Doom knight
@ doom knight (No tile) | |
---|---|
Difficulty | 14 |
Attacks |
Weapon 1d8 physical, Offhand Weapon 1d8 physical, Cast 0d4 mage spell |
Base level | 10 |
Base experience | 269 |
Speed | 12 |
Base AC | 10 |
Base MR | 1 |
Alignment | -3 (chaotic) |
Frequency (by normal means) | 0 (Not randomly generated) |
Genocidable | No |
Weight | 1450 |
Nutritional value | 400 |
Size | medium |
Resistances | None |
Resistances conveyed | None |
A doom knight:
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A doom knight, @, is a type of monster that appears in dNetHack, notdNetHack and notnotdNetHack. The doom knight is a strong human monster that is part of the human or elf monster class—they possess catsight, can be seen via infravision and will pick up weapons and food among other items.
A doom knight has a weapon attack, an offhand weapon attack, and the ability to cast one arcane-style monster spell during each of their turns: 1⁄2 of the time, they will cast blind, flare, vulnerability, or drain life with an equal probability for each.
Generation
Doom knights are not randomly generated in normal levels, though they are flagged to appear in small groups, and cannot be generated via wish.
In the Chaos Temple Quest, four hostile doom knights are generated just outside the west and east doors of the temple structure on the Ancient Temple floor at level creation, and 1⁄80 of the monsters randomly generated on the Air Temple floor will be doom knights.
A doom knight is always generated with a gray pair of armored boots, a gray pair of gauntlets, a black leather cloak, gray plate mail, a gray helmet, a black kite shield, and a runesword that has a cumulative 1⁄40 chance of being given an object property: a 1⁄80 chance of the desecrated property, a 1⁄160 chance of the unholy property, and a 1⁄160 chance of the life-drinking property. If generated at level creation, they are also given 3 each of random offensive items, defensive items and miscellaneous items.
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