Difference between revisions of "Hack'EM"

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'''Hack'EM''' is a project started by [[User:Hackemslashem]] with the goal of becoming the next successor to [[SLASH'EM]].  
 
'''Hack'EM''' is a project started by [[User:Hackemslashem]] with the goal of becoming the next successor to [[SLASH'EM]].  
 
Simply put, Hack'EM is "Hack, Extended Mechanics."
 
Simply put, Hack'EM is "Hack, Extended Mechanics."
 +
 +
== Main menu ==
 +
 +
{{float right|{{caption|{{HackEMMonsters}}|Click on a glyph to go to that monster's page.}}}}
 +
 +
* [[Hack'EM Frequently Asked Questions]]
 +
* [[Hack'EM strategy guide for vanilla players]]
 +
 +
'''Info on new content and changes to existing content:'''
 +
* [[Item (Hack'EM)]]
 +
* [[Monster (Hack'EM)]] [[Monster (Hack'EM)/Full list|(Unabridged listing of all monsters)]]
 +
* [[Roles and races (Hack'EM)]]
 +
* [[Artifact (Hack'EM)]]
 +
 +
Script generated pages:
 +
* [[Hack'EM monsters]]
 +
* [[Hack'EM items]]
  
 
== About ==
 
== About ==
 
 
=== Welcome to Hack'EM! ===
 
=== Welcome to Hack'EM! ===
 +
When hackemslashem first started this project, it was an attempt to modernize [[SLASH'EM]] and bring it to a modern post-NetHack 3.4.3 environment. He started with [[EvilHack]] as a base because he was intrigued by the challenging reputation of EvilHack and the comprehensive feature set it contained. However, as the project proceeded he found many other interesting mechanics and ideas to refine and mix in from other forks. The result was a game where the skeleton is SLASH'EM, but the innards are composed of EvilHack, [[SpliceHack]], [[SlashTHEM]], [[xNetHack]], [[UnNetHack]], and almost every other fork. In particular, the content of SpliceHack and SlashTHEM were of importance - because these forks have a goldmine of content but their development has largely stalled, resulting in a backlog of bugs. Now players can find many of the features from those forks in Hack'EM, with less bugs and refined mechanics.
  
The first objective of this project was to bring [[SLASH'EM]] content to a modern NetHack platform:
+
The main design philosophies still stand:
* Port over most of the content from SLASH'EM and attempt to take the "next steps" for it.
+
* If something doesn't work, is buggy, or is easily abusable, attempt to improve it or remove it.
* If something doesn't work, is buggy, or is easily abusable, attempt to fix it or remove it.
 
 
* If something is bland or feels unfinished - attempt to flesh it out.
 
* If something is bland or feels unfinished - attempt to flesh it out.
 
* Add all the quality-of-life features that are available in the variant market.
 
* Add all the quality-of-life features that are available in the variant market.
  
Hack'EM was based on [[EvilHack]] for a few reasons:
+
But a couple of new ideas have also evolved:
* EvilHack is based on NetHack 3.6, and already contained many important updates and bug fixes.
+
* '''Make the game accessible to both NetHack newbies and veterans.''' This was mostly accomplished by updating the object lookup to show more information on objects, monsters, and artifacts. A player doesn't have to run to the wiki (or wonder if the wiki is up-to-date).
* It's inherently more difficult, but in ways that seem to work with SLASH'EM.
+
* '''Make the game challenging for NetHack veterans, even if completely spoiled.''' We want to keep people coming back for more, and we want to encourage different tactics as the texture of the game reveals itself.
* Many quality-of-life features were already baked in.
+
* '''Make the game difficult - but fair.''' Many new challenges have been introduced, but the player shouldn't feel that a situation is completely out of their control unless the RNG is really bad that day. For each new challenge, a counter-balance has usually been achieved. The opposite is also true, for any powerful effect in the player's favor, a counter-effect is usually balanced. The end-goal is to present the player with interesting situations.  
* EvilHack also had lots of small tweaks and gameplay changes that seemed to work with SLASH'EM content.
+
* '''Nudge players to make more creative decisions.''' If a mechanic, item, or feature makes for a completely decisionless strategy, this is usually viewed as a sign that something needs to be adjusted.
* EvilHack has an amazing dedicated community, and without their help, Hack'EM wouldn't have been able to grow and mature!
 
  
For a complete list of changes, see [https://github.com/elunna/hackem/blob/master/hackem_changelog.txt the Hack'EM Changelog.]
 
  
=== Changes from SLASH'EM ===
+
== Quality-of-life features ==
Here is where Hack'EM diverges:
 
  
* The [[Drow (starting race)|Drow]] has not been ported, but may be inherited from EvilHack's implementation in the future.
+
'''Object lookup has been fleshed out:'''
 +
* '''If you are new to Hack'EM, the object lookup will be your new best friend!'''
 +
* There are a few ways to access the lookup info:
 +
    - Open your inventory (i), and then press the inventory letter associated with your item.
 +
    - Farlook: Press ; then : on a monster or item.
 +
    - Type / and ?, and manually type in the item/monster to query (e.g. "potion of acid")
 +
* Object lookup shows a lot of useful information for items, including object properties and special effects from materials.
 +
* Object lookup for corpses now shows intrinsics conferred, and other info about eating them (like if they are poisonous or acidic).
 +
* Weapons show bonus damage and effects resulting from materials.
 +
* Artifacts can also be looked up to reveal all the special effects they confer or attacks they inflict.
 +
* You can see if a monster doesn't respect Elbereth or can't be magically scared in the Pokedex.  
 +
* Special item manipulation tricks will also be displayed if they pertain to the item:
 +
** fermentation recipes with fruit juice (Lookup "fruit juice" for full listing)
 +
** gem alchemy (Lookup "acid" or "gem alchemy" for a full listing of recipes)
 +
** forging recipes
 +
** tinker/upgrade paths
  
* [[Techniques]] have been implemented with updates and bug fixes. New techniques are featured! See the [[Hack'EM#Techniques|techniques section]] for more details.
+
=== Auto-identification ===
  
These features have been removed or replaced:
+
* All roles start out having these basic items pre-identified:  
* Skipped races: [[Lycanthrope (starting race)|Lycanthrope]].
+
** potions of water
* Skipped monsters: [[Gypsies]], Doctor Frankenstein, Frankenstein's Monster
+
** blank scrolls
* Skipped items:  
+
** scrolls of identify
** [[wand of fireball]]
+
* Many items are auto-identified on wear, first use, or when their effects should logically be reveals (ie: water walking boots are identified when you walk over water)
** [[lab coat]]
+
* Almost all wands are identified when seeing their engraving effects or zap usage.
** heavy hammer (evil had heavy war hammer)
+
* If a wand shares an engrave message with others, it can be auto-identified by process of elimination if its counterparts are already identified.
** [[rocket launcher]], [[grenade launcher]], [[rocket]], [[stick of dynamite]]
+
* Auto-ID rings dropped into a sink when message is shown (Un)
** Silver short sword/long sword/mace (object materials has these covered)
+
* Auto-ID amulets dropped into toilets, if possible (slex)
** dark elven bow, dark elven arrow, dark elven dagger, dark elven short sword, dark elven mithril-coat
+
* Auto-ID flintstones when rubbed on iron weapons (evil)
** [[Giantkiller]] (Evil has [[Giantslayer]]).
+
* Rustproof/erodeproof/fixed status is known by default for all items (DynaHack)
* Skipped spellbooks:
+
* After a period of using a wielded weapon and gaining experience with it, you will fully identify it (evil)
** [[spellbook of enchant armor]]
+
* Throne insight now recursively identifies all items in your possession and in your containers (fiq)
** [[spellbook of enchant weapon]]
+
* Blessed stethoscopes can identify eggs (on the floor)
** [[spellbook of resist poison]]
+
* Projectile un-identification has been left out (this prevents merging of previously known projectiles in 3.7)
** [[spellbook of resist sleep]]
 
** [[spellbook of endure cold]]
 
** [[spellbook of endure heat]]
 
** [[spellbook of insulate]]
 
** These all require implementing a IMMUNE property for full 100% temporary resistances, which doesn't really work with Evil's partial resistance system.
 
* The [[Guild of Disgruntled Adventurers]] is removed and replaced by mini-guild special rooms
 
* [[Frankenstein's Lab]] is removed
 
* The variations on the vibrating square levels have NOT been imported - the EvilHack version remains.
 
* None of the SLASH'EM Demon prince lairs have been imported.
 
* Removed [[Monsters with hits creatures as a +x weapon (SLASH'EM)|"Hits as +x weapon"]] property from SLASH'EM monsters
 
* Removed [[Monsters with need +x weapon to hit (SLASH'EM)|"Need +x weapon to be hit"]] property from SLASH'EM monsters
 
* Removed the extra [[artifact blast]]ing (6d6 to 8d10) from SLASH'EM; this mechanic does not seem to add much to the game other than making early wishes less useful and killing unknowing players.
 
* Removed [[wraith]] corpse nerf. In SLASH'EM there was a reduced probability of gaining levels with a mix of other effects.
 
* Removed the [[Polymorph#SLASH'EM|temporary polymorph]] mechanic for objects. There is no "hazy" status for polymorphed objects. This mechanic was not imported for 2 reasons: it makes it possible to create overpowered weapons (e.g. +127 weapons) and it is also not intuitive for new players since it contradicts the vanilla behavior of polymorphed items.
 
* Removed SLASH'EM's invisible objects. For now, there has not been a compelling reason to bring this mechanic in.
 
* Removed SLASH'EM polymorph behavior for monsters; when killed shapeshifters could immediately poly into their polyform (or different form if a chameleon or similar). This mechanic was quite frustrating to deal with, especially concerning new threats like [[weretiger]]s or [[werepanther]]s. In SLASH'EM you could be forced to kill the same shapechanger many times before it would finally die in its base form. The EvilHack behavior replaces this so that a shapechanger cannot poly again once it has been killed in its polyform.
 
  
=== Changes from EvilHack ===
+
=== Magic chests ===
  
Another objective was to trim some of the [[EvilHack]] content. Some things did not fit, were too difficult, or left better as an Evil only feature.
+
* The ultimate quality-of-life feature has been imported from EvilHack!
 +
* Magic chests provide a convenient place to centralize your stash.
 +
* There are many magic chests in the dungeon, and they all magically share the same contents. So you can store your goods in the Minetown stash, run down to Sokobon, and voila - there they are!
 +
* Nothing this good comes without a catch though, and since all magic chests start out locked, you will need a special magic key to access them. Magic keys can be found in [[Mine's End]], the [[Pleasant Valley]] village level (in Goda's hideout), or at [[Grund's Stronghold]].
 +
* You can also use the alignment quest keys because they double as magic keys.
 +
* Note: Monster can and will loot your magic chests - so always make sure to lock them when away!
  
==== Dungeon changes ====
+
'''Magic chest locations:'''
* Removed the [[Goblin Town]] branch and requirement to defeat [[Goblin King]].
+
* Minetown
* Removed the Ice Queen branch.
+
* Sokobon (first level)
* Vecna's Branch was removed, instead we still have Vecna but in a different level for the Chaotic Quest.
+
* The Pleasant Valley
* Mines river/sewage generation only occurs on levels deeper than Minetown.
+
* Your role's quest home level
* Removed the indestructible drawbridge from the VotD; it can be destroyed like a regular drawbridge now.
+
* The Lawful Quest
* The first level of Sokoban is guaranteed to have 2 scrolls of earth.
+
* Fort Ludios
 +
* The Black Market
 +
* The Temple of Moloch
 +
* The Castle
 +
* Orcus town
  
==== Big bad changes ====
+
=== Other QoL ===
* Reduced the chance Rodney gets an amulet of magic resistance to 1 in 13 times (changed from Evil where it was 50%).
 
* The Riders only get 40 + d(10, 8) HP instead of 100 + d(10, 8).
 
* Baalzebub, Geryon, Dispater are back to being demon princes. They should be bribable again.
 
* Demon lords and princes no longer negate being able to self-teleport or use cursed potions of gain level.
 
* Removed the [[Wand of Orcus]]. Orcus gets his standard wand of death now.
 
* Removed Kas and the Sword of Kas.
 
* Reverted the Dark One back to a human (from an Illithid in Evil)
 
* Vecna no longer has to be defeated to genocide liches/alhoons.
 
  
==== Item changes ====
+
'''Many effects are explicitly displayed for the player's benefit:'''
* Some of the dragon scales have had buffs or different secondary effects added. All scales grant passive effects now. See the section on Dragon Scales for details.
+
* The player's magic cancellation (MC) is shown in the status bar (evil)
* Removed The [[Magic 8-Ball]] (The Oracle gets a regular eight ball). Eight balls are still in the game but very rare, and they can be read like the Magic 8-Ball can.
+
* Phasing status is also shown in the status bar. (from EvilHack)
* Unicorn Horns have been reverted back to a 2-handed d12 weapon.
+
* Realtime display option is now available (from EvilHack)
* Improved the chances of item randomly spawning with two properties to 1 in 3141. (In Evil the chances are 1 in 100000)
+
* Show prayer stats in Attributes menu [^X screen] (from UnNetHack, originally from dNetHack)
* Magicbane could cause a Bag of Holding explosion, this mechanic has been removed. Magicbane is safe for any Bag of Holding.
+
* Firearms that have different modes of operation display their modes in the player's inventory.
* Removed all passive attacks from baby dragons.
+
* The number of gifts received appears in the #conduct screen.
 +
* When transmogrifying or using the add property service, the same property will not ever be re-applied. You should always expect to see a different property as a result.
  
==== Mechanics changes ====
+
'''New options are available for the player's convenience:'''
 +
* Config option for auto-stair travel ('''autostairtravel''')
 +
* Config option for kicking shortcuts ('''ctrlkick''')
 +
* Config option to play without the bloody tile coloring ('''bloodless''')
 +
* '''Paranoid swim''' and '''paranoid trap''' options can be set.
 +
* '''showdmg option''' (from SLASH'EM): This shows damage vs the player in (parentheses) and damage vs monsters in [brackets]. It also toggles the flanking bonus display on and off.
  
* #forge has been renamed to #craft for working with [[Forge (dungeon feature)|forges]]. The reason is to make #force and #craft auto-complete. #forge still has the same meta shortcut:  M('F')
+
'''Effortless dungeon navigation features'''
* Removed two-weaponing weight-based restrictions imposed in EvilHack.
+
* > < to auto-travel to stairs (from Unnethack)
* Monsters can no longer use wands of wishing to get wishes - if they get a wish from a smoky potion they will still attempt to get something powerful.
+
* Control+Direction now kicks in that direction
* Removed the monster riding monster mechanic.
+
* The Astral Plane is always lit (xnh)
* Monster spawn rates are simplified a bit from EvilHack: Monster spawn rates increase to 4x normal once you've performed the invocation. After that, all denizens of the dungeon are aware of what has happened and nasties will spawn on each level's upstairs.
+
* Removed all random secret corridors (xnh)
* Zapping light around peaceful monsters could anger them. This mechanic has been removed except for when you break a wand of light.
+
* Don't hide magic portals (from xNetHack)
* Spellcasting monsters have to see you in order to cast summon nasties.
+
* Removed the Quest turn limit (Un)
* Spellcasting monsters have had their spell range limited by their level (gnomish mages are level 3 and can only cast fire bolt in a radius of 2-3 tiles instead of 13).
+
* Removed the mysterious force
* Changed timeout for monster spell of stone to flesh to timeout 2d7 instead of rn2(7).
+
* Deliberate level teleporter activation ignores magic resistance (3.7)
* Removed engulfing attack from gelatinous cube, water elemental, earth elemental, and fire elemental. The Splice elementals (magma, mud, ice, acid) still can engulf.
+
* Switching between your main and alternative weapon does not take any turns (from dnh)
* Removed cursed weapons reverse hitting (was in EvilHack and Splice). Instead, cursed weapons will miss their target 25% of the time.
+
* Prevent stopping on graves and engravings when running.
* Revert the standard cursed wand backfire chance from 1-in-30 to 1-in-100.
+
* Punishment no longer stops you from displacing pets (DynaHack)
* Revert EvilHack sacrifice gift changes: Instead of a mix of regular items and artifacts, players will receive only artifacts (unless you get a minion as a gift).
+
* The passtune range has been extended by 1 so you can now play one step farther away from the drawbridge (xnh)
* Removed accompanying artifact defenders when wishing for artifacts.
 
* Lowered the poison insta-death resistance threshold from 35% to 25%. If your poison resistance is under 25% you have a chance of insta-death from poison dart traps, poison bite, etc.
 
* In EvilHack the Amulet of Yendor has a chance of teleporting randomly if dropped on the floor, this random chance of teleport has been removed.
 
  
==== Race/role updates ====
+
'''Better inventory management'''
* Illithids used to get flying at level 12, now they start with flying.
+
* When identified, scrolls of enchant armor ask what armor to enchant.
* Centaurs used to get jumping at level 5, now they start with jumping.
+
* When identified, scrolls of transmogrify ask what item to target.
* Giants can wear mummy wrappings and any giant can wear [[large splint mail]].
+
* Remove "Auto-select every item" when putting into containers (Un)
* Tortles can wear mummy wrappings.
+
* Default shopkeeper sell prompt to N (xnh)
 +
* '''Magical Explosions:''' Players cannot put known wands of cancellation or magical bags into bags of holding anymore (dnh). This also applies when #tipping into your bag of holding, you will flick away explosive items if you have the item and the BoH identified.
 +
* Magicbane is safe for any Bag of Holding, it does not cause BoH explosions.
 +
* If a player charges a depleted Bag of Tricks/Rats with contents - it will now explode and scatter the contents instead of deleting them.
 +
* You can tip into containers on the ground, as well as empty bags of tricks/rats.
  
=== More content! ===
+
'''Misc other features:'''
 +
* Regeneration only causes additional hunger when injured (Un)
 +
* Having hunger prevents choking on food (3.7)
 +
* 1-damage hits still train weapon/unarmed skills (from DynaHack)
 +
* Chargeable rings may get charged when hit with electricity (3.7)
 +
* Lower chances of rings exploding during charging. Rings with enchantment +3 or lower will no longer have a chance of exploding when charged, making them similar to enchanting armor and more intuitive. Rings at -5 or lower will only explode from cursed charging. (DynaHack/SporkHack)
 +
* Useless +0 rings are generate very rarely (xnh)
 +
* Monsters are prevented from picking up gold in shops (Un)
 +
* Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
 +
* Potions have been made more useful from a small collection of patches (see the Alchemy Mechanics section)
 +
* Allow all position prompts to be aborted (DynaHack).
 +
* Extrinsic resistances protect items from elemental damage. For example, wearing a ring of fire resistance will protect your scrolls and potions from fire damage.
 +
* Wielding/wearing item giving stoning res will cure stoning (EvilHack).
 +
* Phasing allows escape from being engulfed. (EvilHack)
 +
* When a spell of yours gets under the 100 turn threshold, you will get a reminder that it is fading.
  
Originally, hackemslashem intended this variant to be a modern port of SLASH'EM. However, once he reached close to the completion of that goal he found that there was quite a lot in other variants that he loved and just could not pass on including. When deciding on what to import, he mostly went by two criteria:
+
* All roles (except Caveman) get their special spell granted when they reach level 12 (SpliceHack)
1) Does it improve the player's experience (Quality of Life, Fun)?
+
* Pets will not use rings of teleportation.
and  
+
* Players can use gaze attacks in melee range when poly'd into a form with one.  
2) Does it complement the existing SLASH'EM content and/or EvilHack content?
+
* Greased/oilskin objects have a chance of resisting theft. (from EvilHack)
 +
* Merged scimitar and saber skills.
  
 +
=== New options and commands ===
  
So far, content from many other forks has also been integrated:
+
* #force can also be used on doors while wielding a weapon (SLASH'EM)
* [[EvilHack]]: Since it was based on EvilHack, you will see a lot of the mechanics, monsters, and items have stayed in Hack'EM.
+
* #naming glitches have been nerfed - Players can no longer #name items for identification clues. On attempting to name a regular object with a related artifact name (e.g. naming a candle "The Candle of Eternal Flame"), your hand will always slip.
* [[SpliceHack]]: Much of Splice has been imported since it seems to fit well with the SLASH'EM themes but also because development on this variant has stalled. The creator of SpliceHack (Kes) has given her blessing for us to assimilate all SpliceHack content into Hack'EM.
+
* Monks can break boulders and statues using martial arts skill at skilled level or higher (shift + f and then a movement key).
* [[SlashTHEM]]: Similar to Splice, a lot of content was ported from this variant because development on it is mostly stalled.
+
* Rogues can steal from monsters by using 'thievery', (must be bare-handed to use, press shift + f and then a movement key).
* [[slashem-up]]/[[slashem9]]: These are two forks of SLASH'EM that were developed in the past.
+
* Convicts can #chat with rats to pacify or tame them.
* [[UnNetHack]]: Many QoL features and mechanics have been imported.
+
* Necromancers can #chat with zombies to pacify or tame them.
* [[xNetHack]]: Many mechanics and updates have been imported.
+
* Changed #forge to #craft.
* [[dNetHack]]: Fun gameplay tweaks and artifacts have been imported (ex: armor with special appearances has special bonuses) with plans to import much more.
+
* #tech accesses your role's available techniques.
* [[Slash'EM Extended]]: A few interesting things have been cherry-picked from slex, like toilet amulet ID and allowing mummies to be summoned by Call Undead.
+
* #loot can be used at your pet to both give and take away items from its inventory.
 +
* Add #genocided command to view what species have already been eliminated
  
If you have an idea for a feature that would port well, please suggest it!
+
=== Wizard mode updates ===
  
== Quality-of-life features ==
+
* #wizclear (^z), clears all monsters on level (splice)
 +
* Can wish for monsters with ^w (Un)
  
'''Object lookup has been fleshed out:'''
+
=== New conducts ===
* '''If you are new to Hack'EM, the object lookup will be your new best friend!'''
 
* To access the lookup info, you can either:
 
    - Type ; and press : on a tile.
 
    - Type / and ?, and manually type in the item/monster to query (e.g. "dwarf thief")
 
* Object lookup shows more information, including object properties and special effects from materials.
 
* Object lookup for corpses now shows intrinsics conferred, and other info about eating them (like if they are poisonous or acidic).
 
* Weapons show bonus damage and effects resulting from materials.
 
* Artifacts can now be looked up in the item database!
 
  
 +
* Added celibate conduct (SLASH'EM)
 +
* Added conduct for performing (or refusing to perform) techniques.
 +
* Added a conduct for buying or selling from shopkeepers.
  
=== Auto-identification ===
+
=== Wishing shortcuts ===
* All roles start out knowing these basic items:
 
** potions of water
 
** blank scrolls
 
** scrolls of identify
 
* Auto-ID dunce cap upon wearing (Un)
 
* Auto-ID jumping boots (AceHack)
 
* Auto-ID some potions when inhaling their vapors
 
* Auto-ID scroll of scare monster on pickup if it turns to dust (Un)
 
* Auto-ID scroll of teleportation when teleporting any distance after reading one
 
* Auto-ID scrolls of remove curse when items' curses are removed (Un)
 
* Auto-ID wand of teleportation on seeing the successful effect on a monster (Un)
 
* Auto-ID wands with unambiguous effects and messages (Un)
 
* Auto-ID wand of undead turning if engraving produces a message (Un)
 
* Auto-ID wands of probing and secret door detection when engraved with (Un)
 
* Auto-ID vanishing wands if the other 2 have been identified (Un)
 
* Auto-ID wands of sleep or death if their counterpart has been identified (Un)
 
* Auto-ID wands of healing or extra healing if their counterpart has been identified
 
* Auto-ID rings dropped into a sink when message is shown (Un)
 
* Auto-ID amulets dropped into toilets, if possible (slex)
 
* Auto-ID for ring of regeneration (Un)
 
* Auto-ID whistles on use (Un)
 
* Auto-ID [[whetstone]]s when used with a water source.
 
* Auto-ID magic flutes and harps on use (Un)
 
* Auto-ID magic lamps and oil lamps when rubbing (Un)
 
* Auto-ID loadstones upon discovering the inability to drop them (Un)
 
* Auto-ID flintstones when rubbed on iron weapons (evil)
 
* Auto-ID water walking boots when worn (xnh)
 
* Auto-ID [[tinfoil hat]] when worn
 
* Auto-ID BUC of products from BUC identified item generator (UnNetHackPlus)
 
* Rustproof/erodeproof/fixed status is known by default for all items (DynaHack)
 
* A blessed scroll of charging will (in addition to charging the item) also reveal the number of charges and the charge counter
 
* After a while of using a wielded weapon, you will identify it and its enchantment (evil)
 
* Throne insight now recursively identifies all items in your possession and in your containers (fiq)
 
  
=== Other QoL ===
+
Note: Capitalization does not matter when using these.
  
* Paranoid swim and paranoid trap options can be set.
+
{|class="prettytable sortable"
* The player's magic cancellation (MC) is shown in the status bar (evil)
+
!Item !! Shortcut
* Phasing status is also shown in the status bar. (from EvilHack)
+
|-
* Realtime display option is now available (from EvilHack)
+
|Amulet of ESP || AoESP
* Show spells known in the dumplog. (from EvilHack)
+
|-
* Show techniques known in the dumplog.
+
|Amulet of Life Saving || AoLS
* Show prayer stats in Attributes menu [^X screen] (from UnNetHack, originally from dNetHack)
+
|-
* Firearms that have different modes of operation display their modes in the player's inventory.
+
|Bag of Holding || BoH
* Attempting to open "." acts as an alias for #loot
+
|-
* > < to auto-travel to stairs (from Unnethack)
+
|Cloak of Displacement || CoD
* Control+Direction now kicks in that direction
+
|-
* You can reread a spellbook to refresh your memory at any time
+
|Cloak of Invisibility || CoL
* Blessed stethoscopes can identify eggs (on the floor)
+
|-
* When identified, scrolls of enchant armor ask what armor to enchant.
+
|Cloak of Magic Resistance || CoMR
* Remove "Auto-select every item" when putting into containers (Un)
+
|-
* Default shopkeeper sell prompt to N (xnh)
+
|Gauntlets of Dexterity || GoD
* Regeneration only causes additional hunger when injured (Un)
+
|-
* 1-damage hits still train weapon/unarmed skills (from DynaHack)
+
|Gauntlets of Power || GoP
* Chargeable rings may get charged when hit with electricity (3.7)
+
|-
* Useless +0 rings are generate very rarely (xnh)
+
|Helm of Brilliance || HoB
* Monsters are prevented from picking up gold in shops (Un)
+
|-
* Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
+
|Helm of Opposite Alignment || HoOA
* The Astral Plane is always lit (xnh)
+
|-
* The passtune range has been extended by 1 so you can now play one step farther away from the drawbridge (xnh)
+
|Helm of Telepathy || HoT
* Switching between your main and alternative weapon does not take any turns (from dnh)
+
|-
* Monks eventually stop receiving the "You feel guilty" message for breaking vegetarian conduct (xnh)
+
|Levitation Boots || BoL
* Removed repeated coughing of player when poison resistance renders stinking clouds harmless.
+
|-
* Removed all random secret corridors (xnh)
+
|Magic Lamp || ML
* Removed the Quest turn limit (Un)
+
|-
* Removed the mysterious force
+
|Magic Marker || MM
* Deliberate level teleporter activation ignores magic resistance (3.7)
+
|-
* Potions have been made more useful from a small collection of patches (see the Alchemy Mechanics section)
+
|Potion of Extra Healing || PoEH
* Extrinsic resistances protect items from elemental damage. For example, wearing a ring of fire resistance will protect your scrolls and potions from fire damage.
+
|-
* '''Magical Explosions:''' Players cannot put known wands of cancellation or magical bags into bags of holding anymore (dnh). This also applies when #tipping into your bag of holding, you will flick away explosive items if you have the item and the BoH identified.
+
|Potion of Gain Level || PoGL
* If a player charges a depleted Bag of Tricks/Rats with contents - it will now explode and scatter the contents instead of deleting them.
+
|-
* All roles (except Caveman) get their special spell granted when they reach level 12 (SpliceHack)
+
|Potion of Monster Detection || PmD
* Pets will not use rings of teleportation.
+
|-
* Slightly discourage pets with ranged attacks (e.g. hell hound pups) from attacking strong peacefuls like watch captains or shopkeepers.
+
|Potion of Water || PoW
* Projectile unidentification has been left out (prevents merging projectiles in 3.7)
+
|-
* Phasing allows escape from being engulfed. (EvilHack)
+
|Ring of Conflict || RoC
* Wielding/wearing item giving stoning res will cure stoning (EvilHack).
 
* Players can use gaze attacks in melee range when poly'd into a form with one.
 
* Don't drop aklys on the floor due to slippery fingers. (EvilHack)
 
* Greased/oilskin objects have a chance to resist being stolen. (from EvilHack)
 
* Archery and gun shops do not appear if your character cannot attain any proficiency in BOW or FIREARM, respectively.
 
 
 
=== Wizard mode updates ===
 
* #wizclear (^z), clears all monsters on level (splice)
 
* Can wish for monsters with ^w (Un)
 
 
 
=== Wishing shortcuts ===
 
 
 
Note: Capitalization does not matter when using these.
 
 
 
{|class="prettytable sortable"
 
!Item
 
!Shortcut
 
 
|-
 
|-
|Amulet of ESP
+
|Ring of Polymorph Control || RoPC
|AoESP
 
 
|-
 
|-
|Amulet of Life Saving
+
|Ring of Teleport Control || RoTC
|AoLS
 
 
|-
 
|-
|Bag of Holding
+
|Scroll of Identify || SoI
|BoH
 
 
|-
 
|-
|Cloak of Displacement
+
|Scroll of Remove Curse || SoRC
|CoD
 
 
|-
 
|-
|Cloak of Invisibility
+
|Scroll of Charging || SoC
|CoL
 
 
|-
 
|-
|Cloak of Magic Resistance
+
|Scroll of Enchant Armor || SoEA
|CoMR
 
 
|-
 
|-
|Gauntlets of Dexterity
+
|Scroll of Enchant Weapon || SoEW
|GoD
 
 
|-
 
|-
|Gauntlets of Power
+
|Shield of Reflection || SoR
|GoP
 
 
|-
 
|-
|Helm of Brilliance
+
|Speed Boots || BoS
|HoB
 
 
|-
 
|-
|Helm of Opposite Alignment
+
|Unicorn Horn || UH
|HoOA
 
 
|-
 
|-
|Helm of Telepathy
+
|Wand of Create Monster || WoCM
|HoT
 
 
|-
 
|-
|Levitation Boots
+
|Wand of Teleportation || WoT
|BoL
 
 
|-
 
|-
|Magic Lamp
+
|Wand of Undead Turning || WoUT
|ML
 
 
|-
 
|-
|Magic Marker
+
|Water Walking Boots || BoWW
|MM
 
 
|-
 
|-
|Potion of Extra Healing
+
|Kiku-ichimonji || kiku
|PoEH
+
|}
|-
+
 
|Potion of Gain Level
+
== Major changes ==
|PoGL
+
These are changes you should definitely know about first, especially coming from other variants.
|-
+
 
|Potion of Monster Detection
+
=== Credit cloning and pet stealing ===
|PmD
+
 
 +
* Pets cannot pick up items in shops anymore and you cannot give an unpaid item to a pet by using #loot.
 +
* You will have to pay for items or outright steal them in Hack'EM.
 +
 
 +
=== Priests and donations ===
 +
 
 +
* When donating to priests - the gold vanishes upon receipt.
 +
 
 +
=== Wishing mechanics ===
 +
 
 +
* Using wishes in Hack'EM has long term consequences. Wishing can impact your base luck, the monster spawn rate, and the difficulty of monsters.
 +
* After the 1st wish (which is always free of consequences), the player's '''base luck''' gets lowered by -1 for every wish they have made. So 2 wishes = -2 base luck, 3 wishes = -3 base luck, and so on.
 +
* Base luck cannot be lowered more than -10 until you reach 13 wishes.
 +
 
 +
* If the player makes 13 or more wishes - both base luck and current luck are locked out at -13.
 +
 
 +
To clarify any confusion about the adjustment to base luck - this means that your luck will now time out to this amount. Your maximum luck is still potentially +10 (or +13 with a blessed luckstone) can still be reached by altar sacrifice or gaining luck from unicorn gem-tossing. If your base luck is quite low, keep in mind that the luck will timeout fairly quickly if it is maximized.
 +
 
 +
This table lays out the exact adjustments for how many wishes the player has made.
 +
 
 +
{|class="wikitable"
 +
!# of wishes !! base Luck !! spawn rate || difficulty spike
 
|-
 
|-
|Potion of Water
+
 
|PoW
+
|1 || 0 || 1x || 0
 
|-
 
|-
|Ring of Conflict
+
 
|RoC
+
|2 || -2 || 2x || 2
 
|-
 
|-
|Ring of Polymorph Control
+
 
|RoPC
+
|3 || -3 || 3x || 4
 
|-
 
|-
|Ring of Teleport Control
+
 
|RoTC
+
|4 || -4 || 4x || 6
 
|-
 
|-
|Scroll of Identify
+
 
|SoI
+
|5 || -5 || 5x || 8
 
|-
 
|-
|Scroll of Remove Curse
+
 
|SoRC
+
|6 || -6 || 6x || 10
 
|-
 
|-
|Scroll of Charging
+
 
|SoC
+
|7 || -7 || 7x || 12
 
|-
 
|-
|Scroll of Enchant Armor
+
 
|SoEA
+
|8 || -8 || 8x || 14
 
|-
 
|-
|Scroll of Enchant Weapon
+
 
|SoEW
+
|9 || -9 || 8x || 16
 
|-
 
|-
|Shield of Reflection
+
 
|SoR
+
|10 || -10 || 8x || 18
 
|-
 
|-
|Speed Boots
+
 
|BoS
+
|11 || -10 || 8x || 20
 
|-
 
|-
|Unicorn Horn
+
 
|UH
+
|12 || -10 || 8x || 20
 
|-
 
|-
|Wand of Create Monster
+
 
|WoCM
+
|13 || -13 || 16x || 20
|-
 
|Wand of Teleportation
 
|WoT
 
|-
 
|Wand of Undead Turning
 
|WoUT
 
|-
 
|Water Walking Boots
 
|BoWW
 
|-
 
|Kiku-ichimonji
 
|kiku
 
 
|}
 
|}
  
 +
'''Other wishing notes:'''
 +
* Note: Magic lamps are more rare, ''but always guaranteed to grant wishes.'' You can bank on the Sunless Sea to have a magic lamp with a wish.
 +
* Monsters can no longer use wands of wishing to get wishes - if they get a wish from a smoky potion they will still attempt to get something powerful.
  
== Mechanics changes ==
+
'''Wishing for artifacts:'''
 +
* Instead of being based off of how many artifacts exist in the game total (vanilla NetHack method), success is based off of how many artifacts the player has wished for (successful or not).
 +
* The first two artiwishes are guaranteed.
  
* If the player tries to hit a monster with a weapon they are restricted/unskilled in, or any non-weapon object, they'll never have better than a 75% chance of landing a hit (bare-handed is exempt).
+
=== Astral rain ===
* The player is unable to regenerate hit points while in the Valley of the Dead – healing via other methods (potions, healing spells) is still possible.
 
* Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.
 
* Merged scimitar and saber skills.
 
* Added celibate conduct (SLASH'EM)
 
* Added conduct for performing (or refusing to perform) techniques.
 
# Added a conduct for buying or selling from shopkeepers.
 
* Galloping duration depends on riding skills (idea by Beolach, code by Pasi Kallinen)
 
  
=== Mold and fungus resurrection ===
+
* Taming is much more difficult on the Astral Plane.
 +
* When attempting to use a scroll of taming, a magic harp, the charm monster spell, or any other source of taming - there is only a 10% chance of success.
 +
* Figurines still function as normal.
  
* Ported from from xnh, which ported from SLASH'EM.
+
=== Polymorphing mechanics ===
* Corpses have a chance to mold and grow a random F.
 
* Petrifying monster corpses only grow green mold.
 
* The resurrection rates have been tapered back a bit, so it's not as pervasive as in Slash'EM - but there are more F monsters that can spawn (including moldiers at deeper levels).
 
* Moldy corpses can be used with different potions (see the [[#Malcolm Ryan's Brewing Patch|brewing patch details]])
 
  
=== Elbereth ===
+
* '''Polymorphing non-magical items''' Inspired by dNetHack, this change significantly reduces the likelihood of polymorphing generic non-magical items.
 +
* The following items will only have a 1% chance of transforming into something magical:
 +
** [[blank scroll]]
 +
** [[scroll of amnesia]]
 +
** [[potion of water]]
 +
** [[potion of blood]]
 +
** [[potion of amnesia]]
 +
** [[blank spellbooks]]
 +
** [[wand of nothing]]
 +
** [[wand of wonder]]
  
* You cannot use Elbereth until you've learned it in-game (via rumor, reading it, etc).
+
=== Bones mechanics ===
* Conflict negates Elbereth.
+
* When bones files are left, there's a significant chance of items being polymorphed or shuddering away. This makes bones file peeking and bones stuffing a bit less reliable.
* Elves & hobbits start out knowing Elbereth
 
* Orcs can never learn it. Player orcs can't learn Elbereth even if polyd.
 
* When a lawful is crowned the Hand of Elbereth, they learn Elbereth if they have not already.
 
  
=== Scare monster ===
+
=== SLASH'EM style unicorn horns ===
  
* Several more creatures are immune to Elbereth and Scare Monster:
+
The probability of a unicorn horn curing ailments is changed. Blessed horns try to fix all problems, each with the given probability, and uncursed horns try to fix a single problem, with the same probability.
** any unique monsters including the Wizard of Yendor, quest nemeses, the Riders.
 
** all angelics (any A)
 
** humans (any @), player monsters
 
** Any monsters affected by conflict or in berserk mode are also immune.
 
  
=== Extended and new commands ===
+
{|class="prettytable"
 +
!Enchantment !! Chance
 +
|-
 +
|| 0 or less || 30%
 +
|-
 +
|| 1 || 40%
 +
|-
 +
|| 2 || 50%
 +
|-
 +
|| 3 || 60%
 +
|-
 +
|| 4 || 70%
 +
|-
 +
|| 5 || 80%
 +
|-
 +
|| 6 or more || 90%
 +
|}
  
* #force can also be used on doors while wielding a weapon (SLASH'EM)
+
=== SLASH'EM style wraith corpses ===
* #loot can be used at your pet to both give and take away items from its inventory.
 
* #naming glitches have been nerfed - Players can no longer #name items for identification clues. On attempting to name a regular object with a related artifact name (e.g. naming a candle "The Candle of Eternal Flame"), your hand will always slip.
 
* Monks can break boulders and statues using martial arts skill at skilled level or higher (shift + f and then a movement key).
 
* Rogues can steal from monsters by using 'thievery', (must be bare-handed to use, press shift + f and then a movement key).
 
* Convicts can #chat with rats to pacify or tame them.
 
* Necromancers can #chat with zombies to pacify or tame them.
 
* Changed #forge to #craft.
 
* #tech accesses your role's available techniques.
 
  
=== Resistances and intrinsics ===
+
In [[SLASH'EM]], wraith corpses have different effects if eaten:
 
+
{| class="prettytable"
==== Partial resistances ====
+
! Possibility !! Effect !! Message
* Intrinsic resistances are no longer binary, but are percentages instead. The spread is 5% to 50% resistance gained from eating per corpse. Damage reduction from various attacks is determined by how much partial resistance the player has to it.
+
|-
* Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.
+
| 10% || You lose experience. || "You feel that was a bad idea."
* The "shower of missiles" monster attack is not completely negated by magic resistance.
+
|-
* Restful sleep regenerates HP (we can get restful sleep property from the Amulet of Restful Sleep or a Ring of Sleeping)
+
| 10% || Your maximum HP and Pw decreases. || "You don't feel so good ..."
 +
|-
 +
| 20% || Nothing happens. || "You feel something strange for a moment."
 +
|-
 +
| 10% || Your maximum HP and Pw increases. || "You feel physically and mentally stronger!"
 +
|-
 +
| 50% || You gain experience. || "You feel that was a smart thing to do."
 +
|}
  
==== Afraid status ====
+
* [[Necromancer]]s will always benefit from eating wraith corpses and default to gaining a level.
 +
* [[Undead Slayer]]s get a -5 alignment penalty for eating a wraith corpse.
  
* The player can sometimes become too afraid to control their actions and will run away from the object of fear.
+
=== Finite altars ===
* Similar to the effects of being stunned or confused, but you will still be able to use items as normal.
 
* Attempting to throw projectiles while afraid usually results in them slipping.
 
* Caused by dragon roars, some monster attacks, and the wand of fear.
 
* Can be cured by quaffing booze or amnesia, or by wearing an item that gives psychic resistance.
 
  
==== "Stable" property ====
+
* When sacrificing and receiving gifts from an altar, there is a chance that the altar will be forever destroyed if you have received more than two (2) gifts in the current game.
* Protects you(or monsters) from clobber and hurtle attacks.
+
* Note: God-given minions count as gifts in addition to crowning and sacrifice gifts.
  
==== Sonic resistance property (from Splice) ====
+
* Infidels will never risk having the altar destroyed during sacrifices, however, their artifact gifts have been reduced solely to Secespita.
  
* Protects you (or monsters) from sonic attacks.
+
'''Odds of destruction'''
* Since this property is only available from extrinsic sources, it will always also protect your items from sonic destruction.
 
  
==== Psychic resistance property ====
 
* (from Splice and Evil)
 
* Illithids start with psychic resistance.
 
* Protects you from forgetting skills, spells, and other things from potions and scrolls of amnesia, as well as mind flayer and zombie attacks.
 
* Protects you from an illithids psionic wave and tentacle attacks.
 
* Protects from most fear attacks, including dragon roars.
 
* Wearing items that give psychic resistance stop you from being afraid.
 
  
==== Larva carrier property ====
+
{|class="wikitable"
 +
!# of gifts !! chance of destruction !!
 +
|-
 +
|1 || 0%
 +
|-
 +
|2 || 0%
 +
|-
 +
|3 || 33.3%
 +
|-
 +
|4 || 40%
 +
|-
 +
|5 || 45.5%
 +
|-
 +
|6 || 50%
 +
|-
 +
|7 || 53.8%
 +
|-
 +
|8 || 57.1%
 +
|-
 +
|9 || 60%
 +
|-
 +
|10 || 62.5%
 +
|-
 +
|15 || 71.4%
 +
|-
 +
|20 || 76.9%
 +
|-
 +
|25 || 80.6%
 +
|-
 +
|30 || 83.3%
 +
|}
  
* Some monsters can infect you with eggs!
+
'''Crowning and altar destruction:'''
* If the larva are allowed to hatch, they emerge from your body dealing significant damage in the process. Plus you have to deal with the new monsters in front of you.
+
* If you are crowned on an altar, that altar will always be destroyed at the end the crowning process - even for infidels.
  
You can cure this condition with a few different methods:
+
Hack'EM has more altars than in vanilla NetHack.
* quaffing potions of sickness
+
* The Lawful Quest has a guaranteed co-aligned altar
* drink from a toilet
+
* The Temple of Moloch houses an unaligned altar to Moloch.
* eating a pill
+
* All SLASH'EM roles have guaranteed altars in their quests (ice mage, flame mage, yeoman, undead slayer, and necromancer).
* invoking the Staff of Aesculapius
 
* invoking the Healing Hands technique
 
* receiving a disease attack from a monster
 
* being zapped by a cure sickness spell
 
  
=== Upgrading and tinkering ===
+
'''Strategy:'''
 +
* To evaluate whether you should proceed with an altar sacrifice, you can see how many gifts you have received in the #conduct menu. 
 +
* Altars can actually be created in Hack'EM from polymorphing sinks. Simply drop a [[ring of polymorph]] down a sink or pour a [[potion of polymorph]] down the drain. To pour a potion into a sink, use the #dip command. The odds of polymorphing a sink into an altar are 1 in 7, the other times it will become a different dungeon feature. Toilets are the only other dungeon feature that can be polymorphed. If you drop an [[amulet of change]] into one it will change into a sink.
  
* Upgrading mechanic via potions of gain level (from SLASH'EM)
+
'''Destroying a temple altar with priest attending:'''
* Instead of crystal balls upgrading to magic markers, they upgrade to lenses (going to markers didn't make much sense, and it wasn't too useful since the marker would only have a handful of charges)
+
* If you destroy an altar with a priest present, the priest will not become hostile immediately.
* Removed a lot of the weapon upgrades, since now a lot of those are covered by forge recipes. A few still remain for quarterstaves and boomerangs.
+
* However, use extreme caution because if you attempt any further #chat with that priest, he or she will turn on you - even if previously co-aligned.
* Added many upgrade paths for special armors
 
* The flintstone-to-healthstone exploit has been fixed; flintstones only upgrade one at a time.
 
  
=== Conflict ===
+
=== Spell limits ===
  
* When causing conflict, it now takes the player's charisma score into account.  
+
* The number of spells a character can learn depends on their role and combined wisdom and intelligence.
* The formula is 'charisma - monster level + player level'
+
* Non-spellcasters are severely restricted in their potential for spellcasting. Even with maximum INT and WIS, the best they can hope to attain is 3-4 spells in their repertoire.
* if that value is greater than 19, clamps it to be 19.  
+
* Primary-spellcasters (healers, priests, flame/ice mages, necromancers, and infidels) can build up a collection of 11-12 spells.
* There's then a percentage chance (rnd(20)) against the value generated on whether conflict kicks in or not.
+
* Wizards are a bit more skilled, so their maximum is 15-16 spells.
* So even with charisma and your xp level maxed out, there's still a 5% chance of conflict not working.  
 
* Also, the monsters affected have to see you for conflict to work.
 
  
=== Dexterity ===
+
If you have reached your characters ceiling for learning spells, you can either attempt to maximize your intelligence and wisdom, or you can forget a spell with a potion of amnesia. Blessed potions of amnesia have been adjusted to allow safe removal of the last spell slot in your spellcasting repertoire. If you choose to remove a spell this way, there will be no other negative effects from the potion.
  
* Dexterity can directly affect the player's AC, for better or worse. See the chart below for details.
+
One important thing to consider is that all roles (except cavefolk) get a special spell gifted upon reaching level 12. This spell does not respect the spell limits and it is always guaranteed.
** Being encumbered negates AC bonuses from dexterity.
 
** Wearing any kind of heavy metallic body armor (not mithril) or other rigid material (bone, stone, wood) will also negate dexterity bonuses.
 
