Difference between revisions of "Zombie (monster class)"

From NetHackWiki
Jump to navigation Jump to search
(Start on initial formatting + copyedit pass)
(flesh out more...)
Line 18: Line 18:
 
==Common traits==
 
==Common traits==
 
All monsters in the zombie monster class are chaotic, [[mindless]] [[humanoid]] [[undead]] that possess [[unbreathing]] and [[infravision]]. Not all monsters in the monster class are zombies (i.e. [[ghoul]]s and [[skeleton]]s), though all zombies are a part of this monster class.
 
All monsters in the zombie monster class are chaotic, [[mindless]] [[humanoid]] [[undead]] that possess [[unbreathing]] and [[infravision]]. Not all monsters in the monster class are zombies (i.e. [[ghoul]]s and [[skeleton]]s), though all zombies are a part of this monster class.
 +
 +
All monsters in the zombie monster class are also [[inediate]] - this includes the ghoul, who is special cased with the ability to eat old and tainted [[corpse]]s and stale [[egg]]s, but will not starve for lack of sustenance.
  
 
===Generation===
 
===Generation===
All randomly generated monsters of the zombie monster class will always be hostile.
+
All randomly generated monsters of the zombie monster class will always be hostile. Minus skeletons, members of the zombie monster class commonly populate [[graveyard]]s, where they are always generated hostile and asleep.
  
The zombie monster class is the first [[quest]] monster class for the [[Priest quest]], and makes up 14% of the monsters randomly generated there.
+
The zombie monster class is the first [[quest]] monster class for [[Priest]]s, and makes up 14% of the monsters randomly generated on the [[Priest quest]]. Two random {{white|Z}} are generated on the goal level at level creation - the remaining levels beyond the home level do not generate random {{white|Z}} at level creation, they will make up a majority of the graveyard inhabitants encountered on those levels.
  
 
Though all monsters in this class are designated as [[corpseless]] in [[monst.c]], [[zombie]]s are special cased to leave an aged corpse of their living counterpart upon "death" (e.g. a gnome zombie leaves an old [[gnome]] corpse when "killed"). This means that listed nutritional values for zombies are only relevant to [[pet]]s or [[polymorph]]ed player characters that [[digest]] zombies - corpses left behind by zombies use their normal nutritional values, though they are usually too old to be eaten safely without a [[tinning kit]].
 
Though all monsters in this class are designated as [[corpseless]] in [[monst.c]], [[zombie]]s are special cased to leave an aged corpse of their living counterpart upon "death" (e.g. a gnome zombie leaves an old [[gnome]] corpse when "killed"). This means that listed nutritional values for zombies are only relevant to [[pet]]s or [[polymorph]]ed player characters that [[digest]] zombies - corpses left behind by zombies use their normal nutritional values, though they are usually too old to be eaten safely without a [[tinning kit]].
  
{{upcoming|NetHack 3.7.0|[[Lich (monster class)|Liches]] and other zombies can now raise monsters killed by them without a weapon as zombies, unless they are [[cancelled]] - the corpse will rise 5-20 turns after death if it has a corresponding zombie type. [[You]] can also do this if polymorphed into a zombie or lich. Zombies and liches will now [[grudge]] living monsters that can be turned into zombies.}}
+
{{upcoming|NetHack 3.7.0|[[Lich (monster class)|Liches]] and other zombies can now raise monsters killed by them without a weapon as zombies, unless they are [[cancelled]] - the corpse will rise 5-20 turns after death if it has a corresponding zombie type, and this will not occur if the killer was [[cancelled]]. [[You]] can also do this if polymorphed into a zombie or lich. Zombies and liches will now [[grudge]] living monsters that can be turned into zombies.}}
  
 
==History==
 
==History==
Line 33: Line 35:
 
==Origin==
 
==Origin==
 
The zombie is a [[Wikipedia:zombie|mindless animated corpse]] that originates from Haitian folklore. The etymology comes from African or Caribbean creole of related concepts.
 
The zombie is a [[Wikipedia:zombie|mindless animated corpse]] that originates from Haitian folklore. The etymology comes from African or Caribbean creole of related concepts.
 +
 +
==Messages==
 +
{{message|You [[smell]] rotting flesh.|A [[shapeshifter]] turned into a zombie.}}
 
<!--Need to figure out what to do with this in a separate pass.
 
<!--Need to figure out what to do with this in a separate pass.
 
==Variants==
 
==Variants==

Revision as of 00:07, 5 November 2023

For the type of monster, see Zombie.

The zombie is a monster class that appears in NetHack, and is represented by an uppercase Z glyph (Z). Zombies are designated internally by the macro S_ZOMBIE.[1]

The monster class contains the following monsters:[2]

Common traits

All monsters in the zombie monster class are chaotic, mindless humanoid undead that possess unbreathing and infravision. Not all monsters in the monster class are zombies (i.e. ghouls and skeletons), though all zombies are a part of this monster class.

All monsters in the zombie monster class are also inediate - this includes the ghoul, who is special cased with the ability to eat old and tainted corpses and stale eggs, but will not starve for lack of sustenance.

Generation

All randomly generated monsters of the zombie monster class will always be hostile. Minus skeletons, members of the zombie monster class commonly populate graveyards, where they are always generated hostile and asleep.

The zombie monster class is the first quest monster class for Priests, and makes up 14% of the monsters randomly generated on the Priest quest. Two random Z are generated on the goal level at level creation - the remaining levels beyond the home level do not generate random Z at level creation, they will make up a majority of the graveyard inhabitants encountered on those levels.

Though all monsters in this class are designated as corpseless in monst.c, zombies are special cased to leave an aged corpse of their living counterpart upon "death" (e.g. a gnome zombie leaves an old gnome corpse when "killed"). This means that listed nutritional values for zombies are only relevant to pets or polymorphed player characters that digest zombies - corpses left behind by zombies use their normal nutritional values, though they are usually too old to be eaten safely without a tinning kit.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

Liches and other zombies can now raise monsters killed by them without a weapon as zombies, unless they are cancelled - the corpse will rise 5-20 turns after death if it has a corresponding zombie type, and this will not occur if the killer was cancelled. You can also do this if polymorphed into a zombie or lich. Zombies and liches will now grudge living monsters that can be turned into zombies.

History

The zombie first appears in Hack 1.21, a variant of Jay Fenlason's Hack, as well as Hack for PDP-11. It is included in the initial bestiary for Hack 1.0, and appears in the game from that version to NetHack 2.3e. In NetHack 3.0.0, most of the zombie monster class is introduced and differentiated, with the skeleton being added in NetHack 3.1.0 and the ghoul and dwarf zombie being added in NetHack 3.3.0.

Origin

The zombie is a mindless animated corpse that originates from Haitian folklore. The etymology comes from African or Caribbean creole of related concepts.

Messages

You smell rotting flesh.
A shapeshifter turned into a zombie.

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.

[ W. B. Seabrook ]

See also

References