Difference between revisions of "Uvuudaum"
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|frequency=1 | |frequency=1 | ||
|genocidable=No | |genocidable=No | ||
− | |attacks=Reach 3d12 [[ | + | |attacks=Reach 3d12 uvuudaum [[brainspike]], Weapon 2d6 physical, Offhand Weapon 2d6 physical, Claw 6d4 physical, Magic 0d6 [[clerical spell]], passive wide-angle gaze 0d0 [[confusion]] |
|weight=1450 | |weight=1450 | ||
|nutr=400 | |nutr=400 | ||
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|resistances=[[sleep]], [[petrification]], [[Magic resistance|magic]] | |resistances=[[sleep]], [[petrification]], [[Magic resistance|magic]] | ||
|resistances conveyed=[[cold]] | |resistances conveyed=[[cold]] | ||
− | |attributes={{attributes | + | |attributes={{attributes|An uvuudaum|fly=1|wallwalk=1|amphibious=1|breathless=1|noeyes=1|nohead=1|thick=1|regen=1|seeinvis=1|nopoly=1|lord=1|hostile=1|stalk=1|nasty=1|strong=1|collect=1|infravisible=1|nohell=1|nocorpse=1|notame=1}} |
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}} | }} | ||
− | + | An '''uvuudaum''', {{brightmagenta|U}}, is a type of [[monster]] that appears in [[dNetHack]]. The uvuudaum is an [[unknown abomination]] that is capable of [[flight]] and [[phasing]], and possesses [[sleep resistance]], [[stoning resistance]], and [[magic resistance]] as well as [[displacement]]. An uvuudaum has six attacks - the most lethal by far is its [[polearm]]-ranged [[vorpal]] [[#Brainspike|brain-spike]] attack, and its also have two weapon attacks, a claw attack, can cast clerical [[monster spell]]s, and have a passive wide-angled gaze that induces [[confusion]] in those who can see them even while peaceful. | |
− | + | An uvuudaum has various other intrinsic abilities as well: it gains +20 [[to-hit]] due to its pre-cognitive abilities, has a passive 25 HP-per-turn regeneration, 10-point damage reduction, and an intrinsic [[life saving]] property that revives the uvuudaum when it dies, though it will activate no more than once every 34 turns. Uvuudaum are also capable of accelerated regeneration while subjected to effect that [[Time stop|stop time]], recovering anywhere from 50-125 HP per turn. Additionally, uvuudaums possess a unique aura that qualifies as both holy and unholy: direct contact with an uvuudaum deals +4d9 damage to holy-hating monsters such as [[demon]]s and [[undead]], and deals +3d7 to unholy-hating monsters such as [[Angel]]s and similar [[angelic being]]s. | |
− | + | ==Generation== | |
+ | Randomly generated uvuudaums in the main dungeon will be created hostile, but will not always ''remain'' so - see [[#Meditation|below]] for details - while uvuudaums in the [[Anachrononaut quest]] will always be hostile. Upon killing the [[Wizard of Yendor]] or else performing the [[Invocation]] while the Wizard is still alive, all existing uvuudaums and any subsequently generated ones will be permanently hostile. An uvuudaum [[Corpseless|never leaves a corpse]] upon death. | ||
− | + | ==Strategy== | |
+ | Hostile uvuudaums are easily among the most dangerous members of their monster class and one of the most deadly to encounter on the [[ascension run]] - the best course of action is usually to simply avoid uvuudaums or else teleport them away. | ||
− | + | Those seeking to kill uvuudaums must have significant amounts of persistence and preparation: high damage output and accuracy is required to counteract the uvuudaum's high regeneration rate and intrinsic life saving - their intrinsic displacement also means you will have to attempt to pummel one repeatedly to get through. As their passive confusion makes them perilous to even perceive, they are especially dangerous for any [[spellcasting]] builds. | |
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− | + | ===Meditation=== | |
+ | Fortunately for you, hostile uvuudaums that are encountered outside of the [[Anachrononaut]]'s [[Quest]] branch will lapse into a meditating state and become peaceful towards [[you]] - even if you disturb or anger them, they will eventually revert to a meditative state and become peaceful again (provided you survive that mistake long enough). Once you have become a "demigod" by killing the Wizard of Yendor or performing the Invocation as above, uvuudaums will cease their meditation and become permanently hostile. | ||
