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slamfaq.txt
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slamfaq.txt
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+------------------------------------------------------------------------+
| SLAMFAQ.TXT |
+------------------------------------------------------------------------+
| SLASH'EM ver 0.0.8 |
| Super Lotsa Added Stuff Hack - Extended Magic |
| A Nethack Variant |
| Courtesy of the Slash'EM development team with the efforts and support |
| of countless others, especially the slashem-devel mailing list. |
| (1997-2004)|
+------------------------------------------------------------------------+
| Nethack is Copyright 1985-2003 |
| By Stichting Mathematisch Centrum and M. Stephenson. |
| SLASH'EM and NetHack may be freely redistributed. |
| See license for details. |
+------------------------------------------------------------------------+
Contents
--------
Q. What is SLASH'EM
Q. What is SLASH?
Q. What is the Wizard Patch?
Q. What are the new commands?
Q. Where did feature xxx come from?
Q. What is SLASH'EM
------------------------
At its very heart and core, it's still good ol' vanilla Nethack,
by the illustrious DevTeam (http://www.nethack.org/).
The code base from which this was started is SuperLotsaAddedStuffHack
(SLASH) 4.1.2E8, ported by Enrico Horn. He took the old SLASH V6 (a
variant for Nethack 3.1.3) code by Tom Proudfoot, and ported it to use
the Nethack 3.2.2 code. SLASH was probably the most popular variant
of Nethack.
On top of this is added the Wizard Patch 0.7 by Larry Stewart-Zerba
and Warwick Allison (also known for the Qt Nethack port).
Enriched with additional tiles by Dirk Schönberger.
Knead in Kevin Hugo's Balance Patch.
Add half a pound of bugfixes, new spells, tweaked/new special abilities
and features as they came to Warren Cheung.
Finally, factor in several years worth of development by the Slash'EM
dev-team.
Q. What is SLASH?
----------------------
SLASH originally by Tom Proudfoot
SLASH 4.1.2E8 by Enrico Horn
SLASH is Super-Lotso-Added-Stuff-Hack. Pretty much, it's Nethack with
more spells, monsters, artifacts, character classes and other added
features. Originally by Tom Proudfoot.
See Ali's source archive for more details:
http://avrc.city.ac.uk/nethack/source.html
Q. What is the Wizard Patch?
---------------------------------
Wizard Patch 1.0 by Larry Stewart-Zerba and Warwick Allison.
The Wizard Patch took the skills system in Nethack 3.2.2 and extended it
to include spellcasting abilities. It also added some spells. As a note,
Warren chose not to include the decreased power regeneration code.
Q. What are the new commands?
----------------------------------
Please consult the guidebook, a copy of which should be included
with all distributions.
Q. Where did feature xxx come from?
----------------------------------------
Many of the changes from vanilla NetHack are the result of continuing
development and improvement of Slash'EM but many others date back to
earlier variants and patches. Here is the original documentation of
the various bits that went into the original creation of Slash'EM.
From SLASHV6
------------
(Quoted directly from a news post by Tom Proudfoot)
The changes from Nethack Plus, except for:
* you _can_ wish for artifacts, except there is a chance it doesn't work
* the hit point regeneration is completely changed, and is now
based on your Con and Max Hp. A side affect of this is a ring/amulet
of regeneration is not so easily identified, because it doubles your
healing rate, and that may or may not be 1 point/turn.
* the magic-weapon-to-hit-a-monster thing is still in there, but
significantly toned down
* the Doppelganger no longer prompts you "want to change (y/n)?" every
couple of dozen turns. This drove me up the wall! If you want to
polymorph, use alt-Y and 10 energy.
* Warning is now actually useful, instead of annoying.
-shopkeepers have extra services
-class specials
-new character classes
About 150 new monsters. Some of the more, um, interesting ones:
* rot worm -- Causes sickness, and is a low level monster. Fortunately,
it's kinda slow. Unfortunately, it hides under things.
* rhambusun -- Has a paralyzation gaze (lasts for only a couple of turns)
* pyrolisk -- Has a fire-damage gaze
* green slime -- Touch causes you to slowly turn into slime unless you
burn it away.
