Difference between revisions of "Zombie (dNetHack)"

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In [[dNetHack]], most '''[[zombie]]s''' are a form of [[derived undead]] that occur throughout the dungeon rather than distinct monsters as in ''[[NetHack]]'', and are generated by way of monster template.
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In [[dNetHack]] and [[notdNetHack]], most '''[[zombie]]s''' are a form of [[derived undead]] that occur throughout the dungeon rather than distinct monsters as in ''[[NetHack]]'', and are generated by way of monster template.
  
 
==Generation==
 
==Generation==
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==Description==
 
==Description==
A zombified monster is [[mindless]] and immune to [[cold]], [[sleep]], and [[poison]]; they are resistant to piercing and bludgeoning weapons, they have a roughly {{frac|2}} chance of reviving from their corpse, and their base dice for melee attacks are doubled (or tripled at [[midnight]]). However, they take double damage from slashing weapons, and weapons that have been given the "true death" boon by [[the Silver Flame]] deal double damage + 2d7 additional damage.<ref>Specifically, a bonus equal to double the sum of the base dice plus its enchantment, e.g. a +7 saber (1d8 base damage versus all monsters) would do 2x(1d8+7)+2d7.</ref> They also tend to move slower than living monsters - a monster with a [[speed]] of 6 or higher in their living form will have their zombie speed lowered to the higher value between half their normal speed and a minimum of 6.
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A zombified monster is [[mindless]] and has [[cold resistance]], [[poison resistance]] and [[sleep resistance]]; they are resistant to piercing and bludgeoning weapons, they have a roughly {{frac|2}} chance of reviving from their corpse, and their base dice for melee attacks are doubled (or tripled at [[midnight]]). However, they have a 2-point penalty to [[AC]] and take double damage from slashing weapons - weapons that have been given the "true death" boon by [[the Silver Flame]] deal double damage + 2d7 additional damage.<ref>Specifically, a bonus equal to double the sum of the base dice plus its enchantment, e.g. a +7 saber (1d8 base damage versus all monsters) would do 2x(1d8+7)+2d7.</ref> They also tend to move slower than living monster:- a monster with a [[speed]] of 6 or higher in their living form will have their zombie speed lowered to the higher of two values between half their normal speed and 6.
  
Other non-undead monsters will mutually [[grudge]] zombies, attacking them on sight.
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Other non-undead monsters will mutually [[grudge]] zombies, with each attacking the other on sight.
  
 
==Other zombies==
 
==Other zombies==
A basic "zombie" still exists in monst.c as a form of fallback for [[wizard mode]], and is equivalent to the vanilla [[human zombie]] in this regard: [[guard]]s, [[high priest]]s, [[aligned priest]]s, [[shopkeeper]]s, and [[Angel]]s are special-cased to become zombies if the player attempts to directly create them in [[wizard mode]], as is the case for them in vanilla ''[[NetHack]]'': these specific monsters are not intended to be created outside of specific circumstances.{{refsrc|src/read.c|2415|version=NetHack 3.6.7|comment=In ''NetHack'', this applies to animating their corpse or statue as well. While this technically also applies to shopkeepers, revival is special-cased to work on them.}} <!--Commented pending visual confirmation: Unlike ''NetHack'', it is possible to properly animate the corpses and statues of these monsters (with the exception of temple priest corpses).-->
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A basic [[Zombie (monster)#dNetHack|"zombie"]] still exists in monst.c as a form of fallback for [[wizard mode]], and is equivalent to the vanilla [[human zombie]] in this regard: [[Guard]]s, [[high priest]]s, [[aligned priest]]s, [[shopkeeper]]s, and [[Angel]]s are special-cased to become zombies if the player attempts to directly create them in [[wizard mode]], as is the case for them in vanilla ''[[NetHack]]'' - these monsters are not intended to be created outside of specific circumstances.{{refsrc|src/read.c|2415|version=NetHack 3.6.7|comment=In ''NetHack'', this applies to animating their corpse or statue as well. While this technically also applies to shopkeepers, revival is special-cased to work on them.}} <!--Commented pending visual confirmation: Unlike ''NetHack'', it is possible to properly animate the corpses and statues of these monsters (with the exception of temple priest corpses).-->
  
In addition to the above, these zombies can be generated randomly on the [[Rogue level]], and may also generate if a regular human corpse animates as a zombie.
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In addition to the above, dNetHack also has several distinct monsters in the [[Zombie (monster class)|zombie]] [[monster class]], most of them new:  
 
 
dNetHack also has several distinct monsters in the [[Zombie (monster class)|zombie]] [[monster class]], most of them new:  
 
  
 
* {{brown|Z}} [[undead knight]]
 
* {{brown|Z}} [[undead knight]]
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* {{white|Z}} [[skeletal pirate]]
 
* {{white|Z}} [[skeletal pirate]]
 
* {{yellow|Z}} [[hungry dead]]
 
* {{yellow|Z}} [[hungry dead]]
* {{white|Z}} [[Skeleton (dNetHack)|skeleton]]
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* {{white|Z}} [[skeleton]]
 
* {{black|Z}} [[gnoll ghoul]]
 
* {{black|Z}} [[gnoll ghoul]]
 
* {{monsymlink|dread seraph}}
 
* {{monsymlink|dread seraph}}
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<references/>
 
<references/>
 
{{variant-343}}
 
{{variant-343}}
[[Category:dNetHack monsters]]
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[[Category:dNetHack monster templates]]
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[[Category:notdNetHack monster templates]]

Latest revision as of 06:10, 2 April 2024

In dNetHack and notdNetHack, most zombies are a form of derived undead that occur throughout the dungeon rather than distinct monsters as in NetHack, and are generated by way of monster template.

Generation

Randomly generated zombies occur in groups. Living monsters that are damaged in melee by zombies (or damaged by any skeletal monster, with a 120 chance each hit) and then killed by any means that leaves behind their corpse will rise from the dead as a zombie themselves. The presence of a dread seraph on a level will cause any corpses dropped to revive as zombies.

Description

A zombified monster is mindless and has cold resistance, poison resistance and sleep resistance; they are resistant to piercing and bludgeoning weapons, they have a roughly 12 chance of reviving from their corpse, and their base dice for melee attacks are doubled (or tripled at midnight). However, they have a 2-point penalty to AC and take double damage from slashing weapons - weapons that have been given the "true death" boon by the Silver Flame deal double damage + 2d7 additional damage.[1] They also tend to move slower than living monster:- a monster with a speed of 6 or higher in their living form will have their zombie speed lowered to the higher of two values between half their normal speed and 6.

Other non-undead monsters will mutually grudge zombies, with each attacking the other on sight.

Other zombies

A basic "zombie" still exists in monst.c as a form of fallback for wizard mode, and is equivalent to the vanilla human zombie in this regard: Guards, high priests, aligned priests, shopkeepers, and Angels are special-cased to become zombies if the player attempts to directly create them in wizard mode, as is the case for them in vanilla NetHack - these monsters are not intended to be created outside of specific circumstances.[2]

In addition to the above, dNetHack also has several distinct monsters in the zombie monster class, most of them new:

References

  1. Specifically, a bonus equal to double the sum of the base dice plus its enchantment, e.g. a +7 saber (1d8 base damage versus all monsters) would do 2x(1d8+7)+2d7.
  2. src/read.c in NetHack 3.6.7, line 2415: In NetHack, this applies to animating their corpse or statue as well. While this technically also applies to shopkeepers, revival is special-cased to work on them.