Deminymph

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A deminymph, n, is a type of monster that appears in dNetHack, notdNetHack and notnotdNetHack. The deminymph is an always-female human and fey type of nymph that is a highly unusual monster, even among the monsters encountered in the same variants as her: deminymphs can generate as having adopted various "roles" similar to player monsters and the hero; they can reach level 30 as those monsters can; and a given deminymph's precise traits, attributes and inventory vary widely depending on what 'role' that normal monster creation selects for her, along with which intrinsics are normally given to monsters representing that role. The sections below will more precisely explore the details of the ways deminymphs function and how they are created.

All deminymphs are strong and have the ability to tunnel through walls, though they require a digging tool to do so. They also have teleportitis like other nymphs, possess second-level low-light vision, can be seen via infravision, can track opponents using their vision, and will pick up various items that they come across.

A deminymph has two weapon attacks, with the second attack using any offhand weapons she has available, and she also has two 'claw' attacks that can charm targets. Deminymphs possess basic prowess in martial combat and a full base attack bonus of +1.0 to-hit per level.

Generation

Deminymphs may generate as peaceful towards chaotic heroes by default, i.e. before any changes are made by the monster generation process. They are not normally generated randomly in Gehennom.

Crystal skulls generated in the main dungeon or in the future (i.e. the Anachrononaut quest or Android quest) may contain a deminymph within.

Live locations

Deminymphs can appear as minions of Athena, Eris, Pan, Dionysus, and the Black Mother.

Mistweaver deminymphs that serve the Black Mother can be generated by the hostile blessed while they are unseen—mistweaver deminymphs can also be summoned by the summon young monster spell, which does not respect extinction and will not cause them to disappear after a set amount of time.

Deminymphs can be generated among the plague victims that are carried within sacks by hill giants on the Healer quest, as well as those encountered outside sacks.

Deminymphs can appear among the "drow-related" monsters that make up 27 of the monsters randomly generated on the Drow Healer quest.

A deminymph that serves as a cult leader for the Black Mother is generated on the Neutral Quest, where she is stationed on a specific square within one of the southwest caverns on the Temples of the Old Gods floor during level creation. If the hero's insight is above a randomly-rolled threshold, she will be created with the "mistweaver" template.

Throne rooms

Deminymphs may appear among the court of throne rooms ruled by a giant or titan, where each monster has a 150 chance of being a deminymph.

Deminymphs can appear among the default pool of random prisoners (i.e. before ruler-specific rules are applied) that are kept in throne rooms—they can also appear among the prisoners of the throne room on the Neutral Quest branch level and the Castle, where they have twice as much chance of appearing compared to most other monsters in both instances.

Deminymphs may also appear among the prisoners of any throne room ruled by any of the following monsters: a dwarf king, dwarf queen, orc-captain, Uruk-captain, orc of the ages of stars, deepest one, Aurumach Rilmani, ogre king, vampire lady, vampire lord, Elvenking, Elvenqueen, drow matron, embraced drowess, Y-cultist patron, the Avatar of Lolth, and the Necromancer.

Deminymph roles and kits

A deminymph's traits, abilities and monster starting inventory (including object materials and object properties) are partly determined by their assigned role and/or faction, both of which are in turn influenced by the location they are generated in. Every deminymph is at minimum given a role corresponding to one that can be played by the hero, and will be given the same intrinsics as heroes of that role, player monsters of that role and similar monsters—they will also gain intrinsics upon reaching certain level thresholds as well. Other "external" factors such as the hero's insight may also play a part in what specific traits and abilities a deminymph will be given.

