Difference between revisions of "User:Bluescreenofdeath/Egotypes"

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(Alphabetize the list)
(Add the item egotypes to the list)
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* Witherer - monster erodes player's armor in melee, even if said armor is erodeproof or of a material not subject to erosion
 
* Witherer - monster erodes player's armor in melee, even if said armor is erodeproof or of a material not subject to erosion
 
* Wrapper - monster wraps the player in melee, possibly drowning them in water or lava
 
* Wrapper - monster wraps the player in melee, possibly drowning them in water or lava
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 +
== Item Egotypes ==
 +
 +
Only [[armor]]s (including [[gloves]], [[boots]], [[helmet]]s, [[shield]]s, [[cloak]]s and [[shirt]]s) can currently have an egotype, and every item can only have one egotype. They can be generated with them, or occasionally an item will gain a random egotype by a [[scroll of enchant armor]].
 +
 +
Unidentified armors with egotypes display as "an enchanted [[foo]]". In order to determine the nature of the enchantment, the player can either [[identify]] the item or wear it. Beware: Not all egotypes are beneficial, and the armor might be cursed, so wear-testing them is not always a good idea.
 +
 +
Wear an egotype armor in order to get the enchantment's effect. Currently, monsters do not gain any special effects from these.
 +
 +
* of acid resistance
 +
* of aggravate monster
 +
* of blindness
 +
* of burning
 +
* of clairvoyance
 +
* of cold resistance
 +
* of conflict
 +
* of confusion
 +
* of confusion resistance
 +
* of curse resistance (protects from the "curse items" monster spell, similar to [[Magicbane]])
 +
* of death ray resistance
 +
* of disintegration resistance
 +
* of displacement
 +
* of double attacks (this slows down the player by 25% but allows them to attack twice per turn)
 +
* of drain resistance
 +
* of energy regeneration
 +
* of fear
 +
* of fear resistance
 +
* of fire resistance
 +
* of flying
 +
* of free action
 +
* of freezing
 +
* of glibbery hands (makes it impossible to wield non-cursed weapons, and also causes rings to slip off the player's fingers)
 +
* of half physical damage
 +
* of half spell damage
 +
* of hallucination
 +
* of hunger
 +
* of improved vision (player can see an extra space in the dark)
 +
* of infravision
 +
* of invisibility
 +
* of keen memory (provides resistance to [[amnesia]])
 +
* of legscratching (player has wounded legs as long as the item is worn)
 +
* of levitation
 +
* of magical breathing
 +
* of magic resistance
 +
* of numbness
 +
* of petrification resistance
 +
* of poison resistance
 +
* of polymorph control
 +
* of polymorphitis
 +
* of practice (player's skills can be trained more quickly)
 +
* of premature death (while worn, there is a chance to randomly die every turn)
 +
* of quad attacks (this slows down the player by 50% but allows them to attack four times per turn)
 +
* of reflection
 +
* of regeneration
 +
* of searching (like wielding [[Excalibur]] or wearing a [[ring of searching]])
 +
* of see invisible
 +
* of shock resistance
 +
* of sickness resistance
 +
* of sleep resistance
 +
* of slow digestion
 +
* of speed (this makes the player very fast, like a pair of [[speed boots]])
 +
* of stealth
 +
* of stun
 +
* of stun resistance
 +
* of sustain ability
 +
* of swimming
 +
* of Team Nastytrap (random nasty effect that is not disclosed but will generally affect the player in a negative way)
 +
* of telepathy
 +
* of teleport control
 +
* of teleportitis
 +
* of the Force (increases the power of the [[force]] extended command if it is used on monsters)
 +
* of trap revealing (every turn there is a chance of detecting some of the traps on the current dungeon level)
 +
* of undead warning
 +
* of wallwalking
 +
* of warning

Revision as of 08:25, 11 February 2016

This page lists the various egotypes that monsters and items can have in Slash'EM Extended, including descriptions of what they do.

Monster Egotypes

Every monster can be created with egotypes, in which case it will be highlighted yellow. Monsters can also gain egotypes via the wand or potion of mutation, and lose them by getting cancelled.

