Dwarf Knight
| Roles in dNetHack |
|---|
| Roles in notdNetHack |
In dNetHack, notdNetHack and notnotdNetHack, the dwarf Knight or dwarven Knight is a combination of race and role that is available to the hero, and the dwarf's Knight is markedly different from the standard Knight role in several aspects, with many of their elements taken from the dwarven Noble.
Dwarf Knights will always start as lawful.
Starting equipment
Dwarf Knights receive the same starting equipment as the dwarven Noble:
- a +2 battle-axe (wielded)
- a +0 club
- a +0 knife
- +1 chain mail
- a +1 pair of gloves
- a +1 dwarvish cloak
- a +1 pair of high boots
- a random ring
- 3-6 uncursed tripe rations
- 3-6 uncursed food rations
- 3-6 uncursed torches
Any ring that is generated with an enchantment of +0 or lower is given a random enchantment from +1 to +3.
Dwarf Knights start with knowledge of all non-magical weapons and armor, all magical staves, and all dwarven equipment.
Dwarf Knights have no starting pet.
Intrinsics
Dwarf Knights gain the following intrinsic properties upon reaching the given experience levels:
- XL 7: speed
Attributes
Dwarf Knights have 75 points to distribute among their starting attributes like most other Knights, while descendant dwarf Priests have a total of 65 to distribute.
The dwarf Knight's starting attributes are distributed as follows:
| Attributes | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Remaining |
|---|---|---|---|---|---|---|---|
| Minimum attributes | 13 | 8 | 10 | 7 | 14 | 17 | 6 |
| Distribution percentages | 30% | 10% | 20% | 15% | 15% | 10% |
Skills
Dwarven Knights have the following skills available to them, which are the same as those of the dwarven Noble:
| Dwarf Knight skills | |
|---|---|
| Max | Skills |
| Basic |
|
| Skilled |
|
| Expert | |
| Master |
|
Dwarf Knights start with Basic skill in axes and bare-handed combat. They use the wisdom stat to cast spells, and their role's special spell is turn undead, while their race's special spell is dig.
Special rules
The Knight's special rules apply for dwarf Knights, as do any special rules that apply to dwarven heroes in general.
Rank titles
Dwarf Knights are given their own rank titles on the status line for the corresponding experience levels, which are shared with dwarven Nobles:
- XL 1-5: Khuzd
- XL 6-9: Felakgundu
- XL 10-13: Azaghal
- XL 14-17: Khuzdu-barak
- XL 18-21: Khuzdu-ganad
- XL 22-25: Khuzdu-kibil
- XL 26-29: Khuzdu-gathal
- XL 30: Zubd
Gods
The dwarf Knight pantheon is different from that of the usual Knight, and is shared with the dwarven Noble. Their first sacrifice gift is Glamdring, a Noble-favoring artifact elven broadsword.
Abbathor acts as the vampiric unholy god for the pantheon, though this is not applicable outside of wizard mode.
The dwarf Knight's crowning title is always "the King under the Mountain", and their crowning gift will be The Arkenstone, an artifact diamond.
Quest
The dwarf Knight's quest is a recreation of the Dwarf quest from older and ancestral versions of SLASH'EM, and sees them fighting Smaug and Bolg for the Bell of Opening and the Armor of Erebor, an artifact set of plate mail that is lawful and favors dwarven Nobles. The Armor of Erebor grants grants magic resistance, half physical damage, +10 AC, fire resistance, and cold resistance while worn.
Of note is that Smaug appears on the locate level and carries only the Armor of Erebor, while Bolg is the one that guards the Bell of Opening onf the goal level. The quest's goal level can only be accessed by going through a hole on the lower filler level and has no up or down stair, instead containing a magic portal back to the branch's home level.
History
The Dwarf Knight originates as a variant quest for the dwarven Noble, and one of the two was randomly chosen for the dwarf Noble quest at the start of each game—when this was deemed to be annoying, the variant quest was split off into its own role altogether.
Strategy
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