Intrinsics

The intrinsics that deminymphs can gain from a particular role are listed as follows:

  • An archeologist deminymph is generated with intrinsic speed and stealth, and will have automatic searching if they are at least level 10.
  • An anachrononaut deminymph will have intrinsic speed if they are at least level 7.
  • A barbarian deminymph is generated with poison resistance, will have intrinsic speed if they are at least level 7, and will have stealth if they are at least level 15.
  • A bard/troubadour deminymph will have sleep resistance if they are at least level 5, and will have stealth if they are at least level 10.
  • A cavewoman deminymph will have intrinsic speed if they are at least level 7.
  • A healer deminymph will be generated with poison resistance and immunity to sickness.
  • A knight deminymph will have intrinsic speed if they are at least level 7.
  • A monk deminymph will be generated with intrinsic speed, sleep resistance and the ability to see invisible, and will gain the same intrinsics and properties that monk heroes of the same experience level do with the exception of warning.
  • A pirate deminymph will have stealth if they are at least level 7, and will have intrinsic speed if they are at least level 11.
  • A priestess deminymph will have intrinsic fire resistance if they are at least level 20.
  • A ranger deminymph will be generated with automatic searching, will have stealth if they are at least level 7, and can see invisible monsters if they are at least level 15.
  • A rogue deminymph will be generated with stealth, and will have automatic searching if they are at least level 10.
  • A samurai deminymph will be generated with intrinsic speed, and will have stealth if they are at least level 15.
  • A tourist deminymph will have automatic searching if they are at least level 10, and will have intrinsic poison resistance if they are at least level 20.
  • An undead hunter deminymph will be generated with stealth, drain resistance and immunity to sickness, will have intrinsic speed if they are at least level 7, and will have poison resistance if they are at least level 9.
  • A wizard deminymph will have teleport control if they are at least level 17.

The Black Mother

Deminymphs that are generated as part of the Black Mother's faction (i.e. her servants and cultists) will be given the role of "priestess", granting them fire resistance at level 20 or higher.

The Black Mother's deminymphs will be generated with the following items, some of which depend on the hero's insight and whether that deminymph was generated in the Temples of the Old Gods specifically during level creation or not:

  • A four-headed +3 bone viperwhip with three doses of acidic 'poison'. If the deminymph is generated in the Temples of the Old Gods during level creation, the viperwhip will be a living weapon and acid-secreting.
  • A +2 bone war hat that is only generated if the hero's insight is not greater than a randomly-rolled threshold, i.e. the same roll that determines if the deminymph is created with the "mistweaver" template.
  • A +2 set of bone plate mail.
  • A +2 magic-resistant flesh 'plain' cloak that is only created if the deminymph is generated in the Temples of the Old Gods during level creation.
  • A +2 pair of bone gauntlets.
  • A +2 pair of bone armored boots.
  • A +2 bone roundshield.

Drow Healer quest

Deminymphs that are generated within the Drow Healer quest outside of level creation will be given one of 13 different kits with accompanying roles, with an equal probability of each kit occurring—the inventory is very small and likely to consist of thoroughly eroded items, and the deminymphs may have other traits associated with the role.

  • A barbarian deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a knife.
  • A bard/troubadour deminymph will be given a thoroughly tattered plain cloak and an elven dagger.
  • A healer deminymph will be given a blue cloth pair of shoes, a bright blue waistcloth, a blue droven cloak, a khakkhara that has a 1100 of being mercurial in material, and an obsidian scalpel—this kit is somewhat similar to that of a drow Healer hero. The deminymph will also be generated blind like a drow Healer hero.
  • A knight deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a dagger.
  • A monk deminymph will be given a thoroughly tattered robe and thoroughly tattered hand wraps.
  • An undead hunter deminymph can generate with one of two weapon sets and properties:
    • The first type of undead hunter deminymph will be given a thoroughly tattered robe, along with a bestial claw that has a 120 chance of being a living weapon and a 1100 chance of being mercurial. This deminymph will always be generated as crazed.
    • The second type of undead hunter deminymph will be given a plain cloak, a thoroughly tattered pair of gloves, and a sickle, and is not generated as crazed.
  • A noblewoman deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a knife.
  • A priestess deminymph will be given a thoroughly tattered robe, a thoroughly tattered pair of gloves, and a club.
  • A ranger deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a knife.
  • A rogue deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a dagger.
  • A samurai deminymph will be given a thoroughly tattered plain cloak, a thoroughly tattered pair of gloves, and a knife.
  • A tourist deminymph will be given a thoroughly tattered Hawaiian shirt and a thoroughly tattered pair of Hawaiian shorts.
  • A wizard deminymph will be given a thoroughly tattered cloak of magic resistance and a scroll of blank paper.

