Difference between revisions of "Monster intelligence"

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m (Effects of intelligence: sort between brainless and intelligent; bribe can only affect human intelligence)
m (Effects of intelligence: grammar; shafts are the only "harmful-to-monster" trap left)
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'''Brainless'''
 
'''Brainless'''
* Brainless monsters are immune to [[Anguish]] and [[Mindburst]], cannot be [[pacify|pacified]], or bound [[Yredelemnul]].
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* Brainless monsters are immune to [[Anguish]] and [[Mindburst]], cannot be [[pacify|pacified]], and are unable to be bound by [[Yredelemnul]].
* Brainless monsters will blunder into [[shallow water]], [[traps]] and dangerous [[clouds]] (except [[miasma]]). Intelligent monsters will avoid clouds unless they are [[resistance|resistant]]. A strong enough intelligent monster may choose to charge through a weak enough cloud.
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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.
 
* Non-brainless monsters will retreat if they can't reach you or shoot at you.
 
* 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.
 
* Non-brainless monsters will often try to make space for their allies to attack you.
  
'''Intelligent'''
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'''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 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 ranged monsters will attempt to regain [[line of sight]] rather than charging directly at you.

Revision as of 03:39, 21 August 2023

Version 0.28: 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 intelligent monsters can be bribed.

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.