Difference between revisions of "Special room (dNetHack)"

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[[dNetHack]] adds multiple types of '''[[special room]]s'''.
 
 
[[DNethack|dNethack]] adds multiple types of special rooms.
 
 
 
  
 
==Sepulcher==
 
==Sepulcher==
 
 
<div class="ttymap"><replacecharsblock rules="ttymap">
 
<div class="ttymap"><replacecharsblock rules="ttymap">
 
1=[[Dread seraph|{{magenta|Z}}]]
 
1=[[Dread seraph|{{magenta|Z}}]]
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</replacecharsblock></div>
 
</replacecharsblock></div>
  
The marked Z is a [[Dread Seraph]]. For most of the game, Dread Seraphs will lie dormant in their sepulchers, though there presence on a level causes corpses to rise from the dead as zombies or skeletons.  When the character visits a level containing a sepulcher and has the [[Amulet of Yendor|Amulet]] or has killed [[The Wizard of Yendor|The Wizard]], the Seraph will wake up.   
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The marked Z is a [[Dread seraph|Dread Seraph]]. For most of the game, Dread Seraphs will lie dormant in their sepulchers, though their presence on a level causes corpses to rise from the dead as zombies or skeletons.  When the character visits a level containing a sepulcher and has the [[Amulet of Yendor|Amulet]] or has killed [[The Wizard of Yendor|The Wizard]], the Seraph will wake up.   
  
 
Sepulchers are undiggable and un-phaseable.  They are also only generated below level 13.
 
Sepulchers are undiggable and un-phaseable.  They are also only generated below level 13.
  
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==Magic item vault==
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<div class="ttymap"><replacecharsblock rules="ttymap">
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1=[[Chest|{{brown|(}}]]
  
==Vault==
 
 
<div class="ttymap"><replacecharsblock rules="ttymap">
 
1=[[Chest|{{magenta|Z}}]]
 
  
----
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}}}}}}
|11|
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}----}
|11|
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}|11|}
----
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}|11|}
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}----}
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}}}}}}
 
</replacecharsblock></div>
 
</replacecharsblock></div>
  
dNethack adds a separate type of vault, similar to gold-containing vanilla vaults. They contain monsters to guard the treasure inside 4 chests. Each chest contains 2-4 items of a random type, including a stack of gold. It's possible, albeit with the same chance as any other item, for the chests to contain artifacts. Any artifact that cannot be put into a container will not be generated however.
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dNetHack adds a separate type of vault, similar to gold-containing vanilla [[vault]]s. They contain monsters to guard the treasure inside 4 chests. Each chest contains 2d4 magic items (25% of which will be a random piece of magic [[armor]], the other 75% of which will be any [[magical item]]). It's possible, albeit with the same chance as any other item, for the chests to contain artifacts. Any artifact that cannot be put into a container will not be generated, however. Additionally, extra chests with normal [[item|chest items]] may be generated in each square.
  
 
Vaults will contain a random monster chosen from the below list (each has equal probability):
 
Vaults will contain a random monster chosen from the below list (each has equal probability):
 
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*[[Shoggoth (dNetHack)|Shoggoth]]
*[[Shoggoth]]
 
 
*[[Priest of Ghaunadaur]]
 
*[[Priest of Ghaunadaur]]
 
*[[Eye of doom]]
 
*[[Eye of doom]]
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*[[Iron golem]]
 
*[[Iron golem]]
 
*[[Balrog]]
 
*[[Balrog]]
 
  
 
==Garden==
 
==Garden==
  
Gardens are rooms with nymphs, plants, trees or fountains, and possibly a weeping angel. Up to 4 nymphs are generated, 3-5 plants of any kind, 3 trees of fountains, and a 50% of a [[weeping angel]].
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Gardens are rooms with nymphs, plants, trees or fountains, and possibly a weeping angel. Up to 4 nymphs are generated, 3-5 plants of any kind, 3 trees or fountains, and a 50% chance of a [[weeping angel]].
 
 
  
==Library (otherwise known as Waterlogged Library)==
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==Library==
  
Libraries are generally small rooms, with [[living lecterns]], pools or fountains, and walls containing spellbook. Up to 3 fountains/pools are placed, and up to 4 [[living lecterns]]. Every wall square contains either a spellbook of blank paper (1/6 chance) or a random other spellbook.
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Libraries, also known as waterlogged libraries, are generally small rooms with [[living lectern]]s, pools or fountains, and walls containing spellbook. Up to 3 fountains or pools are placed, and up to 4 [[living lectern]]s. Every wall square contains either a spellbook of blank paper ({{frac|6}} chance) or a random other spellbook.
  
 
==Dilapidated armory==
 
==Dilapidated armory==
  
{{main|Dilapidated_armory#dNethack}}
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{{main|Dilapidated armory#dNetHack}}
  
 
Dilapidated armories contain 1-2 sleeping [[rust monster]]s and 1-3 [[brown pudding]]s, and random armor and weapons with various levels of [[erosion]].
 
