Difference between revisions of "Derived undead"

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(Updated for 0.15)
(Mostly updated -- apparently spectral things stopped being smart at some point, but I'm too tired right now to go poking around to find out when that happened. It was earlier than 0.16, at least.)
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'''Derived undead''' refers to any [[undead]] monsters that are derived from a base monster. Instead of having set properties, their stats are modified from those of the creature they were in life. There are four kinds of derived undead: [[zombie]]s, [[skeleton (monster)|skeleton]]s, [[simulacrum (monster)|simulacra]], and [[spectral thing]]s.
  
'''Derived undead''' are any kind of undead monsters which are derived from a base monster. Instead of having set properties, theirs are modified from that of the monster that they originally were. There are four kinds of derived undead: [[zombie]]s, [[skeleton (monster)|skeleton]]s, [[simulacrum (monster)|simulacra]], and [[spectral thing]]s.
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While [[abomination]]s are created from the corpses of dead monsters, their stats are not related to those of the original monsters used in their construction (although they are related to the total HD of corpses used to assemble them).
 
 
While [[abomination]]s are created from the corpses of dead monsters, their stats are not related to those of the original monsters used in their construction, although they are related to the total HD of corpses used to assemble them.
 
  
 
==Common Properties==
 
==Common Properties==
All derived undead (other than spectral things) have 2 less speed than their original, to a minimum of 3. Notably, this means that normal speed monsters will have derived forms that are considerably slower than the average player. In addition, all derived undead monsters have the same HD as their original form. Lastly, derived undead monsters lose all special attack properties other than [[constriction]] and [[trample]], and lose all resistances and vulnerabilities that their original form had, although they gain undead resistances.
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All derived undead have the same number of [[HD]] as their base form, though many of their other stats are different. For example, all derived undead other than spectral things have 2 less speed than their living form, to a minimum of 3. Notably, this means that normal-speed monsters will have undead forms that are slower than the average player. Additionally, all derived undead are reduced to near-mindless automatons; this mostly has the effect of reducing their ability to avoid hazards like [[trap]]s or dangerous [[cloud]]s.
  
Derived undead have their attack damage slightly decreased. Each attack is reduced by 20%, up to a maximum reduction of 4 (per attack). Thus, an undead quicksilver dragon, whose base form's attacks deal 25 and 20 damage, will have a 21 damage attack and a 16 damage attack.
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Derived undead lose all special attack properties other than [[constriction]] and [[trample]] and have their attack damage slightly decreased. Each attack's damage is reduced by 20% up to a maximum reduction of 4 (per attack). Thus, an undead quicksilver dragon, whose base form's attacks deal 25 and 20 damage, will have a 21 damage attack and a 16 damage attack.
  
All derived undead have undead resistances and vulnerabilities: immunity to poison, rot, negative energy, drowning, and torment, and vulnerability to holy effects. They all also gain cold resistance, but to differing degrees (see below).
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All derived undead also lose all of their original resistances and vulnerabilities in favor of the standard undead resistances and vulnerabilities: immunity to poison, rot, negative energy, drowning, and torment, and vulnerability to holy effects. They all also gain cold resistance, but to differing degrees (see below).
  
 
A few other properties will also be retained by undead monsters, if their base form had it:
 
A few other properties will also be retained by undead monsters, if their base form had it:
  
 
*The ability to [[fly]], even for skeletons of winged monsters and other things which arguably shouldn't be able to fly.
 
*The ability to [[fly]], even for skeletons of winged monsters and other things which arguably shouldn't be able to fly.
*The monster's natural habitat. [[Swamp worm]] zombies will not suddenly learn how to walk on land, but [[alligator snapping turtle]] zombies will not suddenly forget how to swim.
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*The monster's natural habitat. [[Kraken]] zombies are still confined to deep water, but [[alligator snapping turtle]] zombies will not suddenly forget how to swim.
  
All other properties, including any spells or innate abilities, will be lost. Also, the monster's undead base monster will be its genus base monster: thus, a orc high priest will simply become an orc zombie. What is a genus is not always obvious: all elves are the same genus, whereas each giant type has its own, separate genus.
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All other properties, including any spells or innate abilities, are lost. Derived undead creatures cannot use [[stairs]], and player-created undead will fall apart after a time.
  
 
==[[Zombie]]s==
 
==[[Zombie]]s==
The most basic form of derived undead, zombies are almost invariably sturdier than their base monster, but also generally much stupider.
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[[File:Zombie human.png]] The most basic form of derived undead, zombies are almost invariably sturdier than their base monster, but also slower and clumsier.
  
