Player monster (dNetHack)
In dNetHack, notdNetHack and notnotdNetHack, player monsters are handled much differently compared to NetHack 3.4.3, which the variants are based on. In comparison to NetHack, they also feature more detailed mechanics that better reflect each of the playable roles for the hero that the player monsters correspond to.
List of player monsters
The following player monsters directly correspond to each of the available roles for the hero in dNetHack and its variants (in order of listing within monst.c and with the inclusion of different-gendered titles):
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Common characteristics
All player monsters are part of the human or elf monster class: they are human by default, but unlike in NetHack it is possible to tame human monsters.
Player monsters are strong and will pick up weapons, armor and other items that they come across, and they can be seen via infravision. They generally boast basic prowess in martial combat (if not greater depending on the role), and their level can be raised to a maximum of 30 as the hero's can.
A player monster is referred to by their name (if they have one) and their role's appropriate rank title for the monster's current monster level, and each player monster will also have certain characteristics based on their corresponding role—in dNetHack and its variants, this is extended so that player monsters of a particular role (and certain other related monsters) will share the same experience level-based intrinsic properties as a hero of that role, and will gain and lose the appropriate intrinsics as their level is increased or deceased. For instance, a player monster valkyrie will have cold resistance and stealth as a starting Valkyrie hero does, and that player monster will also have intrinsic speed if they are at least level 7.
Player monsters usually have one or two weapon attacks, based on their role's ability to perform two weapon combat (or lack thereof), and the second attack will always use an offhand weapon if possible. These attacks will also be tailored to reflect their individual abilities: for example, cavepeople have stronger damage dice for their individual weapon attacks compared to other player monsters; monks and kensei will use "claw" attacks and kick attacks that reflects their martial arts prowess; healers and wizards can cast monster spells, using a different spell suite than NetHack; and bards and rangers have the weakest damage dice per attack, since they are not roles focused on melee combat.
Generation rules
By default, each player monster has a chance of being created as peaceful towards a hero of the same alignment, although most live player monsters outside the Astral Plane are generated in specific areas and will be peaceful or hostile depending on that area—player monsters on the Astral Plane will always be hostile (which is explained in detail below). Player monsters are also subject to role-specific rules on whether they are created as peaceful or hostile towards particular heroes. Some quest guardians can grow up into player monsters as in NetHack, and some player monsters can grow up into stronger forms themselves.
Player monsters cannot be directly targeted for genocide, and are only subject to genocide when a hero of that role reads a scroll of genocide. They are also invalid forms for polymorph with the exception of the doppelganger: doppelgangers are shapeshifters that can become a random player monster or another similar monster 4⁄7 of the time when they polymorph (which occurs either at random or by outside means while they are not subject to protection from shape changers). Finally, figurines and statues of player monsters cannot be wished for by any means.
Live player monsters are subject to different generation rules dependent on whether or not they are being placed on the Astral Plane—as in NetHack, the creation of living player monsters is primarily handed in mplayer.c and some other files within the variant's source code. A player monster is generated with a monster level from 1-16 and given an amount of HP equal to (ML)d10 + 30, with player monsters on the Astral Plane being given a monster level ranging from 15–30 and an additional +d30 HP applied to the previous amount.
Locations
Player monsters are not randomly generated in the main dungeon normally, but can be generated during level creation in the main dungeon and other branches under certain conditions—many of these player monsters are encountered on the Quest branch for specific roles, and some quest guardians can grow up into player monsters. Player monster corpses and statues are also placed in various locations during level creation: these behave like other corpses and statues, and many of them generally use the names of other players on the system or server, particularly those on the high score list.
The Drow Healer is notable for starting with a tame player monster, specifically a knight—this knight also has their own inventory that is distinct from other player monster knights, and can be viewed on the Drow Healer's article.