It is theoretically possible for monsters to have dozens of egotypes, which will all be in effect simultaneously. Also, occasionally the monster will not have the egotypes added to its name, which means they are hidden; a yellow-highlighted monster that doesn't show egotype names doesn't lack egotypes, so beware!

  • Abductor - monster teleports the player around in melee
  • Acidspiller - monster does acid damage in melee and also resists acid
  • Antimage - monster attacks with mana in melee, doing damage to both HP and Pw
  • Armorer - monster's AC is improved by 5 points
  • Avoider - monster tries to avoid being lined up with the player
  • Banisher - monster can banish the player in melee, causing segfaults (just kidding!) teleporting them to a random dungeon level.
  • Beamer - monster can blast the player while lined up, essentially becoming capable of using its melee attacks at range
  • Blaster - monster drains intelligence in melee
  • Blinker - monster teleports around randomly, even if the level is no-teleport
  • Bomber - monster self-destructs and deals damage in melee
  • Breather - monster can breathe like a chromatic dragon and also has reflection
  • Cancellator - monster can cancel the player's items in melee
  • Cleric - monster can cast clerical spells
  • Corroder - monster corrodes player's armor in melee
  • Covenant - monster is covetous, allowing it to warp to the player or the upstairs depending on circumstances
  • Cullen - monster can drain levels in melee, bypassing the player's magic cancellation
  • Curser - monster steals intrinsics in melee
  • Decayer - monster rots player's armor in melee
  • Disenchanter - monster disenchants player's armor in melee
  • Elementalist - monster uses random elemental attacks in melee and resists fire, cold and shock
  • Endarker - monster causes darkness in melee
  • Engulfer - monster can engulf the player in melee
  • Exploder - monster explodes on death
  • Faker - monster prints fake messages in combat
  • Farter - monster can fart in the player's face, causing a variety of bad effects
  • Flyer - monster can fly over water, lava and certain other obstacles
  • Gator - monster can gate in demons by attacking the player in melee
  • Grabber - monster sticks to the player in melee
  • Gravitator - monster can do gravity attacks in melee, stunning the player and hurling them around
  • Hider - monster can hide and suddenly ambush players walking over its location
  • Horner - monster causes cursed unicorn horn effects in melee, or occasionally instakills the player
  • Hugger - monster can use all of its normal attacks as "hug" attacks, sometimes at range
  • Incrementor - monster has a melee attack that increases in damage capability every time it hits
  • Inert - monster greatly slows the player in melee
  • Inficator - monster makes the player deathly sick in melee
  • Itemporter - monster can teleport the player's inventory away in melee
  • Lasher - monster lashes the player in melee
  • Lithivore - monster can eat lithic objects
  • Luck-sucker - monster drains luck in melee
  • Metallivore - monster can eat metal objects
  • Mimic - monster mimics random dungeon features
  • Mirror Image - monster's melee attack mirrors the weapon carried by the player
  • Multiplicator - monster can clone itself by attacking the player in melee
  • Nexus - monster can do nexus attacks in melee that can teleport the player around or scramble their stats
  • Organivore - monster can eat organic objects
  • Permamimic - monster mimics random dungeon features but can still move around and does not get revealed if you bump into it
  • Petty Monster - monster can be tamed by throwing kelp frond or using the poke ball technique
  • Pet-type - monster can be tamed by throwing food at it
  • Phazer - monster can pass through walls like a ghost
  • Plasmon - monster uses plasma radiation in melee, potentially burning scrolls, books and potions
  • Poisoner - monster poisons the player in melee and also resists poison
  • Pokemon - monster is more likely to be tamed by the poke ball technique
  • Pusher - monster pushes the player away in melee
  • Racer - monster has +12 speed, this can allow speed 0 monsters to move around
  • Randomizer - monster causes random effects in melee
  • Reflector - monster has intrinsic reflection
  • Regenerator - monster regenerates HP quickly
  • Resistor - monster resists disintegration, petrification and death rays
  • Resurrector - monster revives after death like a troll
  • Rubber - monster removes engravings in melee
  • Ruster - monster rusts player's armor in melee
  • Schizo - monster can cause a variety of bad effects in melee
  • Shaman - monster can cast arcane spells
  • Shredder - monster shreds the player's armor in melee
  • Slimer - monster turns the player into green slime with its melee attack
  • Slower - monster slows the player in melee
  • Sounder - monster can stun and break potions in melee
  • Speedster - monster has +6 speed, this can allow speed 0 monsters to move around
  • Tank - monster's AC is improved by 10 points
  • Teleporter - monster teleports around randomly
  • Thief - monster steals items in melee
  • Thirster - monster can heal by the amount of damage it deals in melee
  • Timer - monster can time in melee, draining stats and levels
  • Undead - monster is undead, breathless and mindless, with all the implications of those attributes
  • Unskillor - monster can reduce the player's maximum skills in melee
  • Vampire - monster drains life in melee
  • Warper - monster teleports the player in melee
  • Watcher - monster resists sleep and drain life
  • Watersplasher - monster can subject the player's entire inventory to water damage in melee; on lethe levels the water will be lethe water
  • Weaponizer - monster can wield and use weapons
  • Webber - monster creates spider webs underneath the player
  • Witherer - monster erodes player's armor in melee, even if said armor is erodeproof or of a material not subject to erosion
  • Wrapper - monster wraps the player in melee, possibly drowning them in water or lava

