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]]
+
=== Magic chests ===
** [[spellbook of endure heat]]
+
 
** [[spellbook of insulate]]
+
* The ultimate quality-of-life feature has been imported from EvilHack!
** These all require implementing a IMMUNE property for full 100% temporary resistances, which doesn't really work with Evil's partial resistance system.
+
* Magic chests provide a convenient place to centralize your stash.
* The [[Guild of Disgruntled Adventurers]] is removed and replaced by mini-guild special rooms
+
* 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!
* [[Frankenstein's Lab]] is removed
+
* 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]].
* The variations on the vibrating square levels have NOT been imported - the EvilHack version remains.
+
* You can also use the alignment quest keys because they double as magic keys.
* None of the SLASH'EM Demon prince lairs have been imported.
+
* Note: Monster can and will loot your magic chests - so always make sure to lock them when away!
* 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
+
'''Magic chest locations:'''
* 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.
+
* Minetown
* Removed [[wraith]] corpse nerf. In SLASH'EM there was a reduced probability of gaining levels with a mix of other effects.
+
* Sokobon (first level)
* 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.
+
* The Pleasant Valley
* Removed SLASH'EM's invisible objects. For now, there has not been a compelling reason to bring this mechanic in.
+
* Your role's quest home level
* 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.
+
* 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.
  
=== Changes from EvilHack ===
+
'''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.
  
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.
+
'''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)
  
==== Dungeon changes ====
+
'''Better inventory management'''
* Removed the [[Goblin Town]] branch and requirement to defeat [[Goblin King]].
+
* When identified, scrolls of enchant armor ask what armor to enchant.
* Removed the Ice Queen branch.
+
* When identified, scrolls of transmogrify ask what item to target.
* Vecna's Branch was removed, instead we still have Vecna but in a different level for the Chaotic Quest.
+
* Remove "Auto-select every item" when putting into containers (Un)
* Mines river/sewage generation only occurs on levels deeper than Minetown.
+
* Default shopkeeper sell prompt to N (xnh)
* Removed the indestructible drawbridge from the VotD; it can be destroyed like a regular drawbridge now.
+
* '''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.
* The first level of Sokoban is guaranteed to have 2 scrolls of earth.
+
* 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.
  
==== Big bad changes ====
+
'''Misc other features:'''
* Rodney doesn't receive an amulet of magic resistance anymore, in it's place is an amulet of life saving.(In EvilHack the Wizard of Yendor has a 50% chance of starting with an "oMR).
+
* Regeneration only causes additional hunger when injured (Un)
* Rodney cannot steal your quest artifact, but he can steal any other artifact in your open inventory.
+
* Having hunger prevents choking on food (3.7)
* The Riders only get 40 + d(10, 8) HP instead of 100 + d(10, 8).
+
* 1-damage hits still train weapon/unarmed skills (from DynaHack)
* Baalzebub, Geryon, Dispater are back to being demon princes. They should be bribable again.
+
* Chargeable rings may get charged when hit with electricity (3.7)
* Demon lords and princes no longer negate being able to self-teleport or use cursed potions of gain level.
+
* 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)
* Removed the [[Wand of Orcus]]. Orcus gets his standard wand of death now.
+
* Useless +0 rings are generate very rarely (xnh)
* Removed Kas and the Sword of Kas.
+
* Monsters are prevented from picking up gold in shops (Un)
* Reverted the Dark One back to a human (from an Illithid in Evil)
+
* Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
* Vecna no longer has to be defeated to genocide liches/alhoons.
+
* 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.
  
==== Item changes ====
+
* All roles (except Caveman) get their special spell granted when they reach level 12 (SpliceHack)
* 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.
+
* Pets will not use rings of teleportation.
* 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.
+
* Players can use gaze attacks in melee range when poly'd into a form with one.  
* Unicorn Horns have been reverted back to a 2-handed d12 weapon.
+
* Greased/oilskin objects have a chance of resisting theft. (from EvilHack)
* Improved the chances of item randomly spawning with two properties to 1 in 3141. (In Evil the chances are 1 in 100000)
+
* Merged scimitar and saber skills.
* Magicbane could cause a Bag of Holding explosion, this mechanic has been removed. Magicbane is safe for any Bag of Holding.
 
