Difference between revisions of "Monster intelligence"

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:''If you were looking for the "Brainless" status condition caused by having 0 [[Intelligence]], see [[Stat zero#Brainless (Intelligence)|Stat zero]].''
  
All monsters have an intelligence flag that by the game to determine certain behaviours. More information will come soon...
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All monsters have a level of intelligence that determines certain behaviours, such as tracking the player, avoiding danger, and cooperating with allies. In general, a monster's intelligence is a secondary consideration compared to its physical and magical abilities, but it does have a number of effects, mostly in fairly specific situations.
  
=== Levels of Intelligence ===
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== Levels of Intelligence ==
There are five levels of monster intelligence:
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There are three levels of monster intelligence:
# [[:Category: Plant intelligence | Plant intelligence]]
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# [[:Category: Brainless intelligence | Brainless intelligence]]: Plants, zombies, jellies, golems, elementals. ("Mindless")
# [[:Category: Insect intelligence | Insect/Reptile intelligence]]
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# [[:Category: Animal intelligence | Animal intelligence]]: Animals, insects, some non-zombie undead.
# [[:Category: Animal intelligence | Animal intelligence]]
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# [[:Category: Human intelligence | Human intelligence]]: Humanoids, some other powerful/magical monsters. ("Intelligent")
# [[:Category: Normal intelligence | Normal intelligence]]
 
# [[:Category: High intelligence | High intelligence]]
 
  
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== Effects of intelligence ==
  
=== Temporary list of information ===
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The following is a non-exhaustive list of effects of monster intelligence.
  
* Confused high intelligence monsters don't move if next to a deadly cell (i.e. drowning in water).
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'''Brainless'''
* High intelligence monsters get an extra +10 to hit when firing ranged weapons.
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* Brainless monsters are immune to [[Anguish]] and [[Mindburst]], cannot be [[pacify|pacified]], and are unable to be bound by [[Yredelemnul]].
* Animal or greater level intelligence monsters blocking a chokepoint while fighting you will move to the side to let further reinforcements come in. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-act.cc#569 Source]]
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* Brainless monsters will blunder into [[shallow water]], [[shaft]]s, and dangerous [[clouds]] (except [[miasma]]). Intelligent monsters will avoid clouds unless they are resistant, though a strong enough intelligent monster may charge through clouds if there's no better path.
** Normal or greater level intelligence monsters will also move to the side if they are blocking a ranged ally further down a corridor from attack a target. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-act.cc#591 Source]]  
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* Non-brainless monsters will retreat if they can't reach you or shoot at you.
* Monsters with greater than insect-level int will avoid taking damage from slime walls.
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* Non-brainless monsters will often try to make space for their allies to attack you.
* Monsters with normal or greater intelligence and a ranged attack will attempt to regain [[LOS]] if you move out of their vision. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#83 Source]]
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*Monster memory: The higher the intelligence, the longer monsters will pursue you even if they lose LOS. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#551 Source]]
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'''Intelligence'''
*Monsters smarter than an insect will retreat if they have LOS but can't reach you. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#957 Source]]
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* Intelligent monsters search and travel more effectively, and will continue to hunt for you longer after hearing [[noise]] or losing sight of you.
*Monsters must have greater than plant-level intelligence in order to go [[berserk]].
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* Intelligent ranged monsters will attempt to regain [[line of sight]] rather than charging directly at you.
*Normal or greater intelligence monsters will prefer to attack you, even when berserking. Other berserk monsters will attack the closest monster to them.
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* Intelligent monsters may be able to guess your location even when you are [[invisibility|invisible]].
*Higher intelligence monsters have an easier time spotting you if you are invisible. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#253 Source]]
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* Only human intelligence monsters can be [[bribe]]d or activate [[net trap]]s.
* Dumb monsters (Animal or below) are more likely to be distracted by Projected Noise [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#910 Source]]
 
* Dumb monsters (Animal or below) will not retaliate if you annoy (read: hit) them. Intelligent monsters will. [[http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/mon-behv.cc#927 Source]]
 
* Dumb monsters (Animal or below) will not flee when low on HP. Intelligent monsters will.  
 
  
 
==History==
 
==History==
In [[0.13]] Reptile intelligence and insect intelligence will be different values, and Elyvilon won't be able to pacify insects.
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*Prior to [[0.28]], the monster intelligence of your allies determined avoidance of [[traps]] (no effect on hostile).
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*Prior to [[0.26]], butchering intelligent creatures would anger [[Zin]].
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*Prior to [[0.17]], there were 6 categories of intelligence: plant, insect, reptile, animal, human and high.
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*Prior to [[0.13]] reptile intelligence and insect intelligence were one value, and Elyvilon could thus pacify insects. Also, friendly dumb monsters wouldn't turn hostile when damaged by ranged attacks.
  
[[Category:Monster intelligence]] [[Category:Crystal Ball Articles]]
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[[Category:Monster intelligence]]

Latest revision as of 06:09, 5 January 2024

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
If you were looking for the "Brainless" status condition caused by having 0 Intelligence, see Stat zero.

All monsters have a level of intelligence that determines certain behaviours, such as tracking the player, avoiding danger, and cooperating with allies. In general, a monster's intelligence is a secondary consideration compared to its physical and magical abilities, but it does have a number of effects, mostly in fairly specific situations.

Levels of Intelligence

There are three levels of monster intelligence:

  1. Brainless intelligence: Plants, zombies, jellies, golems, elementals. ("Mindless")
  2. Animal intelligence: Animals, insects, some non-zombie undead.
  3. Human intelligence: Humanoids, some other powerful/magical monsters. ("Intelligent")

Effects of intelligence

The following is a non-exhaustive list of effects of monster intelligence.

Brainless

  • Brainless monsters are immune to Anguish and Mindburst, cannot be pacified, and are unable to be bound by Yredelemnul.
  • Brainless monsters will blunder into shallow water, shafts, and dangerous clouds (except miasma). Intelligent monsters will avoid clouds unless they are resistant, though a strong enough intelligent monster may charge through clouds if there's no better path.
  • Non-brainless monsters will retreat if they can't reach you or shoot at you.
  • Non-brainless monsters will often try to make space for their allies to attack you.

Intelligence

  • Intelligent monsters search and travel more effectively, and will continue to hunt for you longer after hearing noise or losing sight of you.
  • Intelligent ranged monsters will attempt to regain line of sight rather than charging directly at you.
  • Intelligent monsters may be able to guess your location even when you are invisible.
  • Only human intelligence monsters can be bribed or activate net traps.

History

  • Prior to 0.28, the monster intelligence of your allies determined avoidance of traps (no effect on hostile).
  • Prior to 0.26, butchering intelligent creatures would anger Zin.
  • Prior to 0.17, there were 6 categories of intelligence: plant, insect, reptile, animal, human and high.
  • Prior to 0.13 reptile intelligence and insect intelligence were one value, and Elyvilon could thus pacify insects. Also, friendly dumb monsters wouldn't turn hostile when damaged by ranged attacks.