General role kits

Deminymphs generated in any contexts other than the specific ones covered by the above sections will be given kits that can represent a wider spread of roles, with at least one for each playable role of hero minus the Binder, Kensei and Valkyrie. The enchantments of their weapons are often set to a range of particular values, and much of their equipment in general is flagged for a chance to be made into artifacts if any of them are eligible: the chance of an item in these deminymphs' starting inventories being made into an artifact are 140 for armor and tools and 120 for weapons and all other applicable items, both of which are standard probabilities in dNetHack and its variants. Some of the weapons also have a 1100 chance of being mercurial, unless otherwise stated.

  • An archeologist deminymph will be given a bullwhip, a dwarvish mattock, a jacket, a fedora, and a pair of high boots, and all of these items have a chance of being made into an artifact. The bullwhip will be given an enchantment ranging from +2 to +4 and has a chance of being mercurial, while each piece of armor will be given an enchantment ranging from +0 to +3.
  • A barbarian deminymph will be given a weapon set that has a roughly equal probability of being either a two-handed sword pair with an axe or a battle-axe paired with a short sword, and their armor will consist of ring mail and a pair of high boots. All of these items have a chance of being made into an artifact. The two-handed weapon will be given an enchantment ranging from +1 to +5, while each piece of armor will be given an enchantment ranging from +0 to +3.
  • A bard deminymph will be given a rapier, a 'plain' cloak and a pair of high boots that each have a chance of being made into an artifact, and they will also be given a harp and 3 separate potions of booze. Each weapon and piece of armor will be given an enchantment ranging from +0 to +3, and the rapier has a chance of being mercurial.
  • A cavewoman deminymph will be given a club, leather armor, and a sling with 5-25 flint stones as ammunition, and all of these items have a chance of being made into artifacts. The club will be given an enchantment ranging from +1 to +3, the leather armor will be given an enchantment ranging from +0 to +3, and the sling will be given an enchantment ranging from +2 to +4.
  • A healer deminymph will be given a scalpel, a quarterstaff, a pair of gloves, a healer uniform, and a pair of low boots that each have a chance of being made into an artifact, and they will also be given a stethoscope, a wand of sleep, four separate potions of healing, and four separate potions of extra healing. The pair of gloves will be given an enchantment ranging from +1 to +3, while the other pieces of armor and weapons will each be given an enchantment ranging from +0 to +3.
  • A knight deminymph will be given a long sword, chain mail, a helmet, a kite shield, a pair of gloves, and a pair of high boots, and all of these items have a chance of being made into an artifact. The long sword and chain mail will be given an enchantment ranging from +1 to +3, while the other items will each be given an enchantment ranging from +0 to +3.
  • A monk deminymph will be given a pair of gloves, a robe and a sedge hat that each have a chance of being made into an artifact, and will also be given a wand of sleep and three separate potions of healing. The pair of gloves will be given an enchantment ranging from +2 to +4, while the other pieces of armor will each be given an enchantment ranging from +1 to +3.
  • A madwoman deminymph will be given one of ten special kits that are detailed in the subsection below this one.
  • A noblewoman deminymph will be given a rapier, Victorian underwear, a gentlewoman's dress, a pair of high boots, a 'plain' cloak, a pair of gloves, a buckler, and a helm with the randomized appearance of a circlet (which is normally made of gold). All of these items have a chance of being made into an artifact. The rapier has a chance of being mercurial and will be given an enchantment ranging from +2 to +4, while the gentlewoman's dress will also be given an enchantment ranging from +2 to +4, the Victorian underwear and high boots will each be given an enchantment ranging from +0 to +3, and all the other items will each be given an enchantment ranging from +1 to +3.
  • A pirate deminymph will be given a cutlass, a flintlock, a jacket, a ruffled shirt, a pair of high boots, a buckler, and 4-20 bullets, and all of these items have a chance of being made into an artifact. The cutlass has a chance of being mercurial, and all items except for the bullets will be given an enchantment ranging from +0 to +3.