 
*HP: '''HD'''d5 + 6*'''HD'''
 
*HP: '''HD'''d5 + 6*'''HD'''
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*Speed: Original - 2 (at least 3)
 
*Speed: Original - 2 (at least 3)
 
*Cold resistance: rC++
 
*Cold resistance: rC++
*Attack flavour: plain
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*Attack flavour: Plain
*Intelligence: Zombie (in general, means they don't care about walking into traps/dangerous clouds)
 
*Special: Cannot use stairs, lose HP from max HP (means they cannot regenerate, but also makes it impossible to tell how injured they are)
 
  
Zombies and skeletons cannot normally use items, but they will continue to use any items the original monster had, provided such items have not been picked up before the zombie/skeleton is raised.
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Zombies and skeletons cannot normally use items, but they will continue to use any equipment the original monster was wearing, provided such items have not been picked up before the zombie/skeleton is raised. Don't worry about losing out on items -- your undead minions will eventually decay, allowing you to reclaim any interesting weapons or armour.
  
 
==[[Skeleton_(monster)|Skeleton]]s==
 
==[[Skeleton_(monster)|Skeleton]]s==
Skeletons are similar to zombies, but have worse HP, AC, and EV. The benefit to creating skeletons if you are a necromancer is that you can eat the flesh of the original monster. Note that some monsters can be made into zombies, but not skeletons (most notably insects).
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[[File:Skeleton medium humanoid.png]] Skeletons are similar to zombies, but have worse HP, AC, and EV. The benefit to creating skeletons is that you can eat the [[chunk|flesh]] of the original monster. Note that some monsters can be made into zombies, but not skeletons (most notably [[list of arthropods|insects]], but other examples exist). The reverse is true for a very few enemies (mostly the [[Undead#Ghouls|ghoul-type]] enemies); these can be raised as skeletons, but never zombies.
  
 
*HP: '''HD'''d4 + 5*'''HD'''
 
*HP: '''HD'''d4 + 5*'''HD'''
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*Speed: Original - 2 (at least 3)
 
*Speed: Original - 2 (at least 3)
 
*Cold resistance: rC++
 
*Cold resistance: rC++
*Attack flavour: plain
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*Attack flavour: Plain
*Intelligence: Zombie
 
*Special: Cannot use stairs, lose HP from max HP
 
  
 
==[[Simulacrum (monster)|Simulacra]]==
 
==[[Simulacrum (monster)|Simulacra]]==
Simulacra are the weakest undead in terms of HP, but those with high HD can have massive damage output from their cold attacks.
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[[File:Simulacrum small humanoid.png]] Simulacra are the most fragile derived undead, but those with high HD or multiple attacks (or both) can deal massive cold damage with their attacks.
  
 
*HP: '''HD'''d4 + 1*'''HD'''
 
*HP: '''HD'''d4 + 1*'''HD'''
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*Speed: Original - 2 (at least 3)
 
*Speed: Original - 2 (at least 3)
 
*Cold resistance: rC+++
 
*Cold resistance: rC+++
*Attack flavour: Cold (do an extra HD to 3*HD - 1 cold damage per attack)
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*Attack flavour: Cold (does an extra HD to 3*HD - 1 cold damage per attack)
*Intelligence: Zombie
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*Special: Leaves behind a freezing [[cloud]] when destroyed
*Special: Cannot use stairs, vulnerable to fire, lose HP from max HP, player-created simulacra are temporary, when killed leave behind a 1-square freezing cloud
 
  
 
==[[Spectral thing]]s==
 
==[[Spectral thing]]s==
Spectral things are the only derived undead to not have the intelligence of a plant, and the only ones to retain their speed. They have less HP than skeletons and zombies, but in general make up for this by having better intelligence and the ability to use stairs. They also have better AC than their original form.
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[[File:Spectral small humanoid.png]] Spectral things are the only derived undead to retain their original speed. They have less HP than skeletons and zombies, but make up for this with slightly increased AC and several useful intrinsics.
  
 
*HP: '''HD'''d4 + 4*'''HD'''
 
*HP: '''HD'''d4 + 4*'''HD'''
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*Cold resistance: rC+
 
*Cold resistance: rC+
 
*Attack flavour: Up to two attacks will be given the [[draining]] flavour. The rest will be plain.
 
*Attack flavour: Up to two attacks will be given the [[draining]] flavour. The rest will be plain.
*Intelligence: Normal
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*Special: Can fly, regenerate normally, and see invisible, and are [[magic resistance|completely immune to magical effects]].
*Special: Can use stairs, can levitate, regenerate normally and lose HP normally, can see invisible, spectral things from [[Death Channel]] are temporary, but those created by [[Yredelemnul]]'s invocation are not.
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Spectral things created by the spell [[Death Channel]] will eventually fade. Yredelemnul's Enslave Soul invocation, however, will create a special spectral thing for you: this permanent ally will have the same spells and intelligence as the original monster, but you can only have one such enslaved soul at a time.
  
Yredelemnul's Enslave Soul invocation will create a special spectral thing for you: this will have the same spells as the original monster and be permanent.
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==History==
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*Prior to version [[0.19]], most derived undead would take damage from their maximum HP, making it more difficult to determine how injured they were.
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*Prior to version [[0.17]], player-generated zombies and skeletons were permanent, allowing necromancers to leave shambling hordes on previous floors.
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*Prior to version [[0.16]], derived undead would only use the base monster's genus to identify themselves -- thus, both an [[orc knight]] and an [[orc wizard]] would make "orc zombies", though both would have different stats.
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*In earlier versions, spectral things were more intelligent than other derived undead and could use stairs.
  