Below is a non-exhaustive list of other instances where a hero can find either player monsters, their corpses, their statues, or other similar items:
- The bones of a hero that was killed by stoning through any means, or else was killed by HP damage from a cockatrice or a chickatrice, will leave behind a statue of a player monster that has the hero's role and name rather than the normal named ghost and named corpse.
- As explained above, disguised doppelgangers account for at least a few of the player monsters that are encountered in normal play.
- Some player monsters can appear among the default pool of random prisoners (i.e. before ruler-specific rules are applied) that are kept in throne rooms—some prisoner pools will include a player monster of each gender if possible, meaning that player monsters who lack a separate monster representing each gender will have twice the chance of appearing compared to other prisoners in that pool.
- Hostile player monsters are collectively included as part of the second quest monster slot for Binders, and make up 18⁄175 of the monsters that are randomly generated on the Binder quest (with the remaining 6⁄175 of that slot consisting of liches).
- A graveyard has a 1⁄5 chance of generating the corpse of a named player monster on each square.
- A cockatrice nest has a 1⁄3 chance of generating a named player monster statue on each square, which can contain random items.
- Several empty statues of named player monsters are generated on Medusa's Island. A statue of a knight named Perseus is always generated in specific locations on Medusa's Island, with a chance of special contents inside—see his article for more information.
- Several player monster corpses are generated in the Valley of the Dead during normal level creation with the exception of anachrononauts, priests, priestesses and monks, although the graveyards on the level can contain player monster corpses from all roles as normal.
- A hero that reads a cursed scroll of genocide while confused will "reverse genocide" themselves, creating several player monsters of that hero's role.
Astral Plane
On the Astral Plane, a number of tough and hostile player monsters are generated as part of the final challenge for any hero that reaches the level. These player monsters are special and considered distinct from the above instances: their names are randomly selected from a pool of first names that includes various members of the DevTeam from the NetHack 3.4.3 era, and when playing on a server the names of other players on the high score list are also included.
Each player monster is given an ascension kit-like inventory as well, which is elaborated on further below: this inventory will always include a cheap plastic imitation of the Amulet of Yendor, implied to be the reason those player monsters are stuck on the Astral Plane.
Inventory
A player monster's possible monster starting inventory is determined by whether or not they are created on the Astral Plane or elsewhere (e.g. on the various quests). In contrast to NetHack, there are three 'tiers' of possible equipment: standard, "good" and "endgame". The "standard" 'tier' ensures that every player monster will have at least some armor and a weapon on hand, regardless of where they are created—"good" equipment is generally used for specific cases such as prisoners of the Castle (whose items will be placed within the chest near its throne), while "endgame" equipment is reserved particularly for player monsters on the Astral Plane as in NetHack.
Weapons
Each type of player monster is given a weapon appropriate for their role if one is allotted to them, which can include secondary weapons for two weapon combat and/or ranged weapons (with appropriate ammunition) to use at a distance—this weapon selection will also sometimes change depending on the tier of equipment being given.
- Archeologists will always receive a bullwhip.
- Anachrononauts slated for "good" equipment have a roughly equal probability of being given a lightsaber or a force pike, with an arm blaster and frag grenades for ranged weaponry. Other anachrononauts will have a 1⁄4 chance of being given a force pike, and will otherwise receive a vibroblade—they are also given an assault rifle and bullets for their ranged weapon.
- Barbarians have a roughly 1⁄2 chance of being given either a two-handed sword or a battle axe with roughly equal probability.
- Bards are not normally given a weapon, but those slated for "good" equipment will be given a long sword.
- Cavepeople have a 3⁄4 chance of being given a mace and will otherwise receive a club. If they are not slated for "good" equipment, they will be given sling and some rocks.
- Convicts have a 3⁄4 chance of being given a flail, a 1⁄6 chance of being given a ball, and will otherwise be given a spoon.
- Exiles will always receive a scythe, and those not slated for "good" equipment will also be given a sling and rocks.
