Ranger (player monster)
@ ranger ![]() | |
---|---|
Difficulty | 12 |
Attacks |
Weapon 1d4 physical |
Base level | 10 |
Base experience | 216 |
Speed | 12 |
Base AC | 10 |
Base MR | 2 |
Alignment | -3 (chaotic) |
Frequency (by normal means) | 0 (Not randomly generated) |
Genocidable | Only if hero is a Ranger |
Weight | 1450 |
Nutritional value | 400 |
Size | Medium |
Resistances | None |
Resistances conveyed | None |
A ranger:
| |
Reference | NetHack 3.6.7 - src/monst.c, line 2788 |
A ranger, @, is a type of monster that appears in NetHack. The ranger is a chaotic player monster corresponding to a Ranger hero, and will have the role's appropriate rank title for their monster level.
A ranger has a single weapon attack.
Contents
Generation
Rangers 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 normally polymorph into, and can only be targeted for genocide if a Ranger hero reads a scroll of genocide.[1]
Ranger corpses can generate in graveyards and within the Valley of the Dead.[2][3][4] Ranger statues can generate in cockatrice nests and on Medusa's Island.[2][5][6] A Ranger hero killed by HP damage from a cockatrice or chickatrice, or else killed by any form of stoning, will leave a named player monster statue behind instead of a named ghost and named corpse if a bones file is created.
Inventory
A ranger is always generated with 1-3 random offensive items, 1-3 random defensive items, and 1-3 random miscellaneous items, and is eligible for the normal chance of an item of each type.[7][8][9] If generated on the Astral Plane, they are also given a cheap plastic imitation of the Amulet of Yendor, 0-999 gold pieces, 0-9 random items, a 1⁄15 chance of a luckstone, a 1⁄30 chance of a loadstone if they are not given a luckstone, and some valuable gems.[10][11][12][13][14][15]
Rangers always generate with a weapon, which can be an elven dagger (1⁄2 chance), a long sword (1⁄4 chance) or a randomly chosen melee weapon (1⁄4 chance):[17][18] the enchantment ranges from a random value between +4 and +8 if the monster is generated on the Astral Plane, and otherwise ranges from a random value between +0 and +3;[19] if generated on the Astral Plane, the weapon has a 1⁄2 chance of being made into any applicable artifact;[20] and finally, there is a 1⁄3 chance of the weapon(s) being erosion-proofed, and a 1⁄2 chance (effectively 1⁄3 total) of the weapon(s) being greased if they are not erosion-proofed.[21][22]
Rangers generated on the Astral Plane will have the following armor:
- a random color of dragon scale mail;[24][25]
- a 7⁄8 chance of a random cloak;[27][28]
- a 7⁄8 chance of a random helm;[30][31]
- a 7⁄8 chance of a random shield;[32][33]
- a pair of gauntlets of power if their weapon is a war hammer, and otherwise a 7⁄8 chance of a random pair of gloves[35]
- a 7⁄8 chance of a random pair of boots[37]
Armor generated this way has a 1⁄3 chance of being erosion-proofed, a separate 1⁄3 chance of being blessed, and a separate 1⁄3 chance of being cursed.[38] 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.[39]
Strategy
Like other player monsters on the Astral Plane, rangers have a chance of generating with a long sword that is turned into Vorpal Blade if it has not yet generated, which can result in an unexpected and unceremonious end to your run.
History
The ranger player monster is introduced in NetHack 3.3.0.
Messages
Variants
SLASH'EM
In SLASH'EM, rangers are the only player monsters not generated in The Guild of Disgruntled Adventurers at level creation, though two elves representing their defunct precursor in the Elf role are present.
References
- Jump up ↑ src/mon.c in NetHack 3.6.7, line 3493: select_newcham_form function governs random polymorph for shapechangers
- ↑ Jump up to: 2.0 2.1 src/mkobj.c in NetHack 3.6.7, line 1667: mk_tt_object function
- Jump up ↑ src/mkroom.c in NetHack 3.6.7, line 366
- Jump up ↑ dat/gehennom.des in NetHack 3.6.7, line 75
- Jump up ↑ src/mkroom.c in NetHack 3.6.7, line 385
- Jump up ↑ src/sp_lev.c in NetHack 3.6.7, line 1985: The code is very cryptic but fortunately has comments
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 309
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 312
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 315
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 149: per a comment above this line: "that's why they are "stuck" in the endgame :-)"
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 282: special boolean is true for Astral Plane generation
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 283
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 299: 1⁄3 chance of 0-15 gems or 0-2 gems otherwise
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 304
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 305
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 138-L292
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 155: Default weapons are chosen from range of spear to bullwhip, using standard random generation probabilities[16]
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 224
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 265
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 270
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 266
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 268
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 378-L389
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 156: DSM is chosen from all available colors with equal probability of each[23]
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 285
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 454-L474
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 157: chosen from range of oilskin cloak to cloak of displacement, using standard random generation probabilities[26]
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 286
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 339-L363
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 159: chosen from range of elven leather helm to helm of telepathy, using the standard random generation probabilities[29]
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 287
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 161: chosen from range of elven shield to shield of reflection, using the standard random generation probabilities
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 288
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 497-L504
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 289: chosen from range of leather gloves to gauntlets of dexterity, using the standard random generation probabilities[34]
- Jump up ↑ src/objects.c in NetHack 3.6.7, line 507-L528
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 294: chosen from range of low boots to levitation boots, using the standard random generation probabilities[36]
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 105
- Jump up ↑ src/mplayer.c in NetHack 3.6.7, line 115: enchantment is independent of beatitude; as the comment above in the code clarifies, cursed positively enchanted armor can occur from run ins with other monsters