Defensive item

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A user has suggested improving this page or section as follows:

"This page describes the generation of defensive items, but not how monsters use them."

When a monster is generated, there is a chance that it will be given a defensive item to protect itself from hostile adventurers. This will happen if the monster's level equals or exceeds the roll of a d50.[1] The following monster types are ineligible for defensive items:

In addition, regular soldiers have a 12/13 chance of missing out on the defensive item roll.

If chosen to receive a defensive item, the monster selects and rolls a die according to its difficulty:

Difficulty Roll
3 or less d8
4–6 d9
7–8 d10
9 or more d11

The die roll determines the item, as shown by the following table:

Roll Outcome
1–2 scroll of teleportation
3 scroll of create monster
4 potion of healing
5 potion of extra healing
6 potion of full healing
(potion of sickness for Pestilence)
7 wand of teleportation (33%) or scroll of teleportation (67%)
(reroll up to 2 times if no-teleport level)
8 wand of digging
(nothing for floating eyes, shopkeepers, guards, and temple priests)
9 wand of create monster (33%) or scroll of create monster (67%)
10 (teleport item, same as case 7)
11 (create-monster item, same as case 9)

See Also

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.4.3. Information on this page may be out of date.

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