Aasimar (starting race in EvilHack)
- This article is about the playable race in EvilHack. For the race in dNetHack, notdNetHack and notnotdNetHack, see Aasimar (starting race in dNetHack).
- For other instances of the term, see aasimar.
Aasimar are one of the playable races available to a hero in EvilHack. An aasimar hero will appear as A if the showrace option is set on, and is part of the angelic being monster class.
Aasimar always start as lawful, and can be played as Archeologist, Cavepeople, Knights, Monks, Priests, Samurai, or Valkyries.
Racial benefits and restrictions
Aasimar heroes are humanoid beings of celestial lineage that are akin to angels, and are capable of emitting an aura of light by spending 10 power using the #monster extended command while they are not stunned, confused or otherwise incapacitated: this will light the area around them similar to a non-cursed scroll of light, but only light-hating monsters can be blinded and damaged by the aura (and will be angered as normal if they were peaceful).
An aasimar hero has increased carrying capacity and starts every game with infravision, poison resistance and the ability to see invisible. Aasimar gain magic resistance at experience level 4, sleep resistance at experience level 7, cold resistance at experience level 12, and shock resistance at experience level 20.
As celestial beings, aasimar heroes are vulnerable to cursed weapons like other angelic beings are, which gain to-hit and damage bonuses when used against them. In particular, The Hand of Vecna and The Eye of Vecna are anathema to aasimar and cannot be worn or used to gain their benefits.
Aasimar are very unique compared to other EvilHack races in that they gain many bonuses and further abilities for maintaining a pristine alignment record while taking more significant penalties for alignment abuse:
- An aasimar that has never abused their alignment or has sufficiently atoned for any such abuse will gain an extra 3-6 hit points per level. At experience level 15, they will gain wings that can be used for flying if they are wearing body armor that is flexible enough or wearing none at all, and they will gain hungerless regeneration at experience level 18. An Aasimar that is crowned and has no alignment abuse will be given resistance to death magic. Committing alignment abuse will cause all of these benefits to be revoked, but full atonement will restore them to the aasimar hero.
- If an aasimar abuses their alignment at all, they will lose a random intrinsic that was granted from their race and/or experience level other than infravision—further abuse will cause a random negative intrinsic such as voracious hunger or aggravate monster to be imposed, and alignment abuse beyond that threshold causes all of their maximum attributes to be lowered by 3 points each. All of these penalties can be erased via atonement.
- Aasimar are similarly expected to never convert from their lawful alignment, even accidentally.
- An aasimar that puts on a helm of opposite alignment causes their deity to intervene before the alignment change occurs by destroying the helm in an explosion that deals 2d12 physical damage and leaves them stunned for several turns. This incurs an alignment abuse penalty of -3.
- An aasimar that permanently converts their alignment by sacrificing on a cross-aligned altar will be fully stripped of their celestial blood and reduced to a full human, resulting in a heavy -30 alignment abuse penalty and the permanent loss of all aasimar powers.
Tortles and aasimar will normally generate as peaceful towards an aasimar hero, and lawful angelic beings that are not unique monsters and are generated outside of special levels like Purgatory and the Astral Plane will also be peaceful to an aasimar hero that has not abused their alignment. Orcs, illithids, drow, vampires, and zombies (including draugr) will always be hostile towards an aasimar hero. Furthermore, aasimar and demonic beings have a mutual grudge: demons will always be hostile to an aasimar hero, and they cannot tame or pacify demons, while foocubi cannot seduce them. Aasimar heroes will not turn into zombies or mummies if killed by a monster of either type.
Attributes
| Attribute | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|---|
| Minimum | 3 | 3 | 3 | 3 | 3 | 3 |
| Maximum | 20 | 18 | 18 | 18 | 20 | 20 |
| Level bonuses | Starting | Pre-cutoff | Post-cutoff |
|---|---|---|---|
| HP gain | 2 | d2 | 1 |
| Energy gain | 2 | 2 | 3 |
Strategy
- To be written.
History
The aasimar race of hero is introduced in EvilHack 0.9.3 via commit aa84d12.