  • A priestess deminymph will be given a mace, a robe, a buckler, and four potions of holy water, and all of these items are blessed and have a chance of being made into an artifact. The mace has a chance of being mercurial and will be given an enchantment ranging from +1 to +3, while the robe and buckler will each be given an enchantment ranging from +0 to +3.
  • A ranger deminymph will be given a short sword, a bow, 5-95 arrows, a cloak of displacement, and a pair of high boots, and all of these items have a chance of being made into an artifact. The short sword has a chance of being mercurial and will be given an enchantment ranging from +1 to +3, while the bow will also be given an enchantment ranging from +1 to +3, the stack of arrows and cloak of displacement will each be given an enchantment ranging from +2 to +4, and the high boots will be given an enchantment ranging from +0 to +3.
  • A rogue deminymph will be given a short sword, a stack of 4-16 daggers, leather armor, and a pair of low boots that each have a chance of being made into an artifact, and will also be given a lock pick. The short sword and daggers will both be poisoned, the short sword additionally has a chance of being mercurial, and both sets of weapons will each be given an enchantment ranging from +0 to +3—the low boots will also be given an enchantment ranging from +0 to +3, while the leather armor will be given an enchantment ranging from +1 to +3.
  • A samurai deminymph will be given a naginata, a stiletto, a yumi, 5-45 ya, a blessed gentlewoman's dress, a blessed robe, and a blessed pair of low boots, and all of these items have a chance of being made into an artifact. The naginata has a chance of being mercurial, and all weapons will each be given an enchantment ranging from +0 to +3, while each piece of armor will be given an enchantment ranging from +2 to +4.
  • A tourist deminymph will be given a stack of 5-45 drug-coated darts, two separate stilettos, a Hawaiian shirt, a pair of Hawaiian shorts, and a pair of low boots that each have a chance of being made into an artifact, and will also be given two separate potions of extra healing, four separate scrolls of magic mapping, an expensive camera, and a credit card. The first stiletto has a chance of being mercurial, and the stack of darts will be given an enchantment ranging from +2 to +4, while each stiletto and piece of armor will be given an enchantment ranging from +0 to +3.
  • An undead hunter deminymph will be given a jacket, a capelet, a fedora, a leather tricorn, and a pair of high boots, as well as a primary and secondary weapon set that are each chosen from a list—each piece of armor will be given an enchantment ranging from +0 to +3, and each of these items will also have a chance of being made into an artifact.
    • The primary weapon 'set' has an equal probability of being one of the following: cane, a chikage, a rakuyo, a soldier's rapier, a shanta-pata, a church-hammer, a church blade, a hunter's axe, a saw cleaver, a bow-blade, or a saw spear. The chosen weapon has a chance of being mercurial and will be given an enchantment ranging from +2 to +4.
    • The secondary weapon set has a 13 chance of being a stake, then a 13 chance of being a crossbow with an accompanying stack of 30–89 crossbow bolts that has a 13 chance of being silver, and will otherwise be a firearm if neither of these are chosen. The firearm will be one of a flintlock (910 chance), a pistol (effective 19200 chance) or an evelyn (effective 1200 chance), and will have either 30–89 regular bullets (23 chance) or 30–89 silver bullets (13 chance) as ammunition—there is an additional 13 chance of the ammo including 10–29 blood-bullets, with a further 120 chance of a nightmare's bullet mold accompanying the blood-bullets. The chosen secondary weapon will be given an enchantment ranging from +0 to +3.
  • A wizard deminymph will be given a quarterstaff, an athame, a cloak of magic resistance, and a randomly-generated suit of armor that each have a chance of being made into an artifact, and will also be given a wand of striking alongside a second wand that will be one of fire, cold, sleep, lightning, or create monster with equal probability. The quarterstaff will be given an enchantment ranging from +1 to +3, while the athame will be given an enchantment ranging from -1 to +2, and the cloak and suit will each be given an enchantment ranging from +0 to +3.