The grand ol' list:
a: snow ant, yellow jacket, tsetse fly, giant wasp, black wasp,
army ant, spitting beetle, assassin bug, killer beetle
b: jiggling blob, lava blob, crackling blob, burbling blob
c: chickatrice, pyrolisk
d: dingo, fox, coyote, pit bull, rabid wolf, hyena, wolverine,
shadow wolf, mist wolf, death dog
e: glowing eye, flaming sphere, shocking sphere, bloodshot eye,
blinking eye, beholder, gas spore
f: lynx, panther, werepanther, weretiger, sabre-toothed cat,
displacer beast, hellcat, caterwaul, kamadan
g: galltrit, jermlaine
h: dwarf thief, duergar, master mind flayer, gnoll
i: dretch, rutterkin, nupperibo, blood imp, larva
j: red jelly, orange jelly, black jelly
k: swamp kobold, rock kobold, kobold wizard, kobold warrior, Kroo
l: leprechaun wizard, brownie, quickling, pixie
n: Aphrodite
o: orc, war orc, great orc, Grund, snow orc, demon orc
p: glass piercer, roper
q: scramper, squealer, mangler, mastodon, Jumbo, juggernaut, catoblepas
r: rabbit, black rat, pack rat, rabid rabbit, hellrat, the Rat King
s: centipede, recluse spider, barking spider, nickelpede,
giant scorpion, Girtab, Shelob, werespider, carrion crawler,
phase spider
u: nightmare
w: maggot, dung worm, acid worm, tunnel worm, rot worm, bloodworm
x: arc bug, spark bug, lightning bug
y: red light, blue light
A: Solar
B: rhumbat, athol, hellbat, mongbat, mobat, harpy
D: shimmering dragon, silver dragon, wyvern, hydra
F: disgusting mold, black mold
G: gnome thief, deep gnome, gnome warrior, Ruggo
H: storm giant, the Largest Giant
I: sneaker, squeaker
J: vorpal jabberwock
L: arch-lich, Vecna
M: troll mummy
O: ogre mage, shadow ogre
P: moldy pudding, green slime
S: king cobra, weresnake, asphynx
T: black troll, two-headed troll
U: water hulk
V: vampire mage
W: wight
Y: monkey
Z: ghoul, ghast
': gargoyle
@: mugger, thief, character classes (at all different levels),
jackalwere, gibberling, grimlock, drow
: shadow
&: efreeti, dao, marid
;: shark, giant crab
:: gila monster, salamander, rhaumbusun, basilisk, komodo dragon
There are new spells for the monsters to cast, and they will use a lot of the
new items, so be careful of the original monsters as well!
I tried to color the new monsters appropriately, and colored people
according to their clothing. There are some duplicated colors, now, though,
so be careful.
The characters are colored now, according to their preferred dress, so
the Tourist is purple, Elf green, Rogue black, Wizard blue, and so on.
Call me stupid, but this helps remind me which class I am, since I die
so often...
Pets only pick up 5 gold pieces out of a pile, and won't pick up a whole
bunch of arrows.
New terrain types: graves (you can 'r'ead the headstone, or dig it up)
toilets (um, you can sit, kick, drink, all sorts of stuff)
New artifacts, like the Eye/Hand of Vecna. I wouldn't use either one of
these too often, if I were you. There's also Mirrorbright the silver shield,
Whisperfeet the speed boots, and Deluder the displacement cloak. Also,
a bunch of weapons, which I don't remember too well.
Buncha special levels, like the Rat King level, the Kobold King level, Orc
level, Giant level, spider level, etc. Some are side-dungeons, others
aren't.
New rooms, like a Real Zoo (with zoo-like monsters), Leprechaun Throne Room,
Giant Throne Room, and stuff like that.
Buncha items. I remember these:
armor: silver dragon scale mail (reflection)
shimmering dragon scale mail (displacement)
gauntlets of swimming
cloak of poisonousness (don't wear this)
lab coat (poison res)
asbestos jacket, fire helmet (left over from my Fireman class)
kicking boots
amulets: regeneration
conflict
polymorph
rings: free action (no paralyzing! cool item!)
gain Con/Dex/Wis/Int
sleeping
potions: full healing
invulnerability (for a few turns, anyway)
polymorph
clairvoyance
ESP
fire resistance
wands: healing
fear
extra healing
create horde (don't use this, unless you're studly)
fireball (fortunately, monsters won't zap this one because I
couldn't get it to work right)
I feel like an idiot. There are certainly more items than these, but I can't
remember them. Oh well. Good luck, and try not to get killed by a horde
of snow orcs!
From the Wizard Patch: (Copied from the Wizard Patch Homepage)
--------------------------------------------------------------
* Wizard Patch 0.7
o A read of a spellbook now lasts 5000 turns
o A spellbook can now only be read 3 times.
o Spell Energy (mana) regeneration has been lowered.
o Minor bug fix with spell damage.
o Added ifdefs for debugging code.
o A binary with Qt NetHack is available on Warwick's home page.
