Healer (player monster)

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A healer is a player monster corresponding to the healer role. Like player healers, they have intrinsic poison resistance.

Generation

Like other player monsters, healers are never randomly generated and are thus rarely seen. Attendants found in the healer quest can grow up to become healers.[1] Other healers are normally found on the Astral Plane, where they may appear among the hostile player monsters.[2] Most healers encountered in the main dungeon will turn out to be doppelgangers, which may temporarily assume their form; in either case, the game refers to them by the rank title appropriate for the monster's level.

Reading a cursed scroll of genocide as a healer while confused will summon a number of healer monsters, although they won't have their usual equipment. Using undead turning on the corpse of a dead healer or using stone to flesh on a healer statue will revive them as a player monster. In addition to bones levels, healer corpses can be found in graveyards including those in the Valley of the Dead,[3] and their statues may appear on Medusa's Island[4] as well as in cockatrice nests.

Equipment

A healer on the Astral Plane will carry either a quarterstaff with 75% probability or a unicorn horn, a scalpel, a long sword or a randomly chosen melee weapon with 6.25% probability each. The weapon's enchantment will be random between +4 and +8, and it will be either erodeproof or greased (but not both) with 33.3% probability each. There is a 50% chance that the weapon will be made into an artifact of the same type, if possible.[5]

Like other player monsters on the Astral Plane, healers will also be equipped with 1d3 random offensive items, 1d3 random defensive items and 1d3 random miscellaneous items, a randomly generated ascension kit containing various pieces of armor as well as a cheap plastic imitation of the Amulet of Yendor, some gold and other items. The ascension kit given to healers has a 75% chance of including either a helm of brilliance or a helm of telepathy instead of a random helm, and will have only half the usual chance of including a shield (43.75% vs. 87.5%).

References

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

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

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