Difference between revisions of "Zombie (GruntHack)"
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{{monster | {{monster | ||
|name=zombie | |name=zombie | ||
− | |symbol={{ | + | |symbol={{white|Z}} |
|tile=[[Image:Human_zombie.png]] | |tile=[[Image:Human_zombie.png]] | ||
|difficulty=5 | |difficulty=5 | ||
Line 12: | Line 12: | ||
|frequency=3 | |frequency=3 | ||
|genocidable=Yes | |genocidable=Yes | ||
− | |attacks=Claw 1d8, bite [[sickness]] / int drain | + | |attacks=Claw 1d8, bite 2d1 [[sickness]] / int drain |
|weight=1450 | |weight=1450 | ||
− | |nutr= | + | |nutr=200 |
− | |size= | + | |size=Medium |
|resistances=Cold, sleep, poison | |resistances=Cold, sleep, poison | ||
|resistances conveyed=None | |resistances conveyed=None | ||
− | |attributes={{attributes|A zombie|specialcorpse=1|breathless=1|mindless=1|humanoid | + | |attributes={{attributes|A zombie|specialcorpse=1|breathless=1|mindless=1|humanoid=1|undead=1|stalk=1|hostile=1|infravision=1|lgroup=1}} |
}} | }} | ||
− | In [[GruntHack]], '''[[zombie]]s''' are a type of monster that [[racial monster|can be generated as any monster race]]. They are significantly more dangerous than their counterparts in ''[[NetHack]]'': a zombie possesses a [[sickness]]-inducing bite attack which has a {{frac|5}} chance of draining [[intelligence]] similar to the [[mind flayer]]. | + | In [[GruntHack]], '''[[zombie]]s''' are a type of monster that [[racial monster|can be generated as any monster race]]. They are significantly more dangerous than their counterparts in ''[[NetHack]]'': a zombie possesses a [[sickness]]-inducing bite attack which has a {{frac|5}} chance of draining [[intelligence]] similar to the attack of a [[mind flayer]]. |
− | Zombies can revive from their corpses | + | Zombies can revive from their corpses much like [[Troll (monster class)|trolls]] and the [[Rider]]s, and have a mutual [[grudge]] against living monsters; monsters of the appropriate race that are killed by a zombie or the illness they can inflict will turn into zombies themselves. |
− | Eating a zombie [[corpse]] will confer terminal illness | + | Eating a zombie [[corpse]] will confer terminal illness, as well as the normal effects of eating that monster's corpse ''and'' eating an aged corpse. |
==Generation== | ==Generation== | ||
− | Randomly generated zombies are always hostile. | + | Randomly generated zombies are always hostile, and can be created if a compatible monster is killed by another zombie. |
− | A zombie will leave an aged | + | A zombie will leave an aged corpse of whatever racial monster they were upon death. |
==Strategy== | ==Strategy== | ||
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Ranged attacks can be used to fight zombies without the risk of [[instadeath]]; [[role]]s such as [[Ranger]] or [[Wizard]] start with powerful ranged options. More melee-focused roles may wish to gather a small stack of [[missile]] weapons such as [[dagger]]s or [[dart]]s to use against zombies. [[Helm]]s can block the bite attacks to the head, especially if [[greased]] or [[oilskin]], though this may be unreliable due to a bug. | Ranged attacks can be used to fight zombies without the risk of [[instadeath]]; [[role]]s such as [[Ranger]] or [[Wizard]] start with powerful ranged options. More melee-focused roles may wish to gather a small stack of [[missile]] weapons such as [[dagger]]s or [[dart]]s to use against zombies. [[Helm]]s can block the bite attacks to the head, especially if [[greased]] or [[oilskin]], though this may be unreliable due to a bug. | ||
− | All non-undead monsters grudge zombies, so leading them to a powerful monster like a [[shopkeeper]] or [[aligned priest]] can be effective in dealing with them - this makes areas such as [[Minetown]] generally safer when fighting zombies, but | + | All non-undead monsters grudge zombies, so leading them to a powerful monster like a [[shopkeeper]] or [[aligned priest]] can be effective in dealing with them - this makes areas such as [[Minetown]] generally safer when fighting zombies, but the zombies can also kill off weaker monsters and even some stronger one if enough combat rolls end up in their favor. |