- Healers have a 3⁄4 chance of being given a quarterstaff, and otherwise have a 1⁄2 chance (effective 1⁄8 chance) of being given either a unicorn horn or a scalpel with roughly equal probability.
- Knights are always given long swords paired with lances as ranged weapons.
- Kensei have a 1⁄4 chance of being given either a katana or a long sword with roughly equal probability, a 1⁄4 chance of being given either a nagamaki or a two-handed sword with roughly equal probability, a 1⁄4 chance of being given a square club, and a 1⁄4 chance of being given either a ninja-to or a broadsword with roughly equal probability.
- Monks are not normally given a weapon.
- Madmen slated for "good" equipment are given a rakuyo, while other madmen 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.
- Madwomen slated for "good" equipment have a 1⁄4 chance of being given a rakuyo-saber and rakuyo-dagger (the rakuyo's component weapons) as their primary and secondary weapons, and will otherwise be given a blade of grace and a blade of pity. Other madwomen 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.
- Noblemen slated for "good" equipment are given a long sword, and otherwise they will be given a rapier.
- Noblewomen slated for "good" equipment are given a rakuyo, and otherwise they will be given a rapier.
- Priests and priestesses will always receive a mace.
- Pirates will always receive a scimitar.
- Rangers will always receive a long sword as their main weapon and a bow as their ranged weapon, with silver arrows as ammunition if they are slated for good equipment and regular arrows otherwise.
- Rogues will always receive a short sword as their main weapon and a stiletto as their secondary weapon, with a stack of daggers as their ranged weapon.
- Samurai will always receive a yumi and ya as their ranged weapon, and their melee weapons depend on their gender&mash;female samurai will always receive a naginata and a knife, while male samurai will always receive a katana and a wakizashi.
- Tourists will always receive an expensive camera and darts as their ranged 'weapons', and those slated for "good" equipment have a 1⁄4 chance of being given a lightsaber.
- Undead hunters will receive one of several weapons or weapon-sets, with an equal probability of each: a whip-saw; a cane; a soldier's rapier; a soldier's saber; a chikage; a rakuyo; a rakuyo split into a rakuyo-saber in the main hand and a rakuyo-dagger in the off-hand; a church-hammer; a hunter's shortsword; a church blade; a hunter's longsword; a hunter's axe; a hunter's long-axe; a saw cleaver; or a razor cleaver.
- Valkyries have a roughly equal chance of being given a war hammer or a spear as their primary weapon, along with a bow and arrow for their ranged weapon.
- Wizards have a roughly equal chance of being given a quarterstaff or an athame.
Weapons generated this way will have an enchantment ranging from +4 to +8 if created for a player monster on the Astral Plane, and will otherwise have an enchantment ranging from +0 to +3. There is a 1⁄3 chance of the weapon(s) being erosion-proofed, and otherwise there is a 1⁄2 chance (effectively 1⁄3 total) of the weapon(s) being greased.
Furthermore, if the player monster is slated for "endgame" equipment, then there is a roughly 1⁄2 chance of the weapon being made into an applicable artifact for that base item if at least one such artifact is available and has not yet been generated—if a weapon is converted into Magicbane as a result of this process, its enchantment will be changed to have a range of +0 to +4. If the player monster's weapon is part of their "good" equipment kit or else is an "endgame" weapon that was not made into an artifact as above, then the weapon has a roughly 1⁄2 chance of being given an object property with a separate 1⁄20 chance of being made into a living weapon, and otherwise the weapon has a 3⁄4 chance of being given a lesser object property.
The process described above is repeated for any secondary weapon and ranged weapons as well: ammunition will not be greased, given object properties or made into artifacts this way, and will have 10 objects added to the initial stack (or 20 if they are part of a "good" equipment kit).
Armor
Each type of player monster is also given armor that is appropriate for their role as well, which will similarly change depending on the tier of equipment being given.
- Archeologists will always be given a jacket, a fedora and high boots.