  
{| class="wikitable"
+
=== Elbereth ===
 +
 
 +
Initially, players must discover Elbereth within the game, either through rumors or by reading about it, with exceptions made for elves and hobbits, who innately possess this knowledge. When conflict is in effect, the protective power of Elbereth is nullified. Orcs, regardless of their form, are incapable of learning Elbereth. In a significant development, when a lawful character is crowned as the Hand of Elbereth, they gain knowledge of Elbereth if they didn't possess it before. The alignment penalty for attacking while invoking Elbereth has been reduced to a modest -1.
 +
 
 +
Notably, there are some creatures that show no reverence for Elbereth's protection:
 +
* Any @ monsters, including shopkeepers and guards
 +
* [[minotaur]]s
 +
* [[elder minotaur]]s
 +
* [[giant praying mantis]]
 +
* [[neothelid]]s
 +
* unique monsters
 +
* monsters in Gehennom
 +
* peaceful monsters
 +
* blind monsters
 +
 
 +
=== Scare monster ===
 +
 
 +
Numerous creatures in the game exhibit immunity to both Elbereth and Scare Monster, further challenging players. This immunity encompasses a wide array of adversaries, including all unique monsters such as the formidable Wizard of Yendor, quest nemeses, and the Riders. Angelic beings, denoted by the symbol 'A,' as well as anything represented by the symbol '@,' along with mplayer monsters, are also impervious to these tactics. Additionally, any monsters under the influence of conflict or those in a [[Berserk (EvilHack)|berserk state]] also share this immunity, creating additional complexities for adventurers in their encounters. Mindless monsters also do not respect magical scaring.
 +
 
 +
== Mechanics changes ==
 +
 
 +
=== Combat ===
 +
 
 +
* Major change from SLASH'EM - Artifact weapons do not deal flat +x damage - they deal damage based on their dice rolls.
 +
* All edged weapons can be poisoned (ex: daggers, swords)
 +
 
 +
* When a player attempts to strike a monster using a weapon they are either restricted or unskilled in, or any non-weapon item, their likelihood of successfully landing a hit will never exceed 75%. Notably, bare-handed combat remains an exception to this rule.
 +
 
 +
* '''Launchers now contribute to damage'''.
 +
** The enchantment of a launcher applies to missiles shot from it. However, the enchantment on a launcher and missiles does not stack. This means you only need to enchant the launcher and can save scrolls of enchant weapon for other uses.
 +
** Example #1: You have a +7 bow and +0 arrows. The arrows will act as if +7.
 +
** Example #2: You have a +0 bow and +7 arrows. The arrows will act as if +7.
 +
** Example #3: You have a +7 bow and +7 arrows. The arrows will act as if +7.
 +
** Example #4: You have a +3 bow and +2 arrows. The arrows will act as if +3.
 +
 
 +
* '''Strength bonus for two-handed weaponry is x1.5''' (from EvilHack)
 +
** The standard damage bonus for strength is multiplied 1.5 times when wielding a weapon using two hands, or if you're a giant one-handing a two-handed weapon (they're heavy)
 +
 
 +
* '''Gloves' enchantment is now added to unarmed damage.
 +
** Example: Fighting bare-handed with +3 gloves adds +3 damage to hits.
 +
 
 +
* Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.
 +
 
 +
=== Skill system overhaul with crosstraining ===
 +
 
 +
The skill system for achieving proficiency in weapons and spells has been overhauled and adapted to the UnNetHack system.
 +
 
 +
[[UnNetHack]] changes the number of successful uses of a skill required to reach each level.  These values are:
 +
 
 +
{|class="prettytable"
 +
!Skill level
 +
!Successful uses
 +
!Old value
 +
|-
 +
|Unskilled
 +
|0
 +
|0
 
|-
 
|-
! Dexterity
+
|Basic
! AC change
+
|100
 +
|20
 
|-
 
|-
| <= 6
+
|Skilled
| +3
+
|200
 +
|80
 
|-
 
|-
| 7-9
+
|Expert
| +1
+
|400
 +
|180
 
|-
 
|-
| 10-14
+
|Master
| none
+
|800
|-
+
|320
| 15-16
 
| -1
 
|-
 
| 17-18
 
| -2
 
|-
 
| 19-20
 
| -3
 
|-
 
| 21-23
 
| -4
 
|-
 
| 24-25
 
| -5
 
 
|-
 
|-
 +
|Grand Master
 +
|1600
 +
|500
 
|}
 
|}
  
=== Amnesia and forgetting ===
+
Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above.
  
* Potions of amnesia can also inflict this effect. Potions of amnesia always have the "sparkling" appearance.
+
'''Crosstraining skills:'''
* Can make you lose Elbereth knowledge if you had it.
 
* Can make you forget forget about shambling horrors.
 
* Can make you lose intrinsic telepathy.
 
* Can make you lose "eaten knowledge", which doppelgangers use to poly into different forms.
 
* Psychic Resistance protects from amnesia forgetting. Sources include rings of psychic resistance and being an illithid.
 
  
=== Religion, prayer, altars ===
+
However, in addition - we have also brought in crosstraining from DynaHack. As you level up a weapon skill, it will enable faster training of related skills. You will notice a 2x by a skill that gets a double bonus, or even a 3x or 4x bonus.
  
* If an unaligned altar generates with a priest of Moloch, that priest will be hostile to all roles except infidels.
+
Also from DynaHack a couple tweaks were made to skill bonuses
* This means the VoTD priest is always hostile and unable to give donations (unless, of course, you are an infidel.)
+
that increase the effect of skills on weapon to-hit/damage.
* Sacrifice offerings can sometimes bless random objects (From SLASH'EM)
 
  
=== Minions ===
+
'''Crosstraining bonuses:'''
  
* SLASH'EM had a mechanic for getting aligned minions as gifts from your god when you sacrifice or pray with low health. This has been ported over but with some restrictions. Minions were broken in SLASH'EM and too easy to obtain (Lawfuls could get Solars and Planetars very early!).
+
While you are training up weapons, you will also get rare bonus training points for related skills. As an example you might get a bonus to mace skill when exercising club skill because they are both "bludgeon" weapons. As your skill grows, the bonuses will become more frequent. As a result, it might be worth maxing out a strong skill your role starts with to benefit from all the crosstraining bonuses. Once a skill can be advanced (100%) it will stop receiving random crosstraining bonuses.  
  
* Minions will not be granted when:
+
=== Shield skill ===
** You have negative luck.
 
** You have been crowned
 
** You have completed the quest
 
** You have been expelled from the quest
 
** You have any pets on the current level (prevents overcrowding)
 
  
* The player will also have to hit a 1 on this roll:
+
A new trainable skill from EvilHack, shield skill gives the player a new avenue of defense (and even offense) to train up. Roles that can highly train shields will benefit from much higher AC and gain some nice offensive bonuses. The shield skill also works in conjunction with the Power Shield technique, which you gain access to on attaining skilled level in shields. This technique can be a lifesaver if you get caught in a sudden ambush.
** 1 in 10 + (4 * number of gifts granted)
 
  
* Minion pets cannot betray you. However, be aware they they do seem to lose tameness quickly if left alone on a level so do try to keep your minion with you if it's important to your survival.
+
'''AC bonuses:'''
  
* The minions granted are a little bit different from SLASH'EM but generally follow the same pattern.
+
* To get these bonuses, you must be wearing a shield and have the required skill.
  
=== Dungeon growth patch ===
+
{|class="wikitable"
 +
!Skill level!!AC bonus
 +
|-
 +
| unskilled/restricted || +0AC
 +
|-
 +
| BASIC skill: || +1AC
 +
|-
 +
| SKILLED skill: || +3AC
 +
|-
 +
| EXPERT skill: || +5AC
 +
|-
 +
| MASTER skill: || +8AC
 +
|}
  
* Another feature ported over from Slash'EM
+
If your role allows for it, you can train up your shield skill while wearing a shield. If you block an attack outright with your shield, that automatically trains shield skill. Otherwise, there's a small chance of training shield skill while wearing one and a regular miss event occurs.
* This enables trees to slowly branch out in the dungeon and occasionally drop ripe fruits/leaves.
 
* It also promotes the growth of herbs left on the ground or water.
 
* Herbs that are left unattended will occasionally sprout more of the same kind around surrounding tiles.
 
* These include: [[garlic]], [[wolfsbane]], [[catnip]], [[carrot]]s, [[mushroom]]s, [[pineapple]]s, [[kelp frond]]s
 
   
 
* Some of these are not technically herbs but they still do spread prolifically.
 
* Herbs in the water will move with water currents.
 
* One strategy to try is leaving these items on the ground early in the game and then coming back after a few thousand turns to see what you have "farmed."
 
* Level with trees have a chance of an additional axe (to aid with potential overgrowth)
 
  
=== Alchemy ===
+
'''Shield Bashing:'''
  
* Alchemic blast damage is doubled, but acid resistance halves it (xnh)
+
If shield skill is basic or higher, and a shield is being worn, there's a chance the player will receive an extra 'shield bash' attack along with their regular attack. The greater the shield skill, the greater the chance of the extra shield bash attack occurring.
 +
* Small shields do 2-4 damage, Tower shields do 2-13 damage.
 +
* All other shields do 3-8 damage (not counting material hatred, which is factored in).
 +
* Expert skill or higher gets an extra small damage bonus
 +
* Expert/master skill in shields gives a chance of stunning your target with a shield bash.
  
==== Malcolm Ryan's Brewing Patch ====
+
'''Misc:'''
 +
* If expert skill or higher in shields, your shield will be prevented from being taken away via dwarvish bearded axe attack.
  
* Enables the player to dip mold corpses in potions of fruit juice to start a fermentation timer that will eventually turn the potion into something else dependent on the mold.
+
'''The roles that can train in shields are:'''
* Dipping green mold into fruit juice produces acid.
 
* Dipping red mold into fruit juice produces booze
 
* Dipping brown mold into fruit juice produces sleeping
 
* lichens, shriekers, and non-F corpses do not ferment.
 
* Dipping cursed molds into fruit juice produces sickness.
 
  
Note: This also makes the shopkeeper charge you for shop-owned fruit juice that you begin fermenting. This allows you to buy the new, possibly more expensive potion at the cost of the fruit juice.
+
{|class="prettytable"
 
+
!Role
==== Pouring potions into sinks (xnh) ====
+
!Shield Skill
 
+
|-
* Allows for safer identification of potions by dumping them down the drain, leaving the hero to suffer only vapor effects.
+
|Archaeologist
* This is done by selecting a potion to #dip while standing on top of a sink. If a potion of polymorph is poured down a sink, it polymorphs it.
+
|BASIC
 
+
|-
==== Gem alchemy ====
+
|Barbarian
 
+
|SKILLED
* Acid is no longer a useless endgame potion!
+
|-
* Gems dissolve in acid to produce new potions.
+
|Caveperson
* If the acid is cursed there is a guaranteed alchemical explosion, otherwise there is always a 1 in 30 chance of an explosion.
+
|BASIC
* Use the object lookup (on a gem) to see what potion is created from a particular gem.
+
|-
* Note: Smoky potions cannot be produced with this method.
+
|Convict
 
+
|BASIC
As a couple of examples:
+
|-
* Opals turn into "cloudy" potions"
+
|Knight
* Jade turns into "dark green"
+
|EXPERT
 
+
|-
==== Oily Corpses patch ====
+
|Necromancer
 
+
|SKILLED
* There is a 20% chance upon starting to eat a corpse of certain slippery monsters (e.g. most slithy, non-snakelike monsters and most blobby monsters) that your fingers get slippery. Tins of them are not slippery unless caused by the tin preparation.
+
|-
 
+
|Priest
==== Shield skill ====
+
|SKILLED
 
 
A new trainable skill from EvilHack - using shields.
 
 
 
Shield skill gives the player a new avenue of defense (and even offense) to train up. Roles that can highly train shields will benefit from much higher AC and gain some nice offensive bonuses.
 
 
 
'''AC bonuses:'''
 
 
 
* Being unskilled/restricted in shield skill, there is no extra AC bonus for wearing one.
 
* To get these bonuses, you must be wearing a shield and have the required skill.
 
** BASIC skill: +1AC
 
** SKILLED skill: +3AC
 
** EXPERT skill: +5AC
 
** MASTER skill:  +8AC
 
 
 
* If your role allows for it, you can train up your shield skill while wearing a shield.
 
* If you block an attack outright with your shield, that automatically trains shield skill.
 
* Otherwise, there's a 33% chance of training shield skill while wearing one and a regular miss event occurs.
 
 
 
 
 
'''Shield Bashing:'''
 
 
 
* If shield skill is basic or higher, and a shield is being worn, there's a chance the player will receive an extra 'shield bash' attack along with their regular attack
 
* The greater the shield skill, the greater the chance of the extra shield bash attack occurring.
 
* Small shields do 2-4 damage, Tower shields do 2-13 damage.
 
* All other shields do 3-8 damage (not counting material hatred, which is factored in).
 
* Expert skill or higher gets an extra small damage bonus
 
* Expert/master skill in shields gives a chance to stun your target with a shield bash
 
 
 
'''Misc:'''
 
* If expert skill or higher in shields., your shield will be prevented from being taken away via dwarvish bearded axe attack.
 
 
 
'''The roles that can train in shields are:'''
 
 
 
{|class="prettytable"
 
!Role
 
!Shield Skill
 
 
|-
 
|-
|Archeologist
+
|Rogue
 
|BASIC
 
|BASIC
 
|-
 
|-
|Barbarian
+
|Ranger
 
|SKILLED
 
|SKILLED
 
|-
 
|-
|Caveperson
+
|Tourist
 
|BASIC
 
|BASIC
 
|-
 
|-
|Convict
+
|Undead Slayer
|BASIC
+
|SKILLED
|-
 
|Knight
 
|EXPERT
 
|-
 
|Necromancer
 
|SKILLED
 
|-
 
|Priest
 
|SKILLED
 
|-
 
|Rogue
 
|BASIC
 
|-
 
|Ranger
 
|SKILLED
 
|-
 
|Tourist
 
|BASIC
 
|-
 
|Undead Slayer
 
|SKILLED
 
 
|-
 
|-
 
|Valkyrie
 
|Valkyrie
Line 661: Line 645:
 
|}
 
|}
  
* Knights and valkyries start at basic skill.
+
* Knights and Valkyries start at basic skill.
 +
 
 +
=== Mold and fungus resurrection ===
  
== Techniques ==
+
* This content has been imported from xnh, which, in turn, had borrowed it from SLASH'EM.
 +
* Corpses have a chance over time to grow moldy and produce a random F monster.
 +
* The corpses of petrifying monsters (ie: cockatrices) will only grow green molds.
 +
* The resurrection rates have been tapered back a bit, so it's not as pervasive as in Slash'EM - but there are now more molds that can spawn (including moldiers at deeper levels).
 +
* Moldy corpses can be used with different potions (see the [[#Malcolm Ryan's Brewing Patch|brewing patch details]])
 +
 
 +
=== Conflict ===
  
* Removed limit breaking from techniques. This was the primary attribute of techniques that was broken in SLASH'EM. One could simply lower their HP and gain unlimited access to some of the techs for some fairly unbalanced advantages.
+
A significant change has been introduced in the way conflict is triggered in the game. Now, when inciting conflict, the player's charisma score plays a crucial role in the process.
  
* [[Revivification]] technique) and the spirit bomb spell (which was the Monk's [[Spirit bomb]] technique)
+
The formula behind this calculation is: (CHA - monster level + player level).
* Gnomish shopkeepers sometimes offer the expensive [[tinker]] service
 
* In addition the [[weapon practice]] technique, some shopkeepers offer a firearms training service.
 
* Double damage (from DeathVision or Staff of Rot) is handled properly for techs.
 
  
=== Changes to existing techniques ===
+
If this result exceeds 19, it is capped at 19. Subsequently, there is a percentage-based chance, determined by a random roll of the dice (rnd(20)), to determine whether the conflict actually takes effect or not. Even with maximum charisma and experience level, there's still a 5% chance of conflict failing to activate. Another crucial aspect is that the monsters must have visual contact with the player for conflict to activate.
  
{|class="prettytable"
+
=== Dexterity based AC ===
!Technique
+
 
!Notes
+
* Dexterity can directly affect the player's AC, for better or worse. See the chart below for details.
!Origin
+
** '''Being encumbered negates AC bonuses from dexterity'''
|-
+
** '''Wearing any kind of heavy metallic body armor (not mithril) or other rigid material (bone, stone, wood) will also negate dexterity bonuses.'''
  
|[[chained blitz]]
+
{| class="wikitable"
|
 
* Monk blitz tech
 
* Chain blitz tech now shows how many blitz moves you have available and input feedback as you type the blitz commands.
 
* Chain blitz shows helpful feedback for incorrect inputs.
 
* Chain blitz only costs energy if a successful command sequence is input; invalid commands also don't use up the tech.
 
* Chain blitz commands can also be terminated with ; or :
 
* Updated blitz commands to be shorter and more intuitive;
 
* commands with 2 versions are always mirrored.
 
* Instead of wasting a move when making a mistake in chain blitz, it just cancels the tech and let's the player try again.
 
|SLASH'EM
 
 
|-
 
|-
 
+
! Dexterity
|[[air dash]]
+
! AC change
|
 
* Monk blitz tech
 
* Cannot air dash while trapped or underwater.
 
* Using the air dash tech while confused, stunned, or fumbling goes in a random direction.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| <= 6
|[[elemental fist]]
+
| +3
|
 
* Monk blitz tech
 
* Elemental fist can inflict sonic damage.
 
* Added some rare bonus crits for elemental fist (inspired by SpliceHack skills)
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 7-9
|[[chi strike]]
+
| +1
|
 
* Monk blitz tech
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 10-14
|[[chi healing]]
+
| none
|
 
* Monk blitz tech
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 15-16
|[[pummel]]
+
| -1
|
 
* Monk blitz tech
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 17-18
|[[ground slam]]
+
| -2
|
+
|-
* Monk blitz tech
+
| 19-20
|SLASH'EM
+
| -3
 
|-
 
|-
 
+
| 21-23
|[[uppercut]]
+
| -4
|
 
* New blitz tech for monks.
 
* It's a powerful alternate to ground slam which creates a pit.
 
* Does double damage to targets with heads.
 
* Influenced by stunning fist skill from Splice.
 
|Hack'EM
 
 
|-
 
|-
 
+
| 24-25
|[[spirit bomb]]
+
| -5
|
 
* Monk blitz tech
 
* Buffed spirit bomb technique damage.
 
|SLASH'EM
 
 
|-
 
|-
 +
|}
  
|[[jedi jump]]
+
=== Amnesia ===
|
 
* Jedi
 
|SlashTHEM
 
|-
 
  
|[[charge saber]]
+
* Can make you lose Elbereth knowledge if you had it.
|
+
* Can make you lose intrinsic telepathy.
* Jedi
+
* Can make you forget forget about shambling horrors.
|SlashTHEM
+
* Can make you lose "eaten knowledge", which doppelgangers use to poly into different forms.
|-
+
* Psychic resistance protects from amnesia loss, however the only sources are wearing a [[tinfoil hat]] or playing as an illithid form.
  
|[[telekinesis]]
+
* Potions of amnesia can also inflict this effect if imbibed or inhaled. Potions of amnesia always have the "sparkling" appearance. Keep in mind that monsters can throw these potions at you.
|
 
* Jedi
 
* Can disarm/trigger traps and remotely pickup objects.
 
* Rearranged the telekinesis logic into a loop, so player doesn't waste MP on invalid targets.
 
* Added new traps that can be disarmed.
 
|SlashTHEM
 
|-
 
  
|[[force push]]
+
=== Religion, prayer, altars ===
|
 
* Jedi
 
* Jedi gain a force-push technique at level 14.
 
* Using the force push tech while engulfed breaks you out.
 
|Hack'EM
 
|-
 
  
|[[berserk]]
+
* If an unaligned altar generates with a priest of Moloch, that priest will be hostile to all roles except infidels.
|
+
* This means the VoTD priest is always hostile and unable to give donations (unless, of course, you are an infidel.)
|SLASH'EM
+
* Sacrifice offerings can sometimes bless random objects (From SLASH'EM)
|-
 
  
|[[kiii]]
+
=== Minions ===
|
 
* Kii technique timeout gets extended on successful hits.
 
* Samurai
 
|SLASH'EM
 
|-
 
  
|[[research]]
+
* SLASH'EM had a mechanic for getting aligned minions as gifts from your god when you sacrifice or pray with low health. This has been ported over but with some restrictions.
|
 
* Archeologist
 
|SLASH'EM
 
|-
 
  
|[[surgery]]
+
* Minions will not be granted when:
|
+
** You are praying.
* Healer
+
** You have negative luck.
|SLASH'EM
+
** You have been crowned
|-
+
** You have completed the quest
 +
** You have been expelled from the quest
 +
** You have any pets on the current level (prevents overcrowding)
  
|[[reinforce memory]]
+
As the number of altar gifts increases, the odds of getting a minion decrease.
|
 
* General tech for spellcasters that lets them refresh their memory of a spell that is getting low in retention.
 
|SLASH'EM
 
|-
 
  
|[[missile flurry]]
+
* The minions granted are a little bit different from SLASH'EM but generally follow the same pattern.
|
+
* Minion pets are not subject to the same tameness expiration as normal pets - they should remain tame forever unless abused or their tameness is reduced in some other fashion.
* Ranger
+
 
|SLASH'EM
+
=== Dungeon growth patch ===
|-
+
 
 +
Another feature ported over from Slash'EM. This enables trees to slowly branch out in the dungeon and occasionally drop ripe fruits/leaves, offering potential resources to the player.
  
|[[weapon practice]]
+
This encourages the growth of various herbs that are left on the ground or placed in water. Herbs left unattended will periodically sprout more of the same type in the surrounding tiles. These herbs comprise [[garlic]], [[wolfsbane]], [[catnip]], [[carrot]]s, [[mushroom]]s, [[pineapple]]s, and [[kelp frond]]s. While some of these may not be technically herbs, they still exhibit prolific growth.  
|
 
* General tech for some melee roles to let them train up skills without fighting.
 
|SLASH'EM
 
|-
 
  
|[[eviscerate]]
+
One intriguing strategy is to leave these items on the ground early in the game and return after a significant number of turns to see what has been "farmed."
|
 
* Tech for the deferred Lycanthrope/Lunatic
 
|SLASH'EM
 
|-
 
  
|[[healing hands]]
+
Levels containing trees have a chance of yielding an extra axe, which can be helpful for managing potential overgrowth caused by the spreading trees.
|
 
* Knight and Priest tech.
 
* Also cures larval infection now.
 
|SLASH'EM
 
|-
 
  
|[[calm steed]]
+
=== Oily Corpses patch ===
|
 
* Yeoman
 
* Cures fear when used in centaur form/race.
 
|SLASH'EM
 
|-
 
  
|[[turn undead]]
+
* There is a 20% chance upon starting to eat a corpse of certain slippery monsters (e.g. most slithy, non-snakelike monsters and most blobby monsters) that your fingers get slippery. Tins of them are not slippery unless caused by the tin preparation.
|
+
 
* As in SLASH'EM, #turn is now a technique.
+
=== Slow Luck timeouts (modified) ===
* Knights, priests, and undead slayers get this technique.
+
 
|SLASH'EM
+
In Hack'EM, Luck items greatly slow down Luck timeout rather than stopping it completely - this is similar to how it works in UnNetHack and EvilHack, however, the timeouts have been modified and extended to cover extremely negative base luck situations (this could occur from wishing and incurring many base luck penalties). The timeouts have also been reduced heavily from the UnNetHack calculations.
|-
+
 
 +
The modified Luck timeout depends on how far your Luck is from your base Luck: the higher or lower your Luck, the less the timeout is slowed. The timeout is calculated every turn, meaning gaining or losing a point of Luck could result in that point timing out immediately.
  
|[[vanish]]
+
The modified Luck timeout is calculated by the following formula:
|
 
* Gnomes
 
|SLASH'EM
 
|-
 
  
|[[cutthroat]]
+
    Timeout = 25 * (20 - base_distance) * (20 - base_distance)
|
 
* Rogue
 
|SLASH'EM
 
|-
 
  
|[[blessing]]
+
base_distance is how far you are from your base luck. If your base luck is 0 and you have 3 Luck, the base_distance is 3. If you have -10 base luck and 10 Luck, the base_distance is 20.
|
 
* Priest
 
|SLASH'EM
 
|-
 
  
|[[primal roar]]
+
Additionally, [[Archaeologist]]s gain a +1 bonus to base Luck from wearing a [[fedora]]. Putting on or taking off the fedora also changes your natural Luck accordingly.
|
 
* Caveman
 
* Instead of the Primal Roar tech temporarily poly-upgrading pets, we fully heal them and the duration of their double damage has been extended.
 
|SLASH'EM
 
|-
 
  
|[[liquid leap]]
+
{|class="prettytable" style="text-align: center"
|
+
!base<br/>distance !! Timeout !! Time to<br/>base Luck
* Doppelganger
 
* Liquid leap affects all squares the same as being zapped with acid.
 
* Paranoid confirm for liquid leaping into water or lava.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 0 ||     ∞ ||        0
|[[critical strike]]
 
|
 
* Rogue
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 1 || 9 025 ||    9 025
|[[raise zombies]]
 
|
 
* Necromancer
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 2 || 8 100 ||    17 125
|[[revivification]]
 
|
 
* Removed revive tech from healers; necromancers get it at level 14.
 
* Priests can also get this tech at level 30.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 3 || 7 225 ||    24 350
|[[tinker]]
 
|
 
* Gnomes
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 4 || 6 400 ||    30 750
|[[rage eruption]]
 
|
 
|SLASH'EM
 
 
|-
 
|-
 
+
|  5 ||  5 625 ||    36 375
|[[blink]]
+
|-
|
+
| 6 ||  4 900 ||   41 275
* Hobbits
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 7 || 4 225 ||    45 500
|[[draw energy]]
 
|
 
* General spellcaster tech
 
* Draw energy tech now uses grass, puddles, sewage, and dead trees in its calculation.
 
* Necromancers get a bonus for using draw energy near graves.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 8 |3 600 ||   49 100
|[[disarm]]
 
|
 
* Any role can get this tech by advancing a non-ranged weapon skill to Skilled.
 
* In SLASH'EM, you could get this tech by advancing any weapon skill except whips.
 
* In Hack'EM, we have instead excluded ranged weapons, since it's awkward to explain how you would disarm somebody with a dart or arrow. We have also allowed the whip since they can actually be applied to disarm enemies already.  
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 9 || 3 025 ||    52 125
|[[dazzle]]
 
|
 
* Vampirics
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 10 || 2 500 ||    54 625
|[[power surge]]
 
|
 
* Powerful technique for spellcasters.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 11 ||  2 025 ||    56 650
|[[draw blood]]
+
|-
|
+
| 12 ||  1 600 ||    58 250
* Vampirics
+
|-
|SLASH'EM
+
| 13 ||  1 225 ||    59 475
 +
|-
 +
| 14 ||    900 ||    60 375
 +
|-
 +
| 15 ||    625 ||    61 000
 +
|-
 +
| 16 ||    400 ||    61 400
 
|-
 
|-
 
+
| 17 ||   225 ||    61 625
|[[booze]]
 
|
 
* For the deferred Drunk role from SlashTHEM.
 
|SLEX
 
 
|-
 
|-
 
+
| 18 ||   100 ||    61 725
|[[souleater]]
 
|
 
* Enabled soul eater tech for dark knight
 
* Souleater tech will buff any weapon that drains life (instead of just originally Soulthief)
 
* This tech originally required the Soulthief artifact. This artifact has been left out.
 
* Necromancer gets souleater tech at level 6.
 
|SlashTHEM
 
 
|-
 
|-
 
+
| 19 ||     25 ||    61 750
|[[shield block]]
 
|
 
* General tech for melee roles.
 
* Shield block also doesn't work if afraid or slow.
 
* Similar to disarm, any role that reaches Skilled proficiency in Shields will automatically gain access to this technique. As a result, no roles gain this tech by reaching X level anymore, and we have given priests the ability to reach skilled in shields now.
 
|SlashTHEM
 
 
|-
 
|-
 +
| 20 ||      0 ||    61 750
 +
|}
  
|[[whistle undead]]
+
If you have the Amulet or your god is angry with you, halve all times in this table.
|
+
 
* Necromancer
+
== Intrinsics and resistances ==
* Acts as a magic whistle effect for undead.
 
|Hack'EM
 
|-
 
  
|[[spirit tempest]]
+
=== Partial resistances ===
|
 
* Necromancer
 
* Created for necromancers - it works as a self centered [[spirit bomb]].
 
* Spirit tempest tech gets a multi explosion bonus at level 21.
 
|Hack'EM
 
|-
 
  
|[[pickpocket]]
+
* Intrinsic resistances are no longer binary, but are percentages instead. The spread is 5% to 50% resistance gained from eating per corpse. Damage reduction from various attacks is determined by how much partial resistance the player has to it.
|
 
* The rogue's thievery ability from EvilHack is now available on the technique menu.
 
* It it still available by using force attack (F).
 
|Hack'EM/Evil
 
|-
 
  
|[[tumble]]
+
=== Partial reflection ===
|
 
* Adapted the Tumble skill from SpliceHack into a technique.
 
* Pirates get it from level 1.
 
* Cannot be used underwater or while levitating.
 
|Hack'EM/Splice
 
|-
 
  
|[[sunder]]
+
* Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.
|
 
* Adapted the Sunder skill from SpliceHack into a technique.
 
* Pirates get it at level 5.
 
|Hack'EM/Splice
 
|-
 
  
|[[blood magic]]
+
=== Partial magic resistance ===
|
 
* Adapted the Blood Magic skill from SpliceHack into a technique for necromancers.
 
|Hack'EM/Splice
 
|-
 
  
|[[break rock]]
+
* The "shower of missiles" monster attack is not completely negated by [[magic resistance]].
|
 
* Adapted the monk's boulder breaking ability from EvilHack into a technique.
 
* It it still available by using force attack (F) on boulders or statues.
 
|Hack'EM/Evil
 
|-
 
|}
 
  
=== Techniques left out from SLASH'EM ===
+
=== The afraid and fearless conditions ===
  
Warding techs for fire, cold, and shock. The monk will keep their standard resistances instead.
+
* The player can sometimes become too afraid to control their actions and will run away in fear.
* |[[Ward against flame]]
+
* This is similar to the effects of being stunned or confused. You won't be able to control your movement or attacks, but you can still use items as normal.
* [[Ward against ice]]
 
* [[Ward against lightning]]
 
  
Removed all the sigil techniques. Some of these sigils have been rendered obsolete by skilled/expert spellcasting.
+
'''Causes of fear:'''
* [[Sigil of control]]
+
* Hearing or seeing a [[dragon]] roar
* [[Sigil of tempest]]
+
* Being caught in the blast of an [[ethereal light]]
* [[Sigil of discharge]]
+
* Hearing the scream of a [[monstrous spider]] or [[banshee]]
 +
* Seeing the gaze of a [[bodak]] or an [[eye of fear and flame]]
 +
* Breaking a [[wand of fear]] or being zapped by a wand of fear
 +
* Applying a cursed [[Nighthorn]] or carrying a cursed Nighthorn
 +
* Magic trap effect (1 in 21 chance)
 +
-* If you get caught in an explosion type that you are vulnerable to, it can cause a brief panic attack. This only occurs 1 in 3 times and if the damage exceeds a 3d6 roll.
  
* Removed unused T_INVOKE_DEITY technique.
+
'''Curing fear:'''
 +
* If the monster you are afraid of dies, your fear will subside as well.
 +
* Quaff a [[potion of booze]]. Quaffing booze actually gives you intrinsic fearlessness. If blessed it grants for 8d6 (more) turns, otherwise 8d3 turns - even after the confusion wears off.
 +
* Quaff a [[potion of amnesia]] (Note: this will make you forget many valuable things, so use extreme caution when considering this strategy)
 +
* Let it time out
 +
* Applying a non-cursed Nighthorn
 +
* Invoking the [[Staff of Aesculapius]]
 +
* Using the calm steed technique as a centaur
  
== Roles and races ==
+
'''Preventing fear:'''
 +
* Wear a [[tinfoil hat]]
 +
* Wield a weapon with the "rage" property
 +
* Wear the large shield [[Pridwen]]
 +
* Wield [[Dragonbane]] to protect from dragon roars
 +
* Knights are also specifically immune to dragon roars
 +
* Play as a Necromancer, they start with intrinsic fearlessness
  
=== New player roles ===
+
Note: Wearing or wielding extrinsic sources of fearlessness that prevent fear don't actually cure fear, but wearing them does nullify the effects. If you remove the item, the fear will still be active until it times out or is actually cured.
  
* Re-balanced all SLASH'EM role skills.
+
=== Extreme stability ===
* No SLASH'EM roles can start with magic markers anymore (from Evil).
 
  
==== Convict ====
+
* Some monsters have a new clobber attack which can knock you senseless.
 +
* You are vulnerable to this attack if you are smaller than a huge monster and are solid.
 +
* A successful clobber attack occurs 1 in 6 times and will send you flying back 1 to 2 squares.
 +
* Furthermore, after being hurtled back, there is a 1 in 4 chance of being stunned for 2-3 turns.
 +
* The stability property protects you(or monsters) from clobber attacks, it won't reduce the damage, but it will keep you from moving and being stunned.
  
Convicts present a unique challenge from the standard vanilla roles. Their alignment is always chaotic, regardless of racial background. They start out with some critical disadvantages that the player will have to quickly and creatively overcome to survive.  
+
Be very wary of your surroundings in encounters with monsters that clobber. You don't want to be next to lava or water tiles because you could easily be hurtled back to your death.
  
Convicts start out with negative alignment and punished with a [[heavy iron ball]] chained to their leg, and they also start wearing a cursed fireproof striped shirt. The shirt prevents entry into any shop while worn and visible (not covered by a cloak or robe). The shirt is fireproof so one can't simply dip it in a forge to dispose of it. They get no other weapons or armor at the start of the game, and to top it off convicts start on the verge of hunger. However, one of the convict's strengths is that they  burn nutrition at half the normal rate while hungry or worse. Be careful before rushing to Minetown because the watchguards are on the lookout for you! If they see your face, they will be angered and pursue you. Wear a blindfold or towel as a quick disguise! Keep in mind that if a shopkeeper sees you with the striped shirt on - they will ban you for life (services will also not be available), so make sure to cover it up before getting close to a shop. Another challenge is that Convicts cannot tame domestic pets as normal - they will always be "wary" of you.
+
=== Sonic damage and resistance ===
  
{|class="prettytable"
+
* Ported from SpliceHack
!Level 1:
 
|sickness resistance
 
|-
 
!Level 7:
 
|poison resistance
 
|-
 
!Level 20:
 
|searching
 
|}
 
  
* Their first artifact gift is [[Luck Blade]], a chaotic short sword that acts as a [[luckstone]].
+
Sonic damage comes in two main forms: rays and monster attacks. The sources of sonic rays are primarily [[wand of noise|wands of noise]], [[violet dragon]]s, and the [[spellbook of sonic boom|sonic boom spell]]. These rays can be reflected (with a source of reflection) or resisted with sonic resistance. Sonic rays are quite destructive and will easily shatter anything made of glass in a monsters inventory, your inventory, or even on the floor. Glass objects include potions, rings, wands, tools, armor, or weapons. It is possible to shatterproof your items by wielding one and reading a [[scroll of enchant weapon]] while confused. Sonic rays can also destroy iron bars, toilets, sinks, boulders, and statues.
* Their starting pet is a sewer rat, and convicts can tame other rats by #chatting them.
 
  
Changes from Convict Patch:
+
There are a handful of monsters which possess potent sonic or "scream" attacks. The common theme is that they are all ranged and can be launched from about 12 squares from the hero. They can also be used in melee range.
  
* Replaced convict's quest artifact, [[The Iron Ball of Liberation]], with [[The Iron Spoon of Liberation]].
+
* [[concussive sphere]]s: A one-time explosive sonic blast (similar to flaming spheres)
* Added secret doors to some of the prison cells on the quest home level, so it's easier for players to navigate.
+
* [[violet dragon]]s: Sonic breath attack, and passive sonic damage.
* Convicts start with a spoon, which uses knife skill. Convicts also get [[backstab]] bonuses (similar to Rogues) when wielding a spoon.
+
* [[screamer]]: Similar to a shrieker, but deals a sonic scream
* Convicts can reach expert in firearms.
+
* [[nazgul]]: Scream which stuns
* Convicts can use and train up thievery skill. (EvilHack)
+
* [[monstrous spider]]: Scream which inflicts fear
* If you are playing as a doppelganger, your convict will also start out wearing a cursed amulet of unchanging. This is to prevent them from polymorphing into a form that can break or slip out of the striped shirt, but also having the Unchanging property prevents liquid leaping out of the chain and ball.
+
* [[mobat]]: Piercing scream
* Convicts start out knowing all firearms.
+
* [[banshee]]: Scream which inflicts fear
 +
* [[harpy]]: Song which paralyzes.
 +
* [[gibberling]]: Possesses a plethora of attacks, each inflicting a unique but twisted effect (similar to a cursed unicorn horn)
  
==== Infidel ====
+
All of the scream attacks can also shatter glass objects. The gibberlings and harpies don't scream, but are quite dangerous anyway.
  
The Infidel role was created by [[User:Tomsod]] (see [[User:Tomsod/YANIs and patches/Infidel|this link]] for the original patch and author notes). It has been ported from EvilHack and subsequently to Hack'EM with minimal changes.
+
Also - there are [[sonic bomb]]s, and spellcasting monsters can make you vulnerable to sonic damage.
  
If you are looking for something completely different (and evil) - look no further than the Infidel! Infidels don't follow any of the typical alignments, they are worshipers of [[Moloch]] and therefore unaligned.
+
As you can see, in Hack'EM the player must have a game-plan for dealing with sonic damage going into the late game. How can you protect against it or at least mitigate the damage? There is no source of intrinsic sonic resistance, unless you polymorph into a monster that innately has it. All sources are extrinsic but once obtained will also protect your items from shattering.
  
Forget searching for the Amulet of Yendor because you actually start with it! Your primary mission is to travel down to the [[Sanctum]], find the unaligned altar, and sacrifice the Amulet in honor of Moloch. When doing this, you must have your quest artifact in open inventory (the [[User:Tomsod/YANIs_and_patches/Infidel#Quest_artifact|Idol of Moloch]]). Moloch may then imbue the Idol with the power of the Amulet.  
+
'''Sources of sonic resistance:'''
 +
* violet dragon scales
 +
* violet dragon scaled armor
 +
* [[resonant shield]]
 +
* [[ring of sonic resistance]]
 +
* Wielding or wearing an item with the sonic resistance property.
 +
* Wielding [[Thunderstruck]]
  
Your secondary mission is to travel back up through the dungeon and make your way to the [[Astral Plane]], where you will attempt to invoke the Idol on the correct altar (to Moloch), thereby giving Moloch dominion over 'heaven' and the other three aligned gods, thus winning you the game.
+
The [[tortle]] race also starts with a [[toque]], which doesn't grant explicit sonic resistance - but it will protect the player from sonic damage and nullify the effects of sonic attacks. Unfortunately, it will not protect your glass items from destruction. Becoming deaf also accomplishes the same thing.
  
Like a standard game with the Amulet of Yendor - the correct altar that an Infidel needs to invoke the [[User:Tomsod/YANIs_and_patches/Infidel#Quest_artifact|Idol of Moloch]] on in the Astral Plane will vary each game. They can discover which is the correct altar by #chatting both their [[quest leader]] and the [[High priest of Moloch]] in the [[Sanctum]].  
+
One other obscure source of sonic resistance is simply being underwater. This automatically dispels any sonic damage and grants you (and monsters) sonic resistance while submerged.
  
{|class="prettytable"
+
'''Using sonic damage for offense:'''
!Level 1:  
+
* It may look daunting seeing all the sonic threats facing the player - but keep in mind that if you are able to obtain Thunderstruck, or a decent weapon that has the scream property (which does sonic damage), you now wield a weapon that the majority of monsters in Hack'EM do not resist. Only about 5% of monsters are sonic resistant. There are almost double the amount of acid resistant monsters at ~10%, which shows how niche this attack vector is.
|fire resistance
 
|-
 
!Level 15:
 
|warning
 
|-
 
!Level 20:
 
|shock resistance
 
|}
 
  
'''Inventory:'''
+
=== Psychic damage and resistance ===
  
* a [[spellbook of drain life]] plus one other random spellbook.
+
* (from Splice and EvilHack)
* Infidels starting armor is cursed - they actually benefit from wearing cursed armor and wielding cursed weapons, and are able to remove/unwield these items without penalty.
 
* Wearing blessed armor slightly hurts spellcasting success rates.
 
* a [[cloak of protection]] (cursed)
 
* 2 [[scrolls of charging]]
 
* a [[fire horn]]
 
* 3 potions of unholy water
 
* an [[oilskin sack]]
 
  
* Their starting pet is a [[lesser homunculus]].
+
Like sonic damage, psychic damage also comes in a few forms. The form most players will be familiar with is the mind flayers psychic blast, which can target you from a wide range. A few new monster now also have a melee based psychic attack: the gnomish psyker and the dream thief. Ethereal lights also are fast and will explode on contact, inflicting psychic damage as well as fear on the player.  
  
'''Perks'''
+
'''Psychic resistance:'''
 +
* Illithids start with psychic resistance.
 +
* The only source of extrinsic psychic resistance is the [[tinfoil hat]].
 +
* Protects you from forgetting skills, spells, and other things from potions and scrolls of amnesia, as well as mind flayer and zombie brain eating attack.
 +
* Protects you from an illithids psionic wave and tentacle attacks.
  
* Their first artifact gift is [[User:Tomsod/YANIs_and_patches/Infidel#First_gift|Secespita]], a copper ritual knife that greatly aids with altar sacrificing, and can drain energy from the monsters it was used to kill, helping to replenish spell power for the Infidel.
+
=== Larva carrier property ===
* The [[User:Tomsod/YANIs_and_patches/Infidel#Quest_artifact|Idol of Moloch]] is the Infidel's quest artifact, a figurine of a horned devil that can be used to easily convert altars to Moloch, and provides magic resistance when carried. It can also be used to summon demons to aid the Infidel. An Infidel cannot win the game without having the Idol in their possession.
 
* Crowning - if an Infidel is crowned by Moloch, they transform into a demon, replete with a stinger-tipped tail and large wings, both of which can be used. In demon form, the Infidel can enjoy all of the strengths (and weaknesses) associated with being a demon. Trident skill is unlocked and can be trained all the way up to expert skill. Their crowning gift is a spellbook of fireball.
 
  
'''Gameplay'''
+
* Some monsters can infect you with dangerous eggs! If their larva are allowed to hatch, they emerge from your body dealing a significant amount of damage in the process. Plus, you have to deal with a new set of monsters in front of you. The only way to defend against this attack, other than canceling the injector, is to be polymorphed into a monster with thick skin.
  
* Infidels are considered primary spellcasters.
+
Luckily, you can cure this condition using a few different methods:
* Infidels are either not penalized or will gain alignment for doing things that would normally be detrimental for other roles, such as murdering peacefuls or sacrificing their pets (killing your pet is still viewed as bad).
+
* quaffing [[potion of sickness|potions of sickness]] (this kills the larva from inside)
* Infidels praying to Moloch ''outside of [[Gehennom]]'' can expect an 80% failure rate. The only reliable means of praying are standing on an unaligned altar or being in Gehennom. Converting an aligned altar to Moloch is also much more difficult without aid - Moloch's power and influence are weakened outside of hell.
+
* drink from a [[toilet]] (poisonous water)
* '''Moloch expects an Infidel to perform a sacrifice to him at least once every 6000 turns.''' Not doing so adversely affects your [[alignment record]], and it will begin to drain at an increasing rate; reaching negative values has a chance of incrementing Moloch's anger as well. Successfully performing a sacrifice delays this effect for 500 turns per point of sacrifice value; this delay is not cumulative, and if the previous remaining delay was higher, it isn't affected. Any sacrifice to Moloch counts, including same-race sacrifice and a sacrifice on a cross-aligned altar (as long as you're actually trying to convert the altar and not yourself). You will be warned when you're due for a sacrifice, both through a message and in the base attributes window.
+
* receiving a disease attack from a monster
* Infidels create unholy water the same way other roles would create holy water, by placing potions of water on a co-aligned altar and praying (Moloch's 'blessings' are actually curses). This can present a unique challenge for the Infidel role, as having certain blessed items is still desirable. They will need to find already blessed potions of water much the same way other roles typically have to find an already cursed potion of water to use.
+
* eating a [[pill]]
* The Amulet suppresses teleportation and drains spell power when casting spells as it always has - this can prove quite challenging, especially in the early game. If you cast without the Amulet in your inventory, the spell will drain hit points instead of power. {{spell of|Healing}} and {{spell of|extra healing}} drain extra health so that using them is never a net gain. Hit point regeneration is also suppressed without having the Amulet in inventory. Once the Idol is imbued with the power of the Amulet, Moloch gains control over its power and suppresses the spell power draining and non-hit point regeneration effects (teleportation is still suppressed while holding the Idol).
+
* invoking the [[Staff of Aesculapius]]
* All aligned priests are hostile towards Infidels and will attack them should they enter their temple.
+
* invoking the Healing Hands technique
 +
* being zapped by a cure sickness spell
  
 +
There are only three monsters that can infect you with larva, remember them well: [[giant ichneumon]], [[gibberling]]s, and [[spibrawulf]]s.
  
'''Techniques:'''
+
=== Regeneration ===
{|class="prettytable"
+
 
!Level
+
* The player is unable to regenerate hit points while in the Valley of the Dead – healing via other methods (potions, healing spells) is still possible.
!Technique Gained
+
* Regeneration only causes additional hunger when injured.
|-
+
* Restful sleep regenerates HP (we can get restful sleep property from the [[amulet of restful sleep]] or a [[ring of sleeping]])
|XP 1
+
 
|[[reinforce memory]]
+
== Item manipulation ==
|-
 
|XP 1
 
|[[curse]]
 
|-
 
|XP 5
 
|[[draw energy]]
 
|}
 
  
 +
=== Item generation ===
  
==== Flame Mage ====
+
* 1/80 of random non-artifact weapons will be generated erodeproof (xnh)
 +
* 1/80 of random non-artifact items will be generated as pre-eroded (xnh)
 +
* Grease will generate on an erodible object every once in a great while - 1 in 1000 chance (xnh/3.7)
  
The Flame Mage first made its appearance in SLASH'EM - where it was mostly a pseudo-copy of the wizard role but with fire items and spells. In Hack'EM, we have aimed to add more depth to this role and explore the power of their element. Because fire can be viewed as a symbol of divinity and wisdom, Flame mages cast magic (and get spellcasting bonuses) using wisdom and can reach expert in the magic of divination. Their special spell has also been changed to Enlighten, functioning as a play on "light" magic and a result of wisdom. (The reason it is not fireball is that the Infidel has fireball as their special spell, and the flame mage starts with a spellbook of fireball).
+
The following effects of items with certain [[randomized appearance]]s are adapted from [[dNetHack]]:
  
{|class="prettytable"
+
* Combat boots grant +1 AC and +1 to-hit when attacking.
!Level 1:
+
* Mud boots make you more resistant to wrap attacks.
|Extrinsic fire resistance (inventory is protected from fire damage)
+
* Hiking boots grant +100 to carrying capacity while you are grounded (e.g., not [[levitating]] or [[riding]] a steed).
|-
+
* Jungle boots prevent many types of leg injury.
!Level 5:
+
* Padded gloves grant +1 AC.
|Becomes vulnerable to cold
+
* Old gloves can't be eroded.
|}
+
* Fencing gloves grant +2 to-hit with a one-handed weapon and no shield
* Flame Mage can only be Lawful or Neutral.
 