Madwomen kits

A deminymph that rolls a "madwoman" kit from the item sets listed directly above has an equal probability of being given any one of the following kits with the designated roles. As above, many of these items have a chance of being made into artifact, and some of the weapons may also be mercurial.

  • A deminymph that gets a "yellow sign" noblewoman kit will be given the dream-leech monster template, and her inventory will consist of the following: a golden rapier, a set of yellow Victorian underwear, a yellow gentlewoman's dress, a golden pair of stilettos, a yellow plain cloak, a yellow pair of gloves, a golden buckler, and a golden helm with the appearance of a circlet—there is a 120 chance that she also receives a carcosan sting. All of these items will each have a chance of being made into an artifact. The rapier and gentlewoman's dress will each be given an enchantment ranging from +2 to +4, while the Victorian underwear and pair of stilettos will each be given an enchantment ranging from +0 to +3, and each piece of armor will be given an enchantment ranging from +1 to +3.
  • A deminymph that gets a "pseudonatural" anachrononaut kit will be given the pseudonatural template, and her inventory will consist of the following: a red-colored flesh-material shirt item that will be either a plain dress (23 chance) or a bodyglove (13 chance); a pair of bone armored boots; a set of bone plate mail; bone gloves that will either be gauntlets (910 chance) or gauntlets of power (110 chance); a bone faceless helm; a bone melee weapon that will be either a stiletto or a two-handed sword; a bone pistol; and a stack of 20–39 bone bullets.
    • Each set of items has a chance of being made into an artifact, and they will each be given an enchantment ranging from +1 to +3.
    • The chosen melee weapon has a further chance of being mercurial and a separate 110 chance of a singular object property being applied: a 45 chance of being poison-secreting, a 320 chance of being acid-secreting, and a 120 chance of being a living weapon.
  • A deminymph that gets a "mistweaver" priestess kit will be given the mistweaver template and made a servant of the Black Mother, much like other deminymphs generated as her cultists, and her inventory will consist of the following: a four-headed +3 bone viperwhip with 3 doses of acidic 'poison'; a red pair of leather gloves; a red leather robe; red leather armor; and a red leather pair of shoes. The viperwhip has a 120 chance of being a living weapon, a separate 110 chance of being acid-secreting, and a separate 120 chance of being drooling—it also has a chance of being mercurial. All of the items other than the viperwhip each have a chance of being made into an artifact.
  • A deminymph that gets a drow priestess kit will be assigned a drow house, and will be given an inventory consisting of the following: a suit of armor that has a roughly equal probability of being a noble's dress or droven plate mail; a black signet ring; a droven cloak; a droven helm; a pair of gauntlets; a pair of high boots; a droven dagger; and an item set that will be either a second viperwhip with one to five heads and an accompanying kite shield (34 chance), or a droven greatsword (14 chance). Every item except the kite shield and signet ring has a chance of being made into an artifact.
    • The suit of armor and signet ring will bear the emblem of the deminymph's house, and the suit, droven helm, gauntlets, and kite shield will all be made of the same material: this material has a roughly equal probability of being mithril, silver or metal.
    • The second viperwhip and droven greatsword each have a chance of being mercurial, and whichever weapon is given will have an enchantment ranging from +2 to +4. Each piece of armor, the droven dagger, and the kite shield that is given with the second viperwhip will have an enchantment ranging from +1 to +3. The second viperwhip will also have 6 coatings of either basic poison (with a 34 chance) or a paralyzing poison (with a 14 chance).
  • A deminymph that gets an undead hunter kit in this subset–which will be referred to hereafter as a "mad huntress" kit to distinguish it from other undead hunter-themed kits in this section and the rest of article–will be given an inventory consisting of the following: a +5 "trick weapon" that has a 23 chance of being a rakuyo and will otherwise be a blade of mercy, and which also has a 13 chance of being unlatched into its paired component weapons; a ruffled shirt; leather armor; a leather helm; a plain cloak; a pair of high boots; a buckler; and a metal mask of a crow that is only given alongside a blade of mercy.
