armor can be iron, steel, mithril, silver, or even gold or platinum; dwarvish weapons can be iron, steel, mithril or gemstone.
  • Elves can generate with elven long swords, which has a base material of wood like other elven weapons rather than the iron of regular long swords. The elven long sword is lighter and has damage closer to that of the katana, but it is vulnerable to erosion from burning and rotting. Armor and weapons of elven make have a 60% to retain their base material (e.g. metal for elven chain mail, wood for elven daggers and short swords), and can otherwise be made of wood, copper, mithril, silver or gold. Mithril armor grants MC3 for elves compared with MC2 for other races, and iron sears elves and deals +1d8 bonus damage.
  • Orcs are given orcish scimitars in places of standard scimitars, and can also generate with orcish long swords in lieu of normal long swords. They can also generate wearing orcish boots, since iron shoes are considered dwarvish boots. Armor and weapons of orcish make can be made of iron, bone and stone. Armor made of bone and stone grants MC3 when worn by orcs, and mithril sears elves and deals +1d8 bonus damage.