* Wizard Patch 0.4
o Wizard's starting weapon is now blessed +1 quarterstaff.
o Added spell hit bonus and spell damage bonus, similar to weapon
hit and damage bonuses.
o Skill gained in a spell class is now based on the level of the
spell.
o Some minor bug fixes.
* Wizard Patch 0.3.1
o The percent success of casting a spell is now based heavily on
your skill level, and the level of a spellbook.
* Wizard Patch 0.3
o Protection spell added.
o Jump spell added.
o Minor bug fixes.
* Wizard Patch 0.2
o Spell casting now has skills and slots (like weapon skills)
o Spell Skill advancement uses nethack 3.2.1 advancement menus.
o See below for table of classes, starting and maximum skill level.
* Wizard Patch 0.1 the start of it all.
Nethack Plus
------------
(from the spoiler file included with the source)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SEMI-SPOILER FILE FOR NETHACK PLUS
Source & Spoiler by: Stephen White (swhite@cs.mun.ca)
Release Date: 06/27/94 Release Version: 1.0
This file contains information on the following topics:
(1) CLASSES: Abilities, Intrinsics and Maximum Stats.
(2) OBJECTS: New items list.
(3) SHOPS: List of "Special Services" and info on Shopkeepers.
(4) ARTIFACTS: List of new artifacts and info on how to get them.
(5) GENERAL: Anything not covered above.
(6) SPECIAL NOTES: Discalmers and information on Patches and Bugs
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 1: CLASSES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A lot of the classes (new and old) have special abilites as of now, I'll
list as many as I can remember:
"A" -> Heheh ... when wielding you bullwhip try walking over a
trapdoor some time :)
That fedora you are wearing .. there's something special
about it ... see if you can find out (Hint: Watch your
stats)
"B" -> This already is a very powerful class! However, you now
get the ability to eat rotted corpses with no ill effect.
(Note: You are NOT immune to sickness, you can just eat
ANYTHING!)
"C" -> Nothing too special, JUST infravision! (You'll know what
I mean next time you play.
"D" -> Well, the ability to polymorph with out risk of level change
or system shock is good enough, in addition you get the
ability to polymorph at will (costs 10 energy) at level 6.
"E" -> Pretty standard really, High Dexterity and Infravision.
"F" -> Ability to polymorph into a baby red dragon gained at level 7,
at level 15 you can poly into a full red dragon. Baby dragon
costs 25 mana, full costs 50. If you wear red dragon scale
mail you can polymorph into a full red dragon at level 7 and
above for a cost of 35 energy.
"H" -> Spell casting suffers if a shield or body armor is worn.
"I" -> See "F" except it's a white dragon.
"K" -> Can get Excalibur via dipping a long sword into a fountain.
(All other lawful classes have a MUCH lower chanch)
"L" -> Hehe .. is EVIL! Can eat humans without penelty (actually,
it's GOOD to eat them :), ability to poly into a werewolf at
level 3. Is immune to other forms of Lycanropy and doesn't
randomly change, you must use the CTRL-Y command (costs 10
energy to transform into/out of werewolf form)
"M" -> Definatly has the most benifits (and hinderances :). You
do 1d3 / 5 levels + 1 / level until 20 damage when not using
any weapon (ie, you bare hands), -1 Ac per 2 levels and a
chanch of stuning or seriously maiming an opponent with
bare hand attacks. Can hit monsters hit only by + level/4
weapons. Hinderances, can not wear body armor or a shield
(well, you CAN but it's not recomended ... you bonuses are
severly diminished) may not eat ANYTHING he kills, if he uses
any form of weapon, he suffers a -4 hit and -2 damage (and
gets no bonus)
"P" -> What can I say? Their good enough as is :)
"R" -> MUCH better chanch of successfully Stealing gold form someone.
It's a good idea to wear light (or no) armor while doing so.
"S" -> No change.
"T" -> Couldn't think of anything ...
"V" -> Their good enough already!
"W" -> Best spellcasters in the game! See Healer armor restrictions
on spell casting.
As you may have noticed if you have played the game, the usual stat maximums
of 18 have been altered for some classes allowing them to go as high as 21
in one case and as low as 7 in another. Here is a chart containing the
information for each class.
CLASS: STR: INT: WIS: DEX: CON: CHR: NOTE: Some classes may have
"A" 18 19 18 19 17 19 higher maximum averages
"B" 20 12 16 18 20 10 than others. This is
"C" 20 14 16 18 20 15 done to reduce the power
"D" 18/** 18 18 18 18 18 of really powerful
"E" 18/50 19 16 21 13 19 classes (Like Barbarian)
"F" 15/50 19 17 19 16 18 and to increase weak
"H" 14 19 19 19 19 18 ones (Like Healer)
"I" 18/50 19 17 19 16 18
"K" 19 17 19 13 18 19 Also, minimum for all classes
"L" 20 20 18 18 20 7 are 3 for each stat.
