Difference between revisions of "Strong"
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− | + | :''For the player stat, see [[strength]].'' | |
− | :''For the player stat, see [[ | ||
− | + | In ''[[NetHack]]'', some [[monster]]s are considered '''strong'''. This [[property]] is boolean (i.e. monsters either possess it or do not), and is governed by the <code>M2_STRONG</code> flag in [[monst.c]]. As a monster attribute, it is not entirely analogous to player [[strength]]. | |
− | + | ==Effects for monsters== | |
+ | A strong monster has twice the [[monster carrying capacity|carrying capacity]] as a non-strong monster of the same weight. | ||
+ | |||
+ | Only strong monsters may wield [[two-handed]] weapons.{{refsrc|src/weapon.c|537|version=NetHack 3.6.6}} Strong monsters have a {{frac|4}} to avoid being pulled around with a [[grappling hook]], and will instead pull around the player.{{refsrc|src/apply.c|3257|version=NetHack 3.6.6}} | ||
+ | |||
+ | ===Generation=== | ||
+ | {{main|Monster starting inventory}} | ||
+ | A strong [[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 its own set of rules governing its [[monster 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}} | ||
− | + | # A [[battle-axe]] | |
− | A | + | # A [[two-handed sword]] |
+ | # A [[bow]] and 3-14 [[arrow]]s | ||
+ | # A [[long sword]], or | ||
+ | # A [[lucern hammer]] | ||
− | + | 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 an [[rnd]] equation that translates to {{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"/> | |
− | Strong monsters | + | * A normal strong monster uses a d14. ({{frac|5|14}} ≈ 35.71%) |
+ | * Strong monsters that are either nasty or lords to their kind use a d12. ({{frac|5|12}} ≈ 41.67%) | ||
+ | * Strong 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%) | ||
+ | * Strong monsters that are both nasty and an overlord to their kind use a d8. ({{frac|5|8}} = 62.5%) | ||
==Effects for the player== | ==Effects for the player== | ||
− | Polymorphing into a strong monster sets your [[strength]] to 18/**, regardless of your base [[race]].{{refsrc|src/polyself.c| | + | Polymorphing into a strong monster sets your [[strength]] to 18/**, regardless of your base [[race]].{{refsrc|src/polyself.c|673|version=NetHack 3.6.7}} |
− | If your [[steed]] is strong and gets entangled in a [[spider web]], it is treated as having a strength of 17 for the purpose of calculating its chance of breaking free. | + | If your [[steed]] is strong and gets entangled in a [[spider web]], it is treated as having a strength of 17 for the purpose of calculating its chance of breaking free (i.e. a {{frac|2}} chance).{{refsrc|src/trap.c|1363|version=NetHack 3.6.7}} |
+ | |||
+ | {{upcoming|3.7.0|As part of resolving [https://github.com/NetHack/NetHack/issues/679 issue #679] regarding congruence between non-player monsters and their player counterparts, {{commit|b6a3d4b984eb118ddb02f1605d76b1010df76055|commit b6a3d4b}} adds various special cases that alter strength caps for specific strong monsters, including some that ensure monster strength matches those of their playable counterparts: | ||
+ | |||
+ | * Strength is capped at 18 for polyforms that lack the strong attribute. | ||
+ | * Polymorphing into a strong [[Orc (monster class)|orc]] sets your strength to 18/50, matching the natural cap of a player orc; the exceptions are the [[Uruk-hai]], which confers 18/** strength as before, and the [[orc shaman]], which no longer has the M2_STRONG flag. The [[orc mummy]] is given the M2_STRONG flag. | ||
+ | * Polymorphing into a strong [[Elf (monster attribute)|elf]] sets your strength to 18, matching the natural cap of a player elf. [[Elf (monster)|'Plain' elves]] no longer have the M2_STRONG flag. | ||