* Removed all passive attacks from baby dragons.
 
  
==== Mechanics changes ====
+
=== New options and commands ===
  
* #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')
+
* #force can also be used on doors while wielding a weapon (SLASH'EM)
* Removed two-weaponing weight-based restrictions imposed in EvilHack.
+
* #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.
* 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.
+
* Monks can break boulders and statues using martial arts skill at skilled level or higher (shift + f and then a movement key).
* Removed the monster riding monster mechanic.
+
* Rogues can steal from monsters by using 'thievery', (must be bare-handed to use, press shift + f and then a movement key).
* 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.
+
* Convicts can #chat with rats to pacify or tame them.
* Zapping light around peaceful monsters could anger them. This mechanic has been removed except for when you break a wand of light.
+
* Necromancers can #chat with zombies to pacify or tame them.
* Spellcasting monsters have to see you in order to cast summon nasties.
+
* Changed #forge to #craft.
* 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).  
+
* #tech accesses your role's available techniques.
* Changed timeout for monster spell of stone to flesh to timeout 2d7 instead of rn2(7).
+
* #loot can be used at your pet to both give and take away items from its inventory.
* Removed engulfing attack from gelatinous cube, water elemental, earth elemental, and fire elemental. The Splice elementals (magma, mud, ice, acid) still can engulf.
+
* Add #genocided command to view what species have already been eliminated
* 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.
 
  
==== Race/role updates ====
+
=== Wizard mode updates ===
* 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 and any giant can wear [[large splint mail]].
 
* Tortles can wear mummy wrappings.
 
  
=== More content! ===
+
* #wizclear (^z), clears all monsters on level (splice)
 +
* Can wish for monsters with ^w (Un)
  
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:
+
=== New conducts ===
1) Does it improve the player's experience (Quality of Life, Fun)?
 
and
 
2) Does it complement the existing SLASH'EM content and/or EvilHack content?
 
  
 +
* Added celibate conduct (SLASH'EM)
 +
* Added conduct for performing (or refusing to perform) techniques.
 +
* Added a conduct for buying or selling from shopkeepers.
  
So far, content from many other forks has also been integrated:
+
=== Wishing shortcuts ===
* [[EvilHack]]: Since it was based on EvilHack, you will see a lot of the mechanics, monsters, and items have stayed in Hack'EM.
 
* [[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.
 
* [[SlashTHEM]]: Similar to Splice, a lot of content was ported from this variant because development on it is mostly stalled.
 
* [[slashem-up]]/[[slashem9]]: These are two forks of SLASH'EM that were developed in the past.
 
* [[UnNetHack]]: Many QoL features and mechanics have been imported.
 
* [[xNetHack]]: Many mechanics and updates have been imported.
 
* [[dNetHack]]: Fun gameplay tweaks and artifacts have been imported (ex: armor with special appearances has special bonuses) with plans to import much more.
 
* [[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.
 
  
If you have an idea for a feature that would port well, please suggest it!
+
Note: Capitalization does not matter when using these.
  
== Quality-of-life features ==
+
{|class="prettytable sortable"
 
+
!Item !! Shortcut
'''Object lookup has been fleshed out:'''
+
|-
* '''If you are new to Hack'EM, the object lookup will be your new best friend!'''
+
|Amulet of ESP || AoESP
* To access the lookup info, you can either:
+
|-
    - Type ; and press : on a tile.
+
|Amulet of Life Saving || AoLS
    - 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.
+
|Bag of Holding || BoH
* 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.
+
|Cloak of Displacement || CoD
* Artifacts can now be looked up in the item database!
+
|-
 
