Madman (player monster)
| @ madman (No tile) | |
|---|---|
| Difficulty | 12 |
| Attacks |
Weapon 1d8 physical, offhand weapon 1d8 physical, kick 1d8 physical, cast 0d0 psionic (level 20+) |
| Base level | 10 |
| Base experience | 269 |
| Speed | 12 |
| Base AC | 10 |
| Base MR | 2 |
| Alignment | 0 (neutral) |
| Frequency (by normal means) | 0 (Not randomly generated) |
| Genocidable | Only if the hero is a Madperson |
| Weight | 1450 |
| Nutritional value | 400 |
| Size | medium |
| Resistances | none |
| Resistances conveyed | none |
|
A madman:
| |
A madman, @, is a type of monster that appears in dNetHack, notdNetHack and notnotdNetHack. The madman is a neutral human player monster corresponding to a Madman hero: he will have the role's appropriate rank title for his monster level, and can reach level 30 like heroes can. Though madmen are practically identical to player monster madwomen in every aspect besides gender, both monsters are utilized somewhat differently and are also given different kits, as detailed in the text below.
A madman has two weapon attacks, with the second attack using any offhand weapons they have available, and they also have a kick attack—madmen that are level 20 or higher will also attempt to cast one psionic spell during each of their turns. Like Madman heroes and other 'madman' monsters, they are created with telepathy and gain automatic searching at a minimum of level 7. They boast basic prowess in martial combat and have a halved base attack bonus of +0.5 to-hit per monster level.
Generation
Madmen are not generated randomly, and are normally created as peaceful towards neutral heroes before specific adjustments are made. They are only a valid form for doppelgangers to polymorph into, and can only be targeted for genocide if a Madman hero reads a scroll of genocide—such a hero reading a cursed scroll while confused will instead create several madman player monsters adjacent to themselves.
Madman corpses can generate in graveyards, including ones within the Valley of the Dead. Madman statues can generate in cockatrice nests and on Medusa's Island. A Madman hero killed by HP damage from a cockatrice or chickatrice, or else killed by any form of stoning, will leave a named madman statue behind containing their inventory rather than a named ghost and named corpse if a bones file is created. Statues and figurines of madmen cannot be wished for by any means.
Crystal skulls generated in the main dungeon or in the future (i.e. the Anachrononaut quest or Android quest) may contain a madman player monster within.
Live locations
Madmen 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 may also appear among the prisoners of a throne room ruled by a deepest one or Aurumach Rilmani—for deepest ones, madmen have twice the chance of appearing compared to other prisoners in those groups.
Up to four hostile zombified madmen can be generated on the locate level of the lawful human Kensei's quest branch, with each one having a 1⁄2 chance of being placed during level creation.
Madmen may be generated occupying the bedrolls on the starting level and upper filler levels of the Madperson quest during level creation.
Two madmen are generated in bedrolls within specific rooms on the Undead Hunter quest home level during level creation.
A fulvous madman is one of the "yellow nasties" that can be generated by the Stranger's harassment.
Hostile madmen can appear among the various player monsters placed on the Astral Plane during level creation.
Names
Named madmen that are placed outside of the Astral Plane are given various names derived from the works of the Cthulhu Mythos by H. P. Lovecraft and other authors.
- The family names that can be chosen from are listed as follows: "Akeley", "Allen", "Angell", "Armitage", "Atwood", "Bowen", "Carter", "Curwen", "Derby", "Dyer", "Gilman", "Johansen", "Legrasse", "Marsh", "Mason", "Peaslee", "Prinn", "Waite", "Ward", "West", or "Whateley".
- The masculine names that can be chosen from are listed as follows: "Abdul", "George", "Goodenough", "Henry", "Zadok", "Atal", "Barzai", "Enoch", "Randolph", "Crom-Ya", "Joseph", "Danforth", "Edward", "Pickman", "William", "Walter", "Gustaf", "Klarkash-Ton", "Kuranes", "John", "Raymond", "Luveh-Keraphf", "Obadiah", "Nathaniel", "T'yog", "Ephraim", "Charles", "Dexter", or "Herbert".
Inventory
A madman is generated with a straitjacket and will have a 3⁄4 chance of being given a knife, a 1⁄6 chance of being given an axe, and will otherwise be given a bullwhip as their weapon.
Madmen generated as prisoners in the Castle will have the following "good" items among their belongings that are placed in the chest near the throne: a rakuyo, a roundshield, a gentleman's suit, a ruffled shirt, an opera cloak, a pair of gloves, and armored boots.
Madmen generated on the Astral Plane are subject to the same armor and weapon replacement odds as other player monsters.
Messages
Encyclopedia entry
"In that direction," the Cat said, waving its right paw round,
"lives a Hatter: and in that direction," waving the other paw,
"lives a March Hare. Visit either you like: they're both mad."
"But I don't want to go among mad people," Alice remarked.
"Oh, you ca'n't help that," said the Cat: "we're all mad here.
I'm mad. You're mad."
"How do you know I'm mad?" said Alice.
"You must be," said the Cat, "or you wouldn't have come here."