+ | * Polymorphing into a non-[[undead]] [[Giant (monster attribute)|giant]] sets your strength to 19; polymorphing into an undead giant (i.e. zombie or mummy) instead sets it to 18/** as with other strong monsters. | ||
+ | }} | ||
==List of strong monsters== | ==List of strong monsters== | ||
The following monsters are strong: | The following monsters are strong: | ||
+ | * all {{mcsl|t}}{{mcsl|u}}{{mcsl|C}}{{mcsl|D}}{{mcsl|E}}{{mcsl|H}}{{mcsl|J}}{{mcsl|N}}{{mcsl|O}}{{mcsl|T}}{{mcsl|U}}{{mcsl|V}} | ||
* {{monsymlink|large dog}} | * {{monsymlink|large dog}} | ||
* {{monsymlink|winter wolf}} | * {{monsymlink|winter wolf}} | ||
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* {{monsymlink|gargoyle}} | * {{monsymlink|gargoyle}} | ||
* {{monsymlink|winged gargoyle}} | * {{monsymlink|winged gargoyle}} | ||
− | * all living dwarves: | + | * all living [[Dwarf (monster)|dwarves]]: |
** {{monsymlink|dwarf}} | ** {{monsymlink|dwarf}} | ||
** {{monsymlink|dwarf lord}} | ** {{monsymlink|dwarf lord}} | ||
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* {{monsymlink|bugbear}} | * {{monsymlink|bugbear}} | ||
* {{monsymlink|giant mimic}} | * {{monsymlink|giant mimic}} | ||
− | * | + | * all {{monclass|o}}s except [[goblin]]s |
− | * | + | * all {{monclass|q}}s except [[rothe]]s |
− | + | * all adult {{monclass|w}}s | |
− | + | * all {{monclass|A}}s except [[Aleax]]es | |
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− | * all {{monclass| | ||
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− | * all {{monclass| | ||
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* {{monsymlink|ettin mummy}} | * {{monsymlink|ettin mummy}} | ||
* {{monsymlink|giant mummy}} | * {{monsymlink|giant mummy}} | ||
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* {{monsymlink|Nazgul}} | * {{monsymlink|Nazgul}} | ||
− | * | + | * all {{monclass|Y}}s except [[monkey]]s |
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* {{monsymlink|ettin zombie}} | * {{monsymlink|ettin zombie}} | ||
* {{monsymlink|giant zombie}} | * {{monsymlink|giant zombie}} | ||
* {{monsymlink|skeleton}} | * {{monsymlink|skeleton}} | ||
+ | * {{monsymlink|crocodile}} | ||
+ | * {{monsymlink|kraken}} | ||
* {{monsymlink|flesh golem}} | * {{monsymlink|flesh golem}} | ||
* {{monsymlink|clay golem}} | * {{monsymlink|clay golem}} | ||
* {{monsymlink|glass golem}} | * {{monsymlink|glass golem}} | ||
* {{monsymlink|iron golem}} | * {{monsymlink|iron golem}} | ||
− | * {{ | + | * most {{monclass|@}} monsters, with these exceptions: |
− | * {{monsymlink| | + | ** {{monsymlink|aligned priest}} |
− | * {{monsymlink|elf | + | ** {{monsymlink|Green-elf}} |
− | * | + | ** {{monsymlink|Grey-elf}} |
− | * {{monsymlink| | + | ** {{monsymlink|high priest}} |
− | * | + | ** {{monsymlink|nurse}} |
− | * {{monsymlink| | + | ** {{monsymlink|The Oracle}} |
− | + | ** {{monsymlink|werejackal}} | |
− | + | ** {{monsymlink|wererat}} | |
− | ** {{monsymlink| | + | ** {{monsymlink|werewolf}} |
− | ** {{monsymlink| | + | ** {{monsymlink|Woodland-elf}} |
− | ** {{monsymlink| | + | * {{monsymlink|sandestin}} |
− | ** {{monsymlink| | ||
− | * | ||
− | * {{monsymlink| | ||
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− | * {{monsymlink| | ||
− | * {{monsymlink| | ||
* {{monsymlink|erinys}} | * {{monsymlink|erinys}} | ||
* {{monsymlink|balrog}} | * {{monsymlink|balrog}} | ||
* {{monsymlink|Asmodeus}} | * {{monsymlink|Asmodeus}} | ||
− | * all three [[Rider]]s | + | * all three [[Rider]]s |
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==References== | ==References== | ||
<references /> | <references /> | ||
− | + | {{nethack-366}} | |
[[Category:Monster attributes]] | [[Category:Monster attributes]] | ||
[[Category:Properties]] | [[Category:Properties]] | ||
− |
Latest revision as of 09:06, 29 October 2023
- For the player stat, see strength.