Dilapidated armories contain 1-2 sleeping [[rust monster]]s and 1-3 [[brown pudding]]s, and random armor and weapons with various levels of [[erosion]].
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==Swamp==
 
==Swamp==
  
dNethack swamps contain all the things vanilla [[swamp]]s do, but they can also contain [[swamp fern]]s.  Be wary! Left unchecked, a swamp fern can quickly take over a whole level.
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dNetHack swamps contain all the things vanilla [[swamp]]s do, but they can also contain [[swamp fern]]s.  Be wary! Left unchecked, a swamp fern can quickly take over a whole level.
  
 
==River==
 
==River==
  
{{main|Underground_rivers}}
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{{main|Underground rivers}}
  
Rivers aren't special "rooms" per se, but they are generated the same way. Rivers can be generated anywhere, unlike in [[Slash'em Extended]]. With a 1/4 chance, the river will run horizontally, otherwise vertically. Rivers are guaranteed never to block your path to any room (a trail of floor will be left where the river would be blocking). They can spawn sea monsters and kelp fronds just like other water.
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Rivers aren't special "rooms" per se, but they are generated the same way. Rivers can be generated anywhere. With a {{frac|4}} chance, the river will run horizontally, otherwise vertically. Rivers are guaranteed never to block your path to any room (a trail of floor will be left where the river would be blocking). They can spawn sea monsters and kelp fronds just like other water.
  
  
 
==Island==
 
==Island==
  
Islands are similar to gardens, but contain a moat of water along the inside wall. (if below level 12, lava may be present insteadThey also contain a square marked "X" with a chest of treasure (gold) buried underneath it. One lone tree is always next to the X.
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Islands are similar to gardens, but contain a moat of water along the inside wall. If below level 12, lava may be present instead. They also contain a square marked "X" with a chest of treasure (gold) buried underneath it. One lone tree is always next to the X.
  
 
Various properties of islands are as follows:
 
Various properties of islands are as follows:
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*Starting with level six, if the room is big enough there may be some more water.
 
*Starting with level six, if the room is big enough there may be some more water.
 
*Below level nine, a sea monster may be generated in the moat.
 
*Below level nine, a sea monster may be generated in the moat.
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== Throne room (throne occupied)==
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Unlike in vanilla, dNetHack [[throne room]] monsters are often (75%) themed after a specific ruler. Ruler types and corresponding monsters are, roughly sorted by level of [[monster difficulty]]:
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*[[Kobold lord]] (difficulty 3): [[Kobold shaman]], [[large kobold]], [[kobold]], [[lemure]], [[imp]].
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*[[Gnome king]] or gnome queen (difficulty 6): [[Gnome lord]], [[gnome lord|gnome lady]], [[gnome]], [[gnomish wizard]], [[tinker gnome]], [[Dwarf (monster)|dwarf]], [[dwarf lord]], [[dwarf cleric]], [[hobbit]], [[leprechaun]], [[homunculus]].
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*[[Orc-captain]] (difficulty 7): [[Orc shaman]], [[Mordor orc]], [[hill orc]], [[hobgoblin]], [[goblin]], [[manes]], [[quasit]].
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*[[Dwarf king]] or [[Dwarf queen (dNetHack)|dwarf queen]] (difficulty 8): [[Dwarf lord]], [[dwarf cleric]], [[Dwarf (monster)|dwarf]], [[gnome]], [[gnome lord]], [[gnome lord|gnome lady]], [[gnomish wizard]], [[hobbit]], [[leprechaun]].
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*[[Ogre king]] (difficulty 11): [[Ogre mage]], [[ogre lord]], [[ogre]], [[orc-captain]], [[Mordor orc]], [[tengu]], [[troll]], random [[H]].
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*[[Elvenking]] or Elvenqueen (difficulty 14): [[Elf lord]], elf lady, [[Grey-elf]], [[Green-elf]], [[Woodland-elf]], [[quickling]], [[dryad]], [[naiad]], [[Eladrin#Coure Eladrin|Coure Eladrin]], [[Eladrin#Noviere Eladrin|Noviere Eladrin]], [[Eladrin#Bralani Eladrin|Bralani Eladrin]], [[Eladrin#Firre Eladrin|Firre Eladrin]], [[Eladrin#Shiere Eladrin|Shiere Eladrin]], [[doppelganger]], [[wood troll]].
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*[[Vampire lord]] (difficulty 14): [[Vampire]], random [[Z]], random [[M]], [[flesh golem]], [[werewolf]], [[floating eye]], [[gargoyle]], [[winged gargoyle]], [[quasit]], [[black pudding]], [[wraith]], [[phantasm]], [[ghost]], [[maid]], [[weeping willow]], [[swamp nymph]].
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*[[Drow matron]] (difficulty 15): [[Unearthly drow]], [[hedrow wizard]], [[hedrow warrior]], [[drow]], [[sprow]], [[swamp nymph]], [[giant spider]], [[cave lizard]], [[large cave lizard]], [[quasit]].
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*[[Titan]] (difficulty 20): [[Storm giant]], [[fire giant]], [[frost giant]], [[hill giant]], [[stone giant]], [[giant]], [[son of Typhon]], [[dryad]], [[naiad]], [[oread]], [[deminymph]].
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*[[Embraced drowess]] (difficulty 27): [[Drow alienist]], [[hedrow blademaster]], [[edderkop]], [[hedrow wizard]], [[hedrow warrior]], [[drow mummy]].
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*[[Deepest one]] (difficulty 33): [[Deeper one]], [[deep one]], [[human]], [[mind flayer]], [[dark young]], [[umber hulk]], [[stumbling horror|stumbling]], [[wandering horror|wandering]], and [[shambling horror (dNetHack)|shambling horror]]s.
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*[[Orc of the ages of stars]] (difficulty 37): [[Deep wyrm]], [[red dragon]], [[white dragon]], [[black dragon]], [[blue dragon]], [[angband orc]], [[hedrow blademaster]], [[succubus]], [[incubus]], [[olog-hai]], [[siege ogre]], [[hell hound]].
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 +
Rulers are chosen according to their monster difficulty - the chosen ruler will not have a difficulty greater than the average of your level and the dungeon level difficulty + 5, and will not be lower than {{frac|2|3}} of the dungeon level difficulty. If no prospective ruler fits these criteria, dNetHack will fall back on the standard set of throne room monsters.
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{{stub}}
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{{variant-343}}
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[[Category:dNetHack special rooms]]

