Difference between revisions of "Derived undead"

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'''Derived undead''' refers to a subset of [[undead]] monsters which take their stats from a base monster. For example, a hydra [[zombie]] is a modified version of a [[hydra]].
  
In ''Crawl'', there are four forms of undead monsters that 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 types: [[zombie]]s, [[skeleton (monster)|skeleton]]s, [[simulacrum (monster)|simulacra]], and [[spectral thing]]s.
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There are four kinds of derived undead: [[zombie]]s, [[skeleton (monster)|skeleton]]s, [[simulacrum (monster)|simulacra]], and [[spectral thing]]s. Other types of undead, such as [[Infestation]]'s [[death scarab]]s, may be created from a monster, but their stats are independent of their host.
  
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.
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==Useful Info==
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All derived undead take stats and modify them from their base form. The following properties apply to all types of derived undead:
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*[[HD]] is retained.
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*[[AC]], [[EV]], and [[Movement#Monster Speed|speed]] are taken from the base form, then generally reduced (depending on the type of undead).
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*Melee attacks' quantity and damage are taken from the base form, then the damage is reduced by 20%.
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*All [[attack flavour]]s except [[reach]], [[constrict]], and [[trample]] are lost.
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*New attack flavours may be added, based on undead type. For any attack without reach/constrict/trample, simulacra gain cold attacks, while spectral things gain draining attacks.
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*Resistances are lost and replaced with the usual [[undead]] resistances (poison immunity, rC+ or higher, rN+++, rMiasma, vulnerable to holy).
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*All derived undead become [[mindless]].
  
==Common properties==
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A few other properties will also be retained by undead monsters, if their base form had it:
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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*The ability to [[fly]], even for skeletons of winged monsters and other creatures which arguably shouldn't be physically capable of flight.
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*The monster's natural habitat. [[Kraken]] zombies are still confined to deep water, but [[sea snake]] zombies will not suddenly forget how to swim.
  
Derived undead have their attack damage slightly decreased.  Each attack is reduced by 20%, to a maximum reduction of four (per attack). Thus, an undead quicksilver dragon, whose base form does 25 and 20 damage, will have a 21 damage attack and a 16 damage attack.
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All other properties, including any spells or innate abilities, are lost. Derived undead creatures cannot use [[stairs]], and most player-created undead will fall apart after a time. Undead created by [[Yredelemnul]]'s passive reaping aura will last until destroyed or you exit the current floor.
  
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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Allied derived undead won't betray you if you attack them.
  
A few other properties will also be retained by undead monsters, if their base form had it:
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[[Yredelemnul]]'s bound soul is an exception to many of these rules - the bound soul retains its spells/abilities, can use stairs, and is not mindless.
 
 
* The ability to [[fly]] or [[levitate]], even for skeletons of winged monsters and other things which arguably shouldn't be able to fly.
 
* The monster's natural habitat.  [[Big fish]] zombies will not suddenly learn how to walk on land, 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.
 
  
 
==[[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 usually sturdier than their base monster, but are also slower and clumsier.
  
* HP: '''HD'''d5 + 6*'''HD'''
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*'''HP:''' (HD)d5 + 6*HD
* AC: Original - 2
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*'''AC:''' Original - 2
* EV: Original - 5
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*'''EV:''' Original - 5
* Speed: Original - 2 (at least 3)
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*'''Speed:''' Original - 2 (at least 3)
* Cold resistance: rC++
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*'''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 do not regenerate HP over time. They cannot use items, unless a [[vault]] generates the undead with an item.
  
 
==[[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 weaker. Note that some monsters can be made into zombies, but not skeletons (most notably [[list of arthropods|insects]], who lack internal skeletons, but other examples exist).
  
* HP: '''HD'''d4 + 5*'''HD'''
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*'''HP:''' (HD)d4 + 5*HD
* AC: Original - 6
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*'''AC:''' Original - 6
* EV: Original - 7
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*'''EV:''' Original - 7
* Speed: Original - 2 (at least 3)
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*'''Speed:''' Original - 2 (at least 3)
* Cold resistance: rC++
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*'''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 very quickly.
  
* HP: '''HD'''d4 + 1*'''HD'''
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*'''HP:''' (HD)d4 + 1*HD
* AC: Original - 2
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*'''AC:''' Original - 2
* EV: Original - 5
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*'''EV:''' Original - 5
* Speed: Original - 2 (at least 3)
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*'''Speed:''' Original - 2 (at least 3)
* Cold resistance: rC+++
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*'''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
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Like zombies and skeletons, they do not regenerate.
  
 
==[[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.
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*'''HP:''' (HD)d4 + 4*HD
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*'''AC:''' Original + 2
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*'''EV:''' Original - 5
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*'''Speed:''' Original
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*'''Cold resistance:''' rC+
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*'''Attack flavour:''' [[Drain experience|Draining]].
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*'''Special:''' Can [[fly]], regenerate normally, [[see invisible]], are [[insubstantial]], and have infinite [[willpower]].
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Spectral things created by the spell [[Death Channel]] will eventually fade. [[Yredelemnul]]'s reaping will create spectral things for monsters without corpses that last until you leave the floor.
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==[[Yredelemnul#Given_Abilities|Bound Soul]]==
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[[File:Bound soul.png]] Bound souls are created by [[Yredelemnul]]'s Bind Souls ability. They are functionally similar to spectral things. However, they retain all spells, abilities, and equipment the monster had in life, and bound souls have much more health than regular spectral things.
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Unlike regular derived undead, bound souls are permanent allies so long as you continue to worship Yredelemnul. They will not fade over time and will follow you through stairs.
  