- Anachrononauts slated for "good" equipment will be given a crystal shield, crystal plate mail, a bodyglove, a crystal helm, crystal gauntlets, crystal boots, and a cloak of magic resistance. Other anachrononauts will be given a crystal shield, plasteel body armor, a flack helmet, plasteel gauntlets, and high boots.
- Barbarians will always be given a helmet, chain mail, a pair of gloves, and high boots.
- Bards are given either an elven mithril-coat or an elven toga with roughly equal probability.
- Cavepeople slated for "good" equipment will be given a Leo Nemaeus hide, and will otherwise be given a standard cloak.
- Convicts slated for "good" equipment will be given a blessed +2 magic-resistant visored helmet that is made of iron named "Mask of Waterdeep", along with a blessed +2 ornamental cope named "Masked Lord's Cope". Otherwise, they will always be given a striped shirt.
- Exiles not slated for "good" equipment will be given a standard cloak.
- Healers will always receive a healer uniform and low boots, and those slated for "good" equipment also have a 3⁄4 chance of being given either a helm of brilliance or a helm of telepathy with roughly equal probability.
- Knights will always receive a kite shield, a helmet, plate mail, gauntlets, and armored boots.
- Kensei will always receive a war hat, a pair of gloves, banded mail, high boots, and a robe.
- Monks will always receive a sedge hat, a pair of gloves, low boots, and a robe.
- Madmen will always receive a straitjacket unless they are slated for "good" equipment—such madmen will instead be given a roundshield, a gentleman's suit, a ruffled shirt, an opera cloak, a pair of gloves, and armored boots.
- Madwomen will always receive a straitjacket unless they are slated for "good" equipment—such madwomen will instead be given a gentlewoman's dress, Victorian underwear, an alchemy smock, a pair of gloves, and a pair of stilettos.
- Noblemen are given a ruffled shirt that is paired with their set of armor—those slated for "good" equipment are given crystal plate mail, an opera cloak, crystal gauntlets, and crystal boots, while other noblemen will be given a gentleman's suit, a standard cloak, a pair of gloves, and high boots.
- Noblewomen are given a pair of gloves and pair of stilettos that are paired with their set of armor—those slated for "good" equipment are given a noble's dress, a plain dress and an opera cloak, while other noblewomen will be given a gentlewoman's dress, Victorian underwear and a standard cloak.
- Priests and priestesses will always receive a robe and low boots, with a roughly 1⁄2 chance of also being given a buckler. Those slated for "good" equipment also have a roughly 1⁄2 chance of being given plate mail, as well as a 3⁄4 chance of being given either a helm of brilliance or a helm of telepathy with roughly equal probability.
- Pirates will always be given a jacket, a buckler, a pair of gloves, and high boots.
- Rangers will always be given leather armor, a leather helm, a pair of gloves, and high boots.
- Rogues will always be given studded leather armor, a leather helm, a pair of gloves, and low boots.
- Samurai will always be given a helmet, splint mail, gauntlets, and armored boots.
- Tourists will always be given a Hawaiian shirt and low boots, and those not slated for "good" equipment will also be given Hawaiian shorts.
- Undead hunters will always be given a jacket, a tricorn, a capelet, a pair of gloves, and high boots.
- Valkyries slated for "good" equipment will be given a helmet, plate mail, gauntlets, armored boots, and a kite shield, while other valkyries will be given leather armor, a pair of gloves, high boots, and a buckler.
- Wizards slated for "good" equipment will be given a cloak of magic resistance, and have a roughly 1⁄2 chance of being given black dragon scale mail or silver dragon scale mail (with roughly equal probability and notably different functionality from dragon scale mail in NetHack), as well as a 3⁄4 chance of being given either a cornuthaum or a helm of brilliance (with roughly equal probability). Otherwise, a wizard will only be generated with a standard cloak.