"M" 10 20 20 18 20 18
"P" 18/** 17 20 15 18 18
"R" 18/** 17 17 20 17 16
"S" 19 15 15 20 19 15
"T" 18/50 19 19 15 18 19
"V" 20 12 17 16 20 16
"W" 12 20 20 19 16 18
Finally, Intrinsics. Well, their self explanitory so here's the list.
CLASS: LEVEL: INTRINSIC GAINED:
"A" 1 Stealth
1 Fast
5 See Invisible
10 Searching
"B" 1 Poison Resistance
4 Stealth
7 Fast
"C" 7 Fast
15 Warning
"D" 1 Polymorph
9 Polymorph Control
"E" 1 Sleep Resistance
1 See Invisible
1 Searching
7 Fast
"F" 1 Fire Resistance
7 Shock Resistance
13 Cold Resistance
"H" 1 Poison Resistance
15 Warning
"I" 1 Cold Resistance
7 Shock Resistance
13 Fire Resistance
"K" 7 Fast
"L" 1 Poison Resistance
7 Fast
13 Sleep Resistance
"M" 1 Fast
1 Sleep Resistance
1 See Invisible
3 Poison Resistance
5 Stealth
7 Warning
9 Searching
11 Fire Resistance
13 Cold Resistance
15 Shock Resistance
17 Teleport Control
"P" 1 Shock Resistance
15 Warning
20 Fire Resistance
"R" 1 Stealth
10 Searching
"S" 1 Fast
15 Stealth
"T" 10 Searching
20 Poison Resistance
"V" 1 Cold Resistance
1 Stealth
7 Fast
"W" 15 Warning
17 Teleport Control
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 2: OBJECTS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
A list of new items:
WEAPONS:
silver dagger ------.
silver short sword |
silver long sword |- Pretty standard really, just new silver weapons.
silver mace |
silver spear ------'
heavy hammer (This one is special, like the runesword ... just for Mjollnir)
ARMOR:
robe (Yup, just a robe. Wizards can wear this and cast spells)
robe of protection (Gives Protection and same AC bonus as Cloak of Prot.)
robe of power (Makes spellcasting easier for all classes)
robe of weakness (Hehe ... Nasty one :)
RINGS:
gain constitution (As per ring of gain strength ... only for constitution)
TOOLS:
magic candle (Doesn't give a wish, but gives infinite light)
orb of enchantment (REALLY powerful and rare, enchants weapons. 2-5 charges)
orb of charging (Charges things, but can't be charged :)
orb of destruction (I'm not going to tell you, Ha!)
SPELLBOOKS:
resist poison (Temperary imunity to poison)
resist sleep (Temperary imunity to sleep)
endure heat (Temperary imunity to fire)
endure cold (Temperary imunity to cold)
insolate (Temperary imunity to electricity)
enlighten (As per potion of enlightenment)
enchant weapon (Rarely works, and cost A LOT of energy, but sometimes...)
enchant armor (Rarely works, and cost A LOT of energy, but sometimes...)
WANDS:
enlightenment (As per potion of enlightenment)
STONES:
stone of health (Lets you naturally heal at a faster rate)
stone of rotting (Lets you naturally heal at a slower rate)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 3: SHOPS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Shops and Shopkeepers:
SPECIAL SERVICES:
All shops now have "Special Services" avaliable to the kind player who may
want to purchase them. I will only give a list of them so you know they are
there, I want to leave the actual discovery of them to you :)
For starters, to "activate" them simply try to pay for something when you
owe nothing (in case you wondering, this is done so you just don't pick up
everything in the shop and identify it BEFORE paying for it :)
Services: (Varies with shop)
Identify, Rustproofing/Enchant Weapons, Rustproofing/Enchant Armor,
Charge Wand/Ring/Tool, Poison Weapons, Remove Curse, Apprase (This
doesn't work very well)
PLEASE NOTE: I didn't write this code, but I can not find the name of person
who did anywhere in the source he gave me (It's been about 6
months since I talked to him and I lost his address when my
systems mail was purged). However, I have done MAJOR revisions
to it in my source to help balance this version, so please
refere all question and comments to me.