+
|Cloak of Invisibility || CoL
 
+
|-
=== Auto-identification ===
+
|Cloak of Magic Resistance || CoMR
* All roles start out knowing these basic items:
+
|-
** potions of water
+
|Gauntlets of Dexterity || GoD
** blank scrolls
+
|-
** scrolls of identify
+
|Gauntlets of Power || GoP
* Auto-ID dunce cap upon wearing (Un)
+
|-
* Auto-ID jumping boots (AceHack)
+
|Helm of Brilliance || HoB
* Auto-ID some potions when inhaling their vapors
+
|-
* Auto-ID scroll of scare monster on pickup if it turns to dust (Un)
+
|Helm of Opposite Alignment || HoOA
* Auto-ID scroll of teleportation when teleporting any distance after reading one
+
|-
* Auto-ID scrolls of remove curse when items' curses are removed (Un)
+
|Helm of Telepathy || HoT
* Auto-ID wand of teleportation on seeing the successful effect on a monster (Un)
+
|-
* Auto-ID wands with unambiguous effects and messages (Un)
+
|Levitation Boots || BoL
* 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)
+
|Magic Lamp || ML
* 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)
+
|Magic Marker || MM
* 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)
+
|Potion of Extra Healing || PoEH
* Auto-ID amulets dropped into toilets, if possible (slex)
+
|-
* Auto-ID for ring of regeneration (Un)
+
|Potion of Gain Level || PoGL
* Auto-ID whistles on use (Un)
+
|-
* Auto-ID [[whetstone]]s when used with a water source.
+
|Potion of Monster Detection || PmD
* Auto-ID magic flutes and harps on use (Un)
+
|-
* Auto-ID magic lamps and oil lamps when rubbing (Un)
+
|Potion of Water || PoW
* Auto-ID loadstones upon discovering the inability to drop them (Un)
+
|-
* Auto-ID flintstones when rubbed on iron weapons (evil)
+
|Ring of Conflict || RoC
* Auto-ID water walking boots when worn (xnh)
+
|-
* Auto-ID [[tinfoil hat]] when worn
+
|Ring of Polymorph Control || RoPC
* Auto-ID BUC of products from BUC identified item generator (UnNetHackPlus)
+
|-
* Rustproof/erodeproof/fixed status is known by default for all items (DynaHack)
+
|Ring of Teleport Control || RoTC
* 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)
+
|Scroll of Identify || SoI
* Throne insight now recursively identifies all items in your possession and in your containers (fiq)
+
|-
 +
|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.
  
=== Other QoL ===
+
=== Credit cloning and pet stealing ===
  
* Paranoid swim and paranoid trap options can be set.
+
* Pets cannot pick up items in shops anymore and you cannot give an unpaid item to a pet by using #loot.
* The player's magic cancellation (MC) is shown in the status bar (evil)
+
* You will have to pay for items or outright steal them in Hack'EM.
* Phasing status is also shown in the status bar. (from EvilHack)
+
 
* Realtime display option is now available (from EvilHack)
+
=== Priests and donations ===
* Show spells known in the dumplog. (from EvilHack)
+
 
* Show techniques known in the dumplog.
+
* When donating to priests - the gold vanishes upon receipt.
* 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.
+
=== Wishing mechanics ===
* Attempting to open "." acts as an alias for #loot
+
 
* > < to auto-travel to stairs (from Unnethack)
+
* Using wishes in Hack'EM has long term consequences. Wishing can impact your base luck, the monster spawn rate, and the difficulty of monsters.
* Control+Direction now kicks in that direction
+
* 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.
* You can reread a spellbook to refresh your memory at any time
+
* Base luck cannot be lowered more than -10 until you reach 13 wishes.
* Blessed stethoscopes can identify eggs (on the floor)
+
 
* When identified, scrolls of enchant armor ask what armor to enchant.
+
* If the player makes 13 or more wishes - both base luck and current luck are locked out at -13.
* Remove "Auto-select every item" when putting into containers (Un)
+
 
