Caveman/EvilHack
In EvilHack, the Caveman or Cavewoman, sometimes referred to as the Caveperson, is one of the roles from NetHack that is available to the hero.
Cavepeople can be humans, dwarves, gnomes, or giants, and can start as lawful or neutral.
Starting equipment
Each Caveperson starts with the following equipment:
- a +1 club (wielded)
- a +2 sling (alternate weapon)
- a +0 helmet if the hero is a giant, otherwise
- 10-20 flint stones
- 10-20 uncursed sling bullets
Dwarven Cavepeople have a 1⁄4 chance of starting with a pick-axe. Giant Cavepeople may also start with random valuable gems.
Cavepeople start with knowledge of any applicable racial equipment.
The Caveperson's default starting pet is a little dog named Slasher.
Intrinsics
Cavepeople gain the following intrinsic properties upon reaching the given experience levels:
Attributes
The Caveperson's starting attributes are distributed as follows:
| Attributes | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Remaining |
|---|---|---|---|---|---|---|---|
| Minimum attributes | 10 | 7 | 8 | 7 | 7 | 6 | 30 |
| Distribution percentages | 30% | 20% | 30% | 6% | 7% | 7% | |
| Mean w/ standard deviation (human) | 18/01.61±2.48 | 13.19±2.16 | 16.43±1.76 | 8.90±1.40 | 9.21±1.49 | 7.90±1.40 |
The means and standard deviations were calculated via simulation, whose source code can be found on the role article's talk page, and assumes that all given roles are played as humans—non-human races will have different attribute means as a result of different attribute maximums.
Skills
Cavepeople have the following skills available to them:
| Caveperson skills | |
|---|---|
| Max | Skills |
| Basic |
|
| Skilled | |
| Expert | |
| Master |
|
Cavepeople start with Basic skill in clubs, slings and bare-handed combat. They use the intelligence stat to cast spells, and they are the only role in EvilHack to not have a special spell in contrast to vanilla NetHack.
Special rules
Cavepeople have a minimum 1⁄5 chance of failing to read a spellbook even if it is blessed, and they can never be gifted spellbooks by their deity since they are restricted in all spell schools.
Cavepeople have a 1⁄10 chance of being ignored by their deity if they have committed alignment abuse.
Cavepeople can only receive edged weapons that they can already train skills in as sacrifice gifts from altars, and cannot unrestrict weapon skills for other edged weapons such as short swords or sabers this way. This also applies to their crowning gift: a Caveperson that is crowned will be given Keolewa if the hero is a giant, and will otherwise be given Giantslayer, and in either case they will not unrestrict the weapon skills for their alignment's standard crowning gifts. A lawful Caveperson must be wielding a club if they are a giant or a spear otherwise in order to have it transformed into their crowning gift, while neutral Cavepeople will have the gift placed at their feet. The crowning gift will always be blessed, erosion-proofed and +1 when gifted by crowning—if a Caveperson being crowned is already wielding the artifact, it will become blessed, erosion-proofed and have its enchantment set to +1 if it is currently lower.
Cavepeople are not penalized for cannibalism, including the aggravate monster property normally given from eating domestic canine or feline corpses, and also gain 3-5 points of alignment record each time they consume a corpse or tin of a monster that shares their race. They will also never develop nausea from eating tripe rations.
Cavepeople can bang rocks together to make them into flint stones. Cavepeople can also turn flint stones into arrows, and can apply flint to iron objects in order to produce sparks of fire that can scare animals and undead monsters.
Cavepeople are the only role that can tame saber-toothed tigers domestically, and are the only role that can apply saddles and barding to them and ride them as steeds.
Cavepeople that maintain illiterate conduct gain randomized boosts to maximum HP and exercise wisdom upon reaching a new experience level, with the boost being larger at higher levels.
Cavepeople get a +1 multishot bonus when throwing spears or firing proper ammunition from a sling.
Rank titles
The status line displays one of the following ranks for the corresponding experience levels:
- XL 1-2: Troglodyte
- XL 3-5: Aborigine
- XL 6-9: Wanderer
- XL 10-13: Vagrant
- XL 14-17: Wayfarer
- XL 18-21: Roamer
- XL 22-25: Nomad
- XL 26-29: Rover
- XL 30: Pioneer
Gods
The Caveman pantheon is based on the mythology of Mesopotamia (sometimes known as Babylon). Their first gift is Keolewa, and their crowning gift is Keolewa for giant Cavepeople or Giantslayer otherwise.
Quest
The Caveperson's quest sees them fighting Annam for The Sceptre of Might, an artifact rod. It has +1d5 to-hit and deals double damage against monsters of a different alignment from the artifact, and grants magic resistance while wielded. Invoking The Sceptre of Might toggles hungerless conflict on or off, and conflict caused by the artifact ends once it leaves the main inventory.
Strategy
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