# Kamerel

Kamerel are a category of monsters added in dNetHack. They are represented by ".

Contents

1 Amm Kamerel

1.1 Equipment sets

1.1.1 Warrior
1.1.2 Fighter driver
1.1.3 Wizard driver
1.1.4 Wizard leader

2 Hudor Kamerel
3 Sharab Kamerel
4 Ara Kamerel
5 Encyclopedia entry

Amm Kamerel

" Amm Kamerel File:Amm Kamerel.png

Difficulty

6

Attacks

Weapon 1d1 physical, Magic 0d6 clerical spell

" Amm Kamerel File:Amm Kamerel.png

Difficulty

6

Attacks

Weapon 1d1 physical, Magic 0d6 clerical spell

Base level

3

Base experience

43

Speed

12

Base AC

10

Base MR

0

Alignment

0 (neutral)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

140

Nutritional value

0

Size

small

Resistances

shock, petrification

Resistances conveyed

fire, cold, sleep, shock, poison

An Amm Kamerel:

 has a head, a couple of arms, and a torso.

 does not eat. (*)
 is not a valid polymorphable form.

 can follow you to other levels.

 is strong.

 can pick up weapons and food.

 never leaves a corpse.

 cannot be tamed.

Equipment sets
Warrior
81 out of 100 will be warriors:

Don't cast spells (are spawned canceled)
Mirrorblade
Roundshield (Bronze, silver, or glass)
Banded mail (Bronze, silver, or glass)
Fighter driver
9 out of 100 will be fighter drivers:

+3 levels
Intrinsic fast speed
Don't cast spells (are spawned canceled)
+1 Mirrorblade
+1 Roundshield (Bronze, silver, or glass)
+1 Plate mail (Bronze, silver, or glass)
Wizard driver
9 out of 100 will be wizard drivers:

+3 levels
Mirror (which, in kamerel hands, removes the Outland's spell failure chance)
Cast open wounds
Elven cloak, Dwarvish cloak, or Cloak of invisibility
+1 Stiletto (Bronze, silver, or glass)
Wizard leader
1 out of 100 will be wizard leaders:

+7 levels
Cast open wounds
Mirror (which, in kamerel hands, removes the Outland's spell failure chance)
Cloak of protection
+1 Stiletto (Bronze, silver, or glass)

Hudor Kamerel

" Hudor Kamerel File:Hudor Kamerel.png

Difficulty

10

Attacks

Touch 2d6 soaking, Magic 0d6 clerical spell

" Hudor Kamerel File:Hudor Kamerel.png

Difficulty

10

Attacks

Touch 2d6 soaking, Magic 0d6 clerical spell

Base level

6

Base experience

96

Speed

18

Base AC

0

Base MR

0

Alignment

0 (neutral)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

750

Nutritional value

0

Size

medium

Resistances

shock, petrification

Resistances conveyed

fire, cold, sleep, shock, poison

A Hudor Kamerel:

 can swim.

 can survive underwater.

 has a head, a couple of arms, and a torso.

 does not eat. (*)
 is not a valid polymorphable form.

 can follow you to other levels.

 is strong.

 never leaves a corpse.

 cannot be tamed.

 does not move.

Hudor Kamerel can't move, and are invisible while over water or shallow water.  They are generated with Mirrors that enable them to bypass the Outland's spell failure chance.  They cast the open wounds monster spell.

Sharab Kamerel

" Sharab Kamerel File:Sharab Kamerel.png

Difficulty

14

Attacks

Claw 8d1 physical, Claw 8d1 physical, Claw 8d1 physical, Magic 2d6 clerical spell

" Sharab Kamerel File:Sharab Kamerel.png

Difficulty

14

Attacks

Claw 8d1 physical, Claw 8d1 physical, Claw 8d1 physical, Magic 2d6 clerical spell

Base level

10

Base experience

231

Speed

18

Base AC

0

Base MR

0

Alignment

0 (neutral)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

750

Nutritional value

0

Size

medium

Resistances

shock, petrification

Resistances conveyed

fire, cold, sleep, shock, poison

A Sharab Kamerel:

 can fly.

 has a head, a couple of arms, and a torso.

 does not eat. (*)
 is not a valid polymorphable form.

 can follow you to other levels.

 is strong.

 never leaves a corpse.

 cannot be tamed.

Sharab Kamerel are generated with Mirrors that enable them to bypass the Outland's spell failure chance.  They cast the psi bolt monster spell.
Sharab Kamerel have monster displacement (which causes 50% of all melee attacks to miss them) and are resistant to most physical attacks (in the same way that Shades resist most attacks).  Unlike shades, Sharab Kamerel are not vulnerable to silver, but they are vulnerable to both blessed and cursed items.

Ara Kamerel

" Ara Kamerel File:Ara Kamerel.png

Difficulty

19

Attacks

Weapon 2d8 physical, Claw 2d3 Amulet theft, Cast 0d0 clerical spell

" Ara Kamerel File:Ara Kamerel.png

Difficulty

19

Attacks

Weapon 2d8 physical, Claw 2d3 Amulet theft, Cast 0d0 clerical spell

Base level

15

Base experience

381

Speed

9

Base AC

6

Base MR

0

Alignment

0 (neutral)

Frequency (by normal means)

0 (Not randomly generated)

Genocidable

No

Weight

4500

Nutritional value

0

Size

large

Resistances

sleep, shock, poison, acid, petrification

Resistances conveyed

fire, cold, sleep, shock, poison

An Ara Kamerel:

 can survive underwater.
 does not breathe.

 has a head, a couple of arms, and a torso.

 has a thick hide.

 does not eat. (*)
 is not a valid polymorphable form.

 can follow you to other levels.

 is strong.

 can pick up weapons and food.

 wants the Amulet of Yendor.

 wants the Amulet of Yendor, the Bell of Opening, the Book of the Dead, the Candelabrum of Invocation, and your quest artifact.

 never leaves a corpse.

 resists death magic.

 does not naturally regenerate HP.

Ara Kamerel are generated with Mirrors that enable them to bypass the Outland's spell failure chance.  They cast the open wounds monster spell.
In addition, they are generated with a Kamerel Vajra, a special type of lightsaber.  In the hands of an Ara Kamerel, a Vajra is a 3x lightsaber weapon that does and additional 6d6 lightning damage and blinds the target.
Ara Kamerel have transcended the regular universe, and are now present only as reflections of their higher selves.  If an Ara Kamerel is destroyed, it is able to convert any gold golem on the level into a new version of itself, albeit without its special equipment.  Hostile and peaceful Ara Kamerel are anchored to the current dungeon level and don't move between levels while unincarnate.  Tame Ara Kamerel are anchored to the player character and will follow them between dungeon levels, and will reincarnate into any gold golem the player comes across.

Encyclopedia entry

You live in the mirror as well as the real world - the
proof's right there when you gaze at the reflection. 
But, does something live only in that mirror place?
Stare into the mirror my friend. Does something
besides you look back?
	[ Tales from the Infinite Staircase, by Monte Cook]

 