* Flame Mages no longer gain cold resistance at level 13. (Their quest artifact also does NOT grant cold resistance anymore)
 
* Flame Mages also "like fire", so fire usually doesn't have an adverse affect on them.
 
  
'''Inventory:'''
+
=== Object materials ===
* Starts with a more fire based inventory:
 
** potions of oil
 
** fire bombs
 
** scrolls of fire
 
** fireproof quarterstaff
 
** fireproof robe
 
* Starts with Fire Bolt instead of Flame Sphere (Fire Bolt is a Flame Mage exclusive spell).
 
  
* Gets spell-hunger reduction (similar to wizards but a little weaker).
+
* Object materials were inherited from EvilHack. For details see [[EvilHack#Object materials|EvilHack § Object materials]]
* Flame mages cannot twoweapon and have a multishot penalty.
+
* Many objects and items can spawn made from something other than its base material.
* Their skill set has been rebalanced more in favor of blunt weapons (staff, club, etc).
+
* In Hack'EM - you will also notice rings and unicorn horns appearing in new strange materials. Ring appearances were completely overhauled to enable more diverse materials appear.
* Fire Elementals generate peaceful for Flame Mages
+
* Any item or object that is susceptible to being rusted, corroded, rotted, burned, or fractured can be completely destroyed via those methods unless fixed.
* They can reach skilled in firearms.
+
* Any item or object can be fixed (wielding the object and reading a scroll of enchant weapon while confused) if its material allows for it.
* Flame mages get severe alignment penalties for genociding red dragons.
 
  
* One major drawback to Flame Mages is that they can never attain 100% cold resistance. When they get Vulnerability to Cold at level 5 their max cold resistance caps at 50%.
+
* The dragonhide AC bonus has been reduced from 8AC to 5AC.
 +
* Shirts can only be cloth.
 +
* Mummy wrappings can be leather or dragonhide.
  
* Flame mages cannot use anything that is decidedly the domain of cold magic:
+
* Gold objects are notable because they are the frequent targets of leprechaun theft.
** No handling Frost Brand/Deep Freeze.
+
* Glass objects should be handled with care because they are vulnerable to shattering from sonic attacks.
** No reading cold based spellbooks (cone of cold, freeze sphere)
 
** Should not receive cold based spellbooks or weapons from their god either.
 
  
'''#youpoly'''
+
Keep in mind that if the material of an object is not working for you, it may be possible to alter with a [[scroll of transmogrify]].
* At level 8, the Flame Mage gains access to their baby red dragon form via the #youpoly command. Transforming costs 20 MP.
 
* At level 15, you can #youpoly into an adult red dragon form. Transforming costs 40 MP.
 
* The transformation process takes 2 turns.
 
* You get a discount for wearing red dragon scales or scaled armor.
 
  
'''Techniques:'''
+
=== Object properties ===
{|class="prettytable"
 
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
|[[reinforce memory]]
 
|-
 
|XP 3
 
|[[power surge]]
 
|-
 
|XP 5
 
|[[draw energy]]
 
|}
 
  
==== Ice Mage ====
+
The [[object properties]] patch exists in a handful variants &ndash; the code used for Hack'EM was taken from [[EvilHack]], which in turn was taken from [[GruntHack]] and then modified significantly.
  
Ice Mages are the masters of cold magic. Like Flame Mages, they also appeared in SLASH'EM. In Hack'EM, they embody the dangerous but strong nature of ice. Their skills have been adjusted to represent mostly piercing weapons (knives, daggers, etc), and they have a few more tricks then they did in SLASH'EM.  
+
An object property is a magical attribute associated with an item &ndash; in other variants that have object properties, the number of magical properties and the number and types of items they can be applied to is rather broad, and finding such properties on these items is not uncommon. In Hack'EM, there are many object properties, they can be applied to weapons, armor, and rings, but the chances of finding such items at random is quite rare and you cannot wish for object properties. However, new alternate methods have been created to both discover and manipulate object properties since they will be a powerful resource to the player.  
  
* Can only be Chaotic or Neutral
+
'''Eligible items''' for object properties are: weapons, armor, and rings (with some restrictions).
  
{|class="prettytable"
+
'''Restricted items:''' non-weapons (ie: cockatrice corpses), artifacts, dragon scales, and unique items.
!Level 1:  
 
|Extrinsic cold resistance (inventory is protected from cold damage.)
 
|-
 
!Level 1:
 
|Ice Mages can walk on ice without slipping
 
|-
 
!Level 5:
 
|Becomes vulnerable to fire
 
|-
 
!Level 15:
 
|Gains Water Walking
 
|-
 
|}
 
  
* Ice Mages no longer gain fire resistance at level 13. (Their quest artifact also does NOT grant fire resistance anymore)
+
* A players' starting inventory will never spawn with an object property (with the exception of the Undead Slayer-Vampire who starts with a jacket of fire resistance)
* Ice mages get severe alignment penalties for genociding white dragons.
+
* Changing a regular item with object properties into an artifact (e.g., dipping for [[Excalibur]]) will strip that item of its object properties.
 +
* Extrinsic properties that are applied to weapons or armor are active only when those objects are wielded/worn. With weapons, extrinsic properties also work in the offhand whilst [[twoweaponing]].
  
* '''Intrinsic ice armor AC protection'''
+
==== Generation odds ====
** When you gain levels, your protection (ice armor) will grow more powerful.
 
** Calculation is: ''ACBONUS = -((YOURLEVEL / 2) + 2)''
 
** Like SLASH'EM, this bonus caps at -11
 
** Ice mages also get a passive ice attack that scales with their ice armor strength and level. The chance of triggering this passive improves as you gain levels. Ice mages don't get a passive ice armor attack until level 4.
 
  
 +
'''Random item generation:'''
 +
* Odds of an eligible item having a magical property: 1 in 150
 +
* Odds improve deeper into the dungeon
 +
* The chances of an item having 2 properties on creation is 1 in 100000.
  
{|class="prettytable"
+
'''Player monsters:'''
!Level
+
* Odds of their weapon having a magical property: 1 in 20 if high level or encountered on the Astral Plane
|1
+
'''Angel-class monsters:'''
|2-3
+
* 1 in 10 chance of their long sword having a magical property
|4-5
+
'''Two properties:''' 1 in 100,000 chance of an eligible item randomly spawning with two properties.
|6-7
+
 
|8-9
+
==== Identifying object properties ====
|10-11
+
 
|12-13
+
* Observing the effects of most properties in action should auto-identify the property.
|14-15
+
* The shopkeeper identify service will reveal properties on weapons, armor, and rings.
|16-17
+
* Adding a property via confused scroll of transmogrification or shopkeeper service will auto-identify the property on successful grafting.
|18-19
+
* Some properties will auto-id upon wielding or wearing, like the stealth, slow, oilskin, and rage properties.
|20-21
+
** Trying to sell ''stench items'', the shopkeepers will refuse - identifying them.
|-
+
** Items with the excellence, vigilance, or prowess properties usually auto-identify because they modify stats like charisma or wisdom.
!AC Bonus
+
** If an item of sustainability or toughness resists draining or destruction, the property is revealed.
| -2
+
** Using items with the swimming or surfing property on water auto-identifies them.
| -3
+
** The pirate's first gift, The Marauder's Map, has a useful #invoke ability that reveals artifacts and items with properties.
| -4
+
* Wizards have an innate ability to 'sense' if an item is magical (much like a Priest being able to know the beatitude of all items).
| -5
+
* '''Dipping weapons with offensive properties''' into fountains or toilets can reveal what property it has. The weapon properties that interact with water are: fire, frost, shock, decay, scream, sizzle, rage, venom, filth, and sleep.
| -5
+
* Wielding or wearing an item with the ''insight property'' will grant you the ability to sense magical properties.
| -6
+
* Reading scrolls of magic detection reveals properties.
| -7
+
* Zapping wands of probing at items reveals their properties.
| -8
+
* If playing as a Jedi, you start with a droid pet. This pet is capable of walking over items and revealing their properties.
| -9
+
* Archaeologists can use their appraisal technique to reveal properties on items.
| -10
+
* In other cases, use your own judgment and logic to narrow down the property.
| -11
 
|}
 
  
 +
==== Manipulating object properties ====
  
'''Inventory:'''
+
'''Shopkeeper's Add Property service:'''
* Replaced their starting quarterstaff with a +2 stiletto
+
* Non-magical items have a base charge of 750.
* 50% chance of starting with lenses.
+
* Magical items have a base charge of 2250.
* Removed studded armor, replaced with robe
+
* The shopkeeper can add a random property to an item of your choosing. The item type depends on the shop type, so a ring shop can add properties to rings, and so on.
* Removed starting potions (they might freeze from the cold)
+
* After adding a property, the weapon is also fully identified.
* Starts with a [[frost horn]] in addition to a [[wand of cold]]
+
* If a weapon already has a property, the shopkeeper will offer to remove it for a base price of 200. There is a 1 in 4 chance of successful removal.
  
* Gets spell-hunger reduction (similar to wizards but a little weaker).
+
'''Upgrade/tinker and property transfers:'''
* Can now reach expert in riding.
+
* Upgrading/tinkering objects will not remove or change any properties on the item.
* Ice mages get the multishot penalty, but it does not apply to knives.
 
* Their special spell is now the [[spell of reflection]].
 
* Ice Elementals generate peaceful for Ice Mages.
 
  
'''#youpoly'''
+
'''Forging and property transfers:'''
* At level 8, the Ice Mage gains access to their baby white dragon form via the #youpoly command. Transforming costs 20 MP.
+
* Properties will never spontaneously appear from forging results, the property has to come from the first or second ingredient.
* At level 15, you can #youpoly into an adult white dragon form. Transforming costs 40 MP.
+
* Forging will take the secondary object property over the primary. If you have formally identified the object property of one of the recipe objects, you'll know the object property of the newly forged object.
* The transformation process takes 2 turns.
 
* You get a discount for wearing white dragon scales or scaled armor.
 
  
One major drawback to playing Ice Mages is that they can never attain 100% fire resistance. When they get Vulnerability to Fire at level 5 their max fire resistance caps at 50%.
+
'''Dipping into a potion of invulnerability:'''
 +
* Items can be dipped into potions of invulnerability to gain the toughness property.  
  
* Ice mages cannot use anything that is decidedly the domain of fire magic:
+
'''Polypiling and Property transfers:'''
** No handling Fire Brand/Firewall.
+
* Polymorphing items that are cursed always wipes the properties from an obj.
** No reading fire based spellbooks (fireball, flame sphere)
+
* An uncursed object has a luck dependent chance of ''retaining'' its properties.
** Should not receive fire based spellbooks or weapons from their god either.
 
  
'''Techniques:'''
+
    LUCK:     <0      0    +2    +5    +8    +11
{|class="prettytable"
+
    SUCCESS: 0.5%  20.0%  39.5%  59.0%  78.5%  98.0%
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
|[[reinforce memory]]
 
|-
 
|XP 5
 
|[[draw energy]]
 
|-
 
|XP 12
 
|[[power surge]]
 
|}
 
  
==== Necromancer ====
+
'''The Scroll of Transmogrify:'''
 +
* Confused readings can be used to altar the properties of objects.
 +
* A confused cursed scroll will remove any properties on an item.
 +
* An confused uncursed scroll will change an existing property on an item (depending on luck)
 +
* Reading a confused blessed scroll will add a random property to the item. If it's a magical item (ie: speet boots or cloak of magic resistance), a successful property addition also depends on luck, similar to the above odds.
  
'''Inventory:'''
+
    LUCK:     <0      0    +2    +5    +8    +11
* Removed starting quarterstaff, starts with 2 daggers instead. They still start with a +1 pick-axe.
+
    SUCCESS: 0.5%  20.0%  39.5%  59.0%  78.5%  98.0%
* Starts with a robe and wand of fear.
 
* Removed starting scrolls; only starts with 1 ring.
 
  
'''Gameplay:'''
+
* When changing or adding properties, any property is valid - even those with negative effects.
* Enabled necromancer to reach expert in polearms (for access to [[scythe]]s like [[The End]]).
 
* Necromancers now receive a +1 alignment bonus when digging graves, and will exercise wisdom if they find a corpse.
 
* The necromancer's starting [[ghoul]] has the ghoulname option available.
 
* Their special spell is summon undead.
 
* Undead will never betray Necromancers (lots of undead are treacherous in Hack'EM, so charm monster isn't as reliable as it used to be.)
 
* Like convicts, Necromancers now cannot tame anything other than undead. Instead of taming, the best result that occurs will be pacifying the target.
 
* Necromancers do just like Priests automatically know the [[beatitude]] of all [[item]]s.
 
  
With inspiration from aosdict, the Necromancer role has been overhauled with a new approach.
 
  
'''Spirits'''
+
==== Table of object properties ====
 +
The table below lists all available magical properties, what items they can be applied to, and what their function is.
  
* When playing as a necromancer, monsters that die drop "spirits". These are auto-collected as you walk over or adjacent to them.
+
{|class="wikitable
* Spirits show up as a light-blue '~' symbol.
+
!Object property !! Armor/ring attributes !! Weapon attributes
* Spirits in shops will not be auto-collected since it will be in the possession of the shopkeeper.
+
|-
* Nonliving monsters do not leave spirits.
+
|Fire      || fire resistance || +(1d5+3) fire damage
* Spirits cannot be picked up by you or other monsters, they will disappear as soon as anything tries to pick them up. If wished for, they will be absorbed immediately into your being.
+
|-
* Spirits will fade away quickly, so don't let them sit around. On graveyard levels, they have a much higher timeout.
+
|Frost      || cold resistance || +(1d5+3) cold damage
* Very rarely, spirits will sometimes turn into will-o'-the-wisps when they fade. On swamp levels this is much more common.
 
* Spirits generate when graves are dug up.
 
* Spirits generate in morgues (on the corpses of dead players).
 
* Multi-headed monsters drop more spirits (hydras, ettins, two-headed trolls).
 
* Some classes and specific monsters will also want your spirits so try to collect them before they do!
 
** All L, W, A, & will consume spirits.
 
** Valkyries, Necromancers, shades, specters, weredemons, aloons also will try to get your spirits.
 
** ''Tame undead will not try to eat your spirits.''
 
 
 
'''Spirits heal HP:'''
 
 
 
{|class="prettytable"
 
!Level 1:
 
|Spirits heal 1HP
 
 
|-
 
|-
!Level 4:
+
|Shock      || shock resistance || +(1d5+3) shock damage
|Spirits heal (monster's level / 2) + 1 HP
 
 
|-
 
|-
!Level 8:
+
|Venom      || poison resistance || permanently poisoned(*)
|Spirits heal (monster's level) + 1 HP
 
|}
 
 
 
'''Spirits renew magical power:'''
 
* Necromancers do not regenerate magical power as other roles do.
 
* To renew your MP, you will have to collect spirits or find some other means (potions of gain energy, scrolls of charging, etc).
 
* A new necromancer starts with 0 energy, but a max of 99, so you can stock up.
 
 
 
{|class="prettytable"
 
!Level 1:
 
|Spirits grant (monster's level / 2) MP (minimum of 1).
 
 
|-
 
|-
!Level 7:
+
|Sizzle    || acid resistance || +(1d5+3) acid damage
|You get the monster's full level value in MP.
 
 
|-
 
|-
!Level 13:
+
|Scream    || sonic resistance || +(1d5+3) sonic damage
|You get the 1.5x monster's level value in MP.
 
|}
 
 
 
'''Necromancer intrinsics'''
 
 
 
{|class="prettytable"
 
!Level 1:
 
|Drain resistance
 
 
|-
 
|-
!Level 1:
+
|Decay      || drain resistance || drain life attack
|Immunity to sickness
 
 
|-
 
|-
!Level 1:
+
|Sleep      || "alertness"<br/>sleep resistance || sleep attack
|Undead Fear Resistance
 
* Not afraid of "fear attacks", e.g. [[banshee]]s, [[bodak]]s
 
* Not afraid of [[nosferatu]] gaze
 
* Not afraid of ghosts or temple ghosts.
 
* Note: They still can be afraid of dragon roars.
 
 
|-
 
|-
!Level 3:
+
|Vs Stone  || petrification resistance || petrification resistance<br/>(only for launchers)
|Undead warning
 
|}
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|Filth      || "health"<br/>sickness resistance || disease attack
|[[Reinforce memory]]
 
 
|-
 
|-
|XP 2
+
|Toughness  || makes item erodeproof<br/>makes item indestructible<br/>cannot be used in forging || makes item erodeproof<br/>makes item indestructible<br/>cannot be used in forging
|[[call undead]]
 
 
|-
 
|-
|XP 3
+
|Oilskin    || n/a || permanently greased<br/>only valid on cloth
|[[raise zombies]]
 
 
|-
 
|-
|XP 5
+
|ESP        || telepathy || telepathy
|[[blood magic]]
 
 
|-
 
|-
|XP 8
+
|Searching  || searching || searching
|[[soul eater]]
 
 
|-
 
|-
|XP 10
+
|Stealth    || stealth || stealth
|[[power surge]]
 
 
|-
 
|-
|XP 14
+
|Vigilance  || wisdom adjustment<br/>warning<br/>flanking evasion || wisdom adjustment<br/>warning<br/>flanking evasion
|[[revivification]]
 
 
|-
 
|-
|XP 17
+
|Excellence || charisma adjustment<br/>[[luckstone]] effect when worn || charisma adjustment<br/>[[luckstone]] effect when wielded
|[[spirit tempest]]
+
|-
|}
+
|Insight    || see invisible<br/>magical detection || see invisible<br/>magical detection
 
 
==== Undead Slayer ====
 
 
 
Remember Simon from the ''Castlevania'' games, or Buffy the Vampire Slayer? This role takes cues from both of those characters and more. Are you sick of the Evil zombie constantly eating your brains and dying from illness?  Well, now is your turn to kick some zombie butt. The Undead Slayer is your answer to zombies, vampires, and all sorts of things that crawl in the night. Originally from SLASH'EM, we have retooled the Slayer a bit for the challenges in Hack'EM. Starting out slow is no longer an option, so that has been discarded. They have more strength in actually slaying undead and their skills and intrinsics have been rounded out. Warning and Clairvoyance kick in at higher levels, and when speed is gained at level 7 it means more than overcoming the old slowness.
 
 
 
{|class="prettytable"
 
!Level 1:
 
|Stealth
 
 
|-
 
|-
!Level 1:
+
|Prowess    || n/a || dexterity bonus<br/>You gain double the usual skill points when using weapons and spells.<br/>It also doubles the rate your tech cooldowns expire.
|Drain resistance
 
 
|-
 
|-
!Level 1:
+
|Surfing    || water walking<br/>speed bonus on water/lava || water walking<br/>speed bonus on water/lava
|Immunity to sickness
 
 
|-
 
|-
!Level 1:
+
|Rage      || n/a || fearlessness<br/>bloodthirsty (the rage weapon will attack mercilessly like Stormbringer)<br/>max damage rolls on the weapon with rage.
|Undead warning
 
 
|-
 
|-
!Level 7:
+
|Fumbling  || fumbling || fumbling
|Speed
 
 
|-
 
|-
!Level 9:
+
|Hunger    || hunger || hunger
|Poison resistance
 
 
|-
 
|-
!Level 15:
+
|Stench    || aggravate monster<br/>prevents digestion<br/>unedible item|| aggravate monster,<br/>prevents digestion,<br/>inedible item
|Warning
 
 
|-
 
|-
!Level 21:
+
|Teleportation|| teleportitis || teleportitis
|Clairvoyance
 
|}
 
 
 
'''Inventory:'''
 
* Missiles and weapons will now be silver:
 
* Elven slayers can start with silver elven daggers or a silver elven spear.
 
* Crossbow bolts and bullets will be silver.
 
* If playing as a tortle slayer, your trident will also be silver.
 
 
 
'''Gameplay:'''
 
* Can now #turn undead
 
* Immune to fear attacks from undead or ghosts.
 
* Slayers get an alignment penalty for eating wraith corpses.
 
* Undead slayers get +2 to-hit bonus against undead/demons and inflict +d4 damage (like hitting as a blessed weapon (this also stacks with the blessed weapon bonus.)
 
* Undead slayers obliterate zombies to the point that they don't leave corpses. 2 in 3 chance of this happening every time you kill a zombie.
 
* Their special spell is protection
 
* Undead slayers do NOT have a multishot penalty.
 
* Instead of being able to attain Grand Master in Bare Handed combat, they can now get Master in Martial Arts.
 
* Undead Slayers can reach basic in two-weaponing.
 
* Undead slayers cannot poly into undead or demons.
 
* As a throwback to Blade, you can also play as a vampiric undead slayer now.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|Lethargy    || slow || slow
|[[turn undead]]
 
 
|-
 
|-
|XP 1
+
|Sustainability || fixed abilities<br/>item cannot be enchanted(*)<br/>item is immune to disenchantment and draining<br/>item never shudders from polymorph || fixed abilities<br/>item cannot be enchanted(*)<br/>item is immune to disenchantment and draining<br/>item never shudders from polymorph
|[[weapon practice]]
 
 
|-
 
|-
|XP 7
+
|Danger    || infravision<br/>increased difficulty || infravision<br/>increased difficulty
|[[shield block]]
 
|}
 
 
 
==== Yeoman ====
 
 
 
The Yeoman is another role from SLASH'EM that we have retooled a bit. In SLASH'EM the Yeoman closely resembled the Knight, maybe too closely. We have given them a few more tools and a dashing green coat to get them started. Like the Undead Slayer, they also had their starting slowness removed. Other races like tortle and giant have slowness, so that trait isn't totally lost with this change.
 
 
 
{|class="prettytable"
 
!Level 7:
 
|Speed
 
 
|-
 
|-
!Level 15:
+
|Burden    || stability<br/>item weighs 8x        ||  stability<br/>item weighs 8x
|Swimming
 
 
|}
 
|}
  
'''Inventory:'''
+
Notes:
* Starts with a green coat that grants MC2
+
* All sources of resistances or statuses are considered extrinsic
* [[tooled horn]]
+
* If a property affects a stat (like charisma), the adjustment is based on BUC status (25/18/6 &ndash; blessed/uncursed/cursed)
* a [[torch]]
+
(*) Venom inflicts the normal 1d6 extra poison damage with a 10% chance of instakill by poison, plus an additional 1d2 poison damage.
* a blessed [[whetstone]]
+
* Cloaks with the oilskin property also let you pass through tight diagonals.
  
'''Gameplay:'''
+
=== Malcolm Ryan's Brewing Patch ===
* Can reach skilled in daggers and axes.
 
* Their special spell is knock.
 
* Opened up neutral alignment and centaurs as playable options.
 
  
'''Techniques:'''
+
Enables the player to dip mold corpses in potions of fruit juice to start a fermentation timer that will eventually turn the potion into something else dependent on the mold.
{|class="prettytable"
 
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
|[[calm steed]]
 
|}
 
  
 +
* Dipping brown mold into fruit juice produces blood
 +
* Dipping green mold into fruit juice produces acid.
 +
* Dipping yellow mold into fruit juice produces confusion.
 +
* Dipping red mold into fruit juice produces booze.
 +
* Dipping violet fungus into fruit juice produces hallucination.
 +
* Dipping gray fungus into fruit juice produces amnesia.
 +
* Dipping orange mold into fruit juice produces sleeping.
 +
* Dipping black mold into fruit juice produces sickness.
  
==== Pirate ====
+
* lichens, shriekers, and non-F corpses do not ferment.
 +
* Dipping cursed molds into fruit juice produces sickness.
  
Yo ho ho and a bottle of rum! If it's a pirate's life ye want, then it's the pirate role for ye! This role offers a fun immersive experience into the pirate role where most of the game messages will be translated into pirate speak for you. You'll also start with a pet [[monkey]] or [[parrot]], and what pirate would leave home without a few bottles of rum?
+
Note: This also makes the shopkeeper charge you for shop-owned fruit juice that you begin fermenting. This allows you to buy the new, possibly more expensive potion at the cost of the fruit juice.
  
This role offers a few twists on the standard NetHack experience. Most notably, the pirate can only gain one gift from altar sacrifice gifts - the [[Marauder's Map]] - after that, they will receive no further gifts from their god. After that, you have to rely on randomly generated artifacts. Luckily, pirates have improved odds: artifacts generate four times as often as for other roles when you're a Pirate! Although they can't get weapons from sacrifice gifts, they do get an artifact cutlass from being crowned - the [[Reaver]], which will handily steal items from enemies when it hits them. Finally, their quest artifact is the [[Treasury of Proteus]] - a powerful chest that has mysterious powers. Once you have possession of the chest, you are considered "King of the Hill", and will attract the attention of pirates far and wide, dead and alive.
+
=== Pouring potions into sinks ===
  
{|class="prettytable"
+
* (from xnh)
!Level 1:
+
* Allows for safer identification of potions by dumping them down the drain, leaving the hero to suffer only vapor effects.
|Swimming
+
* This is done by selecting a potion to #dip while standing on top of a sink. If a potion of polymorph is poured down a sink, it polymorphs it.
|-
 
!Level 7:
 
|Stealth
 
|-
 
!Level 11:
 
|Speed
 
|}
 
  
Starts with a pet monkey or parrot.
+
=== Gem alchemy ===
  
'''Inventory:'''
+
* Acid is no longer a useless endgame potion!
* +0 cutlass (scimitar)
+
* Gems dissolve in acid to produce new potions.
* 3 +1 knives
+
* If the acid is cursed, there is a guaranteed alchemical explosion, otherwise there is always a 1 in 30 chance of an explosion.
* flintlock and bullets
+
* Use the object lookup (on a gem) to see what potion is created from a particular gem.
* +0 leather jacket
+
* Note: Smoky potions cannot be produced with this method.
* +0 high boots
 
* Two sea biscuits (cram ration)
 
* Three bananas (25% chance of kelp fronds)
 
* Three potions of rum (potion of booze)
 
* A random ring
 
* 10% chance of a 0:1 wand of death (from the [[User:Fyr/YANI/Pirate|Pirate YANI]])
 
* +0 oilskin sack or grappling hook
 
  
'''Gameplay:'''
+
=== Upgrading and tinkering ===
* Added a gun shop to the pirate quest.
 
* Changed Pirate's special spell to haste self (Barbarians already had Cause Fear)
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
|[[weapon practice]]
 
|-
 
|XP 1
 
|[[tumble]]
 
|-
 
|XP 5
 
|[[sunder]]
 
|}
 
  
==== Jedi ====
+
Hack'EM features an upgrading mechanic facilitated by potions of gain level or the tinkering technique or the tinkering service sometimes offered by gnomish shopkeepers, a feature adapted from SLASH'EM.
  
The Jedi role has been ported from SlashTHEM. The Jedi have a delicate relationship with their lightsabers - the lightsabers provide offense, defense, and utility, but they demand attention and maintenance. As a master of the force, you will have to balance your use of the lightsaber to make sure you don't exhaust its charges when you need it most. The Jedi skill set is narrowly focused on swords and sabers, so you will have to make the most of your offensive capabilities and use your techniques to get out of tight spots.
+
The upgrade process has seen some improvements, offering an accessible object lookup system to display upgrade information for each item. Each item now maintains a one-to-one relationship, directly mapping to the specific item it upgrades into. This transition also brings about changes in the power of magical item upgrades, as their properties are retained in their new forms, resulting in a reduction in the potency of many magical item upgrades to maintain game equilibrium.
  
 +
'''New Upgrade Table:'''
 +
* "->" Indicates a one-way transformation path
 +
* "<->" indicates the two items upgrade back-and-forth.
  
'''Inventory:'''
+
{|class="prettytable sortable"
* +1 robe,
+
!item 1 !! to !! item 2
* +0 leather gloves,
 
* Chance of either a red, green or blue lightsaber,
 
* 50% chance of a blindfold.
 
 
 
 
 
'''Gameplay:'''
 
* Jedi can reach skilled in enchantment spells.
 
* Jedi's can reach Expert in martial arts.
 
* Jedi can reach basic in firearms.
 
* Receives Deluder as their first guaranteed sacrifice gift.
 
* Jedi have Charm Monster as their special spell.
 
* Jedi start out knowing all plasteel items and lightsabers instead of all armors.
 
 
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
| [[orcish arrow]] || -> || [[arrow]]
|[[jedi jump]]
+
|-
 +
|[[arrow]] || -> || [[elven arrow]]
 +
|-
 +
|[[elven arrow]] || -> || [[orcish arrow]]
 +
|-
 +
|[[ya]] || <-> || [[light arrow]]
 
|-
 
|-
|XP 5
+
|[[boomerang]] || <-> || [[chakram]]
|[[charge saber]]
 
 
|-
 
|-
|XP 8
+
|[[orcish spear]] || -> || [[spear]]
|[[telekinesis]]
 
 
|-
 
|-
|XP 14
+
|[[spear]] || -> || [[elven spear]]
|[[force push]]
 
|}
 
 
 
=== Existing role changes ===
 
 
 
==== Archeologist ====
 
 
 
* Starts with 1 spellbook;
 
* Can start with torch or lamp
 
* Club moved from skilled to basic.
 
* Spear skill added, can be trained to expert.
 
* Archeologists can highly enchant fedoras (xnh)
 
* Archeologists get a +1 luck bonus from wearing fedoras.
 
* Archeologists start with a scroll of knowledge
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[elven spear]] || -> || [[dwarvish spear]]
|[[research]]
 
|}
 
 
 
==== Barbarian ====
 
 
 
* Barbs start with 2 food rations
 
* Two-weapon – Barbarians go from basic to skilled
 
* Riding skill increased from basic to skilled.
 
* Attack spell school removed. Special spell changed to cause fear.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[dwarvish spear]] || -> || [[orcish spear]]
|[[berserk]]
 
 
|-
 
|-
|XP 5
+
|[[orcish dagger]] || -> || [[dagger]]
|[[rage]]
 
|}
 
 
 
 
 
==== Caveman/Cavewoman ====
 
 
 
* Gets expanded night-vision radius of 2 tiles (from SLASH'EM).
 
* All spell schools removed, has 20% chance of failing to read any spellbook, regardless of its BUC status.
 
* Can bang rocks together to make flint.
 
* Can lash flint to arrows, making them more deadly with a +1 bonus. Simply (a)pply a flint stone when you have some arrows, and select the arrows to upgrade. The arrows can only get a maximum of +1 this way.
 
* Staying illiterate can increase maximum hit point gain per level-up.
 
** XP 2-3, you can get a 1 max HP bonus.
 
** XP 4-7, you can get a d2 max HP bonus.
 
** XP 8+, you can get a d3 max HP bonus.
 
** Your wisdom is also exercised on each level up that you remain illiterate on.
 
* Are the only role that can successfully tame and ride  [[saber-toothed cat]]s and [[saber-toothed tiger]]s.
 
* Starting pet is a [[wolf]] (from UnNetHack). wolfname option can be set in the options file.
 
* First sacrifice gift is [[Skullcrusher]] (from SLASH'EM).
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[dagger]] || -> || [[elven dagger]]
|[[primal roar]]
+
|-
|}
+
|[[elven dagger]] || -> || [[stake]]
 
+
|-
==== Healer ====
+
|[[stake]] || -> || [[great dagger]]
 
+
|-
* They start the game knowing items related to healing:
+
|[[great dagger]] || -> || [[orcish dagger]]
** potion of sickness
 
** potion of regeneration
 
** potion of paralysis
 
** potion of sleeping
 
** potion of restore ability
 
** potion of blood
 
** all healing potions
 
** healthstones.
 
 
 
* Now receives the Drowsing Rod as a first sacrifice gift
 
* Added clerical spell school, can train to skilled.
 
* Gets poison resistance intrinsic at experience level 3 instead of experience level 1.
 
* Trades warning intrinsic for sickness resistance at experience level 15.
 
* Can sense how wounded a monster is when attacking it, can also sense the wounded status of its pets.
 
* Healers get +1 blessed scalpel now.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[knife]] || <-> || [[stiletto]]
|[[surgery]]
 
|}
 
 
 
 
 
==== Knight ====
 
 
 
* Numerous weapon skills adjusted:
 
** Axe, broadsword, two-handed sword, polearms and spears from skilled to expert.
 
** Mace and morning star moved from skilled to basic.
 
** Attack and healing spell schools moved from skilled to basic.
 
* Knights can not tame dragons unless they are both the same alignment (they are natural enemies), and are immune to fear from dragon roars.
 
* Dwarven knights will start with a dwarvish bearded axe instead of a long sword.
 
 
 
'''Lawful Knight Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[axe]] || <-> || [[throwing axe]]
|[[turn undead]]
 
 
|-
 
|-
|XP 1
+
|[[dwarvish bearded axe]] || <-> || [[battle axe]]
|[[healing hands]]
 
 
|-
 
|-
|XP 1
+
|[[pick-axe]] || <-> || [[dwarvish mattock]]
|[[shield block]]
 
|}
 
 
 
'''Dark Knight Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[orcish short sword]] || -> || [[short sword]]
|[[soul eater]]
 
 
|-
 
|-
|XP 1
+
|[[short sword]] || -> || [[elven short sword]]
|[[shield block]]
 
|}
 
 
 
==== Monk ====
 
 
 
'''Intrinsics changes:'''
 
* Monks now receive extra intrinsics as they level up into the higher experience tiers
 
 
 
{|class="prettytable"
 
!XL 1:
 
|see invisible, sleep resistance, and speed
 
 
|-
 
|-
!XL 3:
+
|[[elven short sword]] || -> || [[dwarvish short sword]]
|poison resistance
 
 
|-
 
|-
!XL 5:
+
|[[dwarvish short sword]] || -> || [[orcish short sword]]
|stealth
 
 
|-
 
|-
!XL 7:
+
|[[orcish scimitar]] || <-> || [[scimitar]]
|warning
 
 
|-
 
|-
!XL 9:
+
|[[saber]] || <-> || [[rapier]]
|automatic searching
 
 
|-
 
|-
!XL 11:
+
|[[broadsword]] || <-> || [[elven broadsword]]
|fire resistance
 
 
|-
 
|-
!XL 13:
+
|[[orcish long sword]] || -> || [[long sword]]
|cold resistance
 
 
|-
 
|-
!XL 15:
+
|[[long sword]] || -> || [[elven long sword]]
|shock resistance
 
 
|-
 
|-
!XL 17:
+
|[[elven long sword]] || -> || [[orcish long sword]]
|teleport control
 
 
|-
 
|-
!XL 20:
+
|[[mace]] || <-> || [[heavy mace]]
|telepathy
 
 
|-
 
|-
!XL 23:
+
|[[morning star]] || <-> || [[orcish morning star]]
|water walking
 
 
|-
 
|-
!XL 25:
+
|[[war hammer]] || <-> || [[heavy war hammer]]
|stoning resistance
 
 
|-
 
|-
!XL 27:
+
|[[club]] || <-> || [[aklys]]
|disintegration resistance
 
 
|-
 
|-
!XL 30:
+
|[[orcish bow]] || -> || [[bow]]
|sickness resistance
 
 
|-
 
|-
|}
+
|[[bow]] || -> || [[elven bow]]
 
+
|-
Skill changes:
+
|[[elven bow]] || -> || [[orcish bow]]
** Can reach skilled in lightsabers.
+
|-
** Crossbow skill removed, added trident and broadsword.
+
|[[quarterstaff]] || <-> || [[silver capped staff]]
 
+
|-
* At master level and higher monks gain an extra kick attack (random) using martial arts skill.
+
|[[staff of escape]] || <-> || [[staff of matter]]
* At grand master level, monks gain an extra fist attack per round using martial arts skill.
 
* Because of the extra random kick attack, players will need to be mindful of wearing boots of some sort, as kicking a footrice/basilisk barefoot equals instant petrification.
 
* Can break boulders and statues using martial arts skill at skilled level or higher ''(press shift + f and then a movement key in the desired direction).''
 
 
 
* Monks get a 1AC bonus for being drunk/confused (from UnNetHack).
 
* Reverted the starting spell of confuse monster; Monks can again start with the spell of sleep.
 
* Their first sacrifice gift is now [[The Gauntlets of Defense]].
 
* Monks are the only role that start with a [[Robe of Power]]
 
* Monks get a magic marker for their crowning gift instead of a Spellbook of Restore Ability
 
* Monks with intrinsic water walking can now enter into and stay in pools/moats (from EvilHack)
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[staff of war]] || <-> || [[staff of divination]]
|[[dash]]
 
 
|-
 
|-
|XP 1
+
|[[staff of necromancy]] || <-> || [[staff of healing]]
|[[pummel]]
 
 
|-
 
|-
|XP 1
+
|[[cornuthaum]] || <-> || [[dunce cap]]
|[[chained blitz]]
 
 
|-
 
|-
|XP 1
+
|[[fedora]] || <-> || [[elven helm]]
|[[break rock]]
 
 
|-
 
|-
|XP 2
+
|[[orcish helm]] || <-> || [[dwarvish helm]]
|[[chi strike]]
 
 
|-
 
|-
|XP 4
+
|[[helm of madness]] || <-> || [[helm of brilliance]]
|[[chi healing]]
 
 
|-
 
|-
|XP 6
+
|[[helm of telepathy]] || <-> || [[tinfoil hat]]
|[[elemental fist]]
 
 
|-
 
|-
|XP 8
+
|[[dwarvish chain mail]] || <-> || [[elven chain mail]]
|[[draw energy]]
 
 
|-
 
|-
|XP 10
+
|[[chain mail]] || <-> || [[orcish chain mail]]
|[[ground slam]]
 
 
|-
 
|-
|XP 13
+
|[[splint mail]] || <-> || [[large splint mail]]
|[[uppercut]]
 
 
|-
 
|-
|XP 17
+
|[[ring mail]] || <-> || [[orcish ring mail]]
|[[spirit bomb]]
 
 
|-
 
|-
|XP 20
+
|[[light armor]] || <-> || [[jacket]]
|[[power surge]]
 
|}
 
 
 
==== Priest ====
 
   
 
* Gets a +2 shield.
 
* All slash and pierce weapons removed; can only train with blunt-type weapons.
 
* Priests incur a substantial to-hit penalty, abuse wisdom, and get alignment penalties when trying to use an edged weapon (wielded or thrown).
 
* Their first sacrifice gift is now [[Disrupter]].
 
* Their crowning gift is [[Mjollnir]].
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[robe]] || <-> || [[large robe]]
|[[turn undead]]
 
 
|-
 
|-
|XP 1
+
|[[robe of weakness]] || -> || [[robe of power]]
|[[blessing]]
 
 
|-
 
|-
|XP 7
+
|[[robe of power]] || -> || [[robe of protection]]
|[[shield block]]
 
 
|-
 
|-
|XP 10
+
|[[robe of protection]] || -> || [[robe of weakness]]
|[[healing hands]]
 
 
|-
 
|-
|XP 30
+
|[[striped shirt]] || <-> || [[t-shirt]]
|[[revivification]]
+
|-
|}
+
|[[mummy wrapping]] || <-> || [[plain cloak]]
 
+
|-
==== Ranger ====
+
|[[orcish cloak]] || -> || [[dwarvish cloak]]
 
+
|-
* Ranger can now advance two-weaponing, up to skilled.
+
|[[dwarvish cloak]] || -> || [[elven cloak]]
* If playing as a gnome, their quest artifact becomes the [[Crossbow of Carl]]. Its properties mirror that of the [[Longbow of Diana]], except that it is a crossbow instead of a bow.
+
|-
* At XL10, rangers automatically see ammo enchantments.
+
|[[elven cloak]] || -> || [[orcish cloak]]
* Ranger quest artifact, if blessed, has a chance to produce ammo with an object property. (EvilHack)
+
|-
 
+
|[[poisonous cloak]] || <-> || [[alchemy smock]]
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[orcish shield]] || <-> || [[dwarvish roundshield]]
|[[missile flurry]]
 
|}
 
 
 
==== Rogue ====
 
 
 
'''Inventory changes:'''
 
* Rogues get scrolls of teleport and gold detection (2 each) and oilskin sack
 
* Rogues also get darts; 30% chance that they are replaced with a pistol and bullets.
 
* New trainable skill known as 'thievery', which allows the rogue to pickpocket a target and steal items from their inventory (must be bare-handed to use, press shift + f and then a movement key in the direction of the target).
 
* If the target is peaceful, there is a chance the target will not notice depending on the players' skill in thievery.
 
* Critical strike from behind works while two-weaponing.
 
* Rogues get backstab bonus on many other monster statuses (xnh).
 
* The backstab formula has been adjusted: bonus is based on skill with a cap (xnh).
 
* First offering gift is the Bat from Hell (SLASH'EM)
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[large shield]] || <-> || [[tower shield]]
|[[pickpocket]]
 
 
|-
 
|-
|XP 1
+
|[[small shield]] || <-> || [[elven shield]]
|[[critical strike]]
 
 
|-
 
|-
|XP 15
+
|[[gauntlets of fumbling]] || <-> || [[gauntlets of dexterity]]
|[[cutthroat]]
 
|}
 
 
 
==== Samurai ====
 
 
 
* Removed attack and clerical spell schools.
 
* The samurai quest artifact [[The Tsurugi of Muramasa]], now grants half physical damage, and has its chance of bisection increased to 15% per hit.
 
* Samurai alignment abuse ceases below -10 when attacking peacefuls.
 
* Samurai gets Kiku-ichimonji as a first sacrifice gift instead of Snickersnee (from SlashTHEM).
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[low boots]] || <-> || [[high boots]]
|[[kiii]]
+
|-
|}
+
|[[fumble boots]] || <-> || [[elven boots]]
 
+
|-
==== Tourist ====
+
|[[levitation boots]] || <-> || [[water walking boots]]
   
 
* Tourists get automatic type identification for shop items
 
* Tourists get 2 extra magic maps, 2 extra food.
 
* Tourists start with all of their optional equipment.
 
* The magic marker that a tourist starts with is always 0:0.
 
* Two-weaponing: Tourists can reach skilled.
 
* Tourists receive at most 1 PW per level up (they do not have any innate magic ability.)
 
* Tourists can reach expert in boomerang skill.
 
 
 
Changed Tourist's special spell to create familiar.
 
 
 
No techniques.
 
 
 
==== Valkyrie ====
 
 
 
– Removed escape spell school.
 
* Special spell changed to repair armor.
 
* Dwarven valkyries will start with a dwarvish bearded axe instead of a long sword, and are automatically proficient with it when using it to disarm weapons/shields.
 
* Since Valkyries don't have access to Excalibur * they are able to get the powerful Gungnir as compensation. Simply get a spear, enchant it up to +5, then pray while you have "pious" alignment. Your god will turn the spear into Gungnir for you.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[sack]] || <-> || [[oilskin sack]]
|[[weapon practice]]
 
 
|-
 
|-
|XP 5
+
|[[oilskin sack]] || <-> || [[bag of holding]]
|[[shield block]]
 
|}
 
 
 
 
 
==== Wizard ====
 
 
 
* Removed numerous weapons from being trained (axe, short sword, club, mace, polearms, spear, trident, shuriken).
 
* Enchantment spell skill raised from skilled to expert,
 
* Clerical spell skill lowered from skilled to basic.
 
* Can sense if objects are magical in nature, much the same way a priest knows the beatitude of all objects.
 
* Wizards start with magic whistles, harps, flutes, and drums identified. Wizards can see the magical nature of tools, so by process of elimination a wizard should know these objects. Otherwise we get an awkward situation of seeing a magical whistle, then it auto-identifies when used to a magic whistle.
 
* New starting pet, the pseudodragon.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
+
|[[bag of rats]] || <-> || [[bag of holding]]
|[[reinforce memory]]
 
 
|-
 
|-
|XP 3
+
|[[bag of tricks]] || <-> || [[bag of holding]]
|[[draw energy]]
 
 
|-
 
|-
|XP 5
+
|[[bag of holding]] || <-> || [[sack]]
|[[power surge]]
 
|}
 
 
 
 
 
=== New player races ===
 
 
 
==== Centaur ====
 
 
 
Centaurs are strong and fast, and can be just the thing if you are looking for a new twist on an old role. They have increased carrying capacity that matches the giant player race. Centaurs' strength and dexterity can be maxed to 20, but intelligence maximum is 12, wisdom is 14, and charisma is 16 (They may not make the best spellcasters but they sure can fight). Centaurs generate slightly more hit points per level vs a human player, and they start with intrinsic speed and the ability to jump (not like a Knight, but like wearing a pair of jumping boots). Centaurs know all bow and crossbow weapons automatically, and get a multishot bonus with either type.
 
 
 
Centaurs cannot wear boots, for hopefully obvious reasons. They can wear all other forms of armor (as can now their monster counterparts). Centaurs cannot ride anything as a steed due to them being quadrupedal.
 
 
 
Because they are a steed - centaurs have the unique position of being able to melee with polearms and lances as a mounted character would.
 
 
 
'''Racial abilities:'''
 
{|class="prettytable"
 
!Level 1:
 
|Fast
 
 
|-
 
|-
!Level 1:
+
|[[skeleton key]] || <-> || [[lock pick]]
|Jumping
 
 
|-
 
|-
!Level 10:
+
|[[mirror]] || <-> || [[expensive camera]]
|Warning
+
|-
|}
+
|[[eight ball]] || <-> || [[crystal ball]]
 
+
|-
No techniques
+
|[[lenses]] || <-> || [[goggles]]
 
+
|-
==== Tortle ====
+
|[[towel]] || <-> || [[blindfold]]
 
+
|-
Teenage Mutant Ninja Tortles!  These turtles, err, tortles... are a tanky new addition from EvilHack. Tortles are a humanoid reptilian race that resembles an upright tortoise, complete with a large protective shell on their back. They are larger than humans, and a bit stronger and wiser, but move slower and aren't quite so nimble. Tortles are typically of lawful alignment, but can be neutral as well if the role they chose allows it.
+
|[[leash]] || <-> || [[saddle]]
 
+
|-
Tortles that start with a trident, the trident is rustproof.
+
|[[tin opener]] || <-> || [[tinning kit]]
 
+
|-
Strength can get as high as 19 naturally, and they have a slightly increased weight carrying cap. Wisdom can go as high as 20, with dexterity capped at 10, and charisma capped at 14.
+
|[[pea whistle]] || <-> || [[magic whistle]]
 
+
|-
'''Racial abilities:'''
+
|[[flute]] || <-> || [[magic flute]]
{|class="prettytable"
+
|-
!Level 1:
+
|[[tooled horn]] || <-> || [[horn of plenty]]
|Swimming
+
|-
 +
|[[fire horn]] || <-> || [[frost horn]]
 +
|-
 +
|[[harp]] || <-> || [[magic harp]]
 
|-
 
|-
!Level 1:
+
|[[leather drum]] || <-> || [[drum of earthquake]]
|Magical Breathing
 
 
|-
 
|-
!Level 5:
+
|[[whetstone]] || <-> || [[luckstone]]
|Warning
 
 
|-
 
|-
!Level 12:
+
|[[loadstone]] || <-> || [[healthstone]]
|hungerless regeneration
 
 
|}
 
|}
  
Tortles have a unique ability - they can hide inside their shell for up to 200 turns at a time, using the #monster command. While inside their shell, they are blind, cannot move or attack, and basically can't do much of anything except regenerate hit points/power and pray. But, while in their shell:
+
== Techniques ==
* they receive a massive 40 point boost to their AC, and only take half physical damage.
 