SHOPKEEPERS:
A brief note on shopkeepers, they are CONSIDERABLY more powerful now. This
was done because of possable shopkeeper abuse due to the "Special Services"
they provide. You will now find it nearly impossable to kill these buggers,
they are now level 24 rather then level 10, have an 4 attacks per round, are
very fast AND immune to sleep, poison and death rays (Ha!) If you can kill
one now, you TRULY deserve the abuse you can extract from them :) This
power enhancement is also done to ensure fewer pets can kill shopkeeper by
themselves.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 4: ARTIFACTS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Artifacts:
WEAPONS:
Serpants Tongue: TYPE: Dagger ALIGN: Chaotic CLASS: Rogue
Doomblade: TYPE: Orcish Short Sword ALIGN: Chaotic CLASS: Lycanthrope
Elfslayer: TYPE: Orcish Spear ALIGN: Chaotic CLASS: None
Disrupter: TYPE: Mace ALIGN: Neutral CLASS: Priest
Luckblade: TYPE: Short Sword ALIGN: Neutral CLASS: Tourist
Giantkiller: TYPE: Dwarvish Mattock ALIGN: Neutral CLASS: None
Skullcrusher TYPE: Club ALIGN: Lawful CLASS: Cave Man
Quick Blade TYPE: Elven Short Sword ALIGN: Lawful CLASS: Elf
Fire Dagger TYPE: Dagger ALIGN: Lawful CLASS: Healer
Holy Sword TYPE: Long Sword ALIGN: Lawful CLASS: None
ARMOR:
Gauntlets of TYPE: Gauntlets of Dex. ALIGN: Neutral CLASS: Monk
Defense
QUEST:
Medallion of Shifters (Doppelgangers)
Candle of Ever Burning (Flame Mage)
Storm Whistle (Ice mage)
Staff of Withering (Lycanthrope)
The Mantle of Knowledge (Monk)
Sacrificing for artifacts:
This are has been changed to make it harder to obtain artifacts through
sacrifice. My reasoning for this is all the people who say "Aww ...
Dragonbane! Thats junk! I'll throw that away and wait for something better"
or "Hmm ... Magicbane is good for a Wizard, but I'd rather have Mjollnir"
Now if you get an artifact, be happy! I mean, think about it ... to get
something SO powerful from just sacrificing a newt on level 2 is crazy!
The gods don't have an infinite supply of artifacts to throw around, if
you are good enough to get one you deserve it but you HAVE to be GOOD enough
There's only one Mjollnir, only the mightiest will get it!
Ok, here's how it works:
If you make a sacrifice and it qualifies to give you an artifact
as it used to (ie. high luck, high align) you get 1 point.
If that sacrifice just converted an altar, you get 5 points. The
same applies to sacrificing a unicorn of an opposing color.
You then have a chanch, based on the number of points you have
obtained and the number of artifacts in the game, of being granted
an artifact. A number from 1 to 100 + 25 per artifact in existance,
(ie. no artifacts -> 1 to 100, 1 artifact -> 26 - 125, etc) is
compared to your points. If your number is higher than the number
picked, you get an artifact!
Now, this may seem like a good deal _BUT_ it has a few drawbacks.
If you piss your god off, your points are reset to 0.
(This of course includes changing alignments)
Every 200 moves one point is deducted from your points. In other
words, the gods like it when you constantly sacrifice ... not
just a sacrifice now and then.
So there you have it! Simple isn't it? Mind you, this is about the only
way to get artifacts in the game at present. There are four others:
(1) Find them. (Yes, it DOES happen :)
(2) Become the Hand/Envoy/Soul Taker (or #dip for Excalibur)
(3) Kill something that has one (like an Archon)
(4) Wish for them (However, most generaly powerful ones have been
disabled, such as Vorpal Blade, Stormbringer. But "minor" ones
such as Dragonbane or Ogresmasher are still avaliable via wish)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 5: GENERAL
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
(1) Spells and Spellcasting: I have totally overhalled the spellcasting
system, certain classes are better than others and use different stats
in determining sucess (ie. Wizard uses INT, Priest uses WIS). Instead of
a flat success or fail, there is now a percent chanch of casting a spell
based on class, level, spell level and for some classes armor worn.
(2) Magical Creatures: Certain creatures can only be hit by magic
weapons (or spells) of various power. Simallarly, some powerful creatures
strike as if they had magical weapons of various power. Ex: Unicorns are
now +2 or better to hit, and stike as if they had a +1 weapon. Another
"common" monster hit only by +2 or better weapon is the Ghost
(3) Monster Improvements: Powerfull monsters are now harded to kill,
including Shopkeepers. Some important monster may be immune to Wands of
Death (new monster intrinsic, no Mr. Barbarian you CAN'T get it by eating
him! :) ... players arn't the ONLY all-powerful force in THIS dungeon!
