Difference between revisions of "Monster intelligence"

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All monsters have an intelligence flag that by the game to determine certain behaviours. More information will come soon...
 
All monsters have an intelligence flag that by the game to determine certain behaviours. More information will come soon...
  
=== Levels of Intelligence ===
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== Levels of Intelligence ==
 
There are five levels of monster intelligence:
 
There are five levels of monster intelligence:
 
# [[:Category: Plant intelligence | Plant intelligence]]: Plants, zombies, jellies, golems, elementals
 
# [[:Category: Plant intelligence | Plant intelligence]]: Plants, zombies, jellies, golems, elementals
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# [[:Category: High intelligence | High intelligence]]: Higher-level spellcasters, some other powerful/magical monsters
 
# [[:Category: High intelligence | High intelligence]]: Higher-level spellcasters, some other powerful/magical monsters
  
=== Temporary list of information ===
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== Effects of intelligence ==
  
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The following is a list of effects of monster intelligence.  It is not exhaustive.
 
* Confused high intelligence monsters don't move if next to a deadly cell (i.e. drowning in water).
 
* Confused high intelligence monsters don't move if next to a deadly cell (i.e. drowning in water).
 
* High intelligence monsters get an extra +10 to hit when firing ranged weapons.
 
* High intelligence monsters get an extra +10 to hit when firing ranged weapons.

Revision as of 10:18, 1 December 2013

All monsters have an intelligence flag that by the game to determine certain behaviours. More information will come soon...

Levels of Intelligence

There are five levels of monster intelligence:

  1. Plant intelligence: Plants, zombies, jellies, golems, elementals
  2. Insect intelligence: Insects
  3. Reptile intelligence: Reptiles, sea creatures
  4. Animal intelligence: Animals, some non-zombie undead
  5. Normal intelligence: Most humanoids, including lower-level spellcasters
  6. High intelligence: Higher-level spellcasters, some other powerful/magical monsters

Effects of intelligence

The following is a list of effects of monster intelligence. It is not exhaustive.

  • Confused high intelligence monsters don't move if next to a deadly cell (i.e. drowning in water).
  • High intelligence monsters get an extra +10 to hit when firing ranged weapons.
  • Animal or greater level intelligence monsters blocking a chokepoint while fighting you will move to the side to let further reinforcements come in. [Source]
    • 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. [Source]
  • Monsters with greater than insect-level int will avoid taking damage from slime walls.
  • Monsters with normal or greater intelligence and a ranged attack will attempt to regain LOS if you move out of their vision. [Source]
  • Monster memory: The higher the intelligence, the longer monsters will pursue you even if they lose LOS. [Source]
  • Monsters smarter than an insect will retreat if they have LOS but can't reach you. [Source]
  • Monsters must have greater than plant-level intelligence in order to go berserk.
  • Higher intelligence monsters have an easier time spotting you if you are invisible. [Source]
  • Dumb monsters (Animal or below) are more likely to be distracted by Projected Noise [Source]
  • Dumb monsters (Animal or below) will not flee when low on HP. Intelligent monsters will.
  • Friendly dumb monsters (Animal or below) don't turn hostile when damaged by ranged attacks.
  • Elyvilon cannot pacify creatures of plant- or insect-level intelligence.

History

Prior to 0.13 reptile intelligence and insect intelligence were one value, and Elyvilon could thus to pacify insects. Also, friendly dumb monsters wouldn't turn hostile when damaged by ranged attacks.