* the bite attacks of monsters that are large or smaller won't do any damage.
 
* they are impervious to stinger attacks, and being grabbed and crushed.
 
*  They can come out of their shell early if they so chose (same command used to enter), and will have to wait 300-400 turns before being able to hide in their shell again.
 
  
Tortles start with a natural AC of 0 due to their shells, but are extremely limited in what kind of armor they can wear. '''They are restricted to hats, gloves and shields only'''; hats and gloves made of any kind of hard or rigid material interfere with their ability to retreat into their shell (the Mitre of Holiness for tortle priests is an exception to this rule). As a tortle 'grows up' and gains experience, their shells grow thicker and become better able to repel attacks, giving the tortle an extra point of AC every three levels - this caps off at 10 points total for experience level 30.
+
=== Changes to techniques ===
  
Note: In Hack'EM tortles can wear mummy wrappings (since they can stay wrapped while in their shell), giving them one more valuable armor slot.
+
* Removed limit breaking from techniques. This was the primary attribute of techniques that was broken in SLASH'EM. One could simply lower their HP and gain unlimited access to some of the techs for some fairly unbalanced advantages.
  
 +
* Maintaining your techniques requires eliminating harmful conditions from your play. While suffering from most harmful ailments, your tech cooldowns will expire much slower. This includes most major physical and mental ailments, as well as being too hungry or satiated. If you are wielding a weapon with the prowess property, the normal timeout will always apply.
 +
* Tech cooldowns will also not expire if the player is just waiting or searching on one square.
  
'''Techniques:'''
+
* Revised tech cooldown times. There are four broad categories of techniques. Premium techs are really powerful, so they have a long cooldown of 1500-2500 turns. Strong techs are very useful and comprise most of the techs, so the standard cooldown is 1000-1500 turns. Mid-strong techs are not too abusable, but deserve some kind of timeout so they are 500-1000 turns. Utility techs are very useful techs and meant to be quite accessible, so they are only 100-200 turns. There are also some techs which don't have any timeout at all.
{|class="prettytable"
 
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
|[[shell]]
 
|}
 
  
 +
* [[Revivification]] technique and the spirit bomb spell (which was the Monk's [[Spirit bomb]] technique).
  
==== Giant ====
+
* Double damage (from DeathVision or Staff of Rot) is handled properly for techs.
 
 
Make way! Here comes somebody who means business. The Giant. This race was craft in EvilHack and presents a nice balance of strengths versus weaknesses. This is Yet Another Race that can bring a fresh take to old roles, or be combined with new roles for an exciting adventure into the dungeons of doom.
 
  
Giants can be any of the four alignments (role restrictions enforced) and either gender. Giants have increased initial and maximum cap carrying capacity, with strength and constitution able to reach 25. Intelligence and dexterity are capped at 14, charisma at 16. Giants movement speed is slightly slower than other races due to their size.
+
=== List of techniques ===
  
* Giants have innate knowledge of certain gems, can ID touchstones and can dig as well as a dwarf.
 
* Other things in-game that require strength to accomplish are easier for Giants.
 
Giants can ride one creature and one creature only – the woolly mammoth, a new monster found only in EvilHack.
 
 
'''Offense for giants:'''
 
* Giants can pickup and throw boulders (the boulders stack and can be quivered). In Sokoban, the player is asked before picking up or moving aside a boulder.
 
* Boulders have a little bit of weight (8 aum instead of 6000 aum) when carried by giants. This prevents player giants from carrying hundreds of stacked boulders without penalty.
 
* Giants excel in bare-handed combat or with a club, and have a greater chance of stunning an opponent or shattering their wielded weapon.
 
* Giants can wield two-handed weapons in one hand.
 
* Giants take extra damage from slings (think 'David and Goliath').
 
 
'''Defense for giants:'''
 
* Hit point generation is significantly greater for giants per level vs a human player.
 
* Giants cannot wear body armor, cloaks, or shirts - with the exception of mummy wrappings which giants can wear.
 
* They have an innate lower armor class (AC 6 vs AC 10 when naked).
 
* Giant wizards start with an amulet of magic resistance.
 
* Giant samurai start with large splint mail.
 
* Any giant can wear large splint mail * not just Samurai.
 
 
'''Racial abilities:'''
 
 
{|class="prettytable"
 
{|class="prettytable"
!Level 1:
+
!Technique
|aggravate monsters and never stealthy
+
!Notes
 +
!Origin
 
|-
 
|-
!Level 12:
 
|hungerless regeneration
 
|}
 
  
No techniques
+
|[[air dash]]
 
+
|
==== Hobbit ====
+
* Monk blitz tech
 
+
* Cannot air dash while trapped or underwater.
Is it time for second breakfast yet??  The hobbit was originally a race in SLASH'EM, but thankfully it had some fantastic updates in EvilHack we were able to inherit. Hobbits are small and humble - but don't underestimate them, just because they are small doesn't mean they are incompetent in the dungeon, quite the contrary.
+
* Using the air dash tech while confused, stunned, or fumbling goes in a random direction.
 
+
|SLASH'EM
Hobbits' alignment choices are lawful or neutral (role restrictions enforced). Hobbits can max dexterity, wisdom and constitution to 20, but strength, intelligence and charisma are capped at 16.
 
 
 
* Hobbits receive a multishot bonus with slings, knives, and daggers (if their role is capable of multishot).
 
* Everyone knows hobbits are all about food and when they can eat next. They start with the new 'food sense' intrinsic but are also innately hungry. Because of this, they start with extra food (if not a Convict) and a tinning kit (if not a Convict or an Archeologist). They can also eat more than twice the amount of food other races can eat before becoming satiated.
 
* Hobbits prefer elven gear over anything else, and will start with said gear if it's available.
 
* Hobbits start out knowing Elbereth.
 
 
 
'''Racial abilities:'''
 
{|class="prettytable"
 
!Level 1:
 
|food appraisal
 
 
|-
 
|-
!Level 1:
+
|[[Berserk (technique)|Berserk]]
|hunger
+
|
 +
|SLASH'EM
 
|-
 
|-
!Level 4:
+
|[[blessing]]
|speed
+
|
 +
* Priest
 +
|SLASH'EM
 
|-
 
|-
!Level 7:
 
|searching
 
|}
 
  
 
+
|[[blink]]
'''Techniques:'''
+
|
{|class="prettytable"
+
* Hobbits
!Level
+
|SLASH'EM
!Technique Gained
 
 
|-
 
|-
|XP 1
 
|[[blink]]
 
|}
 
  
 +
|[[blood magic]]
 +
|
 +
* Adapted the Blood Magic skill from SpliceHack into a technique for necromancers.
 +
|Hack'EM/Splice
 +
|-
  
==== Illithid ====
+
|[[booze]]
 +
|
 +
* For the deferred Drunk role from SlashTHEM.
 +
|SLEX
 +
|-
  
Illithid is the formal name for a mind flayer. This ancient race has psychic abilities and are natural spellcasters, but are physically weak compared to other races. Illithids can only be of chaotic alignment (unless playing as an Infidel), and can be both male or female.
+
|[[break rock]]
 +
|
 +
* Adapted the monk's boulder breaking ability from EvilHack into a technique.
 +
* It it still available by using force attack (F) on boulders or statues.
 +
|Hack'EM/Evil
 +
|-
  
Intelligence and wisdom can go as high as 22, and dexterity as high as 20, but their strength, constitution and charisma are capped at 10/12/16 respectively.
+
|[[calm steed]]
Power generation per level gained is slightly higher than that of the elven player race.
+
|
 
+
* Yeoman
Illithids have a natural psionic attack that can confuse and kill, and is tied to spell power use (but is not considered a spell for the purposes of Amulet of Yendor interactions). If your race is changed (e.g. by getting crowned as an infidel), this ability is lost.
+
* Cures fear when used in centaur form/race.
 
+
|SLASH'EM
* Levels 1-25: Deals 2d6 psychic damage
 
* Level 26+: Increases to 4d6 psychic damage.
 
 
 
Illithids have a single extra tentacle attack that behaves exactly like the tentacle attack from a mind flayer. This attack is set up in such a way that it will automatically not be used if attacking something the player should not touch unprotected (read: cockatrice). This attack does not work on a mind flayer. Conversely, illithids are immune to the mind flayer tentacle attack and zombie brain eating attacks.
 
 
 
'''Racial abilities:'''
 
{|class="prettytable"
 
!Level 1:
 
|psychic resistance
 
 
|-
 
|-
!Level 1:
 
|infravision
 
|-
 
!Level 1:
 
|telepathy
 
|-
 
!Level 1:
 
|flying
 
|}
 
  
No techniques.
+
|[[chained blitz]]
 +
|
 +
* Monk blitz tech
 +
* Chain blitz tech now shows how many blitz moves you have available and input feedback as you type the blitz commands.
 +
* Chain blitz shows helpful feedback for incorrect inputs.
 +
* Chain blitz only costs energy if a successful command sequence is input; invalid commands also don't use up the tech.
 +
* Chain blitz commands can also be terminated with ; or :
 +
* Updated blitz commands to be shorter and more intuitive;
 +
* commands with 2 versions are always mirrored.
 +
* Instead of wasting a move when making a mistake in chain blitz, it just cancels the tech and let's the player try again.
 +
|SLASH'EM
 +
|-
  
==== Vampiric ====
+
|[[charge saber]]
 +
|
 +
* Jedi
 +
|SlashTHEM
 +
|-
  
Vampires have an interesting history in the NetHack world. They first surfaced in SLASH'EM, then in UnNetHack, dNethack, and SpliceHack. Each one was done a little differently, so we aimed to take the best of each and release a vampire that is fun but balanced. Our "vampiric" race starts you off strong, you won't have any cheesy poison or GWAWOD deaths, nor will you have to worry about sleeping gas traps or any of the floor traps that you can just fly over. What you *will* have to worry about is silver and fire: your new worst enemies.
+
|[[chi strike]]
 +
|
 +
* Monk blitz tech
 +
|SLASH'EM
 +
|-
  
You'll also have to move quickly and attack aggressively to keep draining blood for food. The corpse draining mechanic from SLASH'EM has been removed. It created quite a few bugs in the nutrition code, it resulted in tedious draining of corpses (which often are wasted anyway), and a better alternative was found in SpliceHack, which was simply doubling the nutrition from feeding on life blood during combat. The main drawback to this approach is that now vampirics cannot gain intrinsics or benefits from eating corpses. To compensate, you start off with almost all the intrinsics a regular vampire enjoys.
+
|[[chi healing]]
 +
|
 +
* Monk blitz tech
 +
|SLASH'EM
 +
|-
  
'''Misc info:'''
+
|[[critical strike]]
* Vampirics get an extra attack – a drain life bite. This is how you will "eat" as a vampire. To maximize nutrition, you might want to fight bare-handed.
+
|
* Vampirics also get less natural HP regeneration while playing (about 1/3 of normal), instead they gain HP when they feed and successfully drain life.
+
* Rogue
 
+
|SLASH'EM
* They start with both blood potions known.
+
|-
* Vampires who wear an opera cloak get a +1 Charisma bonus
 
* Can be chaotic or neutral.
 
* The starting intrinsics for vampires have been buffed from SLASH'EM and UnNetHack to compensate for the lack of being able to build up resistances from draining corpses.
 
* Vampires can play the following roles: Arc, Bar, Con, Ice, Nec, Pir, Rog, Wiz.
 
  
'''Racial abilities:'''
+
|[[cutthroat]]
{|class="prettytable"
+
|
!Level
+
* Rogue
!Ability
+
|SLASH'EM
|-
 
|Level 1:
 
|Sleep resistance
 
|-
 
|Level 1:
 
|Poison resistance
 
|-
 
|Level 1:
 
|Drain resistance
 
|-
 
|Level 1:
 
|Wither resistance(*)
 
|-
 
|Level 1:
 
|Immune to death magic(*)
 
|-
 
|Level 1:
 
|Breathless
 
|-
 
|Level 1:
 
|Flying
 
 
|-
 
|-
|Level 10:
 
|Regeneration
 
|}
 
 
(*) mummies instead inflict regular physical damage to withering resistant monsters.
 
 
'''Weaknesses:'''
 
* Vulnerable to silver.
 
* Vulnerable to fire.
 
* Vulnerable to undead turning and wooden stakes.
 
* Vampires can wield and wear silver items, but it damages them and blocks their natural regeneration. If it's a wielded weapon, gloves will protect you from the silver irritation.
 
* Two-weapon skill works as normal. In most variants the vampire race has classically been restricted in two-weaponing, but in Hack'EM your role will determine your two-weaponing ability.
 
* Start with a small penalty to luck (-1) and alignment (-5)
 
* Disabled #monster polymorph for the vampiric race.
 
* Since vampirics cannot eat food, they can't gain intrinsics or resistances from eating corpses in their normal form. You can, however, eat if polymorphed into an appropriate form.
 
 
  
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
|-
 
|XP 1
 
 
|[[dazzle]]
 
|[[dazzle]]
 +
|
 +
* Vampirics
 +
|SLASH'EM
 
|-
 
|-
|XP 1
 
|[[draw blood]] (Requires a [[medical kit]])
 
|}
 
  
==== Doppelganger ====
+
|[[disarm]]
 
+
|
How can you trust something that is constantly changing? Ask a doppelganger, better yet - play as one! The Doppelganger is a strange race, capable of taking on any form that it is familiar with. As you level up with a doppelganger, you will gain access to a greater variety and strength of forms.
+
* Any role can get this tech by advancing a non-ranged weapon skill to Skilled.
 +
* In SLASH'EM, you could get this tech by advancing any weapon skill except whips.
 +
* In Hack'EM, we have instead excluded ranged weapons, since it's awkward to explain how you would disarm somebody with a dart or arrow. We have also allowed the whip since they can actually be applied to disarm enemies already.
 +
|SLASH'EM
 +
|-
  
Originally from SLASH'EM, this race gives the player the option to flex their knowledge of monsters. Being able to turn into the right monster at the right time is a key skill to success with playing doppelgangers. When you eat a monster, you gain memory of it so you can reliably polymorph into that form for the rest of the game.
+
|[[draw blood]]
 +
|
 +
* All vampirics now start with a medical kit so they can use this technique.
 +
* Removed the cooldown.
 +
|SLASH'EM
 +
|-
  
* Added a list of all monsters doppelgangers have eaten to the stats menu (^X).
+
|[[draw energy]]
* Doppelgangers can lose memory of eaten monsters if hit with amnesia effects.
+
|
* Eating tinned corpses also added to eaten memory for doppelgangers.
+
* General spellcaster tech
* Every other race is hostile to doppelgangers (except were-foo).
+
* Draw energy tech now uses grass, puddles, sewage, and dead trees in its calculation.
* Doppelgangers know about polymorph items.
+
* Necromancers get a bonus for using draw energy near graves.
* More roles can be doppelgangers: Con, Mon, Pri, Rog, Und, Wiz.
+
|SLASH'EM
 +
|-
  
 
+
|[[elemental fist]]
'''Techniques:'''
+
|
{|class="prettytable"
+
* Monk blitz tech
!Level
+
* Elemental fist can inflict sonic damage.
!Technique Gained
+
* Added some rare critical-hits for elemental fist (inspired by SpliceHack skills)
 +
|SLASH'EM
 
|-
 
|-
|XP 1
 
|[[liquid leap]]
 
|}
 
  
=== Existing race changes ===
+
|[[eviscerate]]
 +
|
 +
* Tech for the deferred Lycanthrope/Lunatic
 +
|SLASH'EM
 +
|-
  
==== Elf ====
+
|[[force push]]
 +
|
 +
* Jedi
 +
* Jedi gain a force-push technique at level 14.
 +
* Using the force push tech while engulfed breaks you out.
 +
|Hack'EM
 +
|-
  
* Elves always start out knowing Elbereth.
+
|[[ground slam]]
* Elves can use musical instruments without risk of breaking them.
+
|
* Elves can always squeeze between two trees
+
* Monk blitz tech
* Elves and rangers get alignment penalty for cutting down trees
+
|SLASH'EM
* Elves can only be lawful.
+
|-
  
Elves have an aversion to iron – wearing or wielding anything made of iron that touches the players skin will prevent hit point regeneration, and will cause 1d8 physical damage on initial contact. Being hit with any weapon made of iron will do the same amount of extra damage. Elf-based monsters are affected the same way when being attacked with weapons made of iron and will avoid using items made of iron. Wielding an iron weapon without gloves incurs a -1 luck penalty.
+
|[[healing hands]]
 
+
|
No techniques for elves.
+
* Knight and Priest tech.
 
+
* Also cures larval infection now.
==== Dwarf ====
+
|SLASH'EM
 
 
* Dwarves get an alignment bonus for cutting down trees
 
* All dwarven roles (except convict) have a chance of starting with a pick-axe.
 
 
 
'''Techniques:'''
 
{|class="prettytable"
 
!Level
 
!Technique Gained
 
 
|-
 
|-
|XP 1
 
|[[rage]]
 
|}
 
  
==== Gnome ====
+
|[[ice armor]]
 +
|
 +
* Ice mage tech
 +
* As you gain levels, your armor protection will grow more powerful.
 +
* Calculation is: ''ACBONUS = -((YOURLEVEL / 2) + 2)''
 +
* Like SLASH'EM, this bonus caps at -11
 +
* Ice mages also get a passive ice attack that scales with their ice armor strength and level. The chance of triggering this passive improves as you gain levels.
  
'''Techniques:'''
 
 
{|class="prettytable"
 
{|class="prettytable"
 
!Level
 
!Level
!Technique Gained
+
|1
|-
+
|2-3
|XP 1
+
|4-5
|[[vanish]]
+
|6-7
 +
|8-9
 +
|10-11
 +
|12-13
 +
|14-15
 +
|16-17
 +
|18-19
 +
|20-21
 
|-
 
|-
|XP 7
+
!AC Bonus
|[[tinker]]
+
| -2
 +
| -3
 +
| -4
 +
| -5
 +
| -5
 +
| -6
 +
| -7
 +
| -8
 +
| -9
 +
| -10
 +
| -11
 
|}
 
|}
 +
|SLASH'EM
 +
|-
  
==== Orc ====
+
|[[jedi jump]]
 +
|
 +
* Jedi
 +
|SlashTHEM
 +
|-
  
* Orcs can never use Elbereth
+
|[[kiii]]
* Orcs have an aversion to mithril – the same conditions above for elves and iron exists for orcs and mithril. They are also the only player race that can tame and ride a warg.
+
|
 +
* Kii technique timeout gets extended on successful hits.
 +
* Samurai
 +
|SLASH'EM
 +
|-
  
== The Quest ==
+
|[[liquid leap]]
 +
|
 +
* Doppelganger
 +
* Liquid leap affects all squares the same as being zapped with acid.
 +
* Paranoid confirm for liquid leaping into water or lava.
 +
|SLASH'EM
 +
|-
  
* Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.
+
|[[missile flurry]]
 +
|
 +
* Ranger
 +
|SLASH'EM
 +
|-
  
* The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).
+
|[[pickpocket]]
* If you've made your quest leader angry for whatever reason, this no longer makes the game unwinnable.
+
|
* You can engage them in battle, and if you kill your quest leader, this unlocks the quest. You can then complete your quest as you normally would.
+
* The rogue's thievery ability from EvilHack is now available on the technique menu.  
* Take heed, quest leaders are not weak and can prove formidable to a mid-level player. Also note that your deity isn't exactly thrilled with you killing off your quest leader.
+
* It it still available by using force attack (F).
* Your alignment record can still be in the positive, but if you try any helm of opposite alignment shenanigans when it comes time to sacrifice the Amulet of Yendor at the endgame... interesting (read: bad) things can happen.
+
|EvilHack
 +
|-
  
* Abusing your alignment can have a direct effect on how your quest ends.
+
|[[power shield]]
* Alignment abuse is tracked throughout the game – having your alignment negatively adjusted by one point also counts as one abuse point (this can be checked at any time via #conduct, and compared to vanilla, more feedback when abusing alignment is given).  
+
|
* Unlike your alignment record, which can be readjusted back into positive standing, your alignment abuse record is PERMANENT.
+
* Previously known as the 'shield block' tech in SlashTHEM.
* Quest leaders will ask you to forfeit the quest artifact if you heavily abuse alignment (less than -64 alignment abuse score required).
+
* General tech for melee roles.
* You have two options at this point – either hand over the quest artifact peacefully, or decline.  
+
* Shield block doesn't work if confused, stunned, fumbling, swallowed, sleeping, blind, or Weak/Fainting.
* Declining will anger your quest leader, and they will attack. Handing over the quest artifact peacefully will flag the quest as complete.
+
* Similar to disarm, any role that reaches Skilled proficiency in Shields will automatically gain access to this technique. As a result, no roles gain this tech by reaching X level anymore, and we have given priests the ability to reach skilled in shields now.
* Declining to turn over the quest artifact does not complete the quest – at some point your quest leader will need to be defeated before the quest is flagged as complete.  
+
* Added bonus counter attacks while power shielding.
* Also, attempting to evade your quest leader (whether they are peaceful or hostile) will do you no good in the long run, as the Bell of Opening has been 'cursed', and the only way to lift the curse is to complete the quest.  
+
* Double the time power shield is usually active.
* The Bell will not function for the invocation until this is done.
+
|SlashTHEM
* If you complete the quest with minimal alignment abuse, you will receive a luck boon (+3 to max luck).
+
|-
  
* Alternative scenarios have been taken into account, such as if you angered your quest leader before even starting the quest and you killed them, you simply need to defeat your quest nemesis to flag the quest as complete.  
+
|[[power surge]]
* Conversely, if you've killed the quest nemesis and return, but somehow anger your quest leader before you speak to them, killing them also flags the quest as complete.
+
|
 +
* Powerful technique for spellcasters.
 +
|SLASH'EM
 +
|-
  
== Dungeon features ==
+
|[[primal roar]]
 +
|
 +
* Caveman
 +
* Primal roar tech now levels up pets permanently.
 +
* The duration of their double damage has been extended.
 +
|SLASH'EM
 +
|-
  
=== Trap mechanics ===
+
|[[pummel]]
 +
|
 +
* Monk blitz tech
 +
|SLASH'EM
 +
|-
  
* Added ice traps (Un). Only generates after level 8.
+
|[[raise zombies]]
* Added magic beam traps (evil)
+
|
* Magic beam traps cannot generate above level 16 (SlashTHEM)
+
* Necromancer
* Magic beam traps now generate a random beam type on every trigger; before they were hardcoded to a single beam when created on the level.
+
|SLASH'EM
* Can #untrap rust traps (they turn into fountains)
+
|-
* Disarming rust traps from a distance (telekinesis or zapping acid) doesn't produce a fountain.
 
* Can #untrap fire traps (requires water)
 
* Untrapping a spear trap has a chance of yielding a spear or stake
 
* Allow force fighting of webs with a bladed weapon to destroy them
 
* Thrown items can get stuck in webs (3.7)
 
* The Castle drawbridge does not always close with the passtune
 
* Invisibility from magic traps is temporary.
 
* 1/27 chance a polytrap disappears after polymorphing a monster. This mechanic was copied from SpliceHack, but in that variant it was a 1 in 7 chance.
 
  
==== Breaking wands creates related traps ====
+
|[[revivification]]
 +
|
 +
* Removed revive tech from healers; necromancers get it at level 14.
 +
* Priests can also get this tech at level 30.
 +
|SLASH'EM
 +
|-
  
'''Breaking wands will usually create related traps (Un)'''
+
|[[souleater]]
 +
|
 +
* Enabled soul eater tech for dark knight
 +
* Souleater tech will buff any weapon that drains life (instead of just originally Soulthief)
 +
* This tech originally required the Soulthief artifact. This artifact has been left out.
 +
* Necromancer gets souleater tech at level 6.
 +
|SlashTHEM
 +
|-
  
{|class="prettytable"
+
|[[spirit bomb]]
!Wand
+
|
!Trap created
+
* Monk blitz tech
 +
* Buffed spirit bomb technique damage.
 +
|SLASH'EM
 
|-
 
|-
|wand of cold
+
 
|ice trap
+
|[[rage eruption]]
 +
|
 +
|SLASH'EM
 
|-
 
|-
|wand of opening
+
 
|trap door
+
|[[reinforce memory]]
 +
|
 +
* General tech for spellcasters that lets them refresh their memory of a spell that is getting low in retention.
 +
|SLASH'EM
 
|-
 
|-
|wand of fire
+
 
|fire trap
+
|[[research]]
 +
|
 +
* Archaeologist
 +
|SLASH'EM
 
|-
 
|-
|wand of magic missile
+
 
|magic trap
+
|[[spirit tempest]]
|-
+
|
|wand of teleportation
+
* Necromancer
|teleport trap
+
* Created for necromancers - it works as a self centered [[spirit bomb]].
|-
+
* Spirit tempest tech gets a multi explosion bonus at level 21.
|wand of polymorph
+
|Hack'EM
|poly trap
 
 
|-
 
|-
|wand of sleep
+
 
|sleeping gas trap
+
|[[sunder]]
 +
|
 +
* Adapted the Sunder skill from SpliceHack into a technique.
 +
* Can confuse monsters after successfully sundering their weapon.
 +
* Pirates get it at level 5.
 +
|Hack'EM/Splice
 
|-
 
|-
|wand of cancellation
+
 
|anti-magic trap
+
|[[surgery]]
 +
|
 +
* Healer
 +
* Also cures fear and larval infection.
 +
|SLASH'EM
 
|-
 
|-
|wand of deluge
+
 
|rust trap
+
|[[telekinesis]]
|-
+
|
|wand of shock
+
* Jedi
|magic beam trap
+
* Can disarm/trigger traps and remotely pickup objects.
|-
+
* Rearranged the telekinesis logic into a loop, so player doesn't waste MP on invalid targets.
|wand of poison gas
+
* Added new traps that can be disarmed.
|magic beam trap
+
|SlashTHEM
 
|-
 
|-
|wand of corrosion
 
|magic beam trap
 
|-
 
|wand of noise
 
|magic beam trap
 
|}
 
  
'''wand of secret door detection:''' When broken this does not create a trap, however it will now detect traps and portals.
+
|[[tinker]]
 +
|
 +
* Gnomes
 +
|SLASH'EM
 +
|-
  
=== Grass ===
+
|[[tumble]]
 +
|
 +
* Adapted the Tumble skill from SpliceHack into a technique.
 +
* Pirates get it from level 1.
 +
* Cannot be used underwater or while levitating.
 +
* The tumble technique can confuse monsters after tumbling past them. The chance depends on if they are innate flankers, since outflankers would be better at anticipating your actions. Displacing a monster into a trap always confuses them.
 +
|Hack'EM/Splice
 +
|-
  
* Pulled from SpliceHack/xNetHack, we now have lush grass in the dungeon!
+
|[[turn undead]]
* Grass appears sparsely in the early levels, peaks around level 15, and then tapers off after level 22.  
+
|
* Hidey monsters can use grass as concealment.
+
* As in SLASH'EM, #turn is now a technique.
* Fire and death rays scorch away grass and revert it to normal floor
+
* Knights, priests, and undead slayers get this technique.
 +
|SLASH'EM
 +
|-
  
=== Bloody tiles ===
+
|[[uppercut]]
 +
|
 +
* New blitz tech for monks.
 +
* It's a powerful alternate to ground slam which creates a pit.
 +
* Does double damage to targets with heads.
 +
* Influenced by stunning fist skill from Splice.
 +
|Hack'EM
 +
|-
  
* Ported from SpliceHack
+
|[[vanish]]
* When monsters are killed, they have a chance to spray blood in a random direction and color a tile red. No real effect on gameplay, purely aesthetic.
+
|
* The amount of blood depends on monster size.
+
* Gnomes
* Spraying bloody tiles with a ray of water (e.g. from a wand of deluge) will clear the tile of its blood.
+
|SLASH'EM
* When bloody tile is walked over, there is a 1 in 20 chance it will erode away.
+
|-
* Orc blood is black.
 
* There is also a bloodless game option to play without the tile coloring.
 
  
=== Vents ===
+
|[[weapon practice]]
 +
|
 +
* General tech for some melee roles to let them train up skills without fighting.
 +
|SLASH'EM
 +
|-
  
* Ported from SpliceHack
+
|[[whistle undead]]
* Vents appear after level 3.
+
|
* After level 8, some vents will emit poison gas instead of harmless mist.
+
* Necromancer
* Vents have a 3/5 chance of being destroyed when bombs are dropped or thrown into them, releasing a small earthquake in the process.
+
* Acts as a magic whistle effect for undead.
* Monsters can use vents to conceal themselves.
+
|Hack'EM
* Polymorphed sinks can turn into vents
+
|}
* Spiders, snakes, and rats can randomly pop out of vents.
 
* Changed vent color to bright cyan to differentiate them from iron bars.
 
  
=== Toilets ===
+
===Techniques left out from SLASH'EM===
 +
The Monk retains their standard resistances, rendering the following warding techs unnecessary: [[Ward against flame]], [[Ward against ice]], and  [[Ward against lightning]]
  
Toilets are a bit silly, but they have been enhanced to be more interesting and useful!
+
All the sigil techniques were removed, as some of these sigils have been rendered obsolete by skilled/expert spellcasting: [[Sigil of control]], [[Sigil of tempest]], and [[Sigil of discharge]].
  
* Ported from SLASH'EM
+
== The Quest ==
* Toilets can appear separate from sinks, in SLASH'EM they only appeared in pairs with sinks.
 
* Enabled fishing in toilets
 
* Dropping a ring of poly into a sink can poly into a toilet.
 
* Prevented toilet prayer while levitating.
 
* Toilet prayer can now stop the vomiting process (before it could not and you could vomit and still be in the vomiting process)
 
  
==== Toilet kicking ====
+
'''Quest Variety:''' Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.
  
* Kicking now only breaks the toilet 1/7 chance (was 1/4 in SLASH'EM)
+
'''Lowered Level Requirement:''' The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).
* Kicking can generate cockroaches and sewage from kicking (1 in 17 chance)
 
* Kicking can generate brown puddings (only once per toilet)
 
* Kicking can generate a random tool, normally this tool will weigh under 15aum, but sometimes you'll get a large tool that bonks against the piping. If a large tool bonks 3x - you'll get that tool no matter now big it is and the toilet is destroyed in the process.
 
  
==== Amulet identification in toilets (slex) ====
+
'''Dealing with an Angry Quest Leader:''' If you've made your quest leader angry for whatever reason, this no longer makes the game unwinnable. You can engage them in battle, and if you kill your quest leader, this unlocks the quest. You can then complete your quest as you normally would. However, quest leaders are not weak, and your deity may not be pleased with you killing them.
  
* Amulets can be dropped down toilets and possibly identified (similar to sinks and rings)
+
'''Alignment Impact:''' Your alignment record can still be positive, but abusing your alignment can have a direct effect on how your quest ends. Alignment abuse is tracked throughout the game. Any negative alignment adjustment counts as one abuse point, and this can be checked at any time via #conduct. Compared to the standard game, you'll receive more feedback when abusing alignment.
* Updated amulet feedback messages, blind effects, and hallucination effects.
 
* Amulets of Flying are always regurgitated from toilets.
 
* Amulets of Change will polymorph the toilet into a sink
 
  
=== Sinks ===
+
'''Permanent Abuse Record:''' Unlike your alignment record, which can be adjusted back into positive standing, your alignment abuse record is permanent.
  
* Random sink effect: noxious gas cloud (from 3.7)
+
'''Quest Artifact Forfeiture:''' Quest leaders might ask you to forfeit the quest artifact if you have abused your alignment.
  
=== Forges ===
+
'''Options for Forfeiture:''' You have two options at this point – either hand over the quest artifact peacefully or decline. Declining will anger your quest leader, and they will attack. Handing over the quest artifact peacefully will flag the quest as complete.
 +
 
 +
'''Incomplete Quest Consequences:''' Declining to turn over the quest artifact does not complete the quest. At some point, your quest leader will need to be defeated before the quest is flagged as complete. Attempting to evade your quest leader will not help in the long run, as the Bell of Opening has been 'cursed'. The only way to lift the curse is to complete the quest. The Bell will not function for the invocation until this is done.
 +
 
 +
'''Luck boon:''' If you complete the quest with under 13 alignment abuse, you will receive a luck boon (+1 to permanent luck).
 +
 
 +
'''Alternative Scenarios:''' The game considers alternative scenarios. For instance, if you angered your quest leader before starting the quest and you killed them, you simply need to defeat your quest nemesis to flag the quest as complete. Conversely, if you've killed the quest nemesis and return but somehow anger your quest leader before you speak to them, killing them also flags the quest as complete.
 +
 
 +
== Dungeon features ==
 +
 
 +
=== Trap mechanics ===
 +
 
 +
Several new trap features have been added to the game:
 +
 
 +
''Ice Traps:'' These traps are only generated after level 8. They shoot a freezing jet of icy air, which can freeze and slow down the player upon activation. This blast of icy mist is dangerous - it will do 4d8 cold damage and can remove your intrinsic cold resistance! (adapted from xnh)
 +
 
 +
''Magic Beam Traps:'' Magic beam traps are now part of the game, but they cannot generate above level 16. Notably, these traps now produce a random type of magical beam upon activation, offering more variety compared to their previous static beam type.
 +
 
 +
''Rust Trap Changes:'' Players now have the ability to untrap rust traps using the #untrap command, which transforms them into fountains. However, disarming rust traps from a distance, whether through telekinesis or zapping with acid, will not yield a fountain.
 +
 
 +
''Fire Trap Untrapping:'' Fire traps can be deactivated using #untrap, but it requires water to do so.
 +
 
 +
''Spear Trap Yield:'' When disarming a spear trap, there is a chance of obtaining a spear or stake. Flyers also still have a 50% chance of being poked by a spear trap. If you (or a monster) are levitating, you will be too high to reach.
  
* Inherited from EvilHack
+
''Web Destruction:'' Players can now force-fight webs with a bladed weapon to destroy them.
- Forges are introduced, which have the same appearance as fountains but are orange in color. Just like fountains, dipping things into them can have desirable or adverse affects. They can be used to dispose of anything that is flammable, and can also be used to repair corrosion/rust damage to any metallic object (if your luck is greater than 0). There is a rare chance that a lava demon can be summoned via dipping, which will be hostile most times, but can sometimes spawn tame (same odds as getting a wish from a water demon/fountain). Having negative luck can cause a forge to explode when used, which can cause considerable fire damage. Players can also use a forge to remove an attached ball & chain, and can also combine two objects to forge something new using the #forge command.
 
* Added new recipes for various imported weapons
 
* Forges don't appear until after level 2.
 
* Forges can be blown up by rays of water.
 
  
== Dungeon changes ==
+
''Castle Drawbridge:'' It's worth noting that the Castle drawbridge doesn't always close with the passtune as it did before.
  
* Adjust secret passage frequency and exclude them from DL 1-4 (xnh)
+
''Temporary Invisibility:'' Invisibility gained from magic traps is temporary and not permanent.
* Random doors are secret less of the time (xnh)
 
* Kicking a "wall" that is actually a secret of some sort will never injure the player and will always produce an unambiguous message that there's something there. This makes it a valid strategy to kick every wall suspected of hiding something, because a single kick will give a yes/no on whether it's a regular wall or not. It's still not a ''great'' strategy, because the real walls will still hurt and wound legs like normal. (xnh)
 
  
* Extended the main dungeon: Now 42-46 levels deep
+
''Polymorph Traps:'' The mechanics of polytraps have been adjusted, with a 1/7 chance that the polymorph trap disappears after polymorphing a monster. This mechanic was adapted from SpliceHack.
* The fountains in Delphi can sometimes cause hallucination (Splice)
 
* The Rogue level has been removed
 
* Additional variants of the Castle, Fort Ludios, Sokoban, Mine Town and Mines End have been added.
 
  
=== The SLASH'EM levels ===
+
=== Breaking wands creates related traps ===
  
* The main dungeon layout has been adjusted to more closely follow SLASH'EM.
+
'''Breaking wands will usually create related traps (Un)'''
  
{|class="prettytable"
+
{|class="wikitable"
!Appears
+
!Wand !! Trap created
!Level
 
!Probability
 
 
|-
 
|-
|2-4:
+
|wand of cold || ice trap
|The Gnomish Mines
 
 
|-
 
|-
|5-6:
+
|wand of opening || trap door
|The Mall (50%)
 
 
|-
 
|-
|7-9:
+
|wand of fire || fire trap
|The Oracle
 
 
|-
 
|-
|8-10:
+
|wand of magic missile || magic trap
|Sokoban
 
 
|-
 
|-
|9-11:
+
|wand of teleportation || teleport trap
|Town branch
 
 
|-
 
|-
|10-39:
+
|wand of polymorph || poly trap
|Fort Ludios
 
 
|-
 
|-
|10-11:
+
|wand of sleep || sleeping gas trap
|Rat level (50%)
 
 
|-
 
|-
|11-12:
+
|wand of cancellation || anti-magic trap
|Kobold level (50%)
 
 
|-
 
|-
|12-13:
+
|wand of deluge || rust trap
|Grund's Stronghold
 
 
|-
 
|-
|15-19:
+
|wand of shock || magic beam trap
|The Quest
 
 
|-
 
|-
|15-19:
+
|wand of poison gas || magic beam trap
|Lawful Quest
 
 
|-
 
|-
|15-19:
+
|wand of corrosion || magic beam trap
|Neutral Quest
 
 
|-
 
|-
|15-19:
+
|wand of noise || magic beam trap
|Chaotic Quest
+
|}
|-
+
 
|19-39:
+
'''wand of detection:''' When broken this does not create a trap, however it will now detect traps and portals.
|The Storage Room
+
 
|-
+
 
|20-39:
+
=== Breakable iron bars ===
|The Big room
 
|-
 
|20-21:
 
|The Wyrm Caves
 
|-
 
|22-23:
 
|One-eyed Sam's Market
 
|
 
|-
 
|21-24:
 
|The Lost Tomb
 
|
 
|-
 
|23-24:
 
|Aphrodite's level
 
|
 
|-
 
|26-29:
 
|The Spider Caves
 
|-
 
|28-31:
 
|The Sunless Sea
 
|
 
|-
 
|32-35:
 
|The Temple of Moloch
 
|
 
|-
 
|32-35
 
|The Giant Caverns
 
|
 
|}
 
  
=== Gnomish Mines ===
+
* Iron bars can be destroyed in a couple of different ways.
 +
* You can shatter them with wands of striking, wands of noise, spells of force bolt, or spells of sonic boom.
 +
* You can punch and shatter them when wearing [[gauntlets of force]].
 +
* You can zap them with an acid ray or breath to dissolve them
  
* Added new different types of gnomes, dwarves, and thieves.
+
If you shatter them, some [[iron chain]]s may be randomly flung out as a result.
* Added dwarf/gnome thieves to most town/Minetown variants.
 
* Monsters will usually be undead if you are a dwarf, gnome, or hobbit (from SLASH'EM) Instead of making undead dependent on your alignment, the chance scales with the dungeon depth. At the top of the mines, undead should be quite rare, but at mine's end beware.
 
   
 
* Imported Minetown variants from SlashTHEM and SpliceHack.
 
* Imported Mine's End levels from SlashTHEM
 
* Imported Gnome King ending from SLASH'EM, SlashTHEM.
 
  
Note: There is a new minetown variant with a drawbridge present. Destroying the town drawbridge in view of guards angers them.
+
=== Grass ===
  
=== Sokoban ===
+
* Pulled from SpliceHack/xNetHack, we now have lush grass in the dungeon!
 +
* Grass appears sparsely in the early levels, peaks around level 15, and then tapers off after level 22.
 +
* Although grass is mostly ornamental, keep in mind that some monsters can use it as clever method of concealment. In deeper levels, it's possible a dangerous asphynx or even giant centipede could be hidden in the thickets...
  
* The last room of Sokoban has more prize variety, with a catch.
+
If you want to clear out grass from levels, there are a couple methods. Rays of fire, acid, and death will quickly kill and remove the offending grass squares.
* Imported levels from SLASH'EM, SlashTHEM, and NetHack Fourk.
 
* Following in the footsteps of NetHack Fourk, all levels have been given names to make them easier to reference.
 
* The map numbers in the listing below follow the format in the sokobon.des file (1-* is the top level and 4-* is the bottom level).
 