(4) Two New Commands: There are two new commands avaliable in the game now,
Steal (CRTL-B) and Polymorph (CTRL-Y). Anybody can attemp to steal, but
the chanchs of a non-Rogue succeding is very low. Only four classes can
attempt to Polymorph: Doppelgangers (of course!), Flame Mages, Ice Mages
and Lycanthropes (Duh!)
(5) XP and Levels: There has been a drastic change in the ammount of
experence you need to gain a level, you now need a lot more. Many people
have asked "Why so much? It's TOO hard!", the answer is simple: Power.
There are two main reasons this was done: (A) To offset the powerful
affects gain at the higher levels, like with Barbarians with a 20
con ... they could have ~50 HP at level 4! So I made advancement slower
to curb the rate of power increase, you will still have ~50 HP at level
four, but it will take a long time to get there. (B) You will now
appriciate gaining a level, rather than "Oh, great. Level 7" it will
be "YESSSS! I finally made Level 6 and it only took me three days, that
must be a new record!" ... (Well, maybe not THAT bad :)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION 6: SPECIAL NOTES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The Patch fo the "Special Services" has been included in this version
but has been drastically altared. If the author is out there reading
this, please contact me.
Also the Patch for the "Black Market" has been INCLUDED but not enabled
in both the source and the executable. It turns out that it's a weee bit
too buggy (Well, anything that has even ONE bug is too buggy. But thats
another topic all together) to be used in my version. Again, if the
author is out there please contact me.
There is (as far as my vast knowledge can see) only ONE bug contained
within the source code. It have to do with dwarves with pick-axes not
being restored properly, you will run into this problem. Just ignore it,
the game will tell you the program is in disorder any perhapes you should
quit but you don't need to as the problem is very minor and will have
no effect on the outcome of the game. If anyone knows what might cause
this, PLEASE let me know
DISCLAMER: I am NOT responsable for any damages this program may cause
on you computer, socal life, job or sanity. It is mostly
bug free and shouldn't have any major problems, however if
you descover what you think may be a bug, please report it
to me, Stephen White (swhite@cs.mun.ca).
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tsanth's Modifications
----------------------
.\APPLY.C
Lines 2075-2077
Added code to support CONTAINER(silver wallet).
Bounded by "# ifdef WALLET_O_P".
Lines 2128-2132
Added code to handle WEPTOOL(spoon).
Bounded by "# ifdef P_SPOON".
.\ARTIFACT.C - WAC not added. Undergoing modification
Lines 1043-1051
Added code to make the chance to behead with the Vorpal Blade increase
with your level. (The Vorpal Blade gets more user-friendly when used
by more experienced adventurers. ;)
Bounded by "# ifdef TSANTH".
..\INCLUDE\ARTILIST.H
Lines 243-250
Added Wallet of Perseus
From the mythology - Perseus, when sent to kill Medusa, was given
a silver wallet that could hold anything put into it; I've modified
it somewhat, to be able to hold anything, multiplying by 4 the
weight of everything in it if cursed, reducing by 1/8 the weight of
everything in it if uncursed, and _negating_ the weight of
everything put into it if blessed.
Bounded by "# ifdef WALLET_O_P".
.\CMD.C
Lines 119-123
Added prototypes for wiz_gain_ac(), wiz_gain_level(), and
wiz_toggle_invulnerability().
Bounded by /* xxx TSANTH'S CODE */
Lines 790-828
Added code to allow wizard mode users to increase their AC.
Bounded by /* xxx TSANTH'S CODE */
Lines 1360-1362
Added code to handle the control-sequence for increasing AC in wizard
mode. (Ctrl-A)
Bounded by /* xxx TSANTH'S CODE */
Lines 1371-1373
Added code to handle the control-sequence for toggling invulnerability
in wizard mode. (Ctrl-N)
Bounded by /* xxx TSANTH'S CODE */
.\DOTHROW.C /* WAC */
Lines 768-773
destroy spoon after hit.
..\INCLUDE\CONFIG.H
Lines 478-482
Added #define's for various mods.
.\ENGRAVE.C
Lines 31-47
Added several quotes, just for fun.
.\MAKEFILE
Line 120
Added a line to support 4DOS
I had some minor trouble compiling SLASH (the levels would not
compile correctly with and without DLB enabled), due to 4DOS's DIR;
it lists two columns of data, unless you add the /z switch. So I
added it.
Unbounded
..\DAT\MEDUSA.DES
Line 59
Added code to support Wallet of Perseus, no comments.
.\MKOBJ.C
Lines 775-795
Added code to support Wallet of Perseus, comments.