Latest revision as of 16:37, 10 March 2024

dNetHack adds multiple types of special rooms.

Sepulcher

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||Z||
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The marked Z is a Dread Seraph. For most of the game, Dread Seraphs will lie dormant in their sepulchers, though their presence on a level causes corpses to rise from the dead as zombies or skeletons. When the character visits a level containing a sepulcher and has the Amulet or has killed The Wizard, the Seraph will wake up.

Sepulchers are undiggable and un-phaseable. They are also only generated below level 13.

Magic item vault

dNetHack adds a separate type of vault, similar to gold-containing vanilla vaults. They contain monsters to guard the treasure inside 4 chests. Each chest contains 2d4 magic items (25% of which will be a random piece of magic armor, the other 75% of which will be any magical item). It's possible, albeit with the same chance as any other item, for the chests to contain artifacts. Any artifact that cannot be put into a container will not be generated, however. Additionally, extra chests with normal chest items may be generated in each square.

Vaults will contain a random monster chosen from the below list (each has equal probability):

Garden

Gardens are rooms with nymphs, plants, trees or fountains, and possibly a weeping angel. Up to 4 nymphs are generated, 3-5 plants of any kind, 3 trees or fountains, and a 50% chance of a weeping angel.

Library

Libraries, also known as waterlogged libraries, are generally small rooms with living lecterns, pools or fountains, and walls containing spellbook. Up to 3 fountains or pools are placed, and up to 4 living lecterns. Every wall square contains either a spellbook of blank paper (16 chance) or a random other spellbook.

Dilapidated armory

Dilapidated armories contain 1-2 sleeping rust monsters and 1-3 brown puddings, and random armor and weapons with various levels of erosion.

Swamp

dNetHack swamps contain all the things vanilla swamps do, but they can also contain swamp ferns. Be wary! Left unchecked, a swamp fern can quickly take over a whole level.

River

Main article: Underground rivers

Rivers aren't special "rooms" per se, but they are generated the same way. Rivers can be generated anywhere. With a 14 chance, the river will run horizontally, otherwise vertically. Rivers are guaranteed never to block your path to any room (a trail of floor will be left where the river would be blocking). They can spawn sea monsters and kelp fronds just like other water.


Island

Islands are similar to gardens, but contain a moat of water along the inside wall. If below level 12, lava may be present instead. They also contain a square marked "X" with a chest of treasure (gold) buried underneath it. One lone tree is always next to the X.

Various properties of islands are as follows:

  • Stairs will never be generated inside the island, to prevent characters from leaving the level or room.
  • A one-door room ensures this room isn't a necessary juncture between staircases.
  • Deeper in the dungeon (past the mines, certainly) it becomes less likely that the player will be held back by a single room, so beyond level five the restrictions are relaxed a bit. (the room can have two doors)
  • In case the player teleports into the room or falls into it from above, a trap door is always generated inside it so the player can escape.
  • If we're on or before level four, island rooms can only be made in the same kinds of places as shops. (they are thus much rarer)
  • Starting with level six, if the room is big enough there may be some more water.
  • Below level nine, a sea monster may be generated in the moat.

Throne room (throne occupied)

Unlike in vanilla, dNetHack throne room monsters are often (75%) themed after a specific ruler. Ruler types and corresponding monsters are, roughly sorted by level of monster difficulty:

Rulers are chosen according to their monster difficulty - the chosen ruler will not have a difficulty greater than the average of your level and the dungeon level difficulty + 5, and will not be lower than 23 of the dungeon level difficulty. If no prospective ruler fits these criteria, dNetHack will fall back on the standard set of throne room monsters.

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