  
{|class="prettytable"
+
=== Bloody tiles ===
!Map #
+
 
!Map Name
+
* Ported from SpliceHack
!Solution
+
* When monsters are killed, they have a chance of spraying blood in a random direction, coloring one or more tiles red. No real effect on gameplay, purely aesthetic.
|-
+
* The amount of blood depends on monster size.
|4-1
+
* Spraying bloody tiles with a ray of water (e.g. from a wand of deluge) will clear the tile of its blood.
|"Kick It On Over"
+
* When bloody tile is walked over, there is a 1 in 20 chance it will erode away.
|[[Sokoban Level 1b]]
+
* Orc blood is black.
|-
+
* There is also a bloodless game option to play without the tile coloring.
|4-2
+
 
|"Setting That Aside"
+
=== Vents ===
|[[Sokoban Level 1a]]
+
 
|-
+
* Ported from SpliceHack, vents appear as a bright cyan (#) tile.
|4-3
+
* Vents appear after level 3. They will never appear in rooms with stairs. After level 8, some vents will emit poison gas instead of harmless mist.
|"Mirror Hall"
+
* Vents have a 3/5 chance of being destroyed when [[bomb]]s are dropped or thrown into them, releasing a small earthquake in the process.
|[[Sokoban Level 1c]]
+
 
|-
+
* Polymorphed sinks can turn into vents
|4-4
+
 
|"We See You"
+
'''Vents act as occasional monster generators:'''
|[[Sokoban Level 1d]]
+
* Spiders, snakes, and rats can randomly pop out of vents.
|-
+
* Monsters can use vents to conceal themselves. Since they can also be covered by the vent fog or poison clouds, exercise a little more vigilance when by a vent.
|4-5
+
 
|"False Flag"
+
 
|[[Sokoban Level 1e]]
+
=== Toilets ===
|-
+
 
|4-6
+
Toilets may seem a bit whimsical, but in the game, they've received enhancements to make them more engaging and practical. These improvements were inspired by their inclusion in SLASH'EM. Notably, toilets can now appear on their own, separate from sinks, whereas in SLASH'EM, they only came in pairs with sinks. The addition of fishing in toilets introduces a quirky element to the game.
|"One Wrong Step"
+
 
|[[Sokoban Level 1f]]
+
* Enabled fishing in toilets
|-
+
* Dropping a ring of poly into a sink can poly into a toilet.
|4-7
+
* Toilet prayer can now stop the vomiting process
|"Open the Door"
+
* If giants sit on toilets, they break.
|[[Sokoban Level 1i]]
+
 
|-
+
'''Toilet kicking:'''
|4-8
+
* Like sinks, toilets now have a couple different effects from kicking them, including a few [[YAFM]].
|"Mini Me"
+
* Kicking now only breaks the toilet 1/7 chance (was 1/4 in SLASH'EM)
| [[Mini Me]]
+
* Kicking can generate [[giant cockroaches]] and [[sewage]] from kicking (1 in 17 chance)
|-
+
* Kicking can generate [[brown pudding]]s (only once per toilet)
|4-9
+
* Kicking can generate a random tool. Normally this tool will weigh under 15aum, but sometimes you'll get a large tool that bonks against the piping. If a large tool bonks 3x - you'll get that tool no matter now big it is and the toilet is destroyed in the process.
|"One More Time"
+
 
| [[One More Time]]
+
'''Amulet identification in toilets (SLEX)'''
|-
+
* Amulets can be dropped down toilets and possibly identified.
|4-10
+
* Amulets of flying are always regurgitated from toilets.
|"Boomerang Boulders"
+
* Amulets of change will polymorph the toilet into a sink
|[[Boomerang Boulders]]
+
 
|-
+
=== Sinks ===
|4-11
+
 
|"Easy Peasey"
+
* Random sink effect: noxious gas cloud (from 3.7)
|[[Easy Peasey]]
+
 
|-
+
=== Forges ===
|4-12
+
 
|"First Things First"
+
* Inherited from EvilHack
|[[First Things First]]
+
* Forges have the same appearance as fountains but are orange in color.
|-
+
* Just like fountains, dipping things into them can have desirable or adverse affects.
|4-13
+
* They can be used to dispose of anything that is flammable
|"Picking out the Seeds"
+
* They can also be used to repair corrosion/rust damage to any metallic object (if your luck is greater than 0).
|[[Picking out the Seeds]]
+
* There is a rare chance that a lava demon can be summoned via dipping, which will be hostile most times, but can sometimes spawn tame (same odds as getting a wish from a water demon/fountain).
|-
+
* Having negative luck can cause a forge to explode when used, which can cause considerable fire damage.
|4-14
+
* Players can also use a forge to remove an attached ball & chain.
| "Three-Room Monte"
+
* Forges can be blown up by rays of water.
|[[Three-Room Monte]]
+
 
|-
+
==== Forging and #craft ====
|4-15
+
* Using the #craft command, you can also combine two objects to forge something new.
|"Column B"
+
* When forging, if either item has erodeproofing, the resulting item will be erodeproof.
|[[Column B]]
+
 
|-
+
== Dungeon changes ==
|4-16
+
 
|"One Weird Trick"
+
* Adjust secret passage frequency and exclude them from DL 1-4 (xnh)
|[[One Weird Trick]]
+
* Random doors are secret less of the time (xnh)
|-
+
* Kicking a "wall" that is actually a secret of some sort will never injure the player and will always produce an unambiguous message that there's something there. This makes it a valid strategy to kick every wall suspected of hiding something, because a single kick will give a yes/no on whether it's a regular wall or not. It's still not a ''great'' strategy, because the real walls will still hurt and wound legs like normal (xnh)
|4-17
+
 
|"To the Top"
+
* Main dungeon length is capped at 35-40 levels.
|[[To the Top]]
+
* The fountains in Delphi can sometimes cause hallucination (Splice)
|-
+
* The Rogue level has been removed
|4-18
+
* Additional variants of the Castle, Fort Ludios, Sokoban, Mine Town and Mines End have been added.
|"A Hug and a Kiss"
+
 
|[[A Hug and a Kiss]]
+
=== The SLASH'EM levels ===
|-
+
 
|3-1
+
* The main dungeon layout has been adjusted to more closely follow SLASH'EM.
|"Squared Off"
+
 
|[[Sokoban Level 2b]]
+
{|class="wikitable"
|-
+
!Appears !! Level
|3-2
 
|"Old Reliable"
 
|[[Sokoban Level 2a]]
 
|-
 
|3-3
 
|"Old Man of the Mountain"
 
|[[Sokoban Level 1k]]
 
|-
 
|3-4
 
|"Roundabout"
 
|[[Sokoban Level 1l]]
 
|-
 
|3-5
 
|"Room to Breathe"
 
|[[Sokoban Level 1m]]
 
|-
 
|3-6
 
|"The Gauntlet"
 
|[[Sokoban Level 1n]]
 
|-
 
|3-7
 
|"Thinking Rabbit"
 
|[[Sokoban Level 2c]]
 
|-
 
|3-8
 
|"A Secret to Everybody"
 
|[[Sokoban Level 1j]]
 
|-
 
|3-9
 
|"Escape Goat"
 
|[[Sokoban Level 3j]]
 
|-
 
|3-10
 
|"Christmas Chimney"
 
|[[Sokoban Level 3k]]
 
|-
 
|3-11
 
|"Fly on the Wall"
 
|[[Fly on the Wall]]
 
|-
 
|3-12
 
|"Boulder Halls of Zim"
 
|[[Boulder Halls of Zim]]
 
|-
 
|3-13
 
|"Two-Phase"
 
|[[Two-Phase]]
 
|-
 
|3-14
 
|"The Snake"
 
|[[The Snake]]
 
|-
 
|3-15
 
|"Count Carefully"
 
|[[Count Carefully]]
 
|-
 
|3-16
 
|"You Only Need Six"
 
|[[You Only Need Six]]
 
 
|-
 
|-
|3-17
+
|2-4: || The Gnomish Mines
|"Four Wings"
 
|[[Four Wings]]
 
 
|-
 
|-
|2-1
+
|5-9: || The Oracle
|"Squeeze Me In"
 
|[[Sokoban Level 3b]]
 
 
|-
 
|-
|2-2
+
|6-10: || Sokoban
|"Nooks and Cubbyholes"
 
|[[Sokoban Level 3a]]
 
 
|-
 
|-
|2-3
+
|7-11: || Town branch
|"The Pergola"
 
|[[Sokoban Level 3e]]
 
 
|-
 
|-
|2-4
+
|10-39: || Fort Ludios
|"Back Alley Cliche"
 
|[[Sokoban Level 3g]]
 
 
|-
 
|-
|2-5
+
|10-11: || Rat level (50%)
|"Snaggletooth"
 
|[[Sokoban Level 3h]]
 
 
|-
 
|-
|2-6
+
|11-12: || Kobold level (50%)
|"Diligent Escape Plan"
 
|[[Sokoban Level 3i]]
 
 
|-
 
|-
|2-7
+
|12-13: || Grund's Stronghold
|"Corner Pocket"
 
|[[Sokoban Level 3c]]
 
 
|-
 
|-
|2-8
+
|15-19: || The Quest
|"No Way Out"
 
|[[Sokoban Level 3d]]
 
 
|-
 
|-
|2-9
+
|15-19: || Lawful Quest
|"Reading Rooms"
 
|[[Sokoban Level 3f]]
 
 
|-
 
|-
|2-10
+
|15-19: || Neutral Quest
|"Shave and a Haircut"
 
|[[Sokoban Level 1g]]
 
 
|-
 
|-
|2-11
+
|15-19: || Chaotic Quest
|"Bring 'em on Down"
 
|[[Bring 'em On Down]]
 
 
|-
 
|-
|2-12
+
|20-21: || The Wyrm Caves
|"Slot Machine"
 
|[[Slot Machine]]
 
 
|-
 
|-
|2-13
+
|22-23: || One-eyed Sam's Market
|"Through the Cracks"
 
|[[Through the Cracks]]
 
 
|-
 
|-
|2-14
+
|21-24: || The Lost Tomb
|"Either Way, It's All Good"
 
|[[Either Way, It's All Good]]
 
 
|-
 
|-
|2-15
+
|26-29: || The Spider Caves
|"Sneak Preview"
 
|[[Sneak Preview]]
 
 
|-
 
|-
|2-16
+
|28-31: || The Sunless Sea
|"Daedalus Delicatessen"
 
|[[Daedalus Delicatessen]]
 
 
|-
 
|-
|2-17
+
|32-35: || The Temple of Moloch
|"Stacked Dozen"
 
|[[Stacked Dozen]] ([[Sokoban Level Stacked Dozen|alternate solution]])
 
 
|-
 
|-
|1-1
+
|32-35 || The Giant Caverns
|"Left Holding the Bag"
 
|[[Sokoban Level 4a]]
 
 
|-
 
|-
|1-2
+
|8-24: || Aphrodite's level (45%)
|"Reflectoban"
 
|[[Sokoban Level 4b]]
 
 
|-
 
|-
|1-3
+
|10-29: || The Big room
|"Just Keep Pushing"
 
|[[Sokoban Level 4c]]
 
 
|-
 
|-
|1-4
+
|19-26: || The Storage Room
|"Work For It"
 
|[[Sokoban Level 4d]]
 
 
|-
 
|-
|1-5
+
|25-34: || Ozymandias' Tomb (45%)
|"Dudley's Torment"
 
|[[Sokoban Level 4e]]
 
|-
 
|1-6
 
|"Plinketto"
 
|[[Sokoban Level 4f]]
 
|-
 
|1-7
 
|"Ringing Endorsement"
 
|[[Ringing Endorsement]]
 
|-
 
|1-8
 
|"Open at the Top"
 
|[[Open at the Top]]
 
|-
 
|1-9
 
|"Collecting Marbles"
 
|[[Collecting Marbles]]
 
|-
 
|1-10
 
| "Running Rings Around"
 
|[[Running Rings Around]]
 
|-
 
|1-11
 
|"Back At Ya"
 
|[[Back At Ya]]
 
|-
 
|1-12
 
|"The Dragon of Bactria"
 
|[[The Dragon of Bactria]]
 
 
|-
 
|-
 
|}
 
|}
  
=== Town branch ===
+
=== Gnomish Mines ===
  
* From SlashTHEM/UnNethack
+
Different types of gnomes, dwarves, and thieves have been added to the mines. Dwarf and gnome thieves are now found in most town and Minetown variants. The presence of undead in the mines is no longer tied to alignment (as in SLASH'EM) but depends on the dungeon depth. The deeper you go, the higher the chance of encountering undead versions of the regular denizens, making the later stages more challenging.
* Appears 2-3 levels below the Oracle.
 
* Created a "Raided Angband" level that is been ransacked by bandits and thieves.
 
* You can always find the Master Sword guarded by a gang of bandits in the village.
 
  
=== Rat level ===
+
Hack'EM has integrated Minetown variants from SlashTHEM and SpliceHack, along with Mine's End levels from SlashTHEM. Additionally, the Gnome King's ending from SLASH'EM and SlashTHEM is available. One Minetown variant features a drawbridge. However, players should be cautious, as destroying the drawbridge in the presence of guards will anger them. The mine rivers that are present in GruntHack and EvilHack are still in the mines - but they will be found only deeper than Minetown and not before.
  
A single randomized level picked from:
+
=== Sokoban ===
* The Rat Level (Slash'EM)
 
* The Rat Level (SlashTHEM)
 
  
=== Alignment Quests ===
+
* The last room of Sokoban has more prize variety, with a catch.
 +
* Imported levels from SLASH'EM, SlashTHEM, and NetHack Fourk.
 +
* Following in the footsteps of NetHack Fourk, all levels have been given names to make them easier to reference.
 +
* The map numbers in the listing below follow the format in the sokobon.des file (1-* is the top level and 4-* is the bottom level).
  
* (appears 15-19, From SLASH'EM)
+
{|class="wikitable"
* The alignment quests are now totally optional. Currently there are no artifact keys, and no artifact doors in Vlad's Tower. This may change in the future.
+
!Map # !! Map Name !! Solution
 
+
|-
==== Neutral Quest ====
+
|4-1 || "Kick It On Over" || [[Sokoban Level 1b]]
 
+
|-
* There is now a secret compartment full of e's that will slowly funnel into the level now.
+
|4-2 || "Setting That Aside" || [[Sokoban Level 1a]]
 
+
|-
==== Chaotic Quest ====
+
|4-3 || "Mirror Hall" || [[Sokoban Level 1c]]
 
+
|-
* Instead of the randomized level that SLASH'EM had, we have replaced it with Vecna's Manse from SlashTHEM.
+
|4-4 || "We See You" || [[Sokoban Level 1d]]
* The difficulty of Vecna has been reduced to be closer to the SLASH'EM version, but he still gets the extra clerical spell attack from Evil.
+
|-
 
+
|4-5 || "False Flag" || [[Sokoban Level 1e]]
=== Big Room ===
+
|-
 
+
|4-6 || "One Wrong Step" || [[Sokoban Level 1f]]
* Imported a bunch of new big room variations from UnNethack, SpliceHack, and SLASHTHEM.
+
|-
 
+
|4-7 || "Open the Door" || [[Sokoban Level 1i]]
=== [[Grund's Stronghold]] ===
+
|-
 
+
|4-8 || "Mini Me" || [[Mini Me]]
* Added more traps and the moat is double wide now, the stronghold wall is also phaseproof.
+
|-
* Grund's Stronghold now has a large cache of ammunition in one of the storage rooms.
+
|4-9 || "One More Time" || [[One More Time]]
 
+
|-
=== Fort Ludios ===
+
|4-10 || "Boomerang Boulders" || [[Boomerang Boulders]]
 
+
|-
* Ludios appears on the first eligible level with a vault.
+
|4-11 || "Easy Peasey" || [[Easy Peasey]]
* Fort Ludios can also appear below Medusa's.
+
|-
* An extra dungeon prison has been added below Fort Ludios. This is a leftover from the Lethe branch and it seemed to fit here!
+
|4-12 || "First Things First"  || [[First Things First]]
 
+
|-
=== Wyrm Caves branch ===
+
|4-13 || "Picking out the Seeds" || [[Picking out the Seeds]]
 
+
|-
* Created an entrance level (from dNetHack's Erebor quest)
+
|4-14 || "Three-Room Monte" || [[Three-Room Monte]]
* At the bottom is a dangerous dragon nest which guards a massive treasure horde (from UnNetHack)
+
|-
   
+
|4-15 || "Column B" || [[Column B]]
=== Black Market ===
+
|-
 
+
|4-16 || "One Weird Trick" || [[One Weird Trick]]
* Now has an extra layout ported from UnNetHack which features many different shops with black marketeers, with One-Eyed Sam still standing guard.
+
|-
* Reduced Black Market prices a bit.
+
|4-17 || "To the Top" || [[To the Top]]
* Black Market Layout 1 is now a little thinner.
+
|-
* Now undiggable and phase-proof.
+
|4-18 || "A Hug and a Kiss" || [[A Hug and a Kiss]]
 
+
|-
=== The Storage Room ===
+
|3-1 || "Squared Off" || [[Sokoban Level 2b]]
 
+
|-
* Added 4 variations from dnh
+
|3-2 || "Old Reliable" || [[Sokoban Level 2a]]
 
+
|-
=== Gehennom ===
+
|3-3 || "Old Man of the Mountain" || [[Sokoban Level 1k]]
 
+
|-
* No longer a series of mazes, but are mines-style levels with lava.
+
|3-4 || "Roundabout" || [[Sokoban Level 1l]]
* Areas such as the Sanctum and the entrance to the Wizard's Tower have also been adjusted.
+
|-
* Cerberus now guards the entrance to Gehennom.
+
|3-5 || "Room to Breathe" || [[Sokoban Level 1m]]
* Vlad the Impaler's tower is the vanilla version
+
|-
* Vibrating square: messages when player is near
+
|3-6 || "The Gauntlet" || [[Sokoban Level 1n]]
 +
|-
 +
|3-7 || "Thinking Rabbit" || [[Sokoban Level 2c]]
 +
|-
 +
|3-8 || "A Secret to Everybody" || [[Sokoban Level 1j]]
 +
|-
 +
|3-9 || "Escape Goat" || [[Sokoban Level 3j]]
 +
|-
 +
|3-10 || "Christmas Chimney" || [[Sokoban Level 3k]]
 +
|-
 +
|3-11 || "Fly on the Wall" || [[Fly on the Wall]]
 +
|-
 +
|3-12 || "Boulder Halls of Zim" || [[Boulder Halls of Zim]]
 +
|-
 +
|3-13 || "Two-Phase" || [[Two-Phase]]
 +
|-
 +
|3-14 || "The Snake" || [[The Snake]]
 +
|-
 +
|3-15 || "Count Carefully" || [[Count Carefully]]
 +
|-
 +
|3-16 || "You Only Need Six"  || [[You Only Need Six]]
 +
|-
 +
|3-17 || "Four Wings" || [[Four Wings]]
 +
|-
 +
|2-1 || "Squeeze Me In" || [[Sokoban Level 3b]]
 +
|-
 +
|2-2 || "Nooks and Cubbyholes" || [[Sokoban Level 3a]]
 +
|-
 +
|2-3 || "The Pergola" || [[Sokoban Level 3e]]
 +
|-
 +
|2-4 || "Back Alley Cliche" || [[Sokoban Level 3g]]
 +
|-
 +
|2-5 || "Snaggletooth" || [[Sokoban Level 3h]]
 +
|-
 +
|2-6 || "Diligent Escape Plan" || [[Sokoban Level 3i]]
 +
|-
 +
|2-7 || "Corner Pocket" || [[Sokoban Level 3c]]
 +
|-
 +
|2-8 || "No Way Out" || [[Sokoban Level 3d]]
 +
|-
 +
|2-9 || "Reading Rooms" || [[Sokoban Level 3f]]
 +
|-
 +
|2-10 || "Shave and a Haircut" || [[Sokoban Level 1g]]
 +
|-
 +
|2-11 || "Bring 'em on Down" || [[Bring 'em On Down]]
 +
|-
 +
|2-12 || "Slot Machine" || [[Slot Machine]]
 +
|-
 +
|2-13 || "Through the Cracks" || [[Through the Cracks]]
 +
|-
 +
|2-14 || "Either Way, It's All Good" || [[Either Way, It's All Good]]
 +
|-
 +
|2-15 || "Sneak Preview" || [[Sneak Preview]]
 +
|-
 +
|2-16 || "Daedalus Delicatessen" || [[Daedalus Delicatessen]]
 +
|-
 +
|2-17 || "Stacked Dozen" || [[Stacked Dozen]]
 +
|-
 +
|1-1 || "Left Holding the Bag" || [[Sokoban Level 4a]]
 +
|-
 +
|1-2 || "Reflectoban" || [[Sokoban Level 4b]]
 +
|-
 +
|1-3 || "Just Keep Pushing" || [[Sokoban Level 4c]]
 +
|-
 +
|1-4 || "Work For It" || [[Sokoban Level 4d]]
 +
|-
 +
|1-5 || "Dudley's Torment"  || [[Sokoban Level 4e]]
 +
|-
 +
|1-6 || "Plinketto" || [[Sokoban Level 4f]]
 +
|-
 +
|1-7 || "Ringing Endorsement" || [[Ringing Endorsement]]
 +
|-
 +
|1-8 || "Open at the Top" || [[Open at the Top]]
 +
|-
 +
|1-9 || "Collecting Marbles" || [[Collecting Marbles]]
 +
|-
 +
|1-10 || "Running Rings Around" || [[Running Rings Around]]
 +
|-
 +
|1-11 || "Back At Ya" || [[Back At Ya]]
 +
|-
 +
|1-12 || "The Dragon of Bactria" || [[The Dragon of Bactria]]
 +
|-
 +
|}
  
=== Elemental Planes ===
+
=== Town branch ===
  
* The first four Planes levels are randomized and appear in a different order every game.
+
* From SlashTHEM/UnNethack
* Updated monsters on the plane of water with deepest ones, things from below, and mermaids.
+
* Appears 2-3 levels below the Oracle.
 +
* Created a "Raided Angband" level that is been ransacked by bandits and thieves.
 +
* You can always find the Master Sword guarded by a gang of bandits in the village.
  
== New special rooms ==
+
=== Rat level ===
  
* Fungus Farm (SLASH'EM)
+
A single randomized level picked from:
* Migo Hive (SLASH'EM)
+
* The Rat Level (Slash'EM)
* Dragon Lair (SLASH'EM)
+
* The Rat Level (SlashTHEM)
* Real Zoo (SLASH'EM)
 
** Added zoo bats
 
* Bad Food Shop (SLASH'EM)
 
** Full of bad food and rotten eggs.
 
* Giant Court (SLASH'EM)
 
* Lemure Pit
 
* Mini Guild (Hack'EM)
 
** These replace the Guild of Disgruntled Adventurers in SLASH'EM.
 
** Much smaller, less densely packed with player monsters
 
** other monsters include typical pets.
 
* Clinic room (SlashTHEM)
 
* Terror hall (SlashTHEM)
 
  
=== Themed rooms ===
+
=== Alignment quests ===
  
* EvilHack already had most of the themed rooms but more have been added.
+
* Appears on DL 15-19, from SLASH'EM
* Added any missing flipped versions of rooms (from UnNetHack) for completeness
+
* As in SLASH'EM, two of the three alignment keys are needed for Vlad's Tower
* Added minimum levels to all themed Rooms
+
* Some elements of the quests have been changed:
** The dungeon is pretty clean of themed rooms until level 8.
 
** At levels 8, 11, and 17 we introduce more variety.
 
  
== Shops ==
+
* Instead of the randomized Chaotic quest that SLASH'EM had, we have replaced it with Vecna's Manse from SlashTHEM.
 +
* The difficulty of Vecna has been reduced to be closer to the SLASH'EM version, but he still gets the extra clerical spell attack from Evil.
  
* Shopkeepers can be a variety of different races; your race versus theirs directly affects pricing.
+
=== Big Room ===
* Removed the racial shopkeeper price adjustments.
 
  
=== Shopkeeper services ===
+
* Imported a bunch of new big room variations from UnNethack, SpliceHack, and SLASHTHEM.
  
* Instead of every store offering a general Identify service - every shop offers premier identify services based on their shop type or the race of the shopkeeper.
+
=== [[Grund's Stronghold]] ===
* Streamlined the service menu interface. Previously navigating the services was tedious. Now when you press 'p', you are immediately presented with a full menu of all the available services - no submenus within menus.
 
* Removed shopkeepers stealing all your money when you charge a wand of wishing.
 
* Only Black Market can have the "identify any" service
 
* The service charge "smoothing" rewards higher charisma.
 
* All shop identify services are basic (and half price).
 
  
==== Firearms training service ====
+
* Added more traps and the moat is double wide now, the stronghold wall is also phaseproof.
 +
* Grund's Stronghold now has a large cache of ammunition in one of the storage rooms.
 +
* If one of the iron safes doesn't have a magic marker, it will have a scroll of acquirement in its place.
  
* In addition to the weapon practice technique, this is a shopkeeper service for making firearms more accessible.
+
=== Fort Ludios ===
* Gun shops always offer this up to Expert skill.
 
* Weapon shops, armor shops offer 20% of the time, up to max Skilled.
 
* General stores offer it 10% of the time, up to max Basic.
 
** $500 for Basic skill
 
** $1000 for Skilled
 
** $2000 for expert
 
  
==== Tinker service ====
+
* Ludios appears on the first eligible level with a vault.
 +
* Fort Ludios can also appear below Medusa's.
 +
* An extra dungeon prison has been added below Fort Ludios. This is a leftover from the Lethe branch and it seemed to fit here!
  
* Only gnomes offer this service
+
=== Wyrm Caves ===
* Allows you to upgrade an object to a similar or related form, works the same as dipping an item into a potion of gain level.
 
* In Slash'EM this was implemented as a technique, but here the service only takes 1 turn (we'll assume the shopkeepers are very good at tinkering or just cheating and using a hidden potion of gain level behind the counter)
 
* Base charge is $500
 
* Non-gnomes are charged double
 
* Low intelligence (under 18 INT) players are subject to $100 price gouge
 
* Lower intelligence (under 13 INT) players are subject to $250 price gouge
 
* See the database on "upgrade" for a full list of eligible upgrades.
 
  
==== Add weapon property ====
+
* Created an entrance level (from dNetHack's Erebor quest)
 +
* At the bottom is a dangerous dragon nest which guards a massive treasure horde (from UnNetHack)
 +
   
 +
=== Black Market ===
 +
 
 +
* The Black Market prices have been reduced a bit from SLASH'EM.
 +
* The layout of the level has been cut down in size to reduce the tedium involved in combing through all the items.
 +
* A small area has been dedicated to the player as a "break room", complete with furniture and even a magic chest for convenience.
 +
* To prevent theft, the level has been made undiggable and phase-proof. When attempting to tame monsters in the Black Market, you won't anger everybody, but the taming will simply have no effect. Scrolls of earth can be also be used without consequence, but beware, One-Eyed Sam can break through boulders like butter.
  
* Weapon based shops can offer an expensive random property service now.
+
=== The Storage Room ===
* Only one property can be added to a weapon.
 
  
==== Service details ====
+
* Added 4 variations from dnh
  
{|class="prettytable"
+
=== Gehennom ===
!Shop/Race
 
!Services
 
|-
 
|All shops:
 
|
 
* 1 in 3 offer uncursing services.
 
* 1 in 20 offer rumors
 
|-
 
  
|General stores:
+
* No longer a series of mazes, but are mines-style levels with lava.
|
+
* Areas such as the Sanctum and the entrance to the Wizard's Tower have also been adjusted.
* 0-2 random identify services,
+
* Cerberus now guards the entrance to Gehennom.
* 10% chance of having 1 extra identify service.
+
* Vlad the Impaler's tower is the SLASH'EM version
* 20% offer firearms training
+
* Vibrating square: messages when player is near
* 25% offer basic charging
 
|-
 
  
|Weapon shops:
+
=== Elemental planes ===
|
 
* 75% offer weapon ID
 
* 20% offer armor ID
 
* 25% offer weapon fixing
 
* 25% offer weapon enchanting
 
* 25% offer weapon poisoning
 
* 20% offer firearms training
 
* 20% offer property grafting
 
|-
 
  
|Armor shops:
+
* The first four Planes levels are randomized and appear in a different order every game.
|
+
* Updated monsters on the plane of water with deepest ones, things from below, and mermaids.
* 75% offer armor ID
 
* 20% offer weapon ID
 
* 25% offer armor fixing
 
* 25% offer armor enchanting
 
* (Note: Armor shops will refuse to work on dragon scales.)
 
* 20% offer firearms training
 
|-
 
  
|Scroll stores:
+
== New special rooms ==
|
 
* 75% offer scroll ID
 
* 20% offer book ID
 
|-
 
  
|Spellbook stores:
+
* Fungus Farm (SLASH'EM)
|
+
* Migo Hive (SLASH'EM)
* 75% offer book ID
+
* Dragon Lair (SLASH'EM)
* 20% offer scroll ID
+
* Real Zoo (SLASH'EM)
|-
+
* Bad Food Shop (SLASH'EM)
 +
* Giant Court (SLASH'EM)
 +
* Lemure Pit
 +
* Mini Guild (Hack'EM)
 +
** These replace the Guild of Disgruntled Adventurers in SLASH'EM.
 +
* Clinic room (SlashTHEM)
 +
* Terror hall (SlashTHEM)
 +
* Zouthern room (Hack'EM)
  
|Potion stores:
+
=== Themed rooms ===
|
 
* 50% offer potion ID
 
|-
 
  
|Ring stores:
+
* EvilHack already had most of the themed rooms but more have been added.
|
+
* Added any missing flipped versions of rooms (from UnNetHack) for completeness
* 20% offer ring ID
+
* Added minimum levels to all themed Rooms
* 20% offer amulet ID
+
** The dungeon is pretty clean of themed rooms until level 8.
* 20% offer gem ID
+
** At levels 8, 11, and 17 we introduce more variety.
* 25% offer basic charging
 
|-
 
  
|Wand shops:
+
== Shops ==
|
 
* 50% offer wand ID
 
* 20% offer armor ID
 
* 25% offer basic charging
 
* 25% offer premium charging
 
|-
 
  
|Tool shops:
+
* Shopkeepers can be a variety of different races.
|
+
* Removed the racial shopkeeper price adjustments.
* 50% offer tool ID
+
* Imported shopkeeper hollering (from SlashTHEM)
* 25% offer basic charging
+
* Shopkeepers start with more than double their usual gold.
|-
+
 
 +
=== Shopkeeper services ===
  
|Deli/food shops:
+
* Instead of every store offering a general Identify service - every shop offers premier identify services based on their shop type or the race of the shopkeeper.
|
+
* Streamlined the service menu interface. Previously navigating the services was tedious. Now when you press 'p', you are immediately presented with a full menu of all the available services - no submenus within menus.
* 100% offer food ID
+
* Removed shopkeepers stealing all your money when you charge a wand of wishing.
* 10% offer potion ID
+
* Only Black Market can have the "identify any" service
|-
+
* The service charge "smoothing" rewards higher charisma.
 +
* All shop identify services are basic (and half price).
  
|Pet shops:
+
    - Shopkeeper services can be accessed by #chatting with the shopkeeper
|
+
    - The black market has a chance of offering any service.
* 50% offer food ID
+
    - Adjust odds for general store services.
* 25% offer tool ID
+
    - Shopkeeper tinkering costs a lot more.
|-
 
  
|Lighting shops:
+
==== Firearms training service ====
|
 
* 10% offer potion ID
 
|-
 
  
|Dwarves:
+
* In addition to the weapon practice technique, this is a shopkeeper service for making firearms more accessible.
|
+
* Gun shops always offer this up to Expert skill.
* 20% offer weapon ID
+
* Weapon shops, armor shops offer 20% of the time, up to max Skilled.
* 20% offer armor ID
+
* General stores offer it 10% of the time, up to max Basic.
* 20% offer gem ID
+
** $500 for Basic skill
|-
+
** $1000 for Skilled
 +
** $2000 for expert
 +
 
 +
==== Tinker service ====
  
|Orcs:
+
* Only gnomes offer this service
|
+
* Allows you to upgrade an object to a similar or related form, works the same as dipping an item into a potion of gain level or using the tinker technique.
* 25% offer weapon poisoning
+
* Here the service only takes 1 turn (shopkeepers are either very good at tinkering or just cheating with a hidden potion of gain level behind the counter)
|-
+
* Base charge is $500
 +
* Low intelligence (under 18 INT) players are subject to $500 price gouge
 +
* Lower intelligence (under 13 INT) players are subject to $1000 price gouge
 +
* Non-gnomes are charged double
  
|Gnomes:
+
==== Add property ====
|
 
* 25% offer tool ID
 
* 25% offer tinker
 
|-
 
  
|Giants:
+
* Weapon, armor, and ring shops can offer this service.
|
+
* Base charge is $2000 for adding properties
* 20% offer gem ID
+
# To remove properties, it costs $250 - but there is only a 1 in 4 chance of success.
|-
+
* Only one property can be added to an item at a time, if you attempt to add to an item with an existing property, the shopkeeper will prompt you to remove it.
  
|Nymphs:  
+
==== Charging service ====
 +
 
 +
* Some shops offer a charging service where you can buy a 'basic' recharge that usually does 1 point of charging (like an uncursed scroll of charging, or even a 'premier' charge that acts as a blessed charging.
 +
 
 +
* Any shop that offers charging will always offer both the basic and premier service with the exception of general stores. Because they are so common, general stores only offer basic charging.
 +
* Premier charging is restricted to only specialty items that the shop offers (ie: In a ring shop you can only buy premier charging for rings)
 +
* Basic charging is unrestricted and can be performed on any item in any shop.
 +
 
 +
==== Service details ====
 +
 
 +
{|class="prettytable"
 +
!Shop/Race
 +
!Services
 +
|-
 +
|All shops:
 
|
 
|
* 10% offer ring ID
+
* 1 in 3 offer uncursing services.
* 20% offer potion ID
+
* 1 in 20 offer rumors
 
|-
 
|-
  
|Hobbit:
+
|General stores:
 
|
 
|
* 50% offer food ID
+
* Capable of offering any type of identify service
* 10% offer ring ID
+
* 20% offer firearms training
 +
* 25% offer basic charging
 
|-
 
|-
  
|Illithid:
+
|Weapon shops:
 
|
 
|
* 25% offer scroll ID
+
* 75% offer weapon ID
* 25% offer spellbook ID
+
* 20% offer armor ID
|}
+
* 25% offer weapon fixing
 +
* 25% offer weapon enchanting
 +
* 25% offer weapon poisoning
 +
* 20% offer firearms training
 +
* 20% offer property grafting (for weapons)
 +
|-
  
=== New shop types ===
+
|Armor shops:
 +
|
 +
* 75% offer armor ID
 +
* 20% offer weapon ID
 +
* 25% offer armor fixing
 +
* 25% offer armor enchanting (Note: Armor shops will refuse to work with dragon scales)
 +
* 20% offer firearms training
 +
* 20% offer property grafting (for armor)
 +
|-
  
* Pet Shops (From UnNetHack)
+
|Scroll stores:
* Instrument Shop (From UnNetHack)
+
|
* Tin Shop ("canned food factory") (From UnNetHack)
+
* 75% offer scroll ID
* Junk shop (from SpliceHack): Features all your favorite items in one convenient place!
+
* 20% offer book ID
* Mask shop (from SpliceHack)
+
|-
* Archery shop (from SpliceHack)
 
* Gun shops (from SlashTHEM)
 
  
=== Misc shop changes ===
+
|Spellbook stores:
 +
|
 +
* 75% offer book ID
 +
* 20% offer scroll ID
 +
|-
  
* Lighting shops can now carry wands/scrolls/spellbooks of light, as well as the rare wand of lightning.
+
|Potion stores:
* Delis can carry meat sticks, royal jelly, and huge chunks of meat.
+
|
* Hardware stores stock potions of oil, and rarely touchstones (xnh)
+
* 50% offer potion ID
* Archery shops not should appear if your character cannot attain any proficiency in BOW.
 
* Gun shops should not appear if your character cannot attain any proficiency in FIREARM.
 
* Gun shops can also carry assault rifles, flintlocks, grease, and towels.
 
* Pet shops can carry bardings of all types.
 
 
 
 
 
== Artifacts ==
 
 
 
'''Design decision #1:'''
 
 
 
    In SlashEM, artifacts grant a flat damage bonus (instead of their equivalent d-notation damage). This has been implemented to more fully capture the flavor of SLASH'EM.
 
 
 
'''Design decision #2:'''
 
 
 
    Any roles that had 2 guaranteed altar sacrifice gifts in SLASH'EM have been reduced to just 1. Having 2 just seems excessive, and most of the time, the second gift was just a barrier to overcome to get to better stuff (example: Deathsword for Barbarian, or Deluder for Wizards)
 
 
 
=== Artifact mechanics ===
 
 
 
'''Wishing for artifacts:'''
 
* Instead of being based off of how many artifacts exist in the game total (vanilla NetHack method), success is based off of how many artifacts the player has wished for (successful or not).
 
* Players can two-weapon with an artifact in each hand, if those artifacts happen to get along with each other. The first two artiwishes are still guaranteed.
 
* If wielding/wearing any of the 'banes, taming becomes impossible.
 
* Various artifacts that have a nemesis monster warn against those monsters.
 
* Almost all of the stock weapon artifacts have had their to-hit and damage modifiers adjusted in the players favor.
 
* Certain artifacts can either deliver extra damage to their nemesis monsters, or have a small percentage chance of delivering a fatal blow – this applies to the player as well!
 
 
 
=== New artifacts ===
 
 
 
{|class="prettytable sortable"
 
!Artifact
 
!Base Item
 
!Alignment
 
!Notes
 
!Origin
 
 
|-
 
|-
  
|[[Angelslayer]]
+
|Ring stores:
|[[trident]]
 
|Non-aligned
 
 
|
 
|
* +5 to-hit, +10 fire damage
+
* 33% offer ring ID
* An artifact trident that warns of [[    Angels]]
+
* 20% offer amulet ID
* Confers automatic searching and half-spell damage
+
* 20% offer gem ID
* There is a 5% chance that a [[Balrog]] may spawn with this artifact.
+
* 25% offer basic charging
|EvilHack
+
* 20% offer property grafting (for rings)
 
|-
 
|-
  
|[[Balmung]]
+
|Wand shops:
|Golden Broadsword
 
|Lawful
 
 
|
 
|
* +4 to-hit, +9 damage
+
* 50% offer wand ID
* Destruction proof
+
* 20% offer armor ID
* Destroys random armor on defenders
+
* 25% offer basic charging
* Grants fire resistance
+
* 25% offer premium charging
|EvilHack
 
 
|-
 
|-
  
|[[Bat from Hell]]
+
|Tool shops:
|Club
 
|Chaotic
 
 
|
 
|
* +3 to-hit, +20 damage
+
* 50% offer tool ID
* Rogues receive this as their first guaranteed sacrifice gift.
+
* 25% offer basic charging
|SLASH'EM
 
 
|-
 
|-
  
|[[Bradamante's Fury]]
+
|Deli/food shops:
|Lance
 
|Lawful
 
 
|
 
|
* +5 to-hit, +12 damage
+
* 100% offer food ID
* Occasionally stuns opponents
+
* 10% offer potion ID
* Changed Bradamante's Fury to Lawful (matches Bradamante in the anime)
 
* Bradamante's Fury will always resist breaking.
 
|SpliceHack
 
 
|-
 
|-
  
|[[Butcher]]
+
|Pet shops:
|[[triple-headed flail]]
 
|Chaotic
 
 
|
 
|
* +5 to-hit, +8 damage
+
* 50% offer food ID
* So large it requires two hands to wield if human-sized, and its damage output is greater than even a [[dwarvish mattock]].
+
* 25% offer tool ID
* Butcher has a stun attack, much as [[Magicbane]] does, but unlike Magicbane, Butcher does not also cause fear or cancellation.
 
* Belongs to the demon lord [[Yeenoghu]]. He spawns with this artifact and will use it. Cannot be wished for.
 
|EvilHack
 
 
|-
 
|-
  
|[[Carnwennan]]
+
|Lighting shops:
|Knife
 
|Lawful
 
 
|
 
|
* Confers searching and stealth
+
* 10% offer potion ID
* +3 to-hit, +8 damage
 
* Invoke for invisibility
 
|SpliceHack
 
 
|-
 
|-
  
|[[Chains of Malcanthet]]
+
|Dwarves:
|Spiked Chain
 
|Unaligned
 
 
|
 
|
* +6 to-hit, +10 damage
+
* 20% offer weapon ID
* Bonus damage and warning vs angels
+
* 20% offer armor ID
* Grants 25 charisma while wielded
+
* 20% offer gem ID
* Special paralysis hit
 
|SpliceHack
 
 
|-
 
|-
  
|[[Circe's Witchstaff]]
+
|Orcs:
|Staff of Matter
 
|Neutral
 
 
|
 
|
* +4 to-hit, +4 damage
+
* 25% offer weapon poisoning
* Was a quarterstaff in SpliceHack
 
* 10% chance each attack can transform enemies into pigs or feral hogs.
 
* Invoke for a scroll of taming effect
 
|SpliceHack
 
 
|-
 
|-
  
|[[Deathsword]]
+
|Gnomes:
|Two-handed Sword
 
|Chaotic
 
 
|
 
|
* +5 to-hit, +14 damage
+
* 25% offer tool ID
* Deathsword causes hostility from humans
+
* 25% offer tinker
* Capable of inflicting a paralyzing hit 1 in 4 attacks.
 
* Barbs no longer receive this as a guaranteed sacrifice gift.
 
* Changed from targeting vs Human to vs cross-aligned.
 
|SLASH'EM
 
 
|-
 
|-
  
|[[Deep Freeze]]
+
|Giants:
|Athame
 
|Chaotic
 
 
|
 
|
* +5 to-hit, +5 cold damage
+
* 20% offer gem ID
* Provides extrinsic cold resistance
 
* Invoke for a Scroll of Ice effect that also summons freeze spheres.
 
* Only Ice Mages can invoke this.
 
|SLASH'EM
 
 
|-
 
|-
  
|[[Deluder]]
+
|Nymphs:
|Cloak of Displacement
 
|Neutral
 
|
 
* Confers stealth and luck
 
* Wizards no longer receive this as a guaranteed sacrifice gift, Jedi gets it instead.
 
|SLASH'EM
 
|-
 
 
 
|[[Dirge]]
 
|Mithril Long sword
 
|Chaotic
 
 
|
 
|
* +5 to-hit, +10 acid damage
+
* 10% offer ring ID
* The "Dark Knight"'s sword, can only be obtained by chaotic Knights by sacrificing a same race monster on a co-aligned altar while wielding a long sword, elven long sword, or orcish long sword (the exact type makes no difference, Dirge will become a 'long sword' regardless).
+
* 20% offer potion ID
* Confers acid resistance when wielded.
 
|EvilHack
 
 
|-
 
|-
  
|[[Disrupter]]
+
|Hobbit:
|Mace
 
|Neutral
 
 
|
 
|
* +5 to-hit and +30 vs undead
+
* 50% offer food ID
* Grants warning vs undead.
+
* 10% offer ring ID
* The priest's first guaranteed sacrifice gift (SLASH'EM).
 
* Disrupter causes hostility to undead.
 
|SLASH'EM
 
 
|-
 
|-
  
|[[Doomblade]]
+
|Illithid:
|Orcish Short Sword
 
|Chaotic
 
 
|
 
|
* +10 damage
+
* 25% offer scroll ID
* On each hit there is a 25% chance Doomblade deals an extra (1d4 * 5) damage.
+
* 25% offer spellbook ID
* Shows an appropriate message for tiny monsters.
+
|}
|SLASH'EM
 
|-
 
  
|[[Dramborleg]]
+
=== New shop types ===
|Mithril Dwarvish Bearded Axe
 
|Lawful
 
|
 
* Intelligent
 
* +8 to-hit, +8 damage
 
* From LotR. Provides magic resistance and one level of MC when wielded.
 
* Can destroy any balrog in one hit. Warns of any demons nearby.
 
|EvilHack
 
|-
 
  
|[[Drowsing Rod]]
+
* Pet Shops (From UnNetHack)
|Copper Staff of Healing
+
* Instrument Shop (From UnNetHack)
| Unaligned
+
* Tin Shop (From UnNetHack)
|
+
* Junk shop (from SpliceHack): Features all your favorite items in one convenient place!
* New artifact introduced in Hack'EM
+
* Mask shop (from SpliceHack)
* +5 to-hit, +4 damage
+
* Archery shop (from SpliceHack)
* This is meant to simulate the original [[drow]] attack from SLASH'EM;
+
* Gun shops (from SlashTHEM)
* 19 in 20 times the sleep attack triggers and puts the defender to sleep for 2d4 turns.
 
* The gas vapor doesn't affect breathless monsters.
 
* Grants sleep resistance.
 
* Healer's first sac gift.
 
|Hack'EM
 
|-
 
  
|[[Elfrist]]
+
=== Misc shop changes ===
|Orcish Spear
 
|Chaotic
 
|
 
* Warns against elves.
 
* Elfrist causes hostility to elves
 
|SLASH'EM
 
|-
 
  
|[[Firewall]]
+
* Lighting shops can now carry wands/scrolls/spellbooks of light, as well as the rare wand of lightning.
|Staff of Divination
+
* Delis can carry meat sticks, royal jelly, and huge chunks of meat.
|Lawful
+
* Hardware stores stock potions of oil and occasionally touchstones.
|
+
* Archery shops will not appear if your character cannot attain proficiency in BOW.
* Was an athame in SLASH'EM.
+
* Gun shops will not appear if your character cannot attain proficiency in FIREARM.
* +4 to-hit, +4 fire damage
+
* Gun shops can also carry assault rifles, flintlocks, grease, and towels.
* Provides extrinsic fire resistance
+
* Pet shops can carry bardings of all types.
* Invoke to summon flame spheres (same as casting Flame Sphere).
+
* Armor shops can enchant dragon scales via the enchant armor service.
* Only Flame Mages can invoke this.
+
 
|SLASH'EM
+
== Dragons and dragon scales ==
|-
+
Hack'EM inherited the dtsund patch from EvilHack for dragon scales, which means that dragon scale mail no longer exists. In its place we can apply dragon scales to any armor. Since robes are now body armor - we can even create dragon scaled robes! Evil introduced some passive effects, these have been expanded so that every dragon scale provides a form of passive attack. The scales' abilities have also been slightly modified. Dragon scales worn on their own only exhibit their primary effect.
  
|[[Gauntlets of Defense]]
+
{|class="prettytable"
|Gauntlets of Dexterity
 
|Neutral
 
|
 
* Provides half physical damage when worn
 
* Invoke for invisibility
 
* First sacrifice gift for Monks
 
|SLASH'EM
 
|-
 
  
|[[Gleipnir]]
+
!Dragon
|Grappling Hook
+
!Primary
|Unaligned
+
!Secondary
|
+
!Passive
* +5 to-hit, +8 damage
 
* Based on the bindings used to trap Fenrir.
 
* This hook can grapple things regardless of size, and has a massive range.
 
|SpliceHack
 
 
|-
 
|-
  
|[[Gungnir]]
+
|Black
|Atgeir
+
|Disintegration res
|Neutral
 
 
|
 
|
* +20 to-hit, +12 damage
+
|Disintegration (!!)
* When a player creates Gungnir, it converts the spear held to an atgeir (type of spear)
 
* Invoke for a lightning bolt.
 
* This acts as the replacement Excalibur for Valkyries.
 
* '''To acquire:''' Successfully pray as a lawful or neutral pious Valkyrie while wielding a non-artifact spear-like weapon that is at least +5. Beatitude and erosion do not matter. The spear will be turned into Gungnir with no other changes made.
 
|dnh
 
 
|-
 
|-
|[[Grandmaster's Robe]]
+
|Blue
|Robe of Power
+
|Shock res
|Neutral
+
|Speed
|
+
|Shock (!!)
* Grants double the spellcasting bonus of an ordinary robe of power.
 
* Grants the wearer martial arts skill instead of barehanded skill in combat.
 
* Martial arts attacks get occasional bonus hits (if you don't miss any hit you will be granted one extra bonus attack and 50% chance to get a second bonus attack given you hit the first bonus attack).
 
* Can be enchanted to +7
 
* '''To acquire:''' Reach level 30 as a monk and #name any robe of power "Grandmaster's Robe". The robe's alignment will adjust to the monk.
 
* Alternatively, any race can wear the Grandmaster's Robe as it's a potential sacrifice gift for Neutrals.
 
|dnh
 
 
|-
 
|-
|[[Hand Grenade of Antioch]]
+
|Deep
|Lawful
+
|Drain res
|Fire Bomb
+
|Slow digestion
|
+
|Drain life
* When armed, this bomb will go off after exactly 3 turns - not 4 nor 5, but 3.
 
* When thrown this bomb explodes on impact, dealing 6d50 magical damage.
 
* Unlike other bombs, this will *not* be lit accidentally by sources of fire!
 
|SpliceHack
 
 
|-
 
|-
 
+
|Gold
|[[Hellfire]]
+
|Light
|Crossbow
+
|Infravision<br/>Clairvoyant
|Chaotic
+
|Blinding
|
 
* Provides fire resistance while wielded.
 
* Adds +5 to-hit bonus and +7 damage to bolts.
 
* Crossbow bolts fired from it cause fiery explosions in a 3x3 square centered on any target they hit, doing an additional 2d6 damage.
 
|SLASH'EM
 
 
|-
 
|-
 
+
|Gray
|[[Spear of Light]]
+
|Magic res
|Silver Spear
+
|Cancel protection
|Lawful
+
|Cancellation (!!)
|
 
* +5 to-hit and +10 damage vs undead
 
* Grants warning vs undead.
 
* Invoke to create a blast of light that severely damages undead.
 
* The Spear of Light causes hostility from undead
 
* Invoking the Spear of Light lights the entire level.
 
* Renamed from "The Holy ..." because of naming and wish conflicts.
 
|SLASH'EM
 
 
|-
 
|-
 
+
|Green
|[[Houchou]]
+
|Poison res
|Spoon
+
|Sickness res
|Chaotic
+
|Poison
|
 
* Insta-kills any target when thrown and it successfully hits.
 
* One-time use only.
 
* Worth $50000
 
|SLASH'EM
 
 
|-
 
|-
 
+
|Orange
|[[Imhullu]]
+
|Sleep res
|Glaive
+
|Free action
|Neutral
+
|Slow
|
 
* +4 to-hit, +5 wind damage
 
* Mesopatamian in origin.
 
* Grants stability against clobber/hurtle attacks.
 
* Invoke for a scroll of air.
 
* Hitting a monster with a tornado does 3d4 bonus damage, takes place 1/3 of the time. Does not affect big monsters.
 
|SpliceHack
 
 
|-
 
|-
 
+
|Red
|[[Keolewa]]
+
|Fire res
|Club
+
| +1d6 melee damage
|Neutral
+
|Fire (!!)
|
 
* +5 to-hit, +8 shock damage
 
* Grants shock resistance while wielded.
 
|EvilHack
 
 
|-
 
|-
 
+
|Shimmering
|[[Kiku-ichimonji]]
+
|Displacement
|Katana
+
|Stun Resistance
|Lawful
+
|Confuse/Stun/Slow
|
 
* +4 to-hit, +12 damage
 
* Replaces Snickersnee as the new sacrifice gift for Samurai.
 
|SlashTHEM
 
 
|-
 
|-
 
+
|Silver
|[[Lifestealer]]
+
|Reflection
|Two-handed sword
+
|Cold resistance<br/>Blinding res
|Chaotic
+
|Scaring
|
 
* +5 to-hit, +2 damage
 
* Found wielded by [[Vlad the Impaler]], drains levels and also grants drain resistance when wielded.
 
* Cannot be wished for.
 
|EvilHack
 
 
|-
 
|-
 
+
|Sea
|[[Luck Blade]]
+
|Magical breathing
|Short sword
+
|Swimming
|Chaotic
+
|Water/rust (!!)
|
 
* +5 to-hit, +6 damage
 
* Convict first artifact weapon.
 
* Acts like a luckstone.
 
|Convict Patch
 
 
|-
 
|-
 
+
|White
|[[Luckless Folly]]
+
|Cold res
|Short Sword
+
|Freeze water/Lava walk
|Chaotic
+
|Cold (!!)
|
 
* +5 to-hit, +5 damage
 
* This bizarre weapon acts as a cursed luckstone regardless of its BCU status.
 
* It gets bonuses to hit and damage based on the opposite of your luck value.
 
* Allows for a very unconventional play-style, since getting luck of -13 will give this weapon an automatic +13 to damage and hit, but playing with -13 luck might prove difficult.
 
|SpliceHack
 
 
|-
 
|-
 
+
|Yellow
|[[Marauder's Map, The]]
+
|Acid res
|scroll of magic mapping
+
|Stoning res
|Chaotic
+
|Acid (!!)
|
 
* When read: clairvoyance
 
* When invoked: monster detection and artifact detection.
 