Bounded by "# ifdef WALLET_O_P".
.\OBJECTS.C
Lines 186-194, 208-211
Added WEAPON(dimsaber).
Bounded by "# ifdef D_SABER".
Lines 668-673
Added CONTAINER(silver wallet) to support Wallet of Perseus, no
comments.
Bounded by "# ifdef WALLET_O_P".
Line 674
Made CONTAINER(sack) probability == 40. To fix the 1005% over problem.
Lines 753-762
Added WEPTOOL(spoon). (In homage to Final Fantasy 2.)
Bounded by "# ifdef P_SPOON".
.\PICKUP.C - WAC
Lines 45-48
Weight correction calculation
Lines 806-812
Added weight correction for WALLET OF P
Lines 837-843
Added weight correction for WALLET OF P
..\WIN\SHARE\OBJECTS.TXT
Lines 891-909
Edited tile for WEAPON(lightsaber); I made it green. (Tile 46)
Lines 910-928
Added tile for WEAPON(dimsaber). (Tile 46)
Lines 929-947
Edited tile for WEAPON(darksaber); I made it red. (Tile 47)
Lines 4273-4291
Added tile for CONTAINER(silver wallet). (Tile 222)
Lines 5223-5241
Added tile for WEPTOOL(spoon). (Tile 271)
.\OBJNAM.C
Lines 2032-2034, 2037-2039
Added code to allow wishing for unique monster tins in wizard mode.
Bounded by "# ifdef WIZARD".
Lines 2044-2046, 2049-2051
Added code to allow wishing for unique monster corpses in wizard mode.
Bounded by "# ifdef WIZARD".
Lines 2062-2064, 2067-2069
Added code to allow wishing for unique monster figurines in wizard mode.
Bounded by "# ifdef WIZARD".
..\INCLUDE\PATCHLEV.H
Line 42
Changed VERSION_COMPATIBILITY to 0x0000020AL (was previously
0x00000209L).
.\TELEPORT.C
Lines 145-147, 154-156, 164-166, 172-174, 309-311, 313-315, 601-604,
608-610, 615-617, 619-621
Added code to handle teleportation in wizard (debug) mode; you should
now be able to teleport anywhere, anywhen, provided you're in wizard
mode.
Bounded by "# ifdef WIZARD".
..\WIN\SHARE\TILEMAP.C
Lines 75-83
Added conditional statements to support WEAPON(dimsaber).
Bounded by "# ifndef D_SABER".
Added conditional statements to support CONTAINER(silver wallet).
Bounded by "# ifndef WALLET_O_P".
Added conditional statements to support WEPTOOL(spoon).
Bounded by "# ifndef P_SPOON".
.\UHITM.C
Lines 519-525
Added code to make WEPTOOL(spoon) "flash brightly" when hitting any
monster.
Bounded by "# ifdef P_SPOON".
.\WEAPON.C
Lines 171-174
Added code to handle WEPTOOL(spoon) damage; it does 9999 damage.
Bounded by "# ifdef P_SPOON".
Lines 1063-1065
Added code to make throwing WEPTOOL(spoon) count toward DART skills.
Bounded by "# ifdef P_SPOON".
.\WEILD.C
Lines 202-210
Added code to support WEAPON(dimsaber).
Bounded by "# ifdef D_SABER".
..\WIN\TTY\WINTTY.C - WAC removed
Lines 306-309
Added text to the opening screen.
Bounded by "# ifdef TSANTH".
..\DAT\WIZHELP
Line 3
Added text to the wizard-mode help screen.
Unbounded
Line 9
Added text to the wizard-mode help screen.
Unbounded
Additions from Kevin Hugo's Balance Patch
-----------------------------------------
New Objects
~~~~~~~~~~~
amulet of flying [tile from removed amulet]
(instead of amulet of free action, which is a ring again)
Worn: You can fly at will.
Eaten: No effect.
Coded and tested.
amulet of unchanging [tile from removed amulet]
Worn or eaten:
You won't change into the form of another creature, whether
accidentally, intentionally, or periodically. This includes
polymorph traps and rays, the polymorph intrinsic, lycanthropy
(were-creatures), turning to slime, becoming a "new man", or
returning to your normal form. If you were polymorphed, you
stay polymorphed and will permanently die when you lose all
hit points. Lycanthropy may be purified, but you will remain in
creature form. However, you can turn into another material;
namely, turning to stone, mimicing gold, or conversion/destruction
as a golem. It also does *not* stop the sliming process once it
has started.
Note: Magic resistance and/or polymorph control sometimes serve
the same purpose.
You have to be a metallivore (xorn would be best) to eat it.