Armor generated this way has a 1⁄3 chance of being erosion-proofed, and otherwise there is a 1⁄2 chance (effectively 1⁄3 total) of the armor being greased. The armor has a 1⁄3 chance of being cursed followed by a 1⁄3 chance of being blessed, and it will otherwise be uncursed. The armor's enchantment has a 3⁄5 chance of ranging from +0 to +4, a 3⁄10 chance of ranging +4 to +7, and will otherwise range from -1 to -3.
Other items
Some types of player monster are additionally given tools or other items that are appropriate for their role if any are available:
- Archeologists will always be given a pick-axe.
- Barbarians will always be given torches.
- Bards are given one of six musical instrument tools (with an equal probability for each): a flute, a tooled horn, a harp, a bell, a bugle, or a drum.
- Healers will always be given a potion of extra healing.
- Priests and priestesses will always be given a potion of water.
- Samurai will always be given a mask.
- Tourists will always be given a credit card, and an expensive camera (as mentioned further above) that is generated in their weapon slot.
Player monsters are further given 1-3 random offensive items, 1-3 random defensive items, and 1-3 random miscellaneous items, in addition to the normal chance for monsters of being given an item of each type. They are also given the following items:
- a cheap plastic imitation of the Amulet of Yendor
- 0-999 gold pieces
- 0-9 random items
- a 1⁄15 chance of a luckstone and a 1⁄30 chance of a loadstone otherwise
- valuable gems, with a 1⁄3 chance of 0-15 gems or 0-2 gems otherwise
Endgame equipment
In addition to all of the above, a player monster generated on the Astral Plane will be given further equipment to make them suitably tough opponents for an end-stage hero, which may also replace some of their existing equipment if they have any in that item's slot.
- Their weapon has a roughly 1⁄2 chance of being replaced by one of the following, with an equal probability of each: a crysknife, a moon axe, a battle-axe, a high-elven warsword, a saber, a crystal sword, a two-handed sword, a katana, a dwarvish mattock, or a runesword. Otherwise, they will retain their previous weapon, and will be given a long sword if they had no previous weapon.
- Their suit of body armor will be replaced by a random color of dragon scale mail.
- Their cloak has a 7⁄8 chance of being replaced by one of the following, with normal object generation odds being used for the range of items: an oilskin cloak (8⁄59 chance), a robe (3⁄59 chance), an alchemy smock (9⁄59 chance), a standard cloak (8⁄59 chance), a cloak of protection (9⁄59 chance), a cloak of invisibility (10⁄59 chance), a cloak of magic resistance (2⁄59 chance), or a cloak of displacement (10⁄59 chance).
- Their helm has a 7⁄8 chance of being replaced by one of the following, with normal object generation odds being used for the range of items: a helmet (4⁄11 chance), a helm of brilliance (3⁄11 chance), a helm of opposite alignment (3⁄11 chance), or a helm of telepathy (1⁄11 chance).
- Their shield has a roughly 1⁄2 chance of being replaced by a random color of dragon scale shield—if this does not occur, then there is a 7⁄8 chance of the shield being replaced by one of the following, with normal object generation odds being used for the range of items: an elven shield (1⁄10 chance), an Uruk-hai shield (1⁄10 chance), an orcish shield (1⁄10 chance), a kite shield (1⁄4 chance), a tower shield (1⁄20 chance), a roundshield (1⁄20 chance), a dwarvish roundshield (1⁄5 chance), or a shield of reflection (3⁄20 chance).
Messages
Hostile player monsters will use the following messages if the hero chats to them:
- "Talk? -- <...>"
- This is printed in tandem with any of the messages below as part of a single line when chatting to a player monster on the Astral Plane.
- "I can't win, and neither will you!"
- "You don't deserve to win!"
- "Mine should be the honor, not yours!"
- You chatted to a player monster of your role.
- "The low-life wants to talk, eh?"
- "Fight, scum!"
- "Here is what I have to say!"
- You chatted to a player monster of a different role from you.
When chatting to peaceful or tame player monsters, they will respond like normal humanoid monsters or use their own specific messages if they have any.