* If blessed, the Marauder's Map gets a luck dependent chance to map the entire level.
 
* The first sacrifice gift for the Pirate role.
 
* It is also the only artifact that Pirates can receive as a sacrifice gift.
 
|SLASH'EM
 
 
|-
 
|-
 +
|Violet
 +
|Sonic res
 +
|Flying
 +
|Sonic (!!)
 +
|}
  
|[[Master Sword, The]]
+
!! - Risks item destruction from the type of attack
|Gemstone Long Sword
+
- Most of the passive attacks only trigger 33% of the time.
|Unaligned
 
|
 
* +3 to-hit and +3 damage
 
* Was a "named" silver long sword in the village level from SlashTHEM.
 
* If at full health, each hit has a 75% chance of shooting a magic missile for 2d6 damage. Will not fire rays if peacefuls or pets are in the way.
 
* 10% of bonus d2*6 magic attack on each successful hit.
 
* Cannot be wished for. Now has a 75% chance of appearing in the Village in the Town branch, guarded by the ruffians.
 
|SlashTHEM
 
|-
 
  
|[[Mirrorbright]]
 
|Shield of Reflection
 
|Neutral
 
|
 
* Provides reflection and resistance to hallucination
 
* Mirrorbright no longer hinders spell-casting.
 
* Healers no longer receive Mirrorbright as a sacrifice gift, they get the Drowsing Rod instead.
 
|SLASH'EM
 
|-
 
  
|[[Mortality Dial]]
+
== Spellcasting ==
|Iron Executioner's Mace
 
|Unaligned
 
|
 
* Was cold iron in splice.
 
* +10 to-hit +10 damage
 
* Provides regeneration while wielded
 
* Prevents monsters from regenerating.
 
* Prevents trolls and zombies from reviving.
 
|SpliceHack
 
|-
 
  
|[[Mouser's Scalpel]]
+
=== Spellcasting changes ===
|Rapier
+
* Like in SLASH'EM, the standard retention for spellbooks is 10000 turns. The reinforce memory technique can be used to extend your spell memory when a spell gets low. You can even use it when the spell has less than half its life left (5000 turns).
|Neutral
+
* Removed the BODY spell school in SLASH'EM, moved to the ESCAPE spells
|
+
* Removed PROTECTION spell school in SlashEM, moved to the CLERIC spells
* +5 to-hit, +1 damage.
+
* Removed CLERIC spell school and created a NECROMANCY spell school to support the new spin on the Necromancer role. The spells from the CLERIC school have been distributed among the other schools as appropriate.
* Can deliver a flurry of extra hits, potentially with no limit.
+
* Spellbook weights are now based on their level.
|slashem-up
+
* Spellcasting while wearing body armor will negatively affect your spell success rate. The exception to this is [[crystal plate mail]], which does not adversely affect spellcasting in any way.
|-
+
* Casting any spell successfully adds +500 turns to your memory of it (from SLASH'EM).
 +
* You can reread a spellbook to refresh your memory at any time
  
|[[Mystic Eyes]]
+
== Variant changes ==
|Gemstone Lenses
 
|Unaligned
 
|
 
* (Previously known as Lenses of Death Perception in SpliceHack)
 
* Grants DeathVision and automatic searching
 
* As long as the wearer is not blind, they deal double damage, but constantly hallucinate.
 
* Deathvision's double damage is applied everywhere  (including spells/wands)
 
|SpliceHack
 
|-
 
  
|[[Origin]]
+
Here is where Hack'EM diverges from its ancestors.
|Staff of Escape
 
|Unaligned
 
|
 
* +2 to-hit, +6 damage
 
* While wielded, confers teleport control and spellcasting bonuses.
 
* Increases spellcasting ability as a robe would, and its base item ability reduces the cost of escape spells.
 
* Grants a discount of 5 energy for spells that cost 10 or more.
 
|SpliceHack
 
|-
 
  
|[[Plague]]
+
=== Changes from SLASH'EM ===
|Orcish Bow
 
|Chaotic
 
|
 
* Grants +5 to-hit and +7 to damage when firing arrows.
 
* Arrows fired from Plague are auto-poisoned,
 
* Confers poison resistance while wielded
 
* Confers sickness res while carried (from dnh)
 
|SLASH'EM
 
|-
 
  
|[[Poseidon's Trident]]
+
* The [[Drow (starting race)|Drow]] has not been ported, but may be inherited from EvilHack's implementation in the future.
|Golden trident
 
|Chaotic
 
|
 
* +3 to-hit, +7 damage
 
* Grants water-breathing.
 
* Invoke for water-walking and an earthquake.
 
|SpliceHack
 
|-
 
  
|[[Pridwen]]
+
* [[Techniques]] have been implemented with updates and bug fixes.  
|Large Shield
+
* New techniques are featured! See the [[Hack'EM#Techniques|techniques section]] for more details.
|Lawful
 
|
 
* Confers half physical damage and extreme stability while worn.
 
|-
 
  
|[[Quick Blade]]
+
These features have been removed or replaced:
|Elven Short Sword
+
* Skipped races: [[Lycanthrope (starting race)|Lycanthrope]].
|Lawful
+
* Skipped monsters: [[Gypsies]], Doctor Frankenstein, Frankenstein's Monster
|
+
* Skipped items:
* +9 to-hit, +2 damage
+
** [[wand of fireball]]
|SLASH'EM
+
** [[lab coat]]
|-
+
** heavy hammer (evil had heavy war hammer)
 
+
** [[rocket launcher]], [[grenade launcher]], [[rocket]], [[stick of dynamite]]
|[[Reaper]]
+
** all droven items
|Copper Halberd
+
** [[Giantkiller]] (Evil has [[Giantslayer]]).
|Lawful
+
* Skipped spellbooks:
|
+
** [[spellbook of enchant armor]]
* +5 to-hit, +20 damage
+
** [[spellbook of enchant weapon]]
* First sacrifice gift for Yeoman
+
** [[spellbook of resist poison]]
* Converted to Copper so that elven Yeoman can receive it as a gift.
+
** [[spellbook of resist sleep]]
|SLASH'EM
+
** [[spellbook of endure cold]]
|-
+
** [[spellbook of endure heat]]
 
+
** [[spellbook of insulate]]
|[[Reaver]]
+
** These all require implementing a IMMUNE property for full 100% temporary resistances, which doesn't really work with Evil's partial resistance system.
|scimitar
+
* The [[Guild of Disgruntled Adventurers]] is removed and replaced by mini-guild special rooms
|Chaotic
+
* [[Frankenstein's Lab]] is removed
|
+
* The variations on the vibrating square levels have NOT been imported - the EvilHack version remains.
* The crowning gift for Pirates; it's the only artifact weapon they are able to receive from their deity (or guaranteed artifact weapon of any kind in the game).
+
* None of the SLASH'EM Demon prince lairs have been imported.
* +4 to-hit, +8 damage.
+
* Removed [[Monsters with hits creatures as a +x weapon (SLASH'EM)|"Hits as +x weapon"]] property from SLASH'EM monsters
* Steals one item from an opponent with each successful hit.
+
* Removed [[Monsters with need +x weapon to hit (SLASH'EM)|"Need +x weapon to be hit"]] property from SLASH'EM monsters
* Reaver will not steal an item if it causes you to become burdened.
+
* Removed the extra [[artifact blast]]ing (6d6 to 8d10) from SLASH'EM; this mechanic does not seem to add much to the game other than making early wishes less useful and killing unknowing players.
|SLASH'EM
+
* Removed [[wraith]] corpse nerf. In SLASH'EM there was a reduced probability of gaining levels with a mix of other effects.
|-
+
* Removed the [[Polymorph#SLASH'EM|temporary polymorph]] mechanic for objects. There is no "hazy" status for polymorphed objects. This mechanic was not imported for 2 reasons: it makes it possible to create overpowered weapons (e.g. +127 weapons) and it is also not intuitive for new players since it contradicts the vanilla behavior of polymorphed items.
 +
* Removed SLASH'EM's invisible objects. For now, there has not been a compelling reason to bring this mechanic in.
 +
* Removed SLASH'EM polymorph behavior for monsters; when killed shapeshifters could immediately poly into their polyform (or different form if a chameleon or similar). This mechanic was quite frustrating to deal with, especially concerning new threats like [[weretiger]]s or [[werepanther]]s. In SLASH'EM you could be forced to kill the same shapechanger many times before it would finally die in its base form. The EvilHack behavior replaces this so that a shapechanger cannot poly again once it has been killed in its polyform.
  
|[[Secespita]]
+
=== Changes from EvilHack ===
|Copper knife
 
|Non-aligned (Chaotic)
 
|
 
* +5 to-hit, +6 damage
 
* The first sacrifice gift for [[Infidel]]s.
 
* It can restore a small amount of magical energy to the one that wields it if used to kill anything living.
 
* Secespita also acts as an utility artifact: wielding it while sacrificing a corpse improves its sacrifice value by 50% (rounded down). This is especially useful for Infidels, as they are required to make sacrifices to Moloch on a regular basis to avert his wrath.
 
* Secespita is unaligned for Infidels, chaotic for all other roles (bones/wishing purposes).
 
|EvilHack
 
|-
 
  
|[[Serpent's Tongue]]
+
* Removed the [[Goblin Town]] branch.
|Parazonium
+
* Removed the Ice Queen branch.
|Chaotic
+
* Removed the Vecna's Domain branch. We still have Vecna but in a different level for the Chaotic Quest.
|
+
* Removed the indestructible drawbridge from the VotD; it can be destroyed like a regular drawbridge now.
* Upgraded to a parazonium
+
* Demon lords and princes no longer negate being able to self-teleport or use cursed potions of gain level.
* +5 to-hit
+
* Removed the [[Wand of Orcus]]. Orcus gets his standard wand of death now.
* Deals double damage to all monsters, and even more to non-poison-resistant enemies:
+
* Some of the dragon scales have had buffs or different secondary effects added. All scales grant passive effects now. See the section on Dragon Scales for details.
** 40% chance of 2 + d6 damage
+
* Removed chromatic dragon scales.
** 30% chance of 4 + 2d6 damage
+
* #forge has been renamed to #craft for working with [[Forge (dungeon feature)|forges]]. The reason is to make #force and #craft auto-complete. #forge still has the same meta shortcut:  M('F')
** 20% chance of 6 + 3d6 damage
+
* Removed two-weaponing weight-based restrictions.
** 10% chance of poison insta-death
+
* Removed the monster riding monster mechanic.
* Note that this artifact does not provide poison-resistance!
+
* Monster spawn rates depend on the number of wishes made, not on game progress.
* First sacrifice gift for Necromancers
+
* Zapping light around peaceful monsters could anger them. This mechanic has been removed except for when you break a wand of light.
|SLASH'EM
+
* Spellcasting monsters have to see you in order to cast summon nasties.
|-
+
* Spellcasting monsters have had their spell range limited by their level (gnomish mages are level 3 and can only cast fire bolt in a radius of 2-3 tiles instead of 13).
 
+
* Changed timeout for monster spell of stone to flesh to timeout 2d7 instead of rn2(7).
|[[Skullcrusher]]
+
* Removed engulfing attack from gelatinous cube, water elemental, earth elemental, and fire elemental. The Splice elementals (magma, mud, ice, acid) still can engulf.
|Club
+
* Removed cursed weapons reverse hitting (was in EvilHack and Splice). Instead, cursed weapons will miss their target 25% of the time.
|Lawful
+
* Revert the standard cursed wand backfire chance from 1-in-30 to 1-in-100.
|
+
* Revert EvilHack sacrifice gift changes: Instead of a mix of regular items and artifacts, players will receive only artifacts (unless you get a minion as a gift).
* +3 to-hit, +10 damage
+
* Removed accompanying artifact defenders when wishing for artifacts.
* Upgraded to +12
+
* Lowered the poison insta-death resistance threshold from 35% to 25%. If your poison resistance is under 25% you have a chance of insta-death from poison dart traps, poison bite, etc.
* Changed material to MINERAL (+2 damage)
+
* In EvilHack the Amulet of Yendor has a chance of teleporting randomly if dropped on the floor, this random chance of teleport has been removed.
|SLASH'EM
+
* Revert cursed amulet of life saving effects
|-
+
* Revert Amulet of life saving will not work if the player is in nonliving form.
 +
* Revert Amulet of life saving does not fully heal the wearer.
  
|[[Sunspot]]
+
* Illithids used to get flying at level 12, now they start with flying.
|Mace
+
* Centaurs used to get jumping at level 5, now they start with jumping.
|Unaligned
+
* Giants can wear mummy wrappings, giant robes, and dragon scales.
|
+
* Any giant can wear [[large splint mail]].
* +5 to-hit, +5 damage
+
* Tortles can wear robes, mummy wrappings, and dragon scales.
* 1/3'rd chance of blinding on attack.
 
* Provides protection against being blinded.
 
|SpliceHack
 
|-
 
 
 
|[[Sword of Balance]]
 
|Short Sword
 
|Neutral
 
|
 
* +2 to-hit, +5 damage
 
* Conveys "extreme stability" (hurtling resistance)
 
|SLASH'EM
 
|-
 
 
 
|[[Sword of Justice]]
 
|Broadsword
 
|Lawful
 
|
 
* +5 to-hit, +12 damage versus cross-aligned monsters
 
* Yeoman receive this as a second guaranteed sacrifice gift.
 
* Used to be a long sword in SLASH'EM
 
* Changed material to METAL (+1 damage)
 
|SLASH'EM
 
|-
 
 
 
 
 
|[[The End]]
 
|Scythe
 
|Chaotic
 
|
 
* +3 to-hit, +20 cold damage
 
* Provides drain resistance while wielded.
 
* (Was Neutral in SpliceHack)
 
|SpliceHack
 
|-
 
 
 
|[[Thiefbane]]
 
|Platinum Long Sword
 
| Unaligned
 
|
 
* Revamped Thiefbane: No longer targets humans, so now the player can wield it if lucky enough to get if off of Sam.
 
* +5 to-hit, +1 damage
 
* 10% chance of beheading defenders
 
* Cancels thieves and covetous monsters.
 
* Protects from thievery and seduction.
 
|SLASH'EM
 
 
 
|-
 
|[[Thunderstruck]]
 
|Metal Morning Star
 
|Unaligned
 
|
 
* +5 to-hit, +20 sonic damage
 
* Provides sonic resistance.
 
* Shatters glass golems
 
* Added 25% chance of sonic beam shooting out. Will not fire rays if peacefuls or pets are in the way.
 
* (previously known as Sonicboom in SpliceHack)
 
|SpliceHack
 
|-
 
 
 
|[[Wallet of Perseus]]
 
|Bag of Holding
 
|Unaligned
 
|
 
* Improved weight reduction;
 
* Effectively reduces the weight of all items inside it by 1⁄3 if uncursed, compared to 1⁄2 with its base item.
 
* When blessed, the weight of its contents is reduced to 1⁄6 compared to 1⁄4 from a blessed bag of holding.
 
* Can hold roughly 50% more than a regular bag of holding when non-cursed;
 
* however, a cursed Wallet will quadruple the weight of its contents, double that of a cursed bag of holding.
 
|SLASH'EM
 
|-
 
 
 
|[[Helm of Hermes]]
 
|Helm of Speed
 
|Neutral
 
|
 
* When worn, grants sickness resistance.
 
* Invoke for levitation.
 
|Hack'EM
 
|-
 
 
 
|[[Whisperfeet]]
 
|Speed Boots
 
|Neutral
 
|
 
* Confers stealth and luck
 
* First sacrifice gift for Tourists
 
|SLASH'EM
 
|-
 
 
 
|[[Windrider]]
 
|Boomerang
 
|Unaligned
 
|
 
* +5 to-hit, and double damage vs all.
 
* Thrown chakrams slice through monsters and always return to you.
 
* Windrider can be multishot (depending on your boomerang skill)
 
* Does not shatter if wielded in melee
 
|dNetHack
 
|-
 
 
 
|[[The Candle of Eternal Flame]]
 
|Magic Candle
 
|Lawful
 
|
 
* Quest artifact for the Flame Mage
 
* Always remains lit, no matter what
 
* #Invoke to summon a tame Fire elemental
 
* No longer grants cold resistance, instead grants extrinsic fire resistance
 
* Confers teleport control and warning
 
* Also confers faster energy regeneration (like Encanto!)
 
* Grants a passive 2d10 fire attack while carrying.
 
|SLASH'EM
 
|-
 
 
 
|[[The Storm Whistle]]
 
|Magic Whistle
 
|Neutral
 
|
 
* Quest artifact for the Ice Mage
 
* No longer grants fire resistance, instead grants extrinsic shock resistance.
 
* Grants warning, teleport control, and searching when carried.
 
* Can now #invoke for 1 of 10 random "storm" related pets.
 
|SLASH'EM
 
|-
 
 
 
|[[Great Dagger of Glaurgnaa]]
 
|Great Dagger
 
|Chaotic
 
|
 
* Quest artifact for the Necromancer
 
* +8 to-hit, +4 drain life vs cross aligned
 
* Confers MR when carried.
 
* Invoke for an energy boost.
 
* Grants double spirit bonuses when carried
 
* Also triples the radius of spirit auto-collection when carried.
 
|SLASH'EM
 
|-
 
 
 
|[[Crown of Saint Edward]]
 
|Helm of Telepathy
 
|Lawful
 
|
 
* Quest artifact for the Yeoman
 
* Confers MR when carried.
 
* Confers half spell damage when worn.
 
|SLASH'EM
 
|-
 
 
 
|[[Stake of Van Helsing]]
 
|Wooden Stake
 
|Lawful
 
|
 
* +5 to-hit, +12 vs all monsters
 
* Quest artifact for the Undead Slayer
 
* Confers MR when carried.
 
* Now warns of vampires.
 
* Bonus chance of insta-kill vs vampires.
 
|SLASH'EM
 
|-
 
 
 
|[[Iron Spoon of Liberation]]
 
|Spoon
 
|Chaotic
 
|
 
* Convict's quest artifact. Adapted from dnh, this replaces the traditional [[Iron Ball of Liberation]]
 
* +5 to-hit, double damage vs all
 
* Carrying the spoon confers searching, and luck
 
* Wielding the spoon confers free action and stealth.
 
* Invoke for phasing.
 
* Apply to dig (like a pick-axe)
 
|Convict Patch
 
|-
 
 
 
|[[The Idol of Moloch]]
 
|Figurine
 
|Chaotic
 
|
 
* The Infidel's quest artifact
 
* a figurine of a horned devil that can be used to easily convert altars to Moloch
 
* provides magic resistance when carried.
 
* It can also be used to summon demons to aid the Infidel.
 
* An Infidel cannot win the game without having the Idol in their possession.
 
|EvilHack
 
|-
 
 
 
|[[The Ring of P'hul]]
 
|Ring of free action
 
|Chaotic
 
|
 
* The Ring of P'hul replaces [[The Heart of Ahriman]] as the Barbarian quest artifact.
 
* Confers magic resistance when worn and disease resistance when carried.
 
|EvilHack
 
|-
 
 
 
|[[Gjallar]]
 
|[[tooled horn]]
 
|Neutral
 
|
 
* Gjallar replaces [[The Orb of Fate]] as the Valkyrie quest artifact.
 
* It has the same artifact properties, but it is now a tooled horn instead of a crystal ball and doesn't have [[half spell damage]].
 
* Blowing the horn will wake up any sleeping monsters on that level, and its scare radius is larger than that a regular tooled horn.
 
* Any monsters directly adjacent to the player when they use Gjallar have a 20% chance of being briefly stunned, and any non-Valkyrie players using it may become temporarily deaf.
 
|EvilHack
 
|-
 
 
 
|[[Crossbow of Carl]]
 
|[[crossbow]]
 
|Chaotic
 
|
 
* +5 to-hit, +6 damage
 
* If playing as a gnomish [[Ranger]], the Crossbow of Carl replaces [[The Longbow of Diana]] as the Ranger quest artifact.
 
* It shares all of the same abilities and properties of the former, except it is now a [[crossbow]] instead of a [[bow]].
 
* Invoking the crossbow produces crossbow bolts instead of arrows.
 
* In the hands of a gnomish ranger, its weight is the same as a bow (24 aum), for all others it has the same weight as a regular crossbow.
 
* If blessed, has a chance to produce ammo with an object property.
 
|EvilHack
 
|-
 
 
 
|[[Itlachiayaque]]
 
|[[shield of reflection]]
 
|Lawful
 
|
 
* Itlachiayaque replaces [[the Orb of Detection]] as the [[Archeologist]] quest artifact.
 
* When worn: reflection, ESP, half spell damage
 
* When carried: fire resistance and warning
 
* Invoke for a stinking cloud
 
|Un/xnh
 
|-
 
 
 
|[[Treasury of Proteus]]
 
|[[chest]]
 
|Chaotic
 
|
 
* Weighs just 150 units, a quarter of the weight of a normal chest.
 
* When carried: magic resistance and blocks curses
 
* When carried you are also considered "King of the Hill" which attracts a lot of pirate opposition.
 
* When carried this chest also periodically polymorphs its contents.
 
|SpliceHack
 
|-
 
 
 
|[[The Lightsaber Prototype]]
 
|[[red lightsaber]]
 
|Lawful
 
|
 
* +5 to hit bonus and +10 damage bonus
 
* When wielded: reflection
 
* When invoked: energy boost
 
* Unlike a regular lightsaber, it never runs out of power or needs charging, so it can be wielded indefinitely.
 
|SlashTHEM
 
|-
 
 
 
|[[Staff of Rot]]
 
|Bone Staff of Necromancy
 
|Chaotic
 
|
 
* Has a special wither attack: +0 to-hit, +12 wither
 
* While wielded, inflicts a passive wither attack (and occasional fear on defenders)
 
|Hack'EM
 
|-
 
 
 
|[[The Eye of the Beholder]]
 
|[[eyeball]]
 
|Non-aligned
 
|
 
* The Eye of the Beholder is an actual body part that comes from the [[Beholder]] itself.
 
* The Eye has no effects when carried or wielded, but when invoked, it causes the Eye to death gaze at all monsters within visual range, either greatly reducing their hit points or killing them outright if they don't have magic resistance. The invoke has been copied from EvilHack's Eye of Vecna.
 
* Invoking the Eye can be detrimental, as each use drops the players luck and alignment by three points, and abuses wisdom. Invoking the Eye too often can cause it to turn on the player instead, killing them.
 
* It can be eaten, but doing so is strongly discouraged. It can also be sacrificed on an altar for maximum value.
 
* Intelligent. Cannot be wished for.
 
|SLASH'EM/EvilHack
 
|-
 
 
 
|[[The Hand of Vecna]]
 
|[[mummified hand]]
 
|Non-aligned
 
|
 
* The Hand of Vecna is also an extremely powerful artifact that is an actual body part that comes from [[Vecna]] himself. Vecna must be destroyed in order to obtain the Hand. Be aware that if Vecna is destroyed via stoning, his Hand will not appear.
 
* Its powers include: hungerless regeneration, half physical damage, and cold resistance. When wielded it grants drain resistance.
 
* It can be invoked to summon undead. Invoking its magic has consequences.
 
* Intelligent. Cannot be wished for.
 
|EvilHack
 
|}
 
 
 
=== Changes to existing artifacts ===
 
 
 
{|class="prettytable"
 
!Artifact
 
!Changes
 
|-
 
 
 
|[[Cleaver]]
 
|
 
* Cleaver attacks in a wide arc, hitting enemies on the 2 spots adjacent to where you are attacking.
 
* If a peaceful monster is in the way of the arc - we won't execute the wide arc unless the player explicitly says so.
 
* If Cleaver is cursed, this protection is waived and it will cleave anything.
 
|-
 
 
 
|[[Demonbane]]
 
|
 
* Switched from a long sword to a silver heavy mace
 
* +5 to-hit vs demons
 
* Grants warning and double-damage vs demons.
 
* Blocks demon gating while wielded.
 
* Can be invoked for Levitation.
 
|-
 
 
 
|[[Dragonbane]]
 
|
 
* Switched to a pair of dragonhide gloves
 
* Now provides reflection, acid resistance, and warns against dragons.
 
|-
 
 
 
|[[Excalibur]]
 
|
 
* +5 to-hit, +10 damage
 
* Only lawful Knights can dip for Excalibur
 
* Note: there's a danger that the sword will rust away completely when you do (if not fixed).
 
|-
 
 
 
|[[Eyes of the Overworld]]
 
|
 
* Now protects the wearer against many forms of gaze attacks, greatly reducing the need for the player to have to remove them to blind themselves with a blindfold or towel.
 
* Take note, Medusa's petrifying gaze attack is too powerful and will overcome the EotO's protection.
 
|-
 
 
 
|[[Fire Brand]]
 
|
 
* Now a steel short sword.
 
* Engraving with Fire Brand burns the text on the floor
 
|-
 
 
 
|[[Frost Brand]]
 
|
 
* Now a steel short sword.
 
|-
 
 
 
|[[Grimtooth]]
 
|
 
* Now has a sickness-inducing attack
 
* Has a 1 in 6 chance of making its target terminally ill.
 
* Grants sickness resistance while wielded.
 
|-
 
 
 
|[[Magicbane]]
 
|
 
* No longer an athame, switched to a quarterstaff.
 
* None of its special abilities or functions have otherwise been changed.
 
* Magicbane no longer cancels inventory items.
 
* Magicbane is safe for any Bag of Holding.
 
|-
 
 
 
|[[Magic Mirror of Merlin]]
 
|
 
* Has had magic resistance removed.
 
* In its place are reflection and half spell damage when carried.
 
|-
 
 
 
|[[Mitre of Holiness]]
 
|
 
* Allows #pray and #turn to function in Gehennom when worn.
 
|-
 
 
 
|[[Mjollnir]]
 
|
 
* Base type is now heavy war hammer
 
|-
 
 
 
|[[Ogresmasher]]
 
|
 
* Base type is now heavy war hammer
 
* Ogresmasher can knock back enemies.
 
|-
 
 
 
|[[Sceptre of Might]]
 
|
 
* Base type changed from a mace to a rod, deals slightly more damage per hit.
 
|-
 
 
 
|[[Sting]]
 
|
 
* Changed to Lawful (same alignment as elves)
 
* Sting also warns of spiders. (EvilHack)
 
|-
 
 
 
|[[Orcrist]]
 
|
 
* Changed to Lawful (same alignment as elves)
 
|-
 
 
 
|[[Staff of Aesculapius]]
 
|
 
* Also cures afraid and larval infection.
 
|-
 
 
 
|[[Sunsword]]
 
|
 
* Made of gemstone (crystal)
 
|-
 
 
 
|[[Tsurugi of Muramasa]]
 
|
 
* Raised bisection chance to 15%
 
* Now confers half physical damage when wielded.
 
|-
 
 
 
|[[Vorpal Blade]]
 
|
 
* Raised beheading chance to 10%.
 
* Wielding Vorpal Blade protects against decapitation attacks.
 
|}
 
 
 
== Dragons and dragon scales ==
 
EvilHack uses the dtsund patch for dragon scales, which means that dragon scale mail no longer exists - but we can apply dragon scales to any armor. Since robes are now body armor - we can even create dragon scaled robes! Evil introduced some passive effects, these have been expanded so that every dragon scale provides a form of passive attack. The scales' abilities have also been switched around. Most are from other forks, but some are original to Hack'EM. Dragon scales worn on their own only exhibit their primary effect.
 
 
 
{|class="prettytable"
 
 
 
!Dragon
 
!Primary
 
!Secondary
 
!Passive
 
|-
 
 
 
|Black
 
|Disintegration res
 
|Slow digestion
 
|Disintegration (!!)
 
|-
 
|Blue
 
|Shock res
 
|Speed
 
|Shock (!!)
 
|-
 
|Deep
 
|Drain res
 
|Stable (hurtling res)
 
|Drain life
 
|-
 
|Gold
 
|Light
 
|Automatic searching
 
|Blinding
 
|-
 
|Gray
 
|Magic res
 
|Cancel protection
 
|Cancellation (!!)
 
|-
 
|Green
 
|Poison res
 
|Sickness res
 
|Poison
 
|-
 
|Orange
 
|Sleep res
 
|Free action
 
|Slow
 
|-
 
|Red
 
|Fire res
 
| +1d6 melee damage
 
|Fire (!!)
 
|-
 
|Shimmering
 
|Displacement
 
|Stealth/Warn/See invisible
 
|Confuse/Stun/Slow
 
|-
 
|Silver
 
|Reflection
 
|Blinding res
 
|Scaring
 
|-
 
|Sea
 
|Magical breathing
 
|Swimming
 
|Water/rust (!!)
 
|-
 
|White
 
|Cold res
 
|Freeze water/Lava walk
 
|Cold (!!)
 
|-
 
|Yellow
 
|Acid res
 
|Stoning res
 
|Acid (!!)
 
|-
 
|Celestial
 
|Flying
 
|Sleep, shock, sonic res
 
|None
 
|}
 
 
 
!! - Risks item destruction from the type of attack
 
 
 
- Most of the passive attacks only trigger 33% of the time.
 
- Black DSM also protects from engulfing digest attacks (But not engulf "wrap" attacks)
 
- Blue scales passive shock is normally 1d6, but is capable of a critical hit for 2d24
 
- Acid scales passive acid is normally 1d3, but is capable of a critical hit for (level+1)d6
 
- Note: Artifact armors cannot be fused with dragon scales. Currently the only armor this counts for is the Grandmaster's Robe.
 
 
 
== Spells and spellcasting ==
 
 
 
=== New spellbooks ===
 
 
 
{|class="prettytable"
 
!Spell
 
!Class
 
!Level
 
!Notes
 
|-
 
 
 
|'''[[spellbook of acid blast]]'''
 
|ATTACK
 
|6
 
|
 
* Inherited from EvilHack, originally from GruntHack.
 
* A serious damage-causing spell, will transition from a ray to an area of effect spell much like the spells fireball and cone of cold, damage output is on the same scale to creatures that do not resist acid. Can corrode objects in the target's inventory.
 
|-
 
 
 
|'''[[spellbook of command undead]]'''
 
|NECROMANCY
 
|3
 
|
 
* Was an ATTACK spell in SLASH'EM, now a NECROMANCY spell.
 
* This spell is equivalent to charm monster, except that it only affects undead.
 
* Was a level 5 spell in SLASH'EM, now level 3.
 
|-
 
 
 
|'''[[spellbook of enlighten]]'''
 
|DIVINATION
 
|4
 
|
 
* Using this is equivalent to the wand of enlightenment.
 
* Was a BODY spell in SLASH'EM, now DIVINATION.
 
|-
 
 
 
|'''[[spellbook of fire bolt]]'''
 
|MATTER
 
|1
 
|
 
* Fire Bolt is only available to the Flame Mage and will not generate randomly.
 
* The spellbook itself is immune to fire.
 
* A fire attack (similar to force bolt) that doesn't reflect and can hit multiple targets. Destroys doors, trees, grass, webs, fountains and can insta-kill straw and paper golems.
 
* Damage scales with level:
 
 
 
** Level 1 = 1d10 fire damage
 
** Level 4 = 1d10 + 1d8 fire damage
 
** Level 8 = 1d10 + 2d8 fire damage
 
** Level 12 = 1d10 + 3d8 fire damage
 
** Matter at Skilled adds +1d4 fire damage
 
** Matter at Expert adds +1d4 fire damage
 
|-
 
 
 
|'''[[spellbook of flame sphere]]'''
 
|MATTER
 
|1
 
|
 
* Inherited from EvilHack, originally from SLASH'EM.
 
* This spell creates a number of tame [[flaming spheres]] dependent on the skill of the caster.
 
* The spellbook itself is immune to fire.
 
* Was a level 2 spell in EvilHack.
 
|-
 
 
 
|'''[[spellbook of freeze sphere]]'''
 
|MATTER
 
|1
 
|
 
* Inherited from EvilHack, originally from SLASH'EM.
 
* This spell creates a number of tame [[freezing spheres]] dependent on the skill of the caster.
 
* Was a level 2 spell in EvilHack.
 
|-
 
 
 
|'''[[spellbook of lightning]]'''
 
|ATTACK
 
|4
 
|
 
* Inherited from EvilHack, originally from SLASH'EM.
 
* This spell shoots a powerful lightning bolt as a ray from the caster. Effects are basically the same as a wand of lightning, damage output uses the same scale as the spells fireball and cone of cold.
 
|-
 
 
 
|'''[[spellbook of passwall]]'''
 
|ESCAPE
 
|5
 
|
 
* Grants temporary intrinsic phasing, allowing you to pass through solid walls and other objects for anywhere between 50 and 149 turns before they become solid again.
 
* Was a level 6 BODY spell in SLASH'EM, now level 5 ESCAPE spell.
 
|-
 
 
 
|'''[[spellbook of poison blast]]'''
 
|ATTACK
 
|4
 
|
 
* Inherited from EvilHack (where it's a level 5 spell), but this spell originally came from SLASH'EM (level 4).
 
* Produces a cloud of noxious gas in a ray pattern, same effects much like a green dragons breath attack.
 
* Reduced to level 4.
 
|-
 
 
 
|'''[[spellbook of psionic wave]]'''
 
|ATTACK
 
|1
 
|
 
* Not generated randomly.
 
* This "spell" acts as the illithid race's psychic attack. When playing as the illithid race you will automatically start with this spell, but you will NOT start with the spellbook.
 
* This psionic attack can confuse and kill, and is tied to spell power use (but is not considered a spell for the purposes of Amulet of Yendor interactions). If your race is changed (e.g. by getting crowned as an infidel), this ability is lost.
 
* This spell will not time out as a normal spell would.
 
* Does 2d6 psychic damage.
 
* At XL 26, this increases to 4d6 psychic damage.
 
|-
 
 
 
|'''[[spellbook of reflection]]'''
 
|MATTER
 
|5
 
|
 
* Creates a temporary reflective bubble around the caster.
 
* While active this acts exactly the same as an amulet of reflection (or the like)
 
|-
 
|'''[[spellbook of repair armor]]'''
 
|MATTER
 
|3
 
|
 
* Repairs one level of damage to any worn piece of armor.
 
* Will not make armor items fixed.
 
* Works as a foil to the new monster spell 'destroy armor'
 
|-
 
 
 
|'''[[spellbook of sonicboom]]'''
 
|MATTER
 
|4
 
|
 
* From SpliceHack.
 
* Similar to a cone of cold, but inflicts sonic damage.
 
|-
 
 
 
|'''[[spellbook of summon undead]]'''
 
|NECROMANCY
 
|5
 
|
 
* Was an ATTACK spell in SLASH'EM, now a NECROMANCY spell.
 
* 72 in 73 chance of creating one undead monster and a 1 in 73 chance of creating five undead.
 
* Necromancers will automatically attempt to dominate the resulting monster(s). Monster(s) may resist, based on their MR.
 
|-
 
 
 
|}
 
 
 
=== Spellcasting changes ===
 
 
 
* Unlike in SLASH'EM, the standard retention for spellbooks is still 20000 turns. The reinforce memory technique can be used to extend your spell memory when a spell gets low.
 
* Removed the BODY spell school in SLASH'EM, moved to the ESCAPE spells
 
* Removed PROTECTION spell school in SlashEM, moved to the CLERIC spells
 
* Removed CLERIC spell school and created a NECROMANCY spell school to support the new spin on the Necromancer role. The spells from the CLERIC school have been distributed among the other schools as appropriate.
 
* Increased available max spells by 10 (Added 0-9 for spell list letters)
 
* Spellbook weights are now based on their level.
 
* Spellcasting while wearing body armor will negatively affect your spell success rate.
 
  - The exception to this is [[crystal plate mail]], which does not adversely affect spellcasting in any way.
 
* Casting any spell successfully adds +500 turns to your memory of it (from SLASH'EM)
 
 
 
=== Existing spell changes ===
 
 
 
{|class="prettytable"
 
!Spell
 
!Notes
 
|-
 
 
 
|'''[[spellbook of cause fear]]'''
 
|
 
|-
 
 
 
|'''[[spellbook of charm monster]]'''
 
|
 
* Decreased from level 5 (in old Vanilla) to level 4.
 
* The SLASH'EM mechanics of traitorous and untamable monsters have been added. This means that many monsters that a player would typically tame with charm monster will now be able to turn hostile on a whim (or not be tamable at all).
 
|-
 
 
 
|'''[[spellbook of confuse monster]]'''
 
|
 
* Decreased from level 2 (in old Vanilla) to level 1.
 
|-
 
 
 
|'''[[spellbook of cure sickness]]'''
 
|
 
* Now directional and can be cast at other monsters/pets as well as yourself.
 
* When cast at zombies, does damage to them instead of healing.
 
|-
 
 
 
|'''[[spellbook of cone of cold]]'''
 
|
 
* Was an ATTACK spell, now a MATTER spell.
 
|-
 
 
 
|'''[[spellbook of create monster]]'''
 
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
|-
 
 
 
|'''[[spellbook of create familiar]]'''
 
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
* Traitorous and untameable pets cannot be made from the spell of create familiar.
 
|-
 
 
 
|'''[[spellbook of detect food]]'''
 
|
 
* Decreased from level 2 (in Vanilla) to level 1.
 
|-
 
 
 
|'''[[spellbook of detect monsters]]'''
 
|
 
* Raised from level 1 (in Vanilla) to level 2.
 
|-
 
 
 
|'''[[spellbook of detect unseen]]'''
 
|
 
* Decreased from level 3 (in Vanilla) to level 2.
 
|-
 
 
 
|'''[[spellbook of dig]]'''
 
|
 
* Decreased from level 5 (in Vanilla) to level 3.
 
|-
 
 
 
|'''[[spellbook of fireball]]'''
 
|
 
* Was an ATTACK spell, now a MATTER spell.
 
|-
 
 
 
|'''[[spellbook of invisibility]]'''
 
|
 
* Decreased from level 4 (in Vanilla) to level 2.
 
|-
 
 
 
|
 
'''[[spellbook of jumping]]'''
 
|
 
* Raised from level 1 (in Vanilla) to level 2.
 
|-
 
 
 
|'''[[spellbook of protection]]'''
 
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
|-
 
 
 
|'''[[spellbook of remove curse]]'''
 
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
|-
 
 
 
|'''[[spellbook of restore ability]]'''
 
|
 
* Decreased from level 4 (in Vanilla) to level 2.
 
* Restore ability spell is now directional. (EvilHack)
 
|-
 
 
 
|'''[[spellbook of sleep]]'''
 
|
 
* Decreased from level 3 (in Vanilla) to level 1.
 
|-
 
 
 
|'''[[spellbook of slow monster]]'''
 
|
 
* Decreased from level 2 (in Vanilla) to level 1.
 
|-
 
 
 
|'''[[spellbook of teleport away]]'''
 
|
 
* Decreased from level 6 (in Vanilla) to level 5.
 
|-
 
 
 
|'''[[spellbook of turn undead]]'''
 
|
 
* Was an CLERIC spell, now a NECROMANCY spell.
 
|}
 
 
 
=== Arcane monster spells ===
 
 
 
'''Touch of death'''
 
* if you have MR you'll take damage (8d6) and your maximum hit point level can be reduced slightly.
 
* Having MR and half spell damage together can reduce those effects even more.
 
 
 
'''Cancellation''' (new)
 
* Acts just like having a wand of cancellation zapped at the player.
 
* The spellcasting monster must be lined up with the player before it can cast this spell.
 
 
 
'''Acid blast''' (new)
 
* A powerful area of effect spell, does acid damage to its target.
 
* The damage output is dependent on the level of the monster casting it.
 
* The acid from this spell also has a chance of eroding any unprotected weapons or armor in open inventory.
 
 
 
'''Destroy armor'''
 
* Vanilla behavior – if the player didn't have magic resistance, one piece of armor would be completely destroyed.
 
* In HackEM, any piece of worn armor can have its fixed status removed, and then deteriorated.
 
* Even armor that is normally erodeproof is affected.
 
* Having MR keeps the erosion level at one per cast, otherwise 1-3 levels per cast.
 
* Armor-based quest artifacts are immune to this spell, as is crystal plate mail.
 
 
 
'''Fire bolt''' (new)
 
* A small area of effect spell, this spell explodes a small fireball upon its target.
 
* Any flammable objects in open inventory are subject to being burned.
 
* low-level spell, any spellcaster has access to it.
 
 
 
'''Ice bolt''' (new)
 
* A small area of effect spell, this spell explodes a small ice storm upon its target.
 
* Any non-protected objects in open inventory are subject to being frozen.
 
* low-level spell, any spellcaster has access to it.
 
 
 
'''Reflection''' (new)
 
* Creates a shimmering globe around the caster, granting them reflection for several turns.
 
 
 
'''Create Pool''' (from SlashEM)
 
* Affected by displacement and invisibility now.
 
* Monsters can't create pools on traps.
 
* Spellcasters can only cast create pool on squares that zombies can dig on: normal room and corridor squares, grass, and grave tiles.
 
 
 
'''Call Undead''' (from SlashEM)
 
 
 
'''Summon Monsters/Nasties'''
 
* Enemies have to see you in order to cast this spell now.
 
* Implemented fix #K669 - 'nasty' monster summoning.
 
* chain summoning nerf. tldr: "If a replacement creature is a spellcaster it now has to have lower difficulty than the summoner."
 
 
 
* Updated [[nasties]] lists with slashem monsters.
 
* Added [[gug]], slaughter wights, devas, [[revenant]]
 
 
 
=== Clerical monster spells ===
 
 
 
'''Summon minion''' (new)
 
* Summon a type of minion based on its alignment.
 
* Demons that can cast clerical spells are not given access to this spell (they can already demon-gate).
 
 
 
'''Geyser'''
 
* A powerful spell that causes a large geyser of water to slam into its target, causing physical damage (8d6).
 
* What's new: can now rust any unprotected worn armor.
 
 
 
'''Vulnerability''' (new)
 
* Its target temporarily becomes vulnerable to either fire, cold, shock or acid-based attacks, dropping its resistance (if any exists) by 50%.
 
 
 
 
 
 
 
=== Monster mechanic changes ===
 
 
 
==== Berserking behavior ====
 
 
 
* From EvilHack
 
* Monsters with this property have the M3_BERSERK tag.
 
* When berserkers are below 1/3 of their health, they go into berserk mode.
 
* When berserking, monsters totally ignore Elbereth or Scare Monster. If they are usually skittish or trying to keep away, they will instead actively approach.
 
* A berserking monster also has a 1 in 3 chance of dealing their max possible damage when hitting you.
 
* They will also lash out at random monsters to get at you.
 
* This property has been added to many monsters: all rabid animals, all dwarves, most orcs, all bears, all badgers, all gnolls, most giants, and other monsters where it seems appropriate.
 
 
 
==== Traitorous/betrayal behavior ====
 
 
 
* From SLASH'EM, monsters with this property have the M3_TRAITOR tag. If tame, monsters with the traitor property have a small chance to betray you on each turn.
 
* In SLASH'EM this used to depend on the monster's HP being lower than yours, but that condition has been removed and the chance of betraying has been significantly increased.
 
* Also in SLASH'EM, the chance of a pet betraying was quite low. There was a 1 in 850 chance per turn of the betray check even occurring. The chance of this check has been increased to 1 in 250 each turn.
 
* All monsters that were traitorous in SLASH'EM/THEM have kept it, and it has been added to various new monsters as appropriate. For example: Migos, gargoyles, any thieves, any illithids, any pirates, deep ones, most imps, all kobolds, all orcs, all gnolls, and other various conniving creatures.
 
* Also closely related is the "untameable" property, which as also been imported from SLASH'EM.
 
* Necromancers will never be betrayed by their undead pets.
 
 
 
'''How does the betrayed check work?'''
 
 
 
All these conditions must be true:
 
 
 
* The pet is not a minion
 
* The pet is less than 4 squares away from you.
 
* The pet is capable of treachery.
 
* The pet is not mindless.
 
* Hitting a 1 on a d3 roll.
 
* Hitting a d22 roll that is greater than the pets tameness (means that the lower the tameness, the higher chance of succeeding)
 
* Hitting a d(pet's abuse + 2) that isn't 1 (means that even if your pet has not suffered any abuse, there is a 50% chance of the roll succeeding.)
 
 
 
If all these conditions and rolls are met, your pet will become hostile and turn on you. The implications of this mechanic are to be more careful around polytraps - carefully monitor what your pet is polymorphing into, or abandon it if it could threaten you with betrayal.
 
 
 
==== Shield skill ====
 
 
 
A new trainable skill from EvilHack - using shields.
 
 
 
Shield skill gives the player a new avenue of defense (and even offense) to train up. Roles that can highly train shields will benefit from much higher AC and gain some nice offensive bonuses.
 
 
 
'''AC bonuses:'''
 
 
 
* Being unskilled/restricted in shield skill, there is no extra AC bonus for wearing one.
 
* To get these bonuses, you must be wearing a shield and have the required skill.
 
** BASIC skill: +1AC
 
** SKILLED skill: +3AC
 
** EXPERT skill: +5AC
 
** MASTER skill:  +8AC
 
 
 
* If your role allows for it, you can train up your shield skill while wearing a shield.
 
* If you block an attack outright with your shield, that automatically trains shield skill.
 
* Otherwise, there's a 33% chance of training shield skill while wearing one and a regular miss event occurs.
 
 
 
 
 
'''Shield Bashing:'''
 
 
 
* If shield skill is basic or higher, and a shield is being worn, there's a chance the player will receive an extra 'shield bash' attack along with their regular attack
 
* The greater the shield skill, the greater the chance of the extra shield bash attack occurring.
 
* Small shields do 2-4 damage, Tower shields do 2-13 damage.
 
* All other shields do 3-8 damage (not counting material hatred, which is factored in).
 
* Expert skill or higher gets an extra small damage bonus
 
* Expert/master skill in shields gives a chance to stun your target with a shield bash
 
 
 
'''Misc:'''
 
* If expert skill or higher in shields., your shield will be prevented from being taken away via dwarvish bearded axe attack.
 
 
 
'''The roles that can train in shields are:'''
 
 
 
{|class="prettytable"
 
!Role
 
!Shield Skill
 
|-
 
|Archeologist
 
|BASIC
 
|-
 
|Barbarian
 
|SKILLED
 
|-
 
|Caveperson
 
|BASIC
 
|-
 
|Convict
 
|BASIC
 
|-
 
|Knight
 
|EXPERT
 
|-
 
|Necromancer
 
|SKILLED
 
|-
 
|Priest
 
|BASIC
 
|-
 
|Rogue
 
|BASIC
 
|-
 
|Ranger
 
|SKILLED
 
|-
 
|Tourist
 
|BASIC
 
|-
 
|Undead Slayer
 
|SKILLED
 
|-
 
|Valkyrie
 
|MASTER
 
|-
 
|Yeoman
 
|BASIC
 
|}
 
 
 
* Knights and valkyries start at basic skill.
 
 
 
==== Flanking behavior ====
 
 
 
* From SpliceHack, monsters with this property have the M2_FLANK tag.
 