* Default shopkeeper sell prompt to N (xnh)
+
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.
* Regeneration only causes additional hunger when injured (Un)
+
 
* 1-damage hits still train weapon/unarmed skills (from DynaHack)
+
This table lays out the exact adjustments for how many wishes the player has made.
* Chargeable rings may get charged when hit with electricity (3.7)
+
 
* Useless +0 rings are generate very rarely (xnh)
+
{|class="wikitable"
* Monsters are prevented from picking up gold in shops (Un)
+
!# of wishes !! base Luck !! spawn rate || difficulty spike
* Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
+
|-
* 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)
+
|1 || 0 || 1x || 0
* 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)
+
 
* Removed repeated coughing of player when poison resistance renders stinking clouds harmless.
+
|2 || -2 || 2x || 2
* Removed all random secret corridors (xnh)
+
|-
* Removed the Quest turn limit (Un)
+
 
* Removed the mysterious force
+
|3 || -3 || 3x || 4
* 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)
 
* 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.
 
* 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)
 
* 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.
 
* Projectile unidentification has been left out (prevents merging projectiles in 3.7)
 
* Phasing allows escape from being engulfed. (EvilHack)
 
* 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 ===
+
|4 || -4 || 4x || 6
* #wizclear (^z), clears all monsters on level (splice)
+
|-
* Can wish for monsters with ^w (Un)
 
  
=== Wishing shortcuts ===
+
|5 || -5 || 5x || 8
 +
|-
  
Note: Capitalization does not matter when using these.
+
|6 || -6 || 6x || 10
 +
|-
  
{|class="prettytable sortable"
+
|7 || -7 || 7x || 12
!Item
 
!Shortcut
 
 
|-
 
|-
|Amulet of ESP
+
 
|AoESP
+
|8 || -8 || 8x || 14
 
|-
 
|-
|Amulet of Life Saving
+
 
|AoLS
+
|9 || -9 || 8x || 16
 
|-
 
|-
|Bag of Holding
+
 
|BoH
+
|10 || -10 || 8x || 18
 
|-
 
|-
|Cloak of Displacement
+
 
|CoD
+
|11 || -10 || 8x || 20
 
|-
 
|-
|Cloak of Invisibility
+
 
|CoL
+
|12 || -10 || 8x || 20
 
|-
 
|-
|Cloak of Magic Resistance
+
 
|CoMR
+
|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 ===
 +
 
 +
* '''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]]
 +
 
 +
=== 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.
 +
 
 +
{|class="prettytable"
 +
!Enchantment !! Chance
 
|-
 
|-
|Gauntlets of Dexterity
+
|| 0 or less || 30%
|GoD
 
 
|-
 
|-
|Gauntlets of Power
+
|| 1 || 40%
|GoP
 
 
|-
 
|-
|Helm of Brilliance
+
|| 2 || 50%
|HoB
 
 
|-
 
|-
|Helm of Opposite Alignment
+
|| 3 || 60%
|HoOA
 
 
|-
 
|-
|Helm of Telepathy
+
|| 4 || 70%
|HoT
 
 
|-
 
|-
|Levitation Boots
+
|| 5 || 80%
|BoL
 
 
|-
 
|-
|Magic Lamp
+
|| 6 or more || 90%
|ML
+
|}
 +
 
 +
=== SLASH'EM style wraith corpses ===
 +
 
 +
In [[SLASH'EM]], wraith corpses have different effects if eaten:
 +
{| class="prettytable"
 +
! Possibility !! Effect !! Message
 
|-
 
|-
|Magic Marker
+
| 10% || You lose experience. || "You feel that was a bad idea."
|MM
 
 
|-
 
|-
|Potion of Extra Healing
+
| 10% || Your maximum HP and Pw decreases. || "You don't feel so good ..."
|PoEH
 
 
|-
 
|-
|Potion of Gain Level
+
| 20% || Nothing happens. || "You feel something strange for a moment."
|PoGL
 