− | + | ===Brainspike=== | |
+ | The uvuudaum's brainspike attack can be used in melee range and reaches up to the same range as a polearm, dealing physical damage and draining [[constitution]], [[wisdom]] and [[energy]] while inducing [[amnesia]] and [[hallucination]]. The severity of stat reduction and amnesia as well as the duration of hallucination are both scaled by {{frac|6}} of the physical damage dealt, and can be further halved by [[poison resistance]]. The amount of energy drained by the brain spike attack is equal to half the physical damage dealt. | ||
− | + | The brainspike attack is also a vorpal attack that has the standard {{frac|20}} chance of causing [[instadeath]]. The brainspike's vorpal effect is unique in that it can '''''only''''' be blocked by wearing any kind of [[helm]], which causes it to have no effect: if the target is instead [[unsolid]] or [[Body parts|headless]], the attack deals double damage. | |
− | + | ===Spellcasting=== | |
+ | Uvuudaums can cast the following spells with a base damage of 19d6: | ||
+ | * [[Psi bolt]]: Direct damage (capped at 50) | ||
+ | * [[Spacewarp]]: Direct damage (capped at 100) | ||
+ | * [[Stun (monster spell)|Stun]]: Causes [[stun]]ning | ||
+ | * [[Paralyze (monster spell)|Paralyze]]: Causes [[paralysis]] | ||
+ | * [[Time stop (monster spell)|Time stop]]: Stops time, allowing hastened recovery for up to 50-125 HP per 'turn' | ||
+ | * Temporal duplicate: Creates a clone with timed life | ||
+ | * Nail to the sky: Applies cursed [[levitation]] | ||
+ | * Prismatic spray: Multiple large elemental explosions (6d6 each) | ||
− | + | ===Deafeating the uvuudauum=== | |
− | + | A player planning to kill any amount of uvuudaums should be prepared with the following items: | |
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− | + | * A means of high damage output, which you will usually have by the point uvuudaums become actively hostile. | |
+ | * A [[towel]] or a high [[drunk]]enness level to deal with the uvuudaum's confusing gaze. | ||
+ | * Several potions of {{! of|full healing}}. | ||
+ | * A [[ring of sustain ability]] to prevent your stats from being compromised. | ||
+ | * A source of [[fast]] or better speed: uvuuadaums like to retreat to and ''through'' far walls as you chase them, making them difficult to kill outside of open levels - they will often try to remain a knight's move away, meaning that you can chase one to the edge of an open level map and stand vertically or horizontally next to them to force a confrontation. Standing at a diagonal while doing so will often cause them to continue to flee. | ||
+ | * Above all else, wear a helmet to avoid instakill brain spike attacks. | ||
+ | * Avoid using a [[wage of sloth]] or the [[Garnet Rod]]: uvuudaums gain heavy regeneration boosts in ''all'' instances of time-stop, including from their time stop monster spell. | ||
+ | * Roles capable of binding [[Spirits (dNetHack)|spirits]] may benefit from sealing ones with damaging abilities and extra attacks that do not rely on beating the uvuudaum's high [[Magic resistance (monster)|MR score]] of 80.<!--sub bullet for Binders--> | ||
− | + | For Anachrononauts encountering hostile uvuudaums on their quest, there are additional or altered requirements: | |
+ | * A [[hypospray]] with full healing ampules will be preferable to potions, as they cannot be diluted and are much lighter. | ||
+ | ** For reference, one hypospray with 5 ampules of full healing weighs the same as a single potion. | ||
+ | * One or more [[lightsaber]]s, particularly including [[the Annulus]] (their [[quest artifact]]), can generate high enough damage output to sear through an uvuudaum's defenses in melee. | ||
+ | ** The [[Lightsaber forms#Form V: Djem So|Djem So form]] can further increase your damage-per-round through copious counter attacks. | ||
+ | |||