− | '''Do not''' attempt to dispose of zombie corpses by eating them: since they are still treated as corpses of variable age and inflict illness when eaten regardless of age, a rotten food effect from such a corpse can render you unconscious | + | '''Do not''' attempt to dispose of zombie corpses by eating them: since they are still treated as corpses of variable age and inflict illness when eaten regardless of that age, a rotten food effect from such a corpse can render you unconscious, leaving you unable to stop the illness from [[YASD|ending your game]]. A [[tinning kit]] or a [[container]] that you can lock and unlock is most ideal for preventing zombie corpses from reviving. |
==Encyclopedia entry== | ==Encyclopedia entry== |
Latest revision as of 10:25, 24 April 2024
Z zombie | |
---|---|
Difficulty | 5 |
Attacks |
Claw 1d8, bite 2d1 sickness / int drain |
Base level | 4 |
Base experience | 41 |
Speed | 6 |
Base AC | 8 |
Base MR | 0 |
Alignment | -3 (chaotic) |
Frequency (by normal means) | 3 (Rare) |
Genocidable | Yes |
Weight | 1450 |
Nutritional value | 200 |
Size | Medium |
Resistances | Cold, sleep, poison |
Resistances conveyed |
None |
A zombie:
|
In GruntHack, zombies are a type of monster that can be generated as any monster race. They are significantly more dangerous than their counterparts in NetHack: a zombie possesses a sickness-inducing bite attack which has a 1⁄5 chance of draining intelligence similar to the attack of a mind flayer.
Zombies can revive from their corpses much like trolls and the Riders, and have a mutual grudge against living monsters; monsters of the appropriate race that are killed by a zombie or the illness they can inflict will turn into zombies themselves.
Eating a zombie corpse will confer terminal illness, as well as the normal effects of eating that monster's corpse and eating an aged corpse.
Generation
Randomly generated zombies are always hostile, and can be created if a compatible monster is killed by another zombie.
A zombie will leave an aged corpse of whatever racial monster they were upon death.
Strategy
Zombies are extremely dangerous early in the game, due to their bite attack. Consumables such as eucalyptus leaves, potions of holy water, extra healing, full healing can cure sickness, but are rare and in limited supply, while the spell of cure sickness requires skill in healing spells and enough energy to use them. A priority for an early character should be to acquire a unicorn horn: they cure illness and restore lost attributes, and allow the player to reliably cure illnesses inflicted in combat.
Ranged attacks can be used to fight zombies without the risk of instadeath; roles such as Ranger or Wizard start with powerful ranged options. More melee-focused roles may wish to gather a small stack of missile weapons such as daggers or darts to use against zombies. Helms can block the bite attacks to the head, especially if greased or oilskin, though this may be unreliable due to a bug.
All non-undead monsters grudge zombies, so leading them to a powerful monster like a shopkeeper or aligned priest can be effective in dealing with them - this makes areas such as Minetown generally safer when fighting zombies, but the zombies can also kill off weaker monsters and even some stronger one if enough combat rolls end up in their favor.
Do not attempt to dispose of zombie corpses by eating them: since they are still treated as corpses of variable age and inflict illness when eaten regardless of that age, a rotten food effect from such a corpse can render you unconscious, leaving you unable to stop the illness from ending your game. A tinning kit or a container that you can lock and unlock is most ideal for preventing zombie corpses from reviving.
Encyclopedia entry
The zombi ... is a soulless human corpse, still dead, but taken from the grave and endowed by sorcery with a mechanical semblance of life, -- it is a dead body which is made to walk and act and move as if it were alive.