    • All of these items each have a chance of being made into an artifact, and the chosen trick weapon has a chance of being mercurial—a trick weapon that is generated as unlatched will always have matching enchantments and materials.
    • A mad huntress's ruffled shirt will be given an enchantment ranging from +0 to +3, while the leather armor and helm will be given an enchantment ranging from +2 to +5, and the remaining pieces of armor will each be given an enchantment ranging from +1 to +3.
  • A deminymph that gets a "club claw" undead hunter kit will be given an inventory consisting of the following: a huge-sized bone club that is given the "club claw" property; a thoroughly tattered brown waistcloth; a thoroughly tattered cloak that has a 1920 chance of being a robe and will otherwise be a cloak of magic resistance; a veggy brown helm with the appearance of a circlet; and a fragmentary (thoroughly eroded) white mineral mask that depicts a daughter of bedlam.
    • The bone club that is "clawed" will also be given one of the following object properties, with an equal probability of each: shocking, sizzling, sparkling, misty, vorpal, life-drinking, psionic, flaming, freezing, or living. It will be given an enchantment ranging from +2 to +4, and has a chance of being given the mercurial object material instead.
    • The waistcloth, cloak and circlet will each be given an enchantment ranging from +1 to +6, and along with the mask they each have a chance of being made into an artifact.
  • A deminymph that gets a "were claw" undead hunter kit will be generated as crazed, and she is given a single bestial claw that has a chance of being mercurial, will be given an enchantment ranging from +2 to +7, and has a 12 chance of being given one of the following object properties (with an equal probability of each): shocking, sizzling, sparkling, misty, vorpal, life-drinking, psionic, flaming, freezing, or living.
  • A deminymph that gets a "samurai" undead hunter kit will be generated with one of two equipment sets, with a roughly equal probability of each:
    • A rakuyo naginata that has a chance of being mercurial, a rakuyo stiletto, a blessed wooden pair of shoes, a blessed bright blue robe, and a blessed orange sedge hat—the weapons will each be given an enchantment ranging from +0 to +3, the pieces of armor will each be given an enchantment ranging from +2 to +4, and all items each have a chance of being made into an artifact.
    • A rakuyo wakizashi, a rakuyo katana that has a chance of being mercurial, a blessed and erosion-proofed pair of armored boots, blessed and erosion-proofed splint mail, a blessed and erosion-proofed pair of gauntlets, a blessed and erosion-proofed helmet, and a blessed and erosion-proofed red mask of a tengu—the weapons will each be given an enchantment ranging from +0 to +3, the pieces of armor will each be given an enchantment ranging from +2 to +4, and all items each have a chance of being made into an artifact.
  • A deminymph that gets a madwoman kit will be given a cursed straitjacket, and has a roughly equal probability of one of two item sets: a spellbook item that has a 110 chance of being a spellbook of secrets and will otherwise be a random cursed non-artifact spellbook, or three separate cursed and yellow-colored scrolls. A deminymph given a spellbook this way will also be given the cranium template.
  • A deminymph that gets a Black Web drow priestess kit will have the Black Web template, and will be given an inventory consisting of the following: erosion-proofed shadowsteel armored boots; erosion-proofed shadowsteel plate mail; erosion-proofed shadowsteel armor that has a 910 chance of being gauntlets and will otherwise be gauntlets of power; erosion-proofed shadowsteel armor that has a 910 chance of being a helm with the appearance of a visored helmet and will otherwise be gauntlets of power; a mummy wrapping; an erosion-proofed obsidian bladed khakkhara; an erosion-proofed obsidian droven crossbow; and 10–29 droven bolts. All weapons and armor except the mummy wrapping and droven bolts will each be given an enchantment ranging from +2 to +4.

Encyclopedia entry

The daughter of a nymph and a mortal hero, a deminymph retains
all of her mother's charm, adding to that the martial training
and near-limitless potential of her father.