In NetHack, some monsters are considered strong. This property is boolean (i.e. monsters either possess it or do not), and is governed by the M2_STRONG
flag in monst.c. As a monster attribute, it is not entirely analogous to player strength.
Contents
Effects for monsters
A strong monster has twice the carrying capacity as a non-strong monster of the same weight.
Only strong monsters may wield two-handed weapons.[1] Strong monsters have a 1⁄4 to avoid being pulled around with a grappling hook, and will instead pull around the player.[2]
Generation
A strong 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 its own set of rules governing its monster starting inventory can be generated with one of the following five weapon sets, with an equal probability of each:[3]
- A battle-axe
- A two-handed sword
- A bow and 3-14 arrows
- A long sword, or
- A lucern hammer
The size of the die used in rolling for these weapons is determined by whether or not the monster is also a lord to its kind, an overlord to its kind, or is nasty; this is governed by an rnd equation that translates to 514 - 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:[3]
- A normal strong monster uses a d14. (5⁄14 ≈ 35.71%)
- Strong monsters that are either nasty or lords to their kind use a d12. (5⁄12 ≈ 41.67%)
- Strong monsters that are both nasty and a lord to their kind, or else are an overlord to their kind, use a d10. (5⁄10 = 50%)
- Strong monsters that are both nasty and an overlord to their kind use a d8. (5⁄8 = 62.5%)
Effects for the player
Polymorphing into a strong monster sets your strength to 18/**, regardless of your base race.[4]
If your steed is strong and gets entangled in a spider web, it is treated as having a strength of 17 for the purpose of calculating its chance of breaking free (i.e. a 1⁄2 chance).[5]
The following information pertains to an upcoming version (3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.
As part of resolving issue #679 regarding congruence between non-player monsters and their player counterparts, commit b6a3d4b adds various special cases that alter strength caps for specific strong monsters, including some that ensure monster strength matches those of their playable counterparts:
- Strength is capped at 18 for polyforms that lack the strong attribute.
- Polymorphing into a strong orc sets your strength to 18/50, matching the natural cap of a player orc; the exceptions are the Uruk-hai, which confers 18/** strength as before, and the orc shaman, which no longer has the M2_STRONG flag. The orc mummy is given the M2_STRONG flag.
- Polymorphing into a strong elf sets your strength to 18, matching the natural cap of a player elf. 'Plain' elves no longer have the M2_STRONG flag.
- Polymorphing into a non-undead giant sets your strength to 19; polymorphing into an undead giant (i.e. zombie or mummy) instead sets it to 18/** as with other strong monsters.
List of strong monsters
The following monsters are strong:
- all tuCDEHJNOTUV
- d large dog
- d winter wolf
- d hell hound
- f large cat
- g gargoyle
- g winged gargoyle
- all living dwarves:
- h dwarf
- h dwarf lord
- h dwarf king
- h bugbear
- m giant mimic
- all o orcs except goblins
- all q quadrupeds except rothes
- all adult w worms
- all A angelic beings except Aleaxes
- M ettin mummy
- M giant mummy
- W Nazgul
- all Y apelike creatures except monkeys
- Z ettin zombie
- Z giant zombie
- Z skeleton
- : crocodile
- ; kraken
- ' flesh golem
- ' clay golem
- ' glass golem
- ' iron golem
- most @ human or elf monsters, with these exceptions:
- @ aligned priest
- @ Green-elf
- @ Grey-elf
- @ high priest
- @ nurse
- @ The Oracle
- @ / d werejackal
- @ / r wererat
- @ / d werewolf
- @ Woodland-elf
- & sandestin
- & erinys
- & balrog
- & Asmodeus
- all three Riders