Then you would be stuck in that form, which probably isn't a
good idea.
? Should the Doppleganager's quest artifact be this type of amulet?
Fully coded but partially tested.
amulet versus stone [tile from removed amulet]
Worn:
You are resistant to turning to stone.
? Each time you are stoned, the blessing changes from blessed ->
uncursed -> cursed -> turns to dust.
The stoning process stops if it has started.
Eaten: Stops a stoning process which has already started.
Coded and tested.
kiwifruit [standin from asian pear]
(Intended for starting inventory of new Zoutherner class)
Same cost ($7), weight (2), and nutrition (50) as an apple.
Random probability 3/1000.
Coded and tested.
eucalyptus leaf [standin from sprig of wolfsbane]
(Intended for starting inventory of new Zoutherner class)
Cost $6, weight 1, nutrition 30, random probability 4.
Cures food poisoning, sickness, and nausea.
Koalas (a future creature) will only be able to eat this food.
Coded and tested. You can even wish for them in plural!
scroll of earth [standin from another scroll]
(Derived from an idea by Virtanen <jajvirta@cc.helsinki.fi>)
Blessed: Drops one rock on your head.
Uncursed: Drops 2 to 6 rocks on your head.
Cursed: Drops a boulder on your head.
Confused: Drops the objects as above on the 8 surrounding squares
instead of on you.
Note: No effect on the Rogue level or in the endgame (except Plane
of Earth). The objects aren't dropped where the terrain won't permit
it (e.g., no objects will be stuck in walls). Amorphous, unsolid,
and wall-passing monsters are undamaged.
Cost $200, random probability 15/1000, marker charges 8.
Coded and tested.
potion of acid [tile from removed potion]
If acid-resistant,
"This tastes sour." (non-hallucinating)
"This tastes tangy." (hallucinating)
Blessed: d4 damage and abuse constitution if not acid-resistant.
"This burns a little!"
Uncursed: d8 damage and abuse constitution if not acid-resistant.
"This burns!"
Cursed: 2d8 damage and abuse constitution if not acid-resistant.
"This burns a lot!"
Hits monster: Same damage as above.
Vapors: Abuse constitution.
Can be quaffed by players and monsters to stop the stoning process.
Thrown by monsters as an attack.
Cancels to water.
# Dip: Non-blessed removes erosionproofing. Explodes with d10
damage when dipped into any water or mixed with other potions.
Cost $250, probability 20/1000.
Coded and tested.
ring of sustain ability [tile from removed ring]
Worn: Your statistics (Str, Con, Dex, ...) will neither increase
nor decrease (e.g., by attack, poison, gain ability, or restore
ability). The adjustments are lost forever, and they don't appear
after you remove the ring. Does not affect changes due to worn
items (e.g., ring of adornment, gauntlets of power).
Eaten: No effect. (Would be too powerful late in the game.)
Sink message: "The water flow seems fixed."
Notes: You can still accumulate exercise and abuse, although it
won't result in changes in your attributes while the ring is
worn.
# You are not protected from other attack effects such as mind
flayer amnesia or instant-kill poison.
Cost $100.
Fully coded but partially tested.
saddle (tool) [no tile]
Can be found randomly and in pet stores.
You can ride certain pets. Try the following:
Apply a saddle to various monsters.
Kick or whip your steed.
Try the above at various experience levels and monster tameness.
Try getting on when polymorphed or impaired.
Move around while riding.
Try picking up or manipulating objects in the floor.
Polymorph yourself (or your steed).
Climb or descend stairs.
Generate a bones file.
# You are considered flying when you ride a flying monster.
Dismount by applying the saddle.
Partially coded and tested. I don't think there are any game-
stopping bugs, but there are several known inconsistencies:
Your steed does not yet attack or get attacked.
? Use your steed to carry things as a pack animal?
Although I have attempted to compensate for the speed of the
saddled pet, it is far from perfect. To do an adequate job,
I would have to completely rehaul NetHack's speed system.
Traps, pools, and wounded legs are not properly handled.
More inconsistencies as they are discovered.
Conditionally coded by #ifdef YEOMAN, which is commented out be
default. You may experiment with it if you like, but the game
should be distributed with it commented out for now.
In the future, Knights and Yeomen will start with a pony, a saddle,
10+ apples, and 10+ carrots.
fishing pole (weapon-tool in polearm category) [standin from pickax]
(Idea by StarChaser)
When you apply any polearm,
You can't use apply a polearm if swallowed.
You try to wield the polearm. If you can't, no further effect.
You are asked to select a square within a 3 square radius.
You have to see the spot (hence no barriers permitted).