 
[[Category:Monsters]]
 
[[Category:Monsters]]

Revision as of 07:58, 20 March 2019

Version 0.23: This article may not be up to date for the latest stable release of Crawl.

Derived undead refers to any undead monsters that are derived from a base monster. Instead of having set properties, their stats are modified from those of the creature they were in life. There are four kinds of derived undead: zombies, skeletons, simulacra, and spectral things.

While abominations are created from the corpses of dead monsters, their stats are not related to those of the original monsters used in their construction (although they are related to the total HD of corpses used to assemble them).

Common Properties

All derived undead have the same number of HD as their base form, though many of their other stats are different. For example, all derived undead other than spectral things have 2 less speed than their living form, to a minimum of 3. Notably, this means that normal-speed monsters will have undead forms that are slower than the average player. Additionally, all derived undead are reduced to near-mindless automatons; this mostly has the effect of reducing their ability to avoid hazards like traps or dangerous clouds.

Derived undead lose all special attack properties other than constriction and trample and have their attack damage slightly decreased. Each attack's damage is reduced by 20% up to a maximum reduction of 4 (per attack). Thus, an undead quicksilver dragon, whose base form's attacks deal 25 and 20 damage, will have a 21 damage attack and a 16 damage attack.

All derived undead also lose all of their original resistances and vulnerabilities in favor of the standard undead resistances and vulnerabilities: immunity to poison, rot, negative energy, drowning, and torment, and vulnerability to holy effects. They all also gain cold resistance, but to differing degrees (see below).

A few other properties will also be retained by undead monsters, if their base form had it:

  • The ability to fly, even for skeletons of winged monsters and other things which arguably shouldn't be able to fly.
  • The monster's natural habitat. Kraken zombies are still confined to deep water, but alligator snapping turtle zombies will not suddenly forget how to swim.

All other properties, including any spells or innate abilities, are lost. Derived undead creatures cannot use stairs, and player-created undead will fall apart after a time.

Zombies

Zombie human.png The most basic form of derived undead, zombies are almost invariably sturdier than their base monster, but also slower and clumsier.

  • HP: HDd5 + 6*HD
  • AC: Original - 2
  • EV: Original - 5
  • Speed: Original - 2 (at least 3)
  • Cold resistance: rC++
  • Attack flavour: Plain

Zombies and skeletons cannot normally use items, but they will continue to use any equipment the original monster was wearing, provided such items have not been picked up before the zombie/skeleton is raised. Don't worry about losing out on items -- your undead minions will eventually decay, allowing you to reclaim any interesting weapons or armour.

Skeletons

Skeleton medium humanoid.png Skeletons are similar to zombies, but have worse HP, AC, and EV. The benefit to creating skeletons is that you can eat the flesh of the original monster. Note that some monsters can be made into zombies, but not skeletons (most notably insects, but other examples exist). The reverse is true for a very few enemies (mostly the ghoul-type enemies); these can be raised as skeletons, but never zombies.

  • HP: HDd4 + 5*HD
  • AC: Original - 6
  • EV: Original - 7
  • Speed: Original - 2 (at least 3)
  • Cold resistance: rC++
  • Attack flavour: Plain

Simulacra

Simulacrum small humanoid.png Simulacra are the most fragile derived undead, but those with high HD or multiple attacks (or both) can deal massive cold damage with their attacks.

  • HP: HDd4 + 1*HD
  • AC: Original - 2
  • EV: Original - 5
  • Speed: Original - 2 (at least 3)
  • Cold resistance: rC+++
  • Attack flavour: Cold (does an extra HD to 3*HD - 1 cold damage per attack)
  • Special: Leaves behind a freezing cloud when destroyed

Spectral things

Spectral small humanoid.png Spectral things are the only derived undead to retain their original speed. They have less HP than skeletons and zombies, but make up for this with slightly increased AC and several useful intrinsics.

  • HP: HDd4 + 4*HD
  • AC: Original + 2
  • EV: Original - 5
  • Speed: Original
  • Cold resistance: rC+
  • Attack flavour: Up to two attacks will be given the draining flavour. The rest will be plain.
  • Special: Can fly, regenerate normally, and see invisible, and are completely immune to magical effects.

Spectral things created by the spell Death Channel will eventually fade. Yredelemnul's Enslave Soul invocation, however, will create a special spectral thing for you: this permanent ally will have the same spells and intelligence as the original monster, but you can only have one such enslaved soul at a time.

History

  • Prior to version 0.19, most derived undead would take damage from their maximum HP, making it more difficult to determine how injured they were.
  • Prior to version 0.17, player-generated zombies and skeletons were permanent, allowing necromancers to leave shambling hordes on previous floors.
  • Prior to version 0.16, derived undead would only use the base monster's genus to identify themselves -- thus, both an orc knight and an orc wizard would make "orc zombies", though both would have different stats.
  • In earlier versions, spectral things were more intelligent than other derived undead and could use stairs.