NetHack/Characters

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You
"It is written in the book of (god X):

After the creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.

Your god (god X) seeks to possess the Amulet, and with it to gain deserved ascendance over the other gods.

You, a newly trained (title X), have been heralded from birth as the instrument of (god X). You are destined to recover the Amulet for your deity, or die in the attempt. Your hour of destiny has come. For the sake of us all:

Go bravely with (god X)!"

- The introductory text shown after creating your NetHack character.

...Yes, you. Now quit gawking at the screen and pay attention!

In the context of NetHack, you can either mean "you, the adventurer/player character/hero/etc." or "you, the physical player"; the former is generally preferred for the in-game character and will be used as such for this section.

You can be any one of 13 character roles from one of five races (human, elf, dwarf, gnome, or orc) and three alignments (lawful, neutral or chaotic). The available race-and-alignment combinations are dependent on the role you pick.

Tropes listed here apply to the player character across all "incarnations"; for a look at the actual roles and any consistent tropes they exhibit, see NetHack/Analysis.


 * Bottomless Bladder: You never have to sleep, and can recover HP and magical energy without explicitly resting, provided you're not carrying too much.
 * Critical Existence Failure: Unless you're heavily encumbered, you're still just as capable at 1 HP as you are at maximum, but the second you hit 0... DYWYPI?
 * Featureless Protagonist: Played with. You can pick your role, race, gender, and alignment - each role also has distinct starting armor and the like - but between NetHack being an ASCII game and a not-very-plot-heavy one, what you actually look like (and any other characterization not given by the game itself) is entirely left to your imagination. Using tiles can also guide your impression of your appearance, depending on the set you choose.
 * Final Death: Any death you suffer in-game will be this.
 * Glory Seeker: One of your primary motivations for entering the Dungeons of Doom, according to the introduction in the Guide.
 * Guile Hero(ine): Even at your most lawful, you'll still be pulling quite a few tricks out of your hat in order to achieve your objective.
 * Mission From God: Your primary motivation.
 * Regenerating Health: Occurs passively and depending on your nutrition and encumberment levels.
 * Tomato in the Mirror: Specific interactions on the final level of the game reveal that
 * "Who do you think you are, ?"

Croesus
The owner of all the vaults scattered across the Dungeons of Doom, and the employer of its guards. He also commands a pretty sizable army of mercenaries, and has a chance to be found waiting in Fort Ludios.

"Back from the dead, are you? I'll remedy that!"
 * Badass Normal: Croesus is effectively a normal human... a human who has solid base AC and is damn skilled with a zweihander.
 * Blade of Fearsome Size: Croesus is always generated with a two-handed sword.
 * The Guards Must Be Crazy: If any of his guards finds you in one of his vaults, you can fool them simply by saying you're Croesus. How do they not recognize their own boss!?
 * On the other hand, if you try this after killing the real Croesus, they'll immediately try to kill you.


 * King Mook: Of a sort - he's generated on a throne like most other examples in the game, and commands legions of soldiers.
 * Properly Paranoid: Croesus has several enclaves of monsters you'll have to fight through to get to him, and a set of alarms will trigger the second you step through the portal - which is entirely sensible for someone who owns as much as he does.
 * His guards will also attempt to kill you if you claim to be Croesus after killing him.
 * Optional Boss: Not only can you skip Fort Ludios completely, but the portal to the branch may not even appear.
 * Orcus on His Throne: Subverted - he starts "asleep" and occupying the throne square in his throne room, but the moment you enter the branch, the alarms will sound and he'll immediately spring into action along with everyone else.
 * Rich Bastard: Those vaults you find in the dungeon? All his. He also has truckloads of gold along with hidden caches of gems in his castle.

Vlad the Impaler
A boss that needs very little introduction.


 * Anticlimax Boss: Pre-3.6.1, Vlad was considered an absolute joke. Was.
 * Adaptational Badass: Subjected to this in most variants, and eventually got this in the vanilla game as of 3.6.1, reversing his Badass Decay and turning him into one of the fastest and most fearsome bosses in the game.
 * Evil Tower of Ominousness: Lives in a three-tier one.
 * Interface Spoiler: Vlad's presence in the game is hinted at early by closets with the phrase "Vlad was here" written in dust in front of them.
 * King Mook: Rules over vampires, and is found with several vampires and vampire lords at the top floor of his tower.
 * Lightning Bruiser: Hits hard and often? Check. Hits real fast? Check. Drains health and even levels? Boy oh boy, check.
 * Teleport Spam: His speed allows him to constantly warp back and forth between the stairs and your position, usually tagging you at least couple of times in the process.

The Wizard of Yendor
The primary Big Bad of the game, and the one who seeks to make use of the Amulet of Yendor's power for unknown ends.


 * Big Bad: Forms a Big Bad Triumvirate with the High Priest of Moloch and Vlad the Impaler. Also technically forms a Big Bad Quartet with your quest nemesis: they guard the three items required to obtain the Amulet of Yendor, held by the High Priest.
 * Doppelganger Attack:
 * Enemy Summoner: Can summon nasties like many other high-level spellcasters, and
 * Evil Tower of Ominousness: Owns several towers, only one of which actually has him inside.
 * Final Boss: Served as the final obstacle of the original Hack from version 1.02 until NetHack 3.1.0, and in versions after that he is effectively the last boss you're guaranteed to fight.
 * Interface Spoiler: Certain messages generated by fortune cookies, crystal balls, etc. may indicate that the Wizard is watching you.
 * Resurrective Immortality:
 * Sdrawkcab Name: The Wizard of Yendor is referred to as Rodney for this reason.
 * Sorcerous Overlord: A powerful wizard with a massive army, which the in-game lookup indicates he had a hand in training and possibly brainwashing.
 * Super-Persistent Predator/You Will Not Evade Me: The Wizard of Yendor can and will follow you to the ends of the earth.
 * Touch of Death: One of the many spells in Rodney's arsenal.
 * Weaksauce Weakness: Rodney is easily dispatched by a wand of death.

Marduk
The creator god mentioned in the introductory text at the start of each game.


 * Babylonian Mythology: Named for the creator figure.

Moloch
The only unambiguously evil deity of the bunch, and one of the few unaligned gods. He is responsible for stealing the Amulet of Yendor from the chief creator god, Marduk, and spiriting it away to Gehennom. His high priest keeps the Amulet of Yendor in his temple.


 * Bigger Bad: Ultimately responsible for the events of the game.
 * Blue and Orange Morality: He is the enemy of all three alignments' gods, and doesn't seem to care much for anyone except his priests (and in some cases not even then).
 * Bolt of Divine Retribution: Gehennom is his domain, and if you attract his attention by praying or else trying to convert one of his altars while in there...
 * Expy: A loose analogue of Lucifer/Satan.
 * Nonstandard Game Over:
 * The Unfought: You can never confront Moloch, directly or otherwise, only thwart his plans for the Amulet. It's his high priest that holds the main MacGuffin you seek.