Item Egotypes

Only armors (including gloves, boots, helmets, shields, cloaks and shirts) can currently have an egotype, and every item can only have one egotype. They can be generated with them, or occasionally an item will gain a random egotype by a scroll of enchant armor.

Unidentified armors with egotypes display as "an enchanted foo". In order to determine the nature of the enchantment, the player can either identify the item or wear it. Beware: Not all egotypes are beneficial, and the armor might be cursed, so wear-testing them is not always a good idea.

Wear an egotype armor in order to get the enchantment's effect. Currently, monsters do not gain any special effects from these.

  • of acid resistance
  • of aggravate monster
  • of blindness
  • of burning
  • of clairvoyance
  • of cold resistance
  • of conflict
  • of confusion
  • of confusion resistance
  • of curse resistance (protects from the "curse items" monster spell, similar to Magicbane)
  • of death ray resistance
  • of disintegration resistance
  • of displacement
  • of double attacks (this slows down the player by 25% but allows them to attack twice per turn)
  • of drain resistance
  • of energy regeneration
  • of fear
  • of fear resistance
  • of fire resistance
  • of flying
  • of free action
  • of freezing
  • of glibbery hands (makes it impossible to wield non-cursed weapons, and also causes rings to slip off the player's fingers)
  • of half physical damage
  • of half spell damage
  • of hallucination
  • of hunger
  • of improved vision (player can see an extra space in the dark)
  • of infravision
  • of invisibility
  • of keen memory (provides resistance to amnesia)
  • of legscratching (player has wounded legs as long as the item is worn)
  • of levitation
  • of magical breathing
  • of magic resistance
  • of numbness
  • of petrification resistance
  • of poison resistance
  • of polymorph control
  • of polymorphitis
  • of practice (player's skills can be trained more quickly)
  • of premature death (while worn, there is a chance to randomly die every turn)
  • of quad attacks (this slows down the player by 50% but allows them to attack four times per turn)
  • of reflection
  • of regeneration
  • of searching (like wielding Excalibur or wearing a ring of searching)
  • of see invisible
  • of shock resistance
  • of sickness resistance
  • of sleep resistance
  • of slow digestion
  • of speed (this makes the player very fast, like a pair of speed boots)
  • of stealth
  • of stun
  • of stun resistance
  • of sustain ability
  • of swimming
  • of Team Nastytrap (random nasty effect that is not disclosed but will generally affect the player in a negative way)
  • of telepathy
  • of teleport control
  • of teleportitis
  • of the Force (increases the power of the force extended command if it is used on monsters)
  • of trap revealing (every turn there is a chance of detecting some of the traps on the current dungeon level)
  • of undead warning
  • of wallwalking
  • of warning