* Any two monsters can flank a player (or another monster) if they sandwich the target. However, monsters with this property ("outflankers") are more tactical and will actively seek opportunities to flank the player.
 
* Monsters gain a large bonus to hit when flanking (located on opposite sides of the player's position).
 
* Flanking now scales with monster level (it used to be a flat +4 AC penalty in SpliceHack):
 
** AC penalty = 4 + (mdiffulty - 4) / 2
 
* Flanking has been applied to many appropriate monsters in Hack'EM.
 
 
 
* Using a pet, you can also take advantage of flanking. Simply place yourself and your pet in such a way as to "sandwich" the  monster. You (and your pet) will each get a flanking bonus on the victim.
 
 
 
Flanking restrictions:
 
* You cannot flank if hallucinating, afraid, confused, punished, fumbling, wounded, or stunned. You must also be able to see the monster you want to flank.
 
* Monsters cannot flank if sleeping, fleeing, confused, trapped, being stoned, sick, diseased, or stunned.
 
 
 
==== Monster hit point generation ====
 
 
 
* Now determined by their size as well as what level they are.
 
* They also have the same armor class damage reduction that players enjoy.
 
 
 
==== Intelligent monsters ====
 
 
 
* Mostly from evil, but a fair amount of monster usage code has come from Splice, Un, and xnh
 
* Intelligent monsters/pets can use many more items against the player or for their own benefit, including:
 
** stashing objects into bags and taking them back out
 
** unlocking and looting locked containers
 
** activating any figurines it may have
 
** wearing most rings
 
** reading scrolls of remove curse to uncurse items in its inventory
 
** scrolls of charging to recharge wands in its possession
 
** utilizing powerful wands against the player
 
* If an intelligent monster is lucky enough to get a wish from a smoky potion - it WILL wish for something to use against the player.
 
 
 
* Some monsters can break boulders to get at you: the riders, shopkeepers, priests, the Oracle, your quest leader, and any monster with a pickaxe! If you are in Sokoban, however, monsters are forbidden from breaking boulders.
 
 
 
==== Player monsters ====
 
 
 
* From EvilHack, player monsters are now their own class of monster and separate from how the actual player is defined. They were purposely left out of the new monsters table as it would unnecessarily inflate that list. Player monsters differ here from vanilla NetHack in that they can spawn outside of the Astral Plane, are yellow in color, and are kitted out in player-like gear starting at level 10, and then can be kitted out with ascension-level gear starting at level 20.
 
* Their hit dice and difficulty level roughly matches that of the actual player (this is based off of what experience level the actual player is when the player monster spawns). Their abilities closely match their role as well (wizards and priests can cast spells, rogues can steal items from inventory, etc).
 
* Player monsters covet the Amulet of Yendor and will attempt to steal it! If they steal it while on the Astral Plane, they WILL attempt to sacrifice it themselves. As you can imagine, if that happens, it is a game-ending event.
 
 
 
==== Shape-changing monsters ====
 
 
 
* (except for vampires and were-creatures) will revert back to their original form when their polymorphed form dies.
 
* They cannot change form again once this happens.
 
 
 
 
 
==== Breaking boulders ====
 
 
 
* Some monsters can now go the extra mile and will even break down your boulder forts to get at you! This feature was ported from EvilHack.
 
* Monsters that can break boulders include: The riders, shopkeepers (including One-Eyed Sam), priests, quest leaders, and the Oracle.  
 
* Any monster that is wielding a pick-axe can also break rocks.
 
* Note: This doesn't apply in Sokoban, monsters are banned from breaking those boulders.
 
 
 
==== Other new behaviors that need documentation ====
 
 
 
* M3_ACCURATE
 
* M3_SKITTISH
 
* M3_DISPLACES
 
* M4_VULNERABLE_FIRE
 
* M4_VULNERABLE_COLD
 
* M4_VULNERABLE_ELEC
 
* M4_VULNERABLE_ACID
 
* M4_STATIONARY
 
* MR_PSYCHIC
 
* MR_CLOB
 
* MR_SONIC
 
* M2_JUMPER
 
 
 
=== Unique monster changes ===
 
 
 
* '''[[The Oracle]]''' sometimes gets a potion of hallucination. (xnh)
 
 
 
'''[[Medusa]]'''
 
 
 
* Medusa has been enhanced; she is no longer an easy kill.
 
* Her hit points and level have been boosted.
 
* She spawns wielding an enchanted orcish bow with a quiver full of enchanted and poisoned orcish arrows.
 
* The snakes on her head can attack (poisonous bite) and her own bite causes slow-stoning.
 
* Her gaze is still of the instant petrification type.
 
* Having reflection is no longer a guaranteed kill, she resists most of the time.
 
* When defeated, a pegasus will arise from her body (SLASH'EM)
 
 
 
'''Demon lords/princes'''
 
 
 
* These demons and the lair they may appear in, has been completely randomized.
 
* Your experience in Gehennom can be a very different experience per game.
 
 
 
 
 
'''[[Juiblex]]'''
 
 
 
* Has been enhanced, and has many more acid-based attacks at its disposal.
 
 
 
'''[[Vlad the Impaler]]'''
 
 
 
* Can cast wizard-based monster spells, and wields the artifact weapon [[Lifestealer]].
 
 
 
'''The Wizard of Yendor'''
 
  
* Can use any artifact weapons or armor that he steals against the player.
 
* Color changed to bright magenta.
 
* The frequency of Rodney's harassment of the player now slightly depends on luck.
 
* Lowered Rodney's AC from -8 to -6 (from EvilHack)
 
 
'''The Riders'''
 
 
* Identity of the Riders is hidden via farlook or 'More info about' prompt. (UnNetHack/EvilHackkkkk)
 
* All of the riders have more HP than they did in Vanilla NetHack (EvilHack).
 
 
== Strategy guide for vanilla players ==
 
[[Hack'EM strategy guide for vanilla players]]
 
 
== Misc resources ==
 
 
{{float right|{{caption|{{HackEMMonsters}}|Click on a glyph to go to that monster's page.}}}}
 
 
* [[Hack'EM Frequently Asked Questions]]
 
* [[Hack'EM monsters]] (Complete unabridged listing)
 
* [[Hack'EM items]] (Complete unabridged listing)
 
  
* [[Monster (Hack'EM)]]
+
== Funny or silly changes ==
 +
* Gnomes hate eggs (from EvilHack)
 +
* Vampires can't use toilets.
  
 
{{featured}}
 
{{featured}}
 
[[Category:Hack'EM]]
 
[[Category:Hack'EM]]
 
[[Category:Variants]]
 
[[Category:Variants]]

Revision as of 22:23, 27 April 2024

Contents


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Hack'EM is a project started by User:Hackemslashem with the goal of becoming the next successor to SLASH'EM. Simply put, Hack'EM is "Hack, Extended Mechanics."

Main menu

Template:HackEMMonsters
Click on a glyph to go to that monster's page.

Info on new content and changes to existing content:

Script generated pages:

About

Welcome to Hack'EM!

When hackemslashem first started this project, it was an attempt to modernize SLASH'EM and bring it to a modern post-NetHack 3.4.3 environment. He started with EvilHack as a base because he was intrigued by the challenging reputation of EvilHack and the comprehensive feature set it contained. However, as the project proceeded he found many other interesting mechanics and ideas to refine and mix in from other forks. The result was a game where the skeleton is SLASH'EM, but the innards are composed of EvilHack, SpliceHack, SlashTHEM, xNetHack, UnNetHack, and almost every other fork. In particular, the content of SpliceHack and SlashTHEM were of importance - because these forks have a goldmine of content but their development has largely stalled, resulting in a backlog of bugs. Now players can find many of the features from those forks in Hack'EM, with less bugs and refined mechanics.

The main design philosophies still stand:

  • If something doesn't work, is buggy, or is easily abusable, attempt to improve it or remove it.
  • If something is bland or feels unfinished - attempt to flesh it out.
  • Add all the quality-of-life features that are available in the variant market.

But a couple of new ideas have also evolved:

  • Make the game accessible to both NetHack newbies and veterans. This was mostly accomplished by updating the object lookup to show more information on objects, monsters, and artifacts. A player doesn't have to run to the wiki (or wonder if the wiki is up-to-date).
  • Make the game challenging for NetHack veterans, even if completely spoiled. We want to keep people coming back for more, and we want to encourage different tactics as the texture of the game reveals itself.
  • Make the game difficult - but fair. Many new challenges have been introduced, but the player shouldn't feel that a situation is completely out of their control unless the RNG is really bad that day. For each new challenge, a counter-balance has usually been achieved. The opposite is also true, for any powerful effect in the player's favor, a counter-effect is usually balanced. The end-goal is to present the player with interesting situations.
  • Nudge players to make more creative decisions. If a mechanic, item, or feature makes for a completely decisionless strategy, this is usually viewed as a sign that something needs to be adjusted.


Quality-of-life features

Object lookup has been fleshed out:

  • If you are new to Hack'EM, the object lookup will be your new best friend!
  • There are a few ways to access the lookup info:
   - Open your inventory (i), and then press the inventory letter associated with your item.
   - Farlook: Press ; then : on a monster or item.
   - Type / and ?, and manually type in the item/monster to query (e.g. "potion of acid")
  • Object lookup shows a lot of useful information for items, including object properties and special effects from materials.
  • Object lookup for corpses now shows intrinsics conferred, and other info about eating them (like if they are poisonous or acidic).
  • Weapons show bonus damage and effects resulting from materials.
  • Artifacts can also be looked up to reveal all the special effects they confer or attacks they inflict.
  • You can see if a monster doesn't respect Elbereth or can't be magically scared in the Pokedex.
  • Special item manipulation tricks will also be displayed if they pertain to the item:
    • fermentation recipes with fruit juice (Lookup "fruit juice" for full listing)
    • gem alchemy (Lookup "acid" or "gem alchemy" for a full listing of recipes)
    • forging recipes
    • tinker/upgrade paths

Auto-identification

  • All roles start out having these basic items pre-identified:
    • potions of water
    • blank scrolls
    • scrolls of identify
  • Many items are auto-identified on wear, first use, or when their effects should logically be reveals (ie: water walking boots are identified when you walk over water)
  • Almost all wands are identified when seeing their engraving effects or zap usage.
  • If a wand shares an engrave message with others, it can be auto-identified by process of elimination if its counterparts are already identified.
  • Auto-ID rings dropped into a sink when message is shown (Un)
  • Auto-ID amulets dropped into toilets, if possible (slex)
  • Auto-ID flintstones when rubbed on iron weapons (evil)
  • Rustproof/erodeproof/fixed status is known by default for all items (DynaHack)
  • After a period of using a wielded weapon and gaining experience with it, you will fully identify it (evil)
  • Throne insight now recursively identifies all items in your possession and in your containers (fiq)
  • Blessed stethoscopes can identify eggs (on the floor)
  • Projectile un-identification has been left out (this prevents merging of previously known projectiles in 3.7)

Magic chests

  • The ultimate quality-of-life feature has been imported from EvilHack!
  • Magic chests provide a convenient place to centralize your stash.
  • There are many magic chests in the dungeon, and they all magically share the same contents. So you can store your goods in the Minetown stash, run down to Sokobon, and voila - there they are!
  • Nothing this good comes without a catch though, and since all magic chests start out locked, you will need a special magic key to access them. Magic keys can be found in Mine's End, the Pleasant Valley village level (in Goda's hideout), or at Grund's Stronghold.
  • You can also use the alignment quest keys because they double as magic keys.
  • Note: Monster can and will loot your magic chests - so always make sure to lock them when away!

Magic chest locations:

  • Minetown
  • Sokobon (first level)
  • The Pleasant Valley
  • Your role's quest home level
  • The Lawful Quest
  • Fort Ludios
  • The Black Market
  • The Temple of Moloch
  • The Castle
  • Orcus town

Other QoL

Many effects are explicitly displayed for the player's benefit:

  • The player's magic cancellation (MC) is shown in the status bar (evil)
  • Phasing status is also shown in the status bar. (from EvilHack)
  • Realtime display option is now available (from EvilHack)
  • Show prayer stats in Attributes menu [^X screen] (from UnNetHack, originally from dNetHack)
  • Firearms that have different modes of operation display their modes in the player's inventory.
  • The number of gifts received appears in the #conduct screen.
  • When transmogrifying or using the add property service, the same property will not ever be re-applied. You should always expect to see a different property as a result.

New options are available for the player's convenience:

  • Config option for auto-stair travel (autostairtravel)
  • Config option for kicking shortcuts (ctrlkick)
  • Config option to play without the bloody tile coloring (bloodless)
  • Paranoid swim and paranoid trap options can be set.
  • showdmg option (from SLASH'EM): This shows damage vs the player in (parentheses) and damage vs monsters in [brackets]. It also toggles the flanking bonus display on and off.

Effortless dungeon navigation features

  • > < to auto-travel to stairs (from Unnethack)
  • Control+Direction now kicks in that direction
  • The Astral Plane is always lit (xnh)
  • Removed all random secret corridors (xnh)
  • Don't hide magic portals (from xNetHack)
  • Removed the Quest turn limit (Un)
  • Removed the mysterious force
  • Deliberate level teleporter activation ignores magic resistance (3.7)
  • Switching between your main and alternative weapon does not take any turns (from dnh)
  • Prevent stopping on graves and engravings when running.
  • Punishment no longer stops you from displacing pets (DynaHack)
  • The passtune range has been extended by 1 so you can now play one step farther away from the drawbridge (xnh)

Better inventory management

  • When identified, scrolls of enchant armor ask what armor to enchant.
  • When identified, scrolls of transmogrify ask what item to target.
  • Remove "Auto-select every item" when putting into containers (Un)
  • Default shopkeeper sell prompt to N (xnh)
  • Magical Explosions: Players cannot put known wands of cancellation or magical bags into bags of holding anymore (dnh). This also applies when #tipping into your bag of holding, you will flick away explosive items if you have the item and the BoH identified.
  • Magicbane is safe for any Bag of Holding, it does not cause BoH explosions.
  • If a player charges a depleted Bag of Tricks/Rats with contents - it will now explode and scatter the contents instead of deleting them.
  • You can tip into containers on the ground, as well as empty bags of tricks/rats.

Misc other features:

  • Regeneration only causes additional hunger when injured (Un)
  • Having hunger prevents choking on food (3.7)
  • 1-damage hits still train weapon/unarmed skills (from DynaHack)
  • Chargeable rings may get charged when hit with electricity (3.7)
  • Lower chances of rings exploding during charging. Rings with enchantment +3 or lower will no longer have a chance of exploding when charged, making them similar to enchanting armor and more intuitive. Rings at -5 or lower will only explode from cursed charging. (DynaHack/SporkHack)
  • Useless +0 rings are generate very rarely (xnh)
  • Monsters are prevented from picking up gold in shops (Un)
  • Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
  • Potions have been made more useful from a small collection of patches (see the Alchemy Mechanics section)
  • Allow all position prompts to be aborted (DynaHack).
  • Extrinsic resistances protect items from elemental damage. For example, wearing a ring of fire resistance will protect your scrolls and potions from fire damage.
  • Wielding/wearing item giving stoning res will cure stoning (EvilHack).
  • Phasing allows escape from being engulfed. (EvilHack)
  • When a spell of yours gets under the 100 turn threshold, you will get a reminder that it is fading.
  • All roles (except Caveman) get their special spell granted when they reach level 12 (SpliceHack)
  • Pets will not use rings of teleportation.
  • Players can use gaze attacks in melee range when poly'd into a form with one.
  • Greased/oilskin objects have a chance of resisting theft. (from EvilHack)
  • Merged scimitar and saber skills.

New options and commands

  • #force can also be used on doors while wielding a weapon (SLASH'EM)
  • #naming glitches have been nerfed - Players can no longer #name items for identification clues. On attempting to name a regular object with a related artifact name (e.g. naming a candle "The Candle of Eternal Flame"), your hand will always slip.
  • Monks can break boulders and statues using martial arts skill at skilled level or higher (shift + f and then a movement key).
  • Rogues can steal from monsters by using 'thievery', (must be bare-handed to use, press shift + f and then a movement key).
  • Convicts can #chat with rats to pacify or tame them.
  • Necromancers can #chat with zombies to pacify or tame them.
  • Changed #forge to #craft.
  • #tech accesses your role's available techniques.
  • #loot can be used at your pet to both give and take away items from its inventory.
  • Add #genocided command to view what species have already been eliminated

Wizard mode updates

  • #wizclear (^z), clears all monsters on level (splice)
  • Can wish for monsters with ^w (Un)

New conducts

  • Added celibate conduct (SLASH'EM)
  • Added conduct for performing (or refusing to perform) techniques.
  • Added a conduct for buying or selling from shopkeepers.

Wishing shortcuts

Note: Capitalization does not matter when using these.

Item Shortcut
Amulet of ESP AoESP
Amulet of Life Saving AoLS
Bag of Holding BoH
Cloak of Displacement CoD
Cloak of Invisibility CoL
Cloak of Magic Resistance CoMR
Gauntlets of Dexterity GoD
Gauntlets of Power GoP
Helm of Brilliance HoB
Helm of Opposite Alignment HoOA
Helm of Telepathy HoT
Levitation Boots BoL
Magic Lamp ML
Magic Marker MM
Potion of Extra Healing PoEH
Potion of Gain Level PoGL
Potion of Monster Detection PmD
Potion of Water PoW
Ring of Conflict RoC
Ring of Polymorph Control RoPC
Ring of Teleport Control RoTC
Scroll of Identify SoI
Scroll of Remove Curse SoRC
Scroll of Charging SoC
Scroll of Enchant Armor SoEA
Scroll of Enchant Weapon SoEW
Shield of Reflection SoR
Speed Boots BoS
Unicorn Horn UH
Wand of Create Monster WoCM
Wand of Teleportation WoT
Wand of Undead Turning WoUT
Water Walking Boots BoWW
Kiku-ichimonji kiku

Major changes

These are changes you should definitely know about first, especially coming from other variants.

Credit cloning and pet stealing

  • Pets cannot pick up items in shops anymore and you cannot give an unpaid item to a pet by using #loot.
  • You will have to pay for items or outright steal them in Hack'EM.

Priests and donations

  • When donating to priests - the gold vanishes upon receipt.

Wishing mechanics

  • Using wishes in Hack'EM has long term consequences. Wishing can impact your base luck, the monster spawn rate, and the difficulty of monsters.
  • After the 1st wish (which is always free of consequences), the player's base luck gets lowered by -1 for every wish they have made. So 2 wishes = -2 base luck, 3 wishes = -3 base luck, and so on.
  • Base luck cannot be lowered more than -10 until you reach 13 wishes.
  • If the player makes 13 or more wishes - both base luck and current luck are locked out at -13.

To clarify any confusion about the adjustment to base luck - this means that your luck will now time out to this amount. Your maximum luck is still potentially +10 (or +13 with a blessed luckstone) can still be reached by altar sacrifice or gaining luck from unicorn gem-tossing. If your base luck is quite low, keep in mind that the luck will timeout fairly quickly if it is maximized.

This table lays out the exact adjustments for how many wishes the player has made.

# of wishes base Luck spawn rate difficulty spike
1 0 1x 0
2 -2 2x 2
3 -3 3x 4
4 -4 4x 6
5 -5 5x 8
6 -6 6x 10
7 -7 7x 12
8 -8 8x 14
9 -9 8x 16
10 -10 8x 18
11 -10 8x 20
12 -10 8x 20
13 -13 16x 20

Other wishing notes:

  • Note: Magic lamps are more rare, but always guaranteed to grant wishes. You can bank on the Sunless Sea to have a magic lamp with a wish.
  • Monsters can no longer use wands of wishing to get wishes - if they get a wish from a smoky potion they will still attempt to get something powerful.

Wishing for artifacts:

  • Instead of being based off of how many artifacts exist in the game total (vanilla NetHack method), success is based off of how many artifacts the player has wished for (successful or not).
  • The first two artiwishes are guaranteed.

Astral rain

  • Taming is much more difficult on the Astral Plane.
  • When attempting to use a scroll of taming, a magic harp, the charm monster spell, or any other source of taming - there is only a 10% chance of success.
  • Figurines still function as normal.

Polymorphing mechanics

Bones mechanics

  • When bones files are left, there's a significant chance of items being polymorphed or shuddering away. This makes bones file peeking and bones stuffing a bit less reliable.

SLASH'EM style unicorn horns

The probability of a unicorn horn curing ailments is changed. Blessed horns try to fix all problems, each with the given probability, and uncursed horns try to fix a single problem, with the same probability.

Enchantment Chance
0 or less 30%
1 40%
2 50%
3 60%
4 70%
5 80%
6 or more 90%

SLASH'EM style wraith corpses

In SLASH'EM, wraith corpses have different effects if eaten:

Possibility Effect Message
10% You lose experience. "You feel that was a bad idea."
10% Your maximum HP and Pw decreases. "You don't feel so good ..."
20% Nothing happens. "You feel something strange for a moment."
10% Your maximum HP and Pw increases. "You feel physically and mentally stronger!"
50% You gain experience. "You feel that was a smart thing to do."
  • Necromancers will always benefit from eating wraith corpses and default to gaining a level.
  • Undead Slayers get a -5 alignment penalty for eating a wraith corpse.

Finite altars

  • When sacrificing and receiving gifts from an altar, there is a chance that the altar will be forever destroyed if you have received more than two (2) gifts in the current game.
  • Note: God-given minions count as gifts in addition to crowning and sacrifice gifts.
  • Infidels will never risk having the altar destroyed during sacrifices, however, their artifact gifts have been reduced solely to Secespita.

Odds of destruction


# of gifts chance of destruction
1 0%
2 0%
3 33.3%
4 40%
5 45.5%
6 50%
7 53.8%
8 57.1%
9 60%
10 62.5%
15 71.4%
20 76.9%
25 80.6%
30 83.3%

Crowning and altar destruction:

  • If you are crowned on an altar, that altar will always be destroyed at the end the crowning process - even for infidels.

Hack'EM has more altars than in vanilla NetHack.

  • The Lawful Quest has a guaranteed co-aligned altar
  • The Temple of Moloch houses an unaligned altar to Moloch.
  • All SLASH'EM roles have guaranteed altars in their quests (ice mage, flame mage, yeoman, undead slayer, and necromancer).

Strategy:

  • To evaluate whether you should proceed with an altar sacrifice, you can see how many gifts you have received in the #conduct menu.
  • Altars can actually be created in Hack'EM from polymorphing sinks. Simply drop a ring of polymorph down a sink or pour a potion of polymorph down the drain. To pour a potion into a sink, use the #dip command. The odds of polymorphing a sink into an altar are 1 in 7, the other times it will become a different dungeon feature. Toilets are the only other dungeon feature that can be polymorphed. If you drop an amulet of change into one it will change into a sink.

Destroying a temple altar with priest attending:

  • If you destroy an altar with a priest present, the priest will not become hostile immediately.
  • However, use extreme caution because if you attempt any further #chat with that priest, he or she will turn on you - even if previously co-aligned.

Spell limits

  • The number of spells a character can learn depends on their role and combined wisdom and intelligence.
  • Non-spellcasters are severely restricted in their potential for spellcasting. Even with maximum INT and WIS, the best they can hope to attain is 3-4 spells in their repertoire.
  • Primary-spellcasters (healers, priests, flame/ice mages, necromancers, and infidels) can build up a collection of 11-12 spells.
  • Wizards are a bit more skilled, so their maximum is 15-16 spells.

If you have reached your characters ceiling for learning spells, you can either attempt to maximize your intelligence and wisdom, or you can forget a spell with a potion of amnesia. Blessed potions of amnesia have been adjusted to allow safe removal of the last spell slot in your spellcasting repertoire. If you choose to remove a spell this way, there will be no other negative effects from the potion.

One important thing to consider is that all roles (except cavefolk) get a special spell gifted upon reaching level 12. This spell does not respect the spell limits and it is always guaranteed.

Elbereth

Initially, players must discover Elbereth within the game, either through rumors or by reading about it, with exceptions made for elves and hobbits, who innately possess this knowledge. When conflict is in effect, the protective power of Elbereth is nullified. Orcs, regardless of their form, are incapable of learning Elbereth. In a significant development, when a lawful character is crowned as the Hand of Elbereth, they gain knowledge of Elbereth if they didn't possess it before. The alignment penalty for attacking while invoking Elbereth has been reduced to a modest -1.

Notably, there are some creatures that show no reverence for Elbereth's protection:

Scare monster

Numerous creatures in the game exhibit immunity to both Elbereth and Scare Monster, further challenging players. This immunity encompasses a wide array of adversaries, including all unique monsters such as the formidable Wizard of Yendor, quest nemeses, and the Riders. Angelic beings, denoted by the symbol 'A,' as well as anything represented by the symbol '@,' along with mplayer monsters, are also impervious to these tactics. Additionally, any monsters under the influence of conflict or those in a berserk state also share this immunity, creating additional complexities for adventurers in their encounters. Mindless monsters also do not respect magical scaring.

Mechanics changes

Combat

  • Major change from SLASH'EM - Artifact weapons do not deal flat +x damage - they deal damage based on their dice rolls.
  • All edged weapons can be poisoned (ex: daggers, swords)
  • When a player attempts to strike a monster using a weapon they are either restricted or unskilled in, or any non-weapon item, their likelihood of successfully landing a hit will never exceed 75%. Notably, bare-handed combat remains an exception to this rule.
  • Launchers now contribute to damage.
    • The enchantment of a launcher applies to missiles shot from it. However, the enchantment on a launcher and missiles does not stack. This means you only need to enchant the launcher and can save scrolls of enchant weapon for other uses.
    • Example #1: You have a +7 bow and +0 arrows. The arrows will act as if +7.
    • Example #2: You have a +0 bow and +7 arrows. The arrows will act as if +7.
    • Example #3: You have a +7 bow and +7 arrows. The arrows will act as if +7.
    • Example #4: You have a +3 bow and +2 arrows. The arrows will act as if +3.
  • Strength bonus for two-handed weaponry is x1.5 (from EvilHack)
    • The standard damage bonus for strength is multiplied 1.5 times when wielding a weapon using two hands, or if you're a giant one-handing a two-handed weapon (they're heavy)
  • Gloves' enchantment is now added to unarmed damage.
    • Example: Fighting bare-handed with +3 gloves adds +3 damage to hits.
  • Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.

Skill system overhaul with crosstraining

The skill system for achieving proficiency in weapons and spells has been overhauled and adapted to the UnNetHack system.

UnNetHack changes the number of successful uses of a skill required to reach each level. These values are:

Skill level Successful uses Old value
Unskilled 0 0
Basic 100 20
Skilled 200 80
Expert 400 180
Master 800 320
Grand Master 1600 500

Spell skills, however, advance four times as fast until the player is Skilled in the relevant skill, after that, the skill only advances twice as fast as shown in the table above.

Crosstraining skills:

However, in addition - we have also brought in crosstraining from DynaHack. As you level up a weapon skill, it will enable faster training of related skills. You will notice a 2x by a skill that gets a double bonus, or even a 3x or 4x bonus.

Also from DynaHack a couple tweaks were made to skill bonuses that increase the effect of skills on weapon to-hit/damage.

Crosstraining bonuses:

While you are training up weapons, you will also get rare bonus training points for related skills. As an example you might get a bonus to mace skill when exercising club skill because they are both "bludgeon" weapons. As your skill grows, the bonuses will become more frequent. As a result, it might be worth maxing out a strong skill your role starts with to benefit from all the crosstraining bonuses. Once a skill can be advanced (100%) it will stop receiving random crosstraining bonuses.

Shield skill

A new trainable skill from EvilHack, shield skill gives the player a new avenue of defense (and even offense) to train up. Roles that can highly train shields will benefit from much higher AC and gain some nice offensive bonuses. The shield skill also works in conjunction with the Power Shield technique, which you gain access to on attaining skilled level in shields. This technique can be a lifesaver if you get caught in a sudden ambush.

AC bonuses:

  • To get these bonuses, you must be wearing a shield and have the required skill.
Skill level AC bonus
unskilled/restricted +0AC
BASIC skill: +1AC
SKILLED skill: +3AC
EXPERT skill: +5AC
MASTER skill: +8AC

If your role allows for it, you can train up your shield skill while wearing a shield. If you block an attack outright with your shield, that automatically trains shield skill. Otherwise, there's a small chance of training shield skill while wearing one and a regular miss event occurs.

Shield Bashing:

If shield skill is basic or higher, and a shield is being worn, there's a chance the player will receive an extra 'shield bash' attack along with their regular attack. The greater the shield skill, the greater the chance of the extra shield bash attack occurring.

  • Small shields do 2-4 damage, Tower shields do 2-13 damage.
  • All other shields do 3-8 damage (not counting material hatred, which is factored in).
  • Expert skill or higher gets an extra small damage bonus
  • Expert/master skill in shields gives a chance of stunning your target with a shield bash.

Misc:

  • If expert skill or higher in shields, your shield will be prevented from being taken away via dwarvish bearded axe attack.

The roles that can train in shields are:

Role Shield Skill
Archaeologist BASIC
Barbarian SKILLED
Caveperson BASIC
Convict BASIC
Knight EXPERT
Necromancer SKILLED
Priest SKILLED
Rogue BASIC
Ranger SKILLED
Tourist BASIC
Undead Slayer SKILLED
Valkyrie MASTER
Yeoman BASIC
  • Knights and Valkyries start at basic skill.

Mold and fungus resurrection

  • This content has been imported from xnh, which, in turn, had borrowed it from SLASH'EM.
  • Corpses have a chance over time to grow moldy and produce a random F monster.
  • The corpses of petrifying monsters (ie: cockatrices) will only grow green molds.
  • The resurrection rates have been tapered back a bit, so it's not as pervasive as in Slash'EM - but there are now more molds that can spawn (including moldiers at deeper levels).
  • Moldy corpses can be used with different potions (see the brewing patch details)

Conflict

A significant change has been introduced in the way conflict is triggered in the game. Now, when inciting conflict, the player's charisma score plays a crucial role in the process.

The formula behind this calculation is: (CHA - monster level + player level).

If this result exceeds 19, it is capped at 19. Subsequently, there is a percentage-based chance, determined by a random roll of the dice (rnd(20)), to determine whether the conflict actually takes effect or not. Even with maximum charisma and experience level, there's still a 5% chance of conflict failing to activate. Another crucial aspect is that the monsters must have visual contact with the player for conflict to activate.

Dexterity based AC

  • Dexterity can directly affect the player's AC, for better or worse. See the chart below for details.
    • Being encumbered negates AC bonuses from dexterity
    • Wearing any kind of heavy metallic body armor (not mithril) or other rigid material (bone, stone, wood) will also negate dexterity bonuses.
Dexterity AC change
<= 6 +3
7-9 +1
10-14 none
15-16 -1
17-18 -2
19-20 -3
21-23 -4
24-25 -5

Amnesia

  • Can make you lose Elbereth knowledge if you had it.
  • Can make you lose intrinsic telepathy.
  • Can make you forget forget about shambling horrors.
  • Can make you lose "eaten knowledge", which doppelgangers use to poly into different forms.
  • Psychic resistance protects from amnesia loss, however the only sources are wearing a tinfoil hat or playing as an illithid form.
  • Potions of amnesia can also inflict this effect if imbibed or inhaled. Potions of amnesia always have the "sparkling" appearance. Keep in mind that monsters can throw these potions at you.

Religion, prayer, altars

  • If an unaligned altar generates with a priest of Moloch, that priest will be hostile to all roles except infidels.
  • This means the VoTD priest is always hostile and unable to give donations (unless, of course, you are an infidel.)
  • Sacrifice offerings can sometimes bless random objects (From SLASH'EM)

Minions

  • SLASH'EM had a mechanic for getting aligned minions as gifts from your god when you sacrifice or pray with low health. This has been ported over but with some restrictions.
  • Minions will not be granted when:
    • You are praying.
    • You have negative luck.
    • You have been crowned
    • You have completed the quest
    • You have been expelled from the quest
    • You have any pets on the current level (prevents overcrowding)

As the number of altar gifts increases, the odds of getting a minion decrease.

  • The minions granted are a little bit different from SLASH'EM but generally follow the same pattern.
  • Minion pets are not subject to the same tameness expiration as normal pets - they should remain tame forever unless abused or their tameness is reduced in some other fashion.

Dungeon growth patch

Another feature ported over from Slash'EM. This enables trees to slowly branch out in the dungeon and occasionally drop ripe fruits/leaves, offering potential resources to the player.

This encourages the growth of various herbs that are left on the ground or placed in water. Herbs left unattended will periodically sprout more of the same type in the surrounding tiles. These herbs comprise garlic, wolfsbane, catnip, carrots, mushrooms, pineapples, and kelp fronds. While some of these may not be technically herbs, they still exhibit prolific growth.

One intriguing strategy is to leave these items on the ground early in the game and return after a significant number of turns to see what has been "farmed."

Levels containing trees have a chance of yielding an extra axe, which can be helpful for managing potential overgrowth caused by the spreading trees.

Oily Corpses patch

  • There is a 20% chance upon starting to eat a corpse of certain slippery monsters (e.g. most slithy, non-snakelike monsters and most blobby monsters) that your fingers get slippery. Tins of them are not slippery unless caused by the tin preparation.

Slow Luck timeouts (modified)

In Hack'EM, Luck items greatly slow down Luck timeout rather than stopping it completely - this is similar to how it works in UnNetHack and EvilHack, however, the timeouts have been modified and extended to cover extremely negative base luck situations (this could occur from wishing and incurring many base luck penalties). The timeouts have also been reduced heavily from the UnNetHack calculations.

The modified Luck timeout depends on how far your Luck is from your base Luck: the higher or lower your Luck, the less the timeout is slowed. The timeout is calculated every turn, meaning gaining or losing a point of Luck could result in that point timing out immediately.

The modified Luck timeout is calculated by the following formula:

   Timeout = 25 * (20 - base_distance) * (20 - base_distance)

base_distance is how far you are from your base luck. If your base luck is 0 and you have 3 Luck, the base_distance is 3. If you have -10 base luck and 10 Luck, the base_distance is 20.

Additionally, Archaeologists gain a +1 bonus to base Luck from wearing a fedora. Putting on or taking off the fedora also changes your natural Luck accordingly.

base
distance
Timeout Time to
base Luck
0 0
1 9 025 9 025
2 8 100 17 125
3 7 225 24 350
4 6 400 30 750
5 5 625 36 375
6 4 900 41 275
7 4 225 45 500
8 3 600 49 100
9 3 025 52 125
10 2 500 54 625
11 2 025 56 650
12 1 600 58 250
13 1 225 59 475
14 900 60 375
15 625 61 000
16 400 61 400
17 225 61 625
18 100 61 725
19 25 61 750
20 0 61 750

If you have the Amulet or your god is angry with you, halve all times in this table.

Intrinsics and resistances

Partial resistances

  • Intrinsic resistances are no longer binary, but are percentages instead. The spread is 5% to 50% resistance gained from eating per corpse. Damage reduction from various attacks is determined by how much partial resistance the player has to it.

Partial reflection

  • Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.

Partial magic resistance

  • The "shower of missiles" monster attack is not completely negated by magic resistance.

The afraid and fearless conditions

  • The player can sometimes become too afraid to control their actions and will run away in fear.
  • This is similar to the effects of being stunned or confused. You won't be able to control your movement or attacks, but you can still use items as normal.

Causes of fear:

-* If you get caught in an explosion type that you are vulnerable to, it can cause a brief panic attack. This only occurs 1 in 3 times and if the damage exceeds a 3d6 roll.

Curing fear:

  • If the monster you are afraid of dies, your fear will subside as well.
  • Quaff a potion of booze. Quaffing booze actually gives you intrinsic fearlessness. If blessed it grants for 8d6 (more) turns, otherwise 8d3 turns - even after the confusion wears off.
  • Quaff a potion of amnesia (Note: this will make you forget many valuable things, so use extreme caution when considering this strategy)
  • Let it time out
  • Applying a non-cursed Nighthorn
  • Invoking the Staff of Aesculapius
  • Using the calm steed technique as a centaur

Preventing fear:

  • Wear a tinfoil hat
  • Wield a weapon with the "rage" property
  • Wear the large shield Pridwen
  • Wield Dragonbane to protect from dragon roars
  • Knights are also specifically immune to dragon roars
  • Play as a Necromancer, they start with intrinsic fearlessness

Note: Wearing or wielding extrinsic sources of fearlessness that prevent fear don't actually cure fear, but wearing them does nullify the effects. If you remove the item, the fear will still be active until it times out or is actually cured.

Extreme stability

  • Some monsters have a new clobber attack which can knock you senseless.
  • You are vulnerable to this attack if you are smaller than a huge monster and are solid.
  • A successful clobber attack occurs 1 in 6 times and will send you flying back 1 to 2 squares.
  • Furthermore, after being hurtled back, there is a 1 in 4 chance of being stunned for 2-3 turns.
  • The stability property protects you(or monsters) from clobber attacks, it won't reduce the damage, but it will keep you from moving and being stunned.

Be very wary of your surroundings in encounters with monsters that clobber. You don't want to be next to lava or water tiles because you could easily be hurtled back to your death.

Sonic damage and resistance

  • Ported from SpliceHack

Sonic damage comes in two main forms: rays and monster attacks. The sources of sonic rays are primarily wands of noise, violet dragons, and the sonic boom spell. These rays can be reflected (with a source of reflection) or resisted with sonic resistance. Sonic rays are quite destructive and will easily shatter anything made of glass in a monsters inventory, your inventory, or even on the floor. Glass objects include potions, rings, wands, tools, armor, or weapons. It is possible to shatterproof your items by wielding one and reading a scroll of enchant weapon while confused. Sonic rays can also destroy iron bars, toilets, sinks, boulders, and statues.

There are a handful of monsters which possess potent sonic or "scream" attacks. The common theme is that they are all ranged and can be launched from about 12 squares from the hero. They can also be used in melee range.

  • concussive spheres: A one-time explosive sonic blast (similar to flaming spheres)
  • violet dragons: Sonic breath attack, and passive sonic damage.
  • screamer: Similar to a shrieker, but deals a sonic scream
  • nazgul: Scream which stuns
  • monstrous spider: Scream which inflicts fear
  • mobat: Piercing scream
  • banshee: Scream which inflicts fear
  • harpy: Song which paralyzes.
  • gibberling: Possesses a plethora of attacks, each inflicting a unique but twisted effect (similar to a cursed unicorn horn)

All of the scream attacks can also shatter glass objects. The gibberlings and harpies don't scream, but are quite dangerous anyway.

Also - there are sonic bombs, and spellcasting monsters can make you vulnerable to sonic damage.

As you can see, in Hack'EM the player must have a game-plan for dealing with sonic damage going into the late game. How can you protect against it or at least mitigate the damage? There is no source of intrinsic sonic resistance, unless you polymorph into a monster that innately has it. All sources are extrinsic but once obtained will also protect your items from shattering.

Sources of sonic resistance:

The tortle race also starts with a toque, which doesn't grant explicit sonic resistance - but it will protect the player from sonic damage and nullify the effects of sonic attacks. Unfortunately, it will not protect your glass items from destruction. Becoming deaf also accomplishes the same thing.

One other obscure source of sonic resistance is simply being underwater. This automatically dispels any sonic damage and grants you (and monsters) sonic resistance while submerged.

Using sonic damage for offense:

  • It may look daunting seeing all the sonic threats facing the player - but keep in mind that if you are able to obtain Thunderstruck, or a decent weapon that has the scream property (which does sonic damage), you now wield a weapon that the majority of monsters in Hack'EM do not resist. Only about 5% of monsters are sonic resistant. There are almost double the amount of acid resistant monsters at ~10%, which shows how niche this attack vector is.

Psychic damage and resistance

  • (from Splice and EvilHack)

Like sonic damage, psychic damage also comes in a few forms. The form most players will be familiar with is the mind flayers psychic blast, which can target you from a wide range. A few new monster now also have a melee based psychic attack: the gnomish psyker and the dream thief. Ethereal lights also are fast and will explode on contact, inflicting psychic damage as well as fear on the player.

Psychic resistance:

  • Illithids start with psychic resistance.
  • The only source of extrinsic psychic resistance is the tinfoil hat.
  • Protects you from forgetting skills, spells, and other things from potions and scrolls of amnesia, as well as mind flayer and zombie brain eating attack.
  • Protects you from an illithids psionic wave and tentacle attacks.

Larva carrier property

  • Some monsters can infect you with dangerous eggs! If their larva are allowed to hatch, they emerge from your body dealing a significant amount of damage in the process. Plus, you have to deal with a new set of monsters in front of you. The only way to defend against this attack, other than canceling the injector, is to be polymorphed into a monster with thick skin.

Luckily, you can cure this condition using a few different methods:

  • quaffing potions of sickness (this kills the larva from inside)
  • drink from a toilet (poisonous water)
  • receiving a disease attack from a monster
  • eating a pill
  • invoking the Staff of Aesculapius
  • invoking the Healing Hands technique
  • being zapped by a cure sickness spell

There are only three monsters that can infect you with larva, remember them well: giant ichneumon, gibberlings, and spibrawulfs.

Regeneration

  • The player is unable to regenerate hit points while in the Valley of the Dead – healing via other methods (potions, healing spells) is still possible.
  • Regeneration only causes additional hunger when injured.
  • Restful sleep regenerates HP (we can get restful sleep property from the amulet of restful sleep or a ring of sleeping)

Item manipulation

Item generation

  • 1/80 of random non-artifact weapons will be generated erodeproof (xnh)
  • 1/80 of random non-artifact items will be generated as pre-eroded (xnh)
  • Grease will generate on an erodible object every once in a great while - 1 in 1000 chance (xnh/3.7)

The following effects of items with certain randomized appearances are adapted from dNetHack:

  • Combat boots grant +1 AC and +1 to-hit when attacking.
  • Mud boots make you more resistant to wrap attacks.
  • Hiking boots grant +100 to carrying capacity while you are grounded (e.g., not levitating or riding a steed).
  • Jungle boots prevent many types of leg injury.
  • Padded gloves grant +1 AC.
  • Old gloves can't be eroded.
  • Fencing gloves grant +2 to-hit with a one-handed weapon and no shield

Object materials

  • Object materials were inherited from EvilHack. For details see EvilHack § Object materials
  • Many objects and items can spawn made from something other than its base material.
  • In Hack'EM - you will also notice rings and unicorn horns appearing in new strange materials. Ring appearances were completely overhauled to enable more diverse materials appear.
  • Any item or object that is susceptible to being rusted, corroded, rotted, burned, or fractured can be completely destroyed via those methods unless fixed.
  • Any item or object can be fixed (wielding the object and reading a scroll of enchant weapon while confused) if its material allows for it.
  • The dragonhide AC bonus has been reduced from 8AC to 5AC.
  • Shirts can only be cloth.
  • Mummy wrappings can be leather or dragonhide.
  • Gold objects are notable because they are the frequent targets of leprechaun theft.
  • Glass objects should be handled with care because they are vulnerable to shattering from sonic attacks.

Keep in mind that if the material of an object is not working for you, it may be possible to alter with a scroll of transmogrify.

Object properties

The object properties patch exists in a handful variants – the code used for Hack'EM was taken from EvilHack, which in turn was taken from GruntHack and then modified significantly.

An object property is a magical attribute associated with an item – in other variants that have object properties, the number of magical properties and the number and types of items they can be applied to is rather broad, and finding such properties on these items is not uncommon. In Hack'EM, there are many object properties, they can be applied to weapons, armor, and rings, but the chances of finding such items at random is quite rare and you cannot wish for object properties. However, new alternate methods have been created to both discover and manipulate object properties since they will be a powerful resource to the player.

Eligible items for object properties are: weapons, armor, and rings (with some restrictions).

Restricted items: non-weapons (ie: cockatrice corpses), artifacts, dragon scales, and unique items.

  • A players' starting inventory will never spawn with an object property (with the exception of the Undead Slayer-Vampire who starts with a jacket of fire resistance)
  • Changing a regular item with object properties into an artifact (e.g., dipping for Excalibur) will strip that item of its object properties.
  • Extrinsic properties that are applied to weapons or armor are active only when those objects are wielded/worn. With weapons, extrinsic properties also work in the offhand whilst twoweaponing.

Generation odds

Random item generation:

  • Odds of an eligible item having a magical property: 1 in 150
  • Odds improve deeper into the dungeon
  • The chances of an item having 2 properties on creation is 1 in 100000.

Player monsters:

  • Odds of their weapon having a magical property: 1 in 20 if high level or encountered on the Astral Plane

Angel-class monsters:

  • 1 in 10 chance of their long sword having a magical property

Two properties: 1 in 100,000 chance of an eligible item randomly spawning with two properties.

Identifying object properties

  • Observing the effects of most properties in action should auto-identify the property.
  • The shopkeeper identify service will reveal properties on weapons, armor, and rings.
  • Adding a property via confused scroll of transmogrification or shopkeeper service will auto-identify the property on successful grafting.
  • Some properties will auto-id upon wielding or wearing, like the stealth, slow, oilskin, and rage properties.
    • Trying to sell stench items, the shopkeepers will refuse - identifying them.
    • Items with the excellence, vigilance, or prowess properties usually auto-identify because they modify stats like charisma or wisdom.
    • If an item of sustainability or toughness resists draining or destruction, the property is revealed.
    • Using items with the swimming or surfing property on water auto-identifies them.
    • The pirate's first gift, The Marauder's Map, has a useful #invoke ability that reveals artifacts and items with properties.
  • Wizards have an innate ability to 'sense' if an item is magical (much like a Priest being able to know the beatitude of all items).
  • Dipping weapons with offensive properties into fountains or toilets can reveal what property it has. The weapon properties that interact with water are: fire, frost, shock, decay, scream, sizzle, rage, venom, filth, and sleep.
  • Wielding or wearing an item with the insight property will grant you the ability to sense magical properties.
  • Reading scrolls of magic detection reveals properties.
  • Zapping wands of probing at items reveals their properties.
  • If playing as a Jedi, you start with a droid pet. This pet is capable of walking over items and revealing their properties.
  • Archaeologists can use their appraisal technique to reveal properties on items.
  • In other cases, use your own judgment and logic to narrow down the property.

Manipulating object properties

Shopkeeper's Add Property service:

  • Non-magical items have a base charge of 750.
  • Magical items have a base charge of 2250.
  • The shopkeeper can add a random property to an item of your choosing. The item type depends on the shop type, so a ring shop can add properties to rings, and so on.
  • After adding a property, the weapon is also fully identified.
  • If a weapon already has a property, the shopkeeper will offer to remove it for a base price of 200. There is a 1 in 4 chance of successful removal.

Upgrade/tinker and property transfers:

  • Upgrading/tinkering objects will not remove or change any properties on the item.

Forging and property transfers:

  • Properties will never spontaneously appear from forging results, the property has to come from the first or second ingredient.
  • Forging will take the secondary object property over the primary. If you have formally identified the object property of one of the recipe objects, you'll know the object property of the newly forged object.

