Knight/EvilHack
In EvilHack, the Knight, abbreviated as Kni, is one of the roles from NetHack available to the hero. Their corresponding player monster is the @ knight.
Knights can start the game as lawful or chaotic, and are given somewhat different designations dependent on their alignment:
- Lawful Knights can be humans or dwarves.
- Chaotic Knights are known as Dark Knights, and can be humans, elves, orcs, centaurs, drow, or draugr.
Any further mentions of Knights in this article will refer to both roles unless otherwise specified.
Starting equipment
Each Knight starts with the following equipment, depending on their starting race:
Human (default) | Dwarf | Elf | Orc | Centaur | Drow | Draugr | |
---|---|---|---|---|---|---|---|
Melee weapon (wielded) | +1 long sword | +1 dwarvish bearded axe | +1 elven long sword | +1 orcish long sword | +1 long sword | +1 dark elven long sword | +1 long sword |
Lance (alternate weapon) | +1 lance | +1 copper lance | +1 lance | ||||
Suit of armor | +0 plate mail | +0 dwarvish chain mail | +0 elven chain mail | +0 plate mail | +0 dark elven chain mail | +0 plate mail | |
Helm | +0 helmet | +0 dwarvish helm | +0 elven helm | +0 orcish helm | +0 helmet | +0 dark elven helm | +0 helmet |
Shield | +0 large shield | +0 dwarvish roundshield | +0 elven shield | +0 orcish shield | +0 large shield | +0 dark elven bracers | +0 large shield |
Gloves | +0 pair of gauntlets | +0 pair of gloves | +0 pair of gauntlets | +0 pair of dark elven gloves | +0 pair of gauntlets | ||
Food | 10-20 uncursed apples 10-20 uncursed carrots |
10-20 uncursed apples 10-20 uncursed carrots two stacks of 1-2 random comestibles |
10-20 uncursed apples 10-20 uncursed carrots |
5-10 eggs |
Knights start with knowledge of all non-magical weapons and armor, in addition to any racial equipment.
The lawful Knight's default starting pet is a saddled pony, while the Dark Knight's default starting pet is a saddled lesser nightmare. Centaur Dark Knights start with a little dog, since they cannot ride due to their body shape, while draugr Dark Knights start with a saddled skeletal pony.
Intrinsics
Knights gain the following intrinsic properties upon reaching the given experience levels:
- Level 7: Speed
Attributes
The 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% | |
Mean w/ standard deviation | 14.95±1.24 | 8.66±0.89 | 11.27±1.10 | 7.97±1.01 | 14.96±0.97 | 17.43±0.53 |
Skills
Knights have the following skills available to them:
Knight skills | |
---|---|
Max | Skills |
Basic | |
Skilled |
|
Expert |
|
All races of Knights start with Basic skill in long swords, lances, riding, and shields, with some exceptions: dwarven Knights who start with Basic in axes rather than long swords, and centaur Dark Knights are restricted in riding skill since they cannot ride steeds due to their body shape. Knights use the wisdom stat to cast spells, and their special spell is turn undead.
Special rules
Knights have an inherent ability to jump like the knight piece in chess—this ability is restricted to destinations two squares horizontally and one square vertically away, or vice versa. Jumping from other sources (i.e. jumping boots, the jumping spell or the intrinsic centaur ability gained at experience level 5) function as normal.
Lawful Knights are the only roles that can dip a long sword to transform the weapon into Excalibur, while Dark Knights wielding a long sword-type weapon–a long sword, elven long sword, orcish long sword, or dark elven long sword–can transform it into Dirge by sacrificing a monster of their race at a chaotic altar.
Knights can utilize the #turn extended command to turn away undead, with a chance of pacifying them for Dark Knights, and a chance of destroying them otherwise. The command will immobilize the Knight for a few turns afterward.
Knights do not reduce the tameness of a steed when mounting it.
All Knights and dragons are mortal enemies, and as such a Knight or Dark Knight cannot tame a dragon that is not of the same alignment as them.
Knightly conduct
Lawful Knights follow a code of conduct, and abuse alignment record with a -1 penalty for the following actions, with the accompanying messages being printed:
- Attacking a sleeping, paralyzed or fleeing monster in melee, even if the monster continues to attack while fleeing - this does not apply to undead or to monsters that flee after stealing items from the hero. Monsters putting on armor or items (e.g., "the soldier puts on a crested helmet") are considered paralyzed for this purpose. Projectiles, wands and spells do not incur a penalty.
- You caitiff!
- You feel like a glutton!
- Digging down in a shop, if the shopkeeper is alive.
- You feel like a common thief.
Dark Knights are exempt from caitiff and gluttony penalties, but will still abuse alignment by digging in shops.
Rank titles
For lawful Knights, the status line displays one of the following ranks for the corresponding experience levels:
- XL 1–2: Gallant
- XL 3–5: Esquire
- XL 6–9: Bachelor
- XL 10–13: Sergeant
- XL 14–17: Knight
- XL 18–21: Banneret
- XL 22–25: Chevalier/Chevaliere
- XL 26–29: Seignieur/Dame
- XL 30: Paladin
For Dark Knights, the status line displays one of the following ranks for the corresponding experience levels:
- XL 1–2: Sniveler
- XL 3–5: Pawn
- XL 6–9: Brute
- XL 10–13: Mercenary
- XL 14–17: Blackguard
- XL 18–21: Turncoat
- XL 22–25: Knave/Vixen
- XL 26–29: Dark Baron(ess)
- XL 30: Dark Paladin
Gods
The Knight pantheon is based on the mythology of Celtic peoples.
- Lawful: Lugh
- Neutral: Brigit
- Chaotic: Manannan Mac Lir
Quest
The Knight's quest sees them fighting Ixoth for The Magic Mirror of Merlin, an artifact mirror. It grants reflection, half spell damage and telepathy while carried, and a Knight carrying it also deals doubled damage to their enemies with offensive magic (i.e. some wands and most spells). Applying or wielding the Mirror causes it to speak a random rumor that is true if the Mirror is blessed, false if it is cursed and either if it is uncursed.
Strategy
- To be written.