 
|-
 
|-
|Potion of Monster Detection
+
| 10% || Your maximum HP and Pw increases. || "You feel physically and mentally stronger!"
|PmD
 
 
|-
 
|-
|Potion of Water
+
| 50% || You gain experience. || "You feel that was a smart thing to do."
|PoW
+
|}
|-
+
 
|Ring of Conflict
+
* [[Necromancer]]s will always benefit from eating wraith corpses and default to gaining a level.
|RoC
+
* [[Undead Slayer]]s get a -5 alignment penalty for eating a wraith corpse.
|-
+
 
|Ring of Polymorph Control
+
=== Finite altars ===
|RoPC
+
 
 +
* 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'''
 +
 
 +
 
 +
{|class="wikitable"
 +
!# of gifts !! chance of destruction !!
 
|-
 
|-
|Ring of Teleport Control
+
|1 || 0%
|RoTC
 
 
|-
 
|-
|Scroll of Identify
+
|2 || 0%
|SoI
 
 
|-
 
|-
|Scroll of Remove Curse
+
|3 || 33.3%
|SoRC
 
 
|-
 
|-
|Scroll of Charging
+
|4 || 40%
|SoC
 
 
|-
 
|-
|Scroll of Enchant Armor
+
|5 || 45.5%
|SoEA
 
 
|-
 
|-
|Scroll of Enchant Weapon
+
|6 || 50%
|SoEW
 
 
|-
 
|-
|Shield of Reflection
+
|7 || 53.8%
|SoR
 
 
|-
 
|-
|Speed Boots
+
|8 || 57.1%
|BoS
 
 
|-
 
|-
|Unicorn Horn
+
|9 || 60%
|UH
 
 
|-
 
|-
|Wand of Create Monster
+
|10 || 62.5%
|WoCM
 
 
|-
 
|-
|Wand of Teleportation
+
|15 || 71.4%
|WoT
 
 
|-
 
|-
|Wand of Undead Turning
+
|20 || 76.9%
|WoUT
 
 
|-
 
|-
|Water Walking Boots
+
|25 || 80.6%
|BoWW
 
 
|-
 
|-
|Kiku-ichimonji
+
|30 || 83.3%
|kiku
 
 
|}
 
|}
  
 +
'''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.
  
== Mechanics changes ==
+
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).
  
* 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).
+
'''Strategy:'''
* 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.
+
* To evaluate whether you should proceed with an altar sacrifice, you can see how many gifts you have received in the #conduct menu.
* Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.
+
* 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.
* 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 ===
+
'''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.
  
* Ported from from xnh, which ported from SLASH'EM.
+
=== Spell limits ===
* 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===
+
* The number of spells a character can learn depends on their role and combined wisdom and intelligence.
* You cannot use Elbereth until you've learned it in-game (via rumor, reading it, etc).
+
* 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.
* Conflict negates Elbereth.
+
* Primary-spellcasters (healers, priests, flame/ice mages, necromancers, and infidels) can build up a collection of 11-12 spells.
* Elves & hobbits start out knowing Elbereth.
+
* Wizards are a bit more skilled, so their maximum is 15-16 spells.
* Orcs can never learn it, even if polymorphed.
 
* When a lawful is crowned the Hand of Elbereth, they learn Elbereth if they have not already.
 
  
=== Scare monster ===
+
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.
  
* Several more creatures are immune to Elbereth and Scare Monster:
+
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.
** 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 ===
+
=== Elbereth ===
  
* #force can also be used on doors while wielding a weapon (SLASH'EM)
+
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.
* #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 ===
+
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
  
==== Partial resistances ====
+
=== Scare monster ===
* 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.
 
* 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)
 
  
==== Afraid status ====
+
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.
  
* The player can sometimes become too afraid to control their actions and will run away from the object of fear.
+
== Mechanics changes ==
* 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 ====
+
=== Combat ===
* Protects you(or monsters) from clobber and hurtle attacks.
 