Dipping into a potion of invulnerability:

  • Items can be dipped into potions of invulnerability to gain the toughness property.

Polypiling and Property transfers:

  • Polymorphing items that are cursed always wipes the properties from an obj.
  • An uncursed object has a luck dependent chance of retaining its properties.
   LUCK:     <0      0     +2     +5     +8    +11
   SUCCESS: 0.5%  20.0%  39.5%  59.0%  78.5%  98.0%

The Scroll of Transmogrify:

  • Confused readings can be used to altar the properties of objects.
  • A confused cursed scroll will remove any properties on an item.
  • An confused uncursed scroll will change an existing property on an item (depending on luck)
  • Reading a confused blessed scroll will add a random property to the item. If it's a magical item (ie: speet boots or cloak of magic resistance), a successful property addition also depends on luck, similar to the above odds.
   LUCK:     <0      0     +2     +5     +8    +11
   SUCCESS: 0.5%  20.0%  39.5%  59.0%  78.5%  98.0%
  • When changing or adding properties, any property is valid - even those with negative effects.


Table of object properties

The table below lists all available magical properties, what items they can be applied to, and what their function is.

Object property Armor/ring attributes Weapon attributes
Fire fire resistance +(1d5+3) fire damage
Frost cold resistance +(1d5+3) cold damage
Shock shock resistance +(1d5+3) shock damage
Venom poison resistance permanently poisoned(*)
Sizzle acid resistance +(1d5+3) acid damage
Scream sonic resistance +(1d5+3) sonic damage
Decay drain resistance drain life attack
Sleep "alertness"
sleep resistance
sleep attack
Vs Stone petrification resistance petrification resistance
(only for launchers)
Filth "health"
sickness resistance
disease attack
Toughness makes item erodeproof
makes item indestructible
cannot be used in forging
makes item erodeproof
makes item indestructible
cannot be used in forging
Oilskin n/a permanently greased
only valid on cloth
ESP telepathy telepathy
Searching searching searching
Stealth stealth stealth
Vigilance wisdom adjustment
warning
flanking evasion
wisdom adjustment
warning
flanking evasion
Excellence charisma adjustment
luckstone effect when worn
charisma adjustment
luckstone effect when wielded
Insight see invisible
magical detection
see invisible
magical detection
Prowess n/a dexterity bonus
You gain double the usual skill points when using weapons and spells.
It also doubles the rate your tech cooldowns expire.
Surfing water walking
speed bonus on water/lava
water walking
speed bonus on water/lava
Rage n/a fearlessness
bloodthirsty (the rage weapon will attack mercilessly like Stormbringer)
max damage rolls on the weapon with rage.
Fumbling fumbling fumbling
Hunger hunger hunger
Stench aggravate monster
prevents digestion
unedible item
aggravate monster,
prevents digestion,
inedible item
Teleportation teleportitis teleportitis
Lethargy slow slow
Sustainability fixed abilities
item cannot be enchanted(*)
item is immune to disenchantment and draining
item never shudders from polymorph
fixed abilities
item cannot be enchanted(*)
item is immune to disenchantment and draining
item never shudders from polymorph
Danger infravision
increased difficulty
infravision
increased difficulty
Burden stability
item weighs 8x
stability
item weighs 8x

Notes:

  • All sources of resistances or statuses are considered extrinsic
  • If a property affects a stat (like charisma), the adjustment is based on BUC status (25/18/6 – blessed/uncursed/cursed)

(*) Venom inflicts the normal 1d6 extra poison damage with a 10% chance of instakill by poison, plus an additional 1d2 poison damage.

  • Cloaks with the oilskin property also let you pass through tight diagonals.

Malcolm Ryan's Brewing Patch

Enables the player to dip mold corpses in potions of fruit juice to start a fermentation timer that will eventually turn the potion into something else dependent on the mold.

  • Dipping brown mold into fruit juice produces blood
  • Dipping green mold into fruit juice produces acid.
  • Dipping yellow mold into fruit juice produces confusion.
  • Dipping red mold into fruit juice produces booze.
  • Dipping violet fungus into fruit juice produces hallucination.
  • Dipping gray fungus into fruit juice produces amnesia.
  • Dipping orange mold into fruit juice produces sleeping.
  • Dipping black mold into fruit juice produces sickness.
  • lichens, shriekers, and non-F corpses do not ferment.
  • Dipping cursed molds into fruit juice produces sickness.

Note: This also makes the shopkeeper charge you for shop-owned fruit juice that you begin fermenting. This allows you to buy the new, possibly more expensive potion at the cost of the fruit juice.

Pouring potions into sinks

  • (from xnh)
  • Allows for safer identification of potions by dumping them down the drain, leaving the hero to suffer only vapor effects.
  • This is done by selecting a potion to #dip while standing on top of a sink. If a potion of polymorph is poured down a sink, it polymorphs it.

Gem alchemy

  • Acid is no longer a useless endgame potion!
  • Gems dissolve in acid to produce new potions.
  • If the acid is cursed, there is a guaranteed alchemical explosion, otherwise there is always a 1 in 30 chance of an explosion.
  • Use the object lookup (on a gem) to see what potion is created from a particular gem.
  • Note: Smoky potions cannot be produced with this method.

Upgrading and tinkering

Hack'EM features an upgrading mechanic facilitated by potions of gain level or the tinkering technique or the tinkering service sometimes offered by gnomish shopkeepers, a feature adapted from SLASH'EM.

The upgrade process has seen some improvements, offering an accessible object lookup system to display upgrade information for each item. Each item now maintains a one-to-one relationship, directly mapping to the specific item it upgrades into. This transition also brings about changes in the power of magical item upgrades, as their properties are retained in their new forms, resulting in a reduction in the potency of many magical item upgrades to maintain game equilibrium.

New Upgrade Table:

  • "->" Indicates a one-way transformation path
  • "<->" indicates the two items upgrade back-and-forth.
item 1 to item 2
orcish arrow -> arrow
arrow -> elven arrow
elven arrow -> orcish arrow
ya <-> light arrow
boomerang <-> chakram
orcish spear -> spear
spear -> elven spear
elven spear -> dwarvish spear
dwarvish spear -> orcish spear
orcish dagger -> dagger
dagger -> elven dagger
elven dagger -> stake
stake -> great dagger
great dagger -> orcish dagger
knife <-> stiletto
axe <-> throwing axe
dwarvish bearded axe <-> battle axe
pick-axe <-> dwarvish mattock
orcish short sword -> short sword
short sword -> elven short sword
elven short sword -> dwarvish short sword
dwarvish short sword -> orcish short sword
orcish scimitar <-> scimitar
saber <-> rapier
broadsword <-> elven broadsword
orcish long sword -> long sword
long sword -> elven long sword
elven long sword -> orcish long sword
mace <-> heavy mace
morning star <-> orcish morning star
war hammer <-> heavy war hammer
club <-> aklys
orcish bow -> bow
bow -> elven bow
elven bow -> orcish bow
quarterstaff <-> silver capped staff
staff of escape <-> staff of matter
staff of war <-> staff of divination
staff of necromancy <-> staff of healing
cornuthaum <-> dunce cap
fedora <-> elven helm
orcish helm <-> dwarvish helm
helm of madness <-> helm of brilliance
helm of telepathy <-> tinfoil hat
dwarvish chain mail <-> elven chain mail
chain mail <-> orcish chain mail
splint mail <-> large splint mail
ring mail <-> orcish ring mail
light armor <-> jacket
robe <-> large robe
robe of weakness -> robe of power
robe of power -> robe of protection
robe of protection -> robe of weakness
striped shirt <-> t-shirt
mummy wrapping <-> plain cloak
orcish cloak -> dwarvish cloak
dwarvish cloak -> elven cloak
elven cloak -> orcish cloak
poisonous cloak <-> alchemy smock
orcish shield <-> dwarvish roundshield
large shield <-> tower shield
small shield <-> elven shield
gauntlets of fumbling <-> gauntlets of dexterity
low boots <-> high boots
fumble boots <-> elven boots
levitation boots <-> water walking boots
sack <-> oilskin sack
oilskin sack <-> bag of holding
bag of rats <-> bag of holding
bag of tricks <-> bag of holding
bag of holding <-> sack
skeleton key <-> lock pick
mirror <-> expensive camera
eight ball <-> crystal ball
lenses <-> goggles
towel <-> blindfold
leash <-> saddle
tin opener <-> tinning kit
pea whistle <-> magic whistle
flute <-> magic flute
tooled horn <-> horn of plenty
fire horn <-> frost horn
harp <-> magic harp
leather drum <-> drum of earthquake
whetstone <-> luckstone
loadstone <-> healthstone

Techniques

Changes to techniques

  • Removed limit breaking from techniques. This was the primary attribute of techniques that was broken in SLASH'EM. One could simply lower their HP and gain unlimited access to some of the techs for some fairly unbalanced advantages.
  • Maintaining your techniques requires eliminating harmful conditions from your play. While suffering from most harmful ailments, your tech cooldowns will expire much slower. This includes most major physical and mental ailments, as well as being too hungry or satiated. If you are wielding a weapon with the prowess property, the normal timeout will always apply.
  • Tech cooldowns will also not expire if the player is just waiting or searching on one square.
  • Revised tech cooldown times. There are four broad categories of techniques. Premium techs are really powerful, so they have a long cooldown of 1500-2500 turns. Strong techs are very useful and comprise most of the techs, so the standard cooldown is 1000-1500 turns. Mid-strong techs are not too abusable, but deserve some kind of timeout so they are 500-1000 turns. Utility techs are very useful techs and meant to be quite accessible, so they are only 100-200 turns. There are also some techs which don't have any timeout at all.
  • Double damage (from DeathVision or Staff of Rot) is handled properly for techs.

List of techniques

Technique Notes Origin
air dash
  • Monk blitz tech
  • Cannot air dash while trapped or underwater.
  • Using the air dash tech while confused, stunned, or fumbling goes in a random direction.
SLASH'EM
Berserk SLASH'EM
blessing
  • Priest
SLASH'EM
blink
  • Hobbits
SLASH'EM
blood magic
  • Adapted the Blood Magic skill from SpliceHack into a technique for necromancers.
Hack'EM/Splice
booze
  • For the deferred Drunk role from SlashTHEM.
SLEX
break rock
  • Adapted the monk's boulder breaking ability from EvilHack into a technique.
  • It it still available by using force attack (F) on boulders or statues.
Hack'EM/Evil
calm steed
  • Yeoman
  • Cures fear when used in centaur form/race.
SLASH'EM
chained blitz
  • Monk blitz tech
  • Chain blitz tech now shows how many blitz moves you have available and input feedback as you type the blitz commands.
  • Chain blitz shows helpful feedback for incorrect inputs.
  • Chain blitz only costs energy if a successful command sequence is input; invalid commands also don't use up the tech.
  • Chain blitz commands can also be terminated with ; or :
  • Updated blitz commands to be shorter and more intuitive;
  • commands with 2 versions are always mirrored.
  • Instead of wasting a move when making a mistake in chain blitz, it just cancels the tech and let's the player try again.
SLASH'EM
charge saber
  • Jedi
SlashTHEM
chi strike
  • Monk blitz tech
SLASH'EM
chi healing
  • Monk blitz tech
SLASH'EM
critical strike
  • Rogue
SLASH'EM
cutthroat
  • Rogue
SLASH'EM
dazzle
  • Vampirics
SLASH'EM
disarm
  • Any role can get this tech by advancing a non-ranged weapon skill to Skilled.
  • In SLASH'EM, you could get this tech by advancing any weapon skill except whips.
  • In Hack'EM, we have instead excluded ranged weapons, since it's awkward to explain how you would disarm somebody with a dart or arrow. We have also allowed the whip since they can actually be applied to disarm enemies already.
SLASH'EM
draw blood
  • All vampirics now start with a medical kit so they can use this technique.
  • Removed the cooldown.
SLASH'EM
draw energy
  • General spellcaster tech
  • Draw energy tech now uses grass, puddles, sewage, and dead trees in its calculation.
  • Necromancers get a bonus for using draw energy near graves.
SLASH'EM
elemental fist
  • Monk blitz tech
  • Elemental fist can inflict sonic damage.
  • Added some rare critical-hits for elemental fist (inspired by SpliceHack skills)
SLASH'EM
eviscerate
  • Tech for the deferred Lycanthrope/Lunatic
SLASH'EM
force push
  • Jedi
  • Jedi gain a force-push technique at level 14.
  • Using the force push tech while engulfed breaks you out.
Hack'EM
ground slam
  • Monk blitz tech
SLASH'EM
healing hands
  • Knight and Priest tech.
  • Also cures larval infection now.
SLASH'EM
ice armor
  • Ice mage tech
  • As you gain levels, your armor protection will grow more powerful.
  • Calculation is: ACBONUS = -((YOURLEVEL / 2) + 2)
  • Like SLASH'EM, this bonus caps at -11
  • Ice mages also get a passive ice attack that scales with their ice armor strength and level. The chance of triggering this passive improves as you gain levels.
Level 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21
AC Bonus -2 -3 -4 -5 -5 -6 -7 -8 -9 -10 -11
SLASH'EM
jedi jump
  • Jedi
SlashTHEM
kiii
  • Kii technique timeout gets extended on successful hits.
  • Samurai
SLASH'EM
liquid leap
  • Doppelganger
  • Liquid leap affects all squares the same as being zapped with acid.
  • Paranoid confirm for liquid leaping into water or lava.
SLASH'EM
missile flurry
  • Ranger
SLASH'EM
pickpocket
  • The rogue's thievery ability from EvilHack is now available on the technique menu.
  • It it still available by using force attack (F).
EvilHack
power shield
  • Previously known as the 'shield block' tech in SlashTHEM.
  • General tech for melee roles.
  • Shield block doesn't work if confused, stunned, fumbling, swallowed, sleeping, blind, or Weak/Fainting.
  • Similar to disarm, any role that reaches Skilled proficiency in Shields will automatically gain access to this technique. As a result, no roles gain this tech by reaching X level anymore, and we have given priests the ability to reach skilled in shields now.
  • Added bonus counter attacks while power shielding.
  • Double the time power shield is usually active.
SlashTHEM
power surge
  • Powerful technique for spellcasters.
SLASH'EM
primal roar
  • Caveman
  • Primal roar tech now levels up pets permanently.
  • The duration of their double damage has been extended.
SLASH'EM
pummel
  • Monk blitz tech
SLASH'EM
raise zombies
  • Necromancer
SLASH'EM
revivification
  • Removed revive tech from healers; necromancers get it at level 14.
  • Priests can also get this tech at level 30.
SLASH'EM
souleater
  • Enabled soul eater tech for dark knight
  • Souleater tech will buff any weapon that drains life (instead of just originally Soulthief)
  • This tech originally required the Soulthief artifact. This artifact has been left out.
  • Necromancer gets souleater tech at level 6.
SlashTHEM
spirit bomb
  • Monk blitz tech
  • Buffed spirit bomb technique damage.
SLASH'EM
rage eruption SLASH'EM
reinforce memory
  • General tech for spellcasters that lets them refresh their memory of a spell that is getting low in retention.
SLASH'EM
research
  • Archaeologist
SLASH'EM
spirit tempest
  • Necromancer
  • Created for necromancers - it works as a self centered spirit bomb.
  • Spirit tempest tech gets a multi explosion bonus at level 21.
Hack'EM
sunder
  • Adapted the Sunder skill from SpliceHack into a technique.
  • Can confuse monsters after successfully sundering their weapon.
  • Pirates get it at level 5.
Hack'EM/Splice
surgery
  • Healer
  • Also cures fear and larval infection.
SLASH'EM
telekinesis
  • Jedi
  • Can disarm/trigger traps and remotely pickup objects.
  • Rearranged the telekinesis logic into a loop, so player doesn't waste MP on invalid targets.
  • Added new traps that can be disarmed.
SlashTHEM
tinker
  • Gnomes
SLASH'EM
tumble
  • Adapted the Tumble skill from SpliceHack into a technique.
  • Pirates get it from level 1.
  • Cannot be used underwater or while levitating.
  • The tumble technique can confuse monsters after tumbling past them. The chance depends on if they are innate flankers, since outflankers would be better at anticipating your actions. Displacing a monster into a trap always confuses them.
Hack'EM/Splice
turn undead
  • As in SLASH'EM, #turn is now a technique.
  • Knights, priests, and undead slayers get this technique.
SLASH'EM
uppercut
  • New blitz tech for monks.
  • It's a powerful alternate to ground slam which creates a pit.
  • Does double damage to targets with heads.
  • Influenced by stunning fist skill from Splice.
Hack'EM
vanish
  • Gnomes
SLASH'EM
weapon practice
  • General tech for some melee roles to let them train up skills without fighting.
SLASH'EM
whistle undead
  • Necromancer
  • Acts as a magic whistle effect for undead.
Hack'EM

Techniques left out from SLASH'EM

The Monk retains their standard resistances, rendering the following warding techs unnecessary: Ward against flame, Ward against ice, and Ward against lightning

All the sigil techniques were removed, as some of these sigils have been rendered obsolete by skilled/expert spellcasting: Sigil of control, Sigil of tempest, and Sigil of discharge.

The Quest

Quest Variety: Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.

Lowered Level Requirement: The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).

Dealing with an Angry Quest Leader: If you've made your quest leader angry for whatever reason, this no longer makes the game unwinnable. You can engage them in battle, and if you kill your quest leader, this unlocks the quest. You can then complete your quest as you normally would. However, quest leaders are not weak, and your deity may not be pleased with you killing them.

Alignment Impact: Your alignment record can still be positive, but abusing your alignment can have a direct effect on how your quest ends. Alignment abuse is tracked throughout the game. Any negative alignment adjustment counts as one abuse point, and this can be checked at any time via #conduct. Compared to the standard game, you'll receive more feedback when abusing alignment.

Permanent Abuse Record: Unlike your alignment record, which can be adjusted back into positive standing, your alignment abuse record is permanent.

Quest Artifact Forfeiture: Quest leaders might ask you to forfeit the quest artifact if you have abused your alignment.

Options for Forfeiture: You have two options at this point – either hand over the quest artifact peacefully or decline. Declining will anger your quest leader, and they will attack. Handing over the quest artifact peacefully will flag the quest as complete.

Incomplete Quest Consequences: Declining to turn over the quest artifact does not complete the quest. At some point, your quest leader will need to be defeated before the quest is flagged as complete. Attempting to evade your quest leader will not help in the long run, as the Bell of Opening has been 'cursed'. The only way to lift the curse is to complete the quest. The Bell will not function for the invocation until this is done.

Luck boon: If you complete the quest with under 13 alignment abuse, you will receive a luck boon (+1 to permanent luck).

Alternative Scenarios: The game considers alternative scenarios. For instance, if you angered your quest leader before starting the quest and you killed them, you simply need to defeat your quest nemesis to flag the quest as complete. Conversely, if you've killed the quest nemesis and return but somehow anger your quest leader before you speak to them, killing them also flags the quest as complete.

Dungeon features

Trap mechanics

Several new trap features have been added to the game:

Ice Traps: These traps are only generated after level 8. They shoot a freezing jet of icy air, which can freeze and slow down the player upon activation. This blast of icy mist is dangerous - it will do 4d8 cold damage and can remove your intrinsic cold resistance! (adapted from xnh)

Magic Beam Traps: Magic beam traps are now part of the game, but they cannot generate above level 16. Notably, these traps now produce a random type of magical beam upon activation, offering more variety compared to their previous static beam type.

Rust Trap Changes: Players now have the ability to untrap rust traps using the #untrap command, which transforms them into fountains. However, disarming rust traps from a distance, whether through telekinesis or zapping with acid, will not yield a fountain.

Fire Trap Untrapping: Fire traps can be deactivated using #untrap, but it requires water to do so.

Spear Trap Yield: When disarming a spear trap, there is a chance of obtaining a spear or stake. Flyers also still have a 50% chance of being poked by a spear trap. If you (or a monster) are levitating, you will be too high to reach.

Web Destruction: Players can now force-fight webs with a bladed weapon to destroy them.

Castle Drawbridge: It's worth noting that the Castle drawbridge doesn't always close with the passtune as it did before.

Temporary Invisibility: Invisibility gained from magic traps is temporary and not permanent.

Polymorph Traps: The mechanics of polytraps have been adjusted, with a 1/7 chance that the polymorph trap disappears after polymorphing a monster. This mechanic was adapted from SpliceHack.

Breaking wands creates related traps

Breaking wands will usually create related traps (Un)

Wand Trap created
wand of cold ice trap
wand of opening trap door
wand of fire fire trap
wand of magic missile magic trap
wand of teleportation teleport trap
wand of polymorph poly trap
wand of sleep sleeping gas trap
wand of cancellation anti-magic trap
wand of deluge rust trap
wand of shock magic beam trap
wand of poison gas magic beam trap
wand of corrosion magic beam trap
wand of noise magic beam trap

wand of detection: When broken this does not create a trap, however it will now detect traps and portals.


Breakable iron bars

  • Iron bars can be destroyed in a couple of different ways.
  • You can shatter them with wands of striking, wands of noise, spells of force bolt, or spells of sonic boom.
  • You can punch and shatter them when wearing gauntlets of force.
  • You can zap them with an acid ray or breath to dissolve them

If you shatter them, some iron chains may be randomly flung out as a result.

Grass

  • Pulled from SpliceHack/xNetHack, we now have lush grass in the dungeon!
  • Grass appears sparsely in the early levels, peaks around level 15, and then tapers off after level 22.
  • Although grass is mostly ornamental, keep in mind that some monsters can use it as clever method of concealment. In deeper levels, it's possible a dangerous asphynx or even giant centipede could be hidden in the thickets...

If you want to clear out grass from levels, there are a couple methods. Rays of fire, acid, and death will quickly kill and remove the offending grass squares.

Bloody tiles

  • Ported from SpliceHack
  • When monsters are killed, they have a chance of spraying blood in a random direction, coloring one or more tiles red. No real effect on gameplay, purely aesthetic.
  • The amount of blood depends on monster size.
  • Spraying bloody tiles with a ray of water (e.g. from a wand of deluge) will clear the tile of its blood.
  • When bloody tile is walked over, there is a 1 in 20 chance it will erode away.
  • Orc blood is black.
  • There is also a bloodless game option to play without the tile coloring.

Vents

  • Ported from SpliceHack, vents appear as a bright cyan (#) tile.
  • Vents appear after level 3. They will never appear in rooms with stairs. After level 8, some vents will emit poison gas instead of harmless mist.
  • Vents have a 3/5 chance of being destroyed when bombs are dropped or thrown into them, releasing a small earthquake in the process.
  • Polymorphed sinks can turn into vents

Vents act as occasional monster generators:

  • Spiders, snakes, and rats can randomly pop out of vents.
  • Monsters can use vents to conceal themselves. Since they can also be covered by the vent fog or poison clouds, exercise a little more vigilance when by a vent.


Toilets

Toilets may seem a bit whimsical, but in the game, they've received enhancements to make them more engaging and practical. These improvements were inspired by their inclusion in SLASH'EM. Notably, toilets can now appear on their own, separate from sinks, whereas in SLASH'EM, they only came in pairs with sinks. The addition of fishing in toilets introduces a quirky element to the game.

  • Enabled fishing in toilets
  • Dropping a ring of poly into a sink can poly into a toilet.
  • Toilet prayer can now stop the vomiting process
  • If giants sit on toilets, they break.

Toilet kicking:

  • Like sinks, toilets now have a couple different effects from kicking them, including a few YAFM.
  • Kicking now only breaks the toilet 1/7 chance (was 1/4 in SLASH'EM)
  • Kicking can generate giant cockroaches and sewage from kicking (1 in 17 chance)
  • Kicking can generate brown puddings (only once per toilet)
  • Kicking can generate a random tool. Normally this tool will weigh under 15aum, but sometimes you'll get a large tool that bonks against the piping. If a large tool bonks 3x - you'll get that tool no matter now big it is and the toilet is destroyed in the process.

Amulet identification in toilets (SLEX)

  • Amulets can be dropped down toilets and possibly identified.
  • Amulets of flying are always regurgitated from toilets.
  • Amulets of change will polymorph the toilet into a sink

Sinks

  • Random sink effect: noxious gas cloud (from 3.7)

Forges

  • Inherited from EvilHack
  • Forges have the same appearance as fountains but are orange in color.
  • Just like fountains, dipping things into them can have desirable or adverse affects.
  • They can be used to dispose of anything that is flammable
  • They can also be used to repair corrosion/rust damage to any metallic object (if your luck is greater than 0).
  • There is a rare chance that a lava demon can be summoned via dipping, which will be hostile most times, but can sometimes spawn tame (same odds as getting a wish from a water demon/fountain).
  • Having negative luck can cause a forge to explode when used, which can cause considerable fire damage.
  • Players can also use a forge to remove an attached ball & chain.
  • Forges can be blown up by rays of water.

Forging and #craft

  • Using the #craft command, you can also combine two objects to forge something new.
  • When forging, if either item has erodeproofing, the resulting item will be erodeproof.

Dungeon changes

  • Adjust secret passage frequency and exclude them from DL 1-4 (xnh)
  • Random doors are secret less of the time (xnh)
  • Kicking a "wall" that is actually a secret of some sort will never injure the player and will always produce an unambiguous message that there's something there. This makes it a valid strategy to kick every wall suspected of hiding something, because a single kick will give a yes/no on whether it's a regular wall or not. It's still not a great strategy, because the real walls will still hurt and wound legs like normal (xnh)
  • Main dungeon length is capped at 35-40 levels.
  • The fountains in Delphi can sometimes cause hallucination (Splice)
  • The Rogue level has been removed
  • Additional variants of the Castle, Fort Ludios, Sokoban, Mine Town and Mines End have been added.

The SLASH'EM levels

  • The main dungeon layout has been adjusted to more closely follow SLASH'EM.
Appears Level
2-4: The Gnomish Mines
5-9: The Oracle
6-10: Sokoban
7-11: Town branch
10-39: Fort Ludios
10-11: Rat level (50%)
11-12: Kobold level (50%)
12-13: Grund's Stronghold
15-19: The Quest
15-19: Lawful Quest
15-19: Neutral Quest
15-19: Chaotic Quest
20-21: The Wyrm Caves
22-23: One-eyed Sam's Market
21-24: The Lost Tomb
26-29: The Spider Caves
28-31: The Sunless Sea
32-35: The Temple of Moloch
32-35 The Giant Caverns
8-24: Aphrodite's level (45%)
10-29: The Big room
19-26: The Storage Room
25-34: Ozymandias' Tomb (45%)

Gnomish Mines

Different types of gnomes, dwarves, and thieves have been added to the mines. Dwarf and gnome thieves are now found in most town and Minetown variants. The presence of undead in the mines is no longer tied to alignment (as in SLASH'EM) but depends on the dungeon depth. The deeper you go, the higher the chance of encountering undead versions of the regular denizens, making the later stages more challenging.

Hack'EM has integrated Minetown variants from SlashTHEM and SpliceHack, along with Mine's End levels from SlashTHEM. Additionally, the Gnome King's ending from SLASH'EM and SlashTHEM is available. One Minetown variant features a drawbridge. However, players should be cautious, as destroying the drawbridge in the presence of guards will anger them. The mine rivers that are present in GruntHack and EvilHack are still in the mines - but they will be found only deeper than Minetown and not before.

Sokoban

  • The last room of Sokoban has more prize variety, with a catch.
  • Imported levels from SLASH'EM, SlashTHEM, and NetHack Fourk.
  • Following in the footsteps of NetHack Fourk, all levels have been given names to make them easier to reference.
  • The map numbers in the listing below follow the format in the sokobon.des file (1-* is the top level and 4-* is the bottom level).
Map # Map Name Solution
4-1 "Kick It On Over" Sokoban Level 1b
4-2 "Setting That Aside" Sokoban Level 1a
4-3 "Mirror Hall" Sokoban Level 1c
4-4 "We See You" Sokoban Level 1d
4-5 "False Flag" Sokoban Level 1e
4-6 "One Wrong Step" Sokoban Level 1f
4-7 "Open the Door" Sokoban Level 1i
4-8 "Mini Me" Mini Me
4-9 "One More Time" One More Time
4-10 "Boomerang Boulders" Boomerang Boulders
4-11 "Easy Peasey" Easy Peasey
4-12 "First Things First" First Things First
4-13 "Picking out the Seeds" Picking out the Seeds
4-14 "Three-Room Monte" Three-Room Monte
4-15 "Column B" Column B
4-16 "One Weird Trick" One Weird Trick
4-17 "To the Top" To the Top
4-18 "A Hug and a Kiss" A Hug and a Kiss
3-1 "Squared Off" Sokoban Level 2b
3-2 "Old Reliable" Sokoban Level 2a
3-3 "Old Man of the Mountain" Sokoban Level 1k
3-4 "Roundabout" Sokoban Level 1l
3-5 "Room to Breathe" Sokoban Level 1m
3-6 "The Gauntlet" Sokoban Level 1n
3-7 "Thinking Rabbit" Sokoban Level 2c
3-8 "A Secret to Everybody" Sokoban Level 1j
3-9 "Escape Goat" Sokoban Level 3j
3-10 "Christmas Chimney" Sokoban Level 3k
3-11 "Fly on the Wall" Fly on the Wall
3-12 "Boulder Halls of Zim" Boulder Halls of Zim
3-13 "Two-Phase" Two-Phase
3-14 "The Snake" The Snake
3-15 "Count Carefully" Count Carefully
3-16 "You Only Need Six" You Only Need Six
3-17 "Four Wings" Four Wings
2-1 "Squeeze Me In" Sokoban Level 3b
2-2 "Nooks and Cubbyholes" Sokoban Level 3a
2-3 "The Pergola" Sokoban Level 3e
2-4 "Back Alley Cliche" Sokoban Level 3g
2-5 "Snaggletooth" Sokoban Level 3h
2-6 "Diligent Escape Plan" Sokoban Level 3i
2-7 "Corner Pocket" Sokoban Level 3c
2-8 "No Way Out" Sokoban Level 3d
2-9 "Reading Rooms" Sokoban Level 3f
2-10 "Shave and a Haircut" Sokoban Level 1g
2-11 "Bring 'em on Down" Bring 'em On Down
2-12 "Slot Machine" Slot Machine
2-13 "Through the Cracks" Through the Cracks
2-14 "Either Way, It's All Good" Either Way, It's All Good
2-15 "Sneak Preview" Sneak Preview
2-16 "Daedalus Delicatessen" Daedalus Delicatessen
2-17 "Stacked Dozen" Stacked Dozen
1-1 "Left Holding the Bag" Sokoban Level 4a
1-2 "Reflectoban" Sokoban Level 4b
1-3 "Just Keep Pushing" Sokoban Level 4c
1-4 "Work For It" Sokoban Level 4d
1-5 "Dudley's Torment" Sokoban Level 4e
1-6 "Plinketto" Sokoban Level 4f
1-7 "Ringing Endorsement" Ringing Endorsement
1-8 "Open at the Top" Open at the Top
1-9 "Collecting Marbles" Collecting Marbles
1-10 "Running Rings Around" Running Rings Around
1-11 "Back At Ya" Back At Ya
1-12 "The Dragon of Bactria" The Dragon of Bactria

Town branch

  • From SlashTHEM/UnNethack
  • Appears 2-3 levels below the Oracle.
  • Created a "Raided Angband" level that is been ransacked by bandits and thieves.
  • You can always find the Master Sword guarded by a gang of bandits in the village.

Rat level

A single randomized level picked from:

  • The Rat Level (Slash'EM)
  • The Rat Level (SlashTHEM)

Alignment quests

  • Appears on DL 15-19, from SLASH'EM
  • As in SLASH'EM, two of the three alignment keys are needed for Vlad's Tower
  • Some elements of the quests have been changed:
  • Instead of the randomized Chaotic quest that SLASH'EM had, we have replaced it with Vecna's Manse from SlashTHEM.
  • The difficulty of Vecna has been reduced to be closer to the SLASH'EM version, but he still gets the extra clerical spell attack from Evil.

Big Room

  • Imported a bunch of new big room variations from UnNethack, SpliceHack, and SLASHTHEM.

Grund's Stronghold

  • Added more traps and the moat is double wide now, the stronghold wall is also phaseproof.
  • Grund's Stronghold now has a large cache of ammunition in one of the storage rooms.
  • If one of the iron safes doesn't have a magic marker, it will have a scroll of acquirement in its place.

Fort Ludios

  • Ludios appears on the first eligible level with a vault.
  • Fort Ludios can also appear below Medusa's.
  • An extra dungeon prison has been added below Fort Ludios. This is a leftover from the Lethe branch and it seemed to fit here!

Wyrm Caves

  • Created an entrance level (from dNetHack's Erebor quest)
  • At the bottom is a dangerous dragon nest which guards a massive treasure horde (from UnNetHack)

Black Market

  • The Black Market prices have been reduced a bit from SLASH'EM.
  • The layout of the level has been cut down in size to reduce the tedium involved in combing through all the items.
  • A small area has been dedicated to the player as a "break room", complete with furniture and even a magic chest for convenience.
  • To prevent theft, the level has been made undiggable and phase-proof. When attempting to tame monsters in the Black Market, you won't anger everybody, but the taming will simply have no effect. Scrolls of earth can be also be used without consequence, but beware, One-Eyed Sam can break through boulders like butter.

The Storage Room

  • Added 4 variations from dnh

Gehennom

  • No longer a series of mazes, but are mines-style levels with lava.
  • Areas such as the Sanctum and the entrance to the Wizard's Tower have also been adjusted.
  • Cerberus now guards the entrance to Gehennom.
  • Vlad the Impaler's tower is the SLASH'EM version
  • Vibrating square: messages when player is near

Elemental planes

  • The first four Planes levels are randomized and appear in a different order every game.
  • Updated monsters on the plane of water with deepest ones, things from below, and mermaids.

New special rooms

  • Fungus Farm (SLASH'EM)
  • Migo Hive (SLASH'EM)
  • Dragon Lair (SLASH'EM)
  • Real Zoo (SLASH'EM)
  • Bad Food Shop (SLASH'EM)
  • Giant Court (SLASH'EM)
  • Lemure Pit
  • Mini Guild (Hack'EM)
    • These replace the Guild of Disgruntled Adventurers in SLASH'EM.
  • Clinic room (SlashTHEM)
  • Terror hall (SlashTHEM)
  • Zouthern room (Hack'EM)

Themed rooms

  • EvilHack already had most of the themed rooms but more have been added.
  • Added any missing flipped versions of rooms (from UnNetHack) for completeness
  • Added minimum levels to all themed Rooms
    • The dungeon is pretty clean of themed rooms until level 8.
    • At levels 8, 11, and 17 we introduce more variety.

Shops

  • Shopkeepers can be a variety of different races.
  • Removed the racial shopkeeper price adjustments.
  • Imported shopkeeper hollering (from SlashTHEM)
  • Shopkeepers start with more than double their usual gold.

Shopkeeper services

  • Instead of every store offering a general Identify service - every shop offers premier identify services based on their shop type or the race of the shopkeeper.
  • Streamlined the service menu interface. Previously navigating the services was tedious. Now when you press 'p', you are immediately presented with a full menu of all the available services - no submenus within menus.
  • Removed shopkeepers stealing all your money when you charge a wand of wishing.
  • Only Black Market can have the "identify any" service
  • The service charge "smoothing" rewards higher charisma.
  • All shop identify services are basic (and half price).
   - Shopkeeper services can be accessed by #chatting with the shopkeeper 
   - The black market has a chance of offering any service.
   - Adjust odds for general store services.
   - Shopkeeper tinkering costs a lot more.

Firearms training service

  • In addition to the weapon practice technique, this is a shopkeeper service for making firearms more accessible.
  • Gun shops always offer this up to Expert skill.
  • Weapon shops, armor shops offer 20% of the time, up to max Skilled.
  • General stores offer it 10% of the time, up to max Basic.
    • $500 for Basic skill
    • $1000 for Skilled
    • $2000 for expert

Tinker service

  • Only gnomes offer this service
  • Allows you to upgrade an object to a similar or related form, works the same as dipping an item into a potion of gain level or using the tinker technique.
  • Here the service only takes 1 turn (shopkeepers are either very good at tinkering or just cheating with a hidden potion of gain level behind the counter)
  • Base charge is $500
  • Low intelligence (under 18 INT) players are subject to $500 price gouge
  • Lower intelligence (under 13 INT) players are subject to $1000 price gouge
  • Non-gnomes are charged double

Add property

  • Weapon, armor, and ring shops can offer this service.
  • Base charge is $2000 for adding properties
  1. To remove properties, it costs $250 - but there is only a 1 in 4 chance of success.
  • Only one property can be added to an item at a time, if you attempt to add to an item with an existing property, the shopkeeper will prompt you to remove it.

Charging service

  • Some shops offer a charging service where you can buy a 'basic' recharge that usually does 1 point of charging (like an uncursed scroll of charging, or even a 'premier' charge that acts as a blessed charging.
  • Any shop that offers charging will always offer both the basic and premier service with the exception of general stores. Because they are so common, general stores only offer basic charging.
  • Premier charging is restricted to only specialty items that the shop offers (ie: In a ring shop you can only buy premier charging for rings)
  • Basic charging is unrestricted and can be performed on any item in any shop.

Service details

Shop/Race Services
All shops:
  • 1 in 3 offer uncursing services.
  • 1 in 20 offer rumors
General stores:
  • Capable of offering any type of identify service
  • 20% offer firearms training
  • 25% offer basic charging
Weapon shops:
  • 75% offer weapon ID
  • 20% offer armor ID
  • 25% offer weapon fixing
  • 25% offer weapon enchanting
  • 25% offer weapon poisoning
  • 20% offer firearms training
  • 20% offer property grafting (for weapons)
Armor shops:
  • 75% offer armor ID
  • 20% offer weapon ID
  • 25% offer armor fixing
  • 25% offer armor enchanting (Note: Armor shops will refuse to work with dragon scales)
  • 20% offer firearms training
  • 20% offer property grafting (for armor)
Scroll stores:
  • 75% offer scroll ID
  • 20% offer book ID
Spellbook stores:
  • 75% offer book ID
  • 20% offer scroll ID
Potion stores:
  • 50% offer potion ID
Ring stores:
  • 33% offer ring ID
  • 20% offer amulet ID
  • 20% offer gem ID
  • 25% offer basic charging
  • 20% offer property grafting (for rings)
Wand shops:
  • 50% offer wand ID
  • 20% offer armor ID
  • 25% offer basic charging
  • 25% offer premium charging
Tool shops:
  • 50% offer tool ID
  • 25% offer basic charging
Deli/food shops:
  • 100% offer food ID
  • 10% offer potion ID
Pet shops:
  • 50% offer food ID
  • 25% offer tool ID
Lighting shops:
  • 10% offer potion ID
Dwarves:
  • 20% offer weapon ID
  • 20% offer armor ID
  • 20% offer gem ID
Orcs:
  • 25% offer weapon poisoning
Gnomes:
  • 25% offer tool ID
  • 25% offer tinker
Giants:
  • 20% offer gem ID
Nymphs:
  • 10% offer ring ID
  • 20% offer potion ID
Hobbit:
  • 50% offer food ID
  • 10% offer ring ID
Illithid:
  • 25% offer scroll ID
  • 25% offer spellbook ID

New shop types

  • Pet Shops (From UnNetHack)
  • Instrument Shop (From UnNetHack)
  • Tin Shop (From UnNetHack)
  • Junk shop (from SpliceHack): Features all your favorite items in one convenient place!
  • Mask shop (from SpliceHack)
  • Archery shop (from SpliceHack)
  • Gun shops (from SlashTHEM)

Misc shop changes

  • Lighting shops can now carry wands/scrolls/spellbooks of light, as well as the rare wand of lightning.
  • Delis can carry meat sticks, royal jelly, and huge chunks of meat.
  • Hardware stores stock potions of oil and occasionally touchstones.
  • Archery shops will not appear if your character cannot attain proficiency in BOW.
  • Gun shops will not appear if your character cannot attain proficiency in FIREARM.
  • Gun shops can also carry assault rifles, flintlocks, grease, and towels.
  • Pet shops can carry bardings of all types.
  • Armor shops can enchant dragon scales via the enchant armor service.

Dragons and dragon scales

Hack'EM inherited the dtsund patch from EvilHack for dragon scales, which means that dragon scale mail no longer exists. In its place we can apply dragon scales to any armor. Since robes are now body armor - we can even create dragon scaled robes! Evil introduced some passive effects, these have been expanded so that every dragon scale provides a form of passive attack. The scales' abilities have also been slightly modified. Dragon scales worn on their own only exhibit their primary effect.

Dragon Primary Secondary Passive
Black Disintegration res Disintegration (!!)
Blue Shock res Speed Shock (!!)
Deep Drain res Slow digestion Drain life
Gold Light Infravision
Clairvoyant
Blinding
Gray Magic res Cancel protection Cancellation (!!)
Green Poison res Sickness res Poison
Orange Sleep res Free action Slow
Red Fire res +1d6 melee damage Fire (!!)
Shimmering Displacement Stun Resistance Confuse/Stun/Slow
Silver Reflection Cold resistance
Blinding res
Scaring
Sea Magical breathing Swimming Water/rust (!!)
White Cold res Freeze water/Lava walk Cold (!!)
Yellow Acid res Stoning res Acid (!!)
Violet Sonic res Flying Sonic (!!)

!! - Risks item destruction from the type of attack - Most of the passive attacks only trigger 33% of the time.


Spellcasting

Spellcasting changes

  • Like in SLASH'EM, the standard retention for spellbooks is 10000 turns. The reinforce memory technique can be used to extend your spell memory when a spell gets low. You can even use it when the spell has less than half its life left (5000 turns).
  • Removed the BODY spell school in SLASH'EM, moved to the ESCAPE spells
  • Removed PROTECTION spell school in SlashEM, moved to the CLERIC spells
  • Removed CLERIC spell school and created a NECROMANCY spell school to support the new spin on the Necromancer role. The spells from the CLERIC school have been distributed among the other schools as appropriate.
  • Spellbook weights are now based on their level.
  • Spellcasting while wearing body armor will negatively affect your spell success rate. The exception to this is crystal plate mail, which does not adversely affect spellcasting in any way.
  • Casting any spell successfully adds +500 turns to your memory of it (from SLASH'EM).
  • You can reread a spellbook to refresh your memory at any time

Variant changes

Here is where Hack'EM diverges from its ancestors.

Changes from SLASH'EM

  • The Drow has not been ported, but may be inherited from EvilHack's implementation in the future.

These features have been removed or replaced:

  • Skipped races: Lycanthrope.
  • Skipped monsters: Gypsies, Doctor Frankenstein, Frankenstein's Monster
  • Skipped items:
  • Skipped spellbooks:
  • The Guild of Disgruntled Adventurers is removed and replaced by mini-guild special rooms
  • Frankenstein's Lab is removed
  • The variations on the vibrating square levels have NOT been imported - the EvilHack version remains.
  • None of the SLASH'EM Demon prince lairs have been imported.
  • Removed "Hits as +x weapon" property from SLASH'EM monsters
  • Removed "Need +x weapon to be hit" property from SLASH'EM monsters
  • Removed the extra artifact blasting (6d6 to 8d10) from SLASH'EM; this mechanic does not seem to add much to the game other than making early wishes less useful and killing unknowing players.
  • Removed wraith corpse nerf. In SLASH'EM there was a reduced probability of gaining levels with a mix of other effects.
  • Removed the temporary polymorph mechanic for objects. There is no "hazy" status for polymorphed objects. This mechanic was not imported for 2 reasons: it makes it possible to create overpowered weapons (e.g. +127 weapons) and it is also not intuitive for new players since it contradicts the vanilla behavior of polymorphed items.
  • Removed SLASH'EM's invisible objects. For now, there has not been a compelling reason to bring this mechanic in.
  • Removed SLASH'EM polymorph behavior for monsters; when killed shapeshifters could immediately poly into their polyform (or different form if a chameleon or similar). This mechanic was quite frustrating to deal with, especially concerning new threats like weretigers or werepanthers. In SLASH'EM you could be forced to kill the same shapechanger many times before it would finally die in its base form. The EvilHack behavior replaces this so that a shapechanger cannot poly again once it has been killed in its polyform.

Changes from EvilHack

  • Removed the Goblin Town branch.
  • Removed the Ice Queen branch.
  • Removed the Vecna's Domain branch. We still have Vecna but in a different level for the Chaotic Quest.
  • Removed the indestructible drawbridge from the VotD; it can be destroyed like a regular drawbridge now.
  • Demon lords and princes no longer negate being able to self-teleport or use cursed potions of gain level.
  • Removed the Wand of Orcus. Orcus gets his standard wand of death now.
  • Some of the dragon scales have had buffs or different secondary effects added. All scales grant passive effects now. See the section on Dragon Scales for details.
  • Removed chromatic dragon scales.
  • #forge has been renamed to #craft for working with forges. The reason is to make #force and #craft auto-complete. #forge still has the same meta shortcut: M('F')
  • Removed two-weaponing weight-based restrictions.
  • Removed the monster riding monster mechanic.
  • Monster spawn rates depend on the number of wishes made, not on game progress.
  • Zapping light around peaceful monsters could anger them. This mechanic has been removed except for when you break a wand of light.
  • Spellcasting monsters have to see you in order to cast summon nasties.
  • Spellcasting monsters have had their spell range limited by their level (gnomish mages are level 3 and can only cast fire bolt in a radius of 2-3 tiles instead of 13).
  • Changed timeout for monster spell of stone to flesh to timeout 2d7 instead of rn2(7).
  • Removed engulfing attack from gelatinous cube, water elemental, earth elemental, and fire elemental. The Splice elementals (magma, mud, ice, acid) still can engulf.
  • Removed cursed weapons reverse hitting (was in EvilHack and Splice). Instead, cursed weapons will miss their target 25% of the time.
  • Revert the standard cursed wand backfire chance from 1-in-30 to 1-in-100.
  • Revert EvilHack sacrifice gift changes: Instead of a mix of regular items and artifacts, players will receive only artifacts (unless you get a minion as a gift).
  • Removed accompanying artifact defenders when wishing for artifacts.
  • Lowered the poison insta-death resistance threshold from 35% to 25%. If your poison resistance is under 25% you have a chance of insta-death from poison dart traps, poison bite, etc.
  • In EvilHack the Amulet of Yendor has a chance of teleporting randomly if dropped on the floor, this random chance of teleport has been removed.
  • Revert cursed amulet of life saving effects
  • Revert Amulet of life saving will not work if the player is in nonliving form.
  • Revert Amulet of life saving does not fully heal the wearer.
  • Illithids used to get flying at level 12, now they start with flying.
  • Centaurs used to get jumping at level 5, now they start with jumping.
  • Giants can wear mummy wrappings, giant robes, and dragon scales.
  • Any giant can wear large splint mail.
  • Tortles can wear robes, mummy wrappings, and dragon scales.


Funny or silly changes

  • Gnomes hate eggs (from EvilHack)
  • Vampires can't use toilets.