+ | Players will also need to be able to weather any of the uvuudaum's multitude of monster spells, and should be prepared to withstand and ignore any temporarily summoned uvuudaums in favor of focusing on the summoner themselves. However, if you are overwhelmed by summoned uvuudaums, you may need to retreat until the summons time out - multiple uvuudaums casting time stop will causes healing spikes that can out-recover even the highest damage setups. | ||
+ | |||
+ | ==Encyclopedia entry== | ||
{{encyclopedia| | {{encyclopedia| | ||
Strange creatures with long, claw-tipped tentacles in place | Strange creatures with long, claw-tipped tentacles in place | ||
Line 89: | Line 84: | ||
are capable of crushing a man's head with a single flick | are capable of crushing a man's head with a single flick | ||
of their headspikes. Even if the victim escapes this fate, | of their headspikes. Even if the victim escapes this fate, | ||
− | their long spikes run with strange venoms.}} | + | their long spikes run with strange venoms.| |
− | + | }} | |
+ | {{variant-343}} | ||
[[Category:dNetHack monsters]] | [[Category:dNetHack monsters]] |
Revision as of 09:03, 1 July 2023
U uvuudaum | |
---|---|
Difficulty | 28 |
Attacks |
Reach 3d12 uvuudaum brainspike, Weapon 2d6 physical, Offhand Weapon 2d6 physical, Claw 6d4 physical, Magic 0d6 clerical spell, passive wide-angle gaze 0d0 confusion |
Base level | 38 |
Base experience | 778 |
Speed | 16 |
Base AC | −20 |
Base MR | 80 |
Alignment | 0 (neutral) |
Frequency (by normal means) | 1 (Very rare) |
Genocidable | No |
Weight | 1450 |
Nutritional value | 400 |
Size | medium |
Resistances | sleep, petrification, magic |
Resistances conveyed | |
An uvuudaum:
|
An uvuudaum, U, is a type of monster that appears in dNetHack. The uvuudaum is an unknown abomination that is capable of flight and phasing, and possesses sleep resistance, stoning resistance, and magic resistance as well as displacement. An uvuudaum has six attacks - the most lethal by far is its polearm-ranged vorpal brain-spike attack, and its also have two weapon attacks, a claw attack, can cast clerical monster spells, and have a passive wide-angled gaze that induces confusion in those who can see them even while peaceful.
An uvuudaum has various other intrinsic abilities as well: it gains +20 to-hit due to its pre-cognitive abilities, has a passive 25 HP-per-turn regeneration, 10-point damage reduction, and an intrinsic life saving property that revives the uvuudaum when it dies, though it will activate no more than once every 34 turns. Uvuudaum are also capable of accelerated regeneration while subjected to effect that stop time, recovering anywhere from 50-125 HP per turn. Additionally, uvuudaums possess a unique aura that qualifies as both holy and unholy: direct contact with an uvuudaum deals +4d9 damage to holy-hating monsters such as demons and undead, and deals +3d7 to unholy-hating monsters such as Angels and similar angelic beings.
Contents
Generation
Randomly generated uvuudaums in the main dungeon will be created hostile, but will not always remain so - see below for details - while uvuudaums in the Anachrononaut quest will always be hostile. Upon killing the Wizard of Yendor or else performing the Invocation while the Wizard is still alive, all existing uvuudaums and any subsequently generated ones will be permanently hostile. An uvuudaum never leaves a corpse upon death.
Strategy
Hostile uvuudaums are easily among the most dangerous members of their monster class and one of the most deadly to encounter on the ascension run - the best course of action is usually to simply avoid uvuudaums or else teleport them away.
Those seeking to kill uvuudaums must have significant amounts of persistence and preparation: high damage output and accuracy is required to counteract the uvuudaum's high regeneration rate and intrinsic life saving - their intrinsic displacement also means you will have to attempt to pummel one repeatedly to get through. As their passive confusion makes them perilous to even perceive, they are especially dangerous for any spellcasting builds.