* HP: '''HD'''d4 + 4*'''HD'''
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*'''HP''': (HD)d4 + 8*HD
* AC: Original + 2
 
* EV: Original - 5
 
* Speed: Original
 
* Cold resistance: rC+
 
* Attack flavour: Up to two attacks will have the draining flavour, similar to that of [[wraith]]s.
 
* Intelligence: Normal
 
* 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.
 
  
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 [[0.31]], allied derived undead would become hostile if you attacked them.
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*Prior to [[0.29]], zombie creation was based off [[corpse]] generation. This meant that corpseless monsters, like [[slime creature]]s and [[Orb Guardian]]s, could not be zombies. [[Yredelemnul]]'s zombies could attack from outside [[line of sight]].
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*Prior [[0.28]], derived undead used their [[type|species]] to determine stats, so an [[orc warlord]] zombie was only as strong as an [[orc]]. Yredelemnul's Enslave Soul created a spectral thing (still with spells and abilities) instead of a bound soul. Also, spectral things lost reach, constrict, and trample upon revival.
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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]]<!--spl-bot-begin-->
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[[Category:Monsters]]
==Spells==
 
unknown monster: "Derived undead"
 
<!--spl-bot-end-->
 

Latest revision as of 14:11, 16 January 2024

Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Derived undead refers to a subset of undead monsters which take their stats from a base monster. For example, a hydra zombie is a modified version of a hydra.

There are four kinds of derived undead: zombies, skeletons, simulacra, and spectral things. Other types of undead, such as Infestation's death scarabs, may be created from a monster, but their stats are independent of their host.

Useful Info

All derived undead take stats and modify them from their base form. The following properties apply to all types of derived undead:

  • HD is retained.
  • AC, EV, and speed are taken from the base form, then generally reduced (depending on the type of undead).
  • Melee attacks' quantity and damage are taken from the base form, then the damage is reduced by 20%.
  • All attack flavours except reach, constrict, and trample are lost.
  • New attack flavours may be added, based on undead type. For any attack without reach/constrict/trample, simulacra gain cold attacks, while spectral things gain draining attacks.
  • Resistances are lost and replaced with the usual undead resistances (poison immunity, rC+ or higher, rN+++, rMiasma, vulnerable to holy).
  • All derived undead become mindless.

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 creatures which arguably shouldn't be physically capable of flight.
  • The monster's natural habitat. Kraken zombies are still confined to deep water, but sea snake 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 most player-created undead will fall apart after a time. Undead created by Yredelemnul's passive reaping aura will last until destroyed or you exit the current floor.

Allied derived undead won't betray you if you attack them.

Yredelemnul's bound soul is an exception to many of these rules - the bound soul retains its spells/abilities, can use stairs, and is not mindless.

Zombies

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

  • HP: (HD)d5 + 6*HD
  • AC: Original - 2
  • EV: Original - 5
  • Speed: Original - 2 (at least 3)
  • Cold resistance: rC++
  • Attack flavour: Plain

Zombies and skeletons do not regenerate HP over time. They cannot use items, unless a vault generates the undead with an item.

Skeletons

Skeleton medium humanoid.png Skeletons are similar to zombies, but weaker. Note that some monsters can be made into zombies, but not skeletons (most notably insects, who lack internal skeletons, but other examples exist).

  • HP: (HD)d4 + 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 very quickly.

  • HP: (HD)d4 + 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

Like zombies and skeletons, they do not regenerate.

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.

Spectral things created by the spell Death Channel will eventually fade. Yredelemnul's reaping will create spectral things for monsters without corpses that last until you leave the floor.

Bound Soul

Bound soul.png Bound souls are created by Yredelemnul's Bind Souls ability. They are functionally similar to spectral things. However, they retain all spells, abilities, and equipment the monster had in life, and bound souls have much more health than regular spectral things.

Unlike regular derived undead, bound souls are permanent allies so long as you continue to worship Yredelemnul. They will not fade over time and will follow you through stairs.

  • HP: (HD)d4 + 8*HD

History

  • Prior to 0.31, allied derived undead would become hostile if you attacked them.
  • Prior to 0.29, zombie creation was based off corpse generation. This meant that corpseless monsters, like slime creatures and Orb Guardians, could not be zombies. Yredelemnul's zombies could attack from outside line of sight.
  • Prior 0.28, derived undead used their species to determine stats, so an orc warlord zombie was only as strong as an orc. Yredelemnul's Enslave Soul created a spectral thing (still with spells and abilities) instead of a bound soul. Also, spectral things lost reach, constrict, and trample upon revival.
  • 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.