Meditation
Fortunately for you, hostile uvuudaums that are encountered outside of the Anachrononaut's Quest branch will lapse into a meditating state and become peaceful towards you - even if you disturb or anger them, they will eventually revert to a meditative state and become peaceful again (provided you survive that mistake long enough). Once you have become a "demigod" by killing the Wizard of Yendor or performing the Invocation as above, uvuudaums will cease their meditation and become permanently hostile.
Brainspike
The uvuudaum's brainspike attack can be used in melee range and reaches up to the same range as a polearm, dealing physical damage and draining constitution, wisdom and energy while inducing amnesia and hallucination. The severity of stat reduction and amnesia as well as the duration of hallucination are both scaled by 1⁄6 of the physical damage dealt, and can be further halved by poison resistance. The amount of energy drained by the brain spike attack is equal to half the physical damage dealt.
The brainspike attack is also a vorpal attack that has the standard 1⁄20 chance of causing instadeath. The brainspike's vorpal effect is unique in that it can only be blocked by wearing any kind of helm, which causes it to have no effect: if the target is instead unsolid or headless, the attack deals double damage.
Spellcasting
Uvuudaums can cast the following spells with a base damage of 19d6:
- Psi bolt: Direct damage (capped at 50)
- Spacewarp: Direct damage (capped at 100)
- Stun: Causes stunning
- Paralyze: Causes paralysis
- Time stop: Stops time, allowing hastened recovery for up to 50-125 HP per 'turn'
- Temporal duplicate: Creates a clone with timed life
- Nail to the sky: Applies cursed levitation
- Prismatic spray: Multiple large elemental explosions (6d6 each)
Deafeating the uvuudauum
A player planning to kill any amount of uvuudaums should be prepared with the following items:
- A means of high damage output, which you will usually have by the point uvuudaums become actively hostile.
- A towel or a high drunkenness level to deal with the uvuudaum's confusing gaze.
- Several potions of full healing.
- A ring of sustain ability to prevent your stats from being compromised.
- A source of fast or better speed: uvuuadaums like to retreat to and through far walls as you chase them, making them difficult to kill outside of open levels - they will often try to remain a knight's move away, meaning that you can chase one to the edge of an open level map and stand vertically or horizontally next to them to force a confrontation. Standing at a diagonal while doing so will often cause them to continue to flee.
- Above all else, wear a helmet to avoid instakill brain spike attacks.
- Avoid using a wage of sloth or the Garnet Rod: uvuudaums gain heavy regeneration boosts in all instances of time-stop, including from their time stop monster spell.
- Roles capable of binding spirits may benefit from sealing ones with damaging abilities and extra attacks that do not rely on beating the uvuudaum's high MR score of 80.
For Anachrononauts encountering hostile uvuudaums on their quest, there are additional or altered requirements:
- A hypospray with full healing ampules will be preferable to potions, as they cannot be diluted and are much lighter.
- For reference, one hypospray with 5 ampules of full healing weighs the same as a single potion.
- One or more lightsabers, particularly including the Annulus (their quest artifact), can generate high enough damage output to sear through an uvuudaum's defenses in melee.
- The Djem So form can further increase your damage-per-round through copious counter attacks.
Players will also need to be able to weather any of the uvuudaum's multitude of monster spells, and should be prepared to withstand and ignore any temporarily summoned uvuudaums in favor of focusing on the summoner themselves. However, if you are overwhelmed by summoned uvuudaums, you may need to retreat until the summons time out - multiple uvuudaums casting time stop will causes healing spikes that can out-recover even the highest damage setups.
Encyclopedia entry
Strange creatures with long, claw-tipped tentacles in place
of heads, Uvuudaums hail from a far realm beyond the known
planes. It is said that they are the lords of those realms,
although evidence for this is thin at best. As with all
supposed facts about that place, that claim is more likely
a gross anthropomorphism, if not an outright falsehood.
The merest glimpse of their form drives men mad, and they
are capable of crushing a man's head with a single flick
of their headspikes. Even if the victim escapes this fate,
their long spikes run with strange venoms.