  
==== Sonic resistance property (from Splice) ====
+
* 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)
  
* Protects you (or monsters) from sonic attacks.
+
* 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.
* Since this property is only available from extrinsic sources, it will always also protect your items from sonic destruction.
 
  
==== Psychic resistance property ====
+
* '''Launchers now contribute to damage'''.
* (from Splice and Evil)
+
** 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.
* Illithids start with psychic resistance.
+
** Example #1: You have a +7 bow and +0 arrows. The arrows will act as if +7.
* Protects you from forgetting skills, spells, and other things from potions and scrolls of amnesia, as well as mind flayer and zombie attacks.
+
** Example #2: You have a +0 bow and +7 arrows. The arrows will act as if +7.
* Protects you from an illithids psionic wave and tentacle attacks.
+
** Example #3: You have a +7 bow and +7 arrows. The arrows will act as if +7.
* Protects from most fear attacks, including dragon roars.
+
** Example #4: You have a +3 bow and +2 arrows. The arrows will act as if +3.
* Wearing items that give psychic resistance stop you from being afraid.
 
  
==== Larva carrier property ====
+
* '''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)
  
* Some monsters can infect you with eggs!
+
* '''Gloves' enchantment is now added to unarmed damage.
* 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.
+
** Example: Fighting bare-handed with +3 gloves adds +3 damage to hits.
  
You can cure this condition with a few different methods:
+
* Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.
* quaffing potions of sickness
 
* drink from a toilet
 
* eating a pill
 
* 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 ===
+
=== Skill system overhaul with crosstraining ===
  
* Upgrading mechanic via potions of gain level (from SLASH'EM)
+
The skill system for achieving proficiency in weapons and spells has been overhauled and adapted to the UnNetHack system.  
* 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)
 
* 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.
 
* Added many upgrade paths for special armors
 
* The flintstone-to-healthstone exploit has been fixed; flintstones only upgrade one at a time.
 
  
=== Conflict ===
+
[[UnNetHack]] changes the number of successful uses of a skill required to reach each level.  These values are:
  
* When causing conflict, it now takes the player's charisma score into account.
+
{|class="prettytable"
* The formula is 'charisma - monster level + player level'
+
!Skill level
* if that value is greater than 19, clamps it to be 19.
+
!Successful uses
* There's then a percentage chance (rnd(20)) against the value generated on whether conflict kicks in or not.
+
!Old value
* 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 ===
 
 
 
* 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.
 
 
 
{| class="wikitable"
 
 
|-
 
|-
! Dexterity
+
|Unskilled
! AC change
+
|0
 +
|0
 
|-
 
|-
| <= 6
+
|Basic
| +3
+
|100
 +
|20
 
|-
 
|-
| 7-9
+
|Skilled
| +1
+
|200
 +
|80
 
|-
 
|-
| 10-14
+
|Expert
| none
+
|400
 +
|180
 
|-
 
|-
| 15-16
+
|Master
| -1
+
|800
|-
+
|320
| 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.
+
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.
* Can make you lose intrinsic telepathy.
+
 
* Can make you lose "eaten knowledge", which doppelgangers use to poly into different forms.
+
Also from DynaHack a couple tweaks were made to skill bonuses
* Psychic Resistance protects from amnesia forgetting. Sources include rings of psychic resistance and being an illithid.
+
that increase the effect of skills on weapon to-hit/damage.
  
=== Religion, prayer, altars ===
+
'''Crosstraining bonuses:'''
  
* If an unaligned altar generates with a priest of Moloch, that priest will be hostile to all roles except infidels.
+
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.
* 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 ===
+
=== Shield skill ===
  
* 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!).
+
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.
  
* Minions will not be granted when:
+
'''AC bonuses:'''
** 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:
+
* To get these bonuses, you must be wearing a shield and have the required skill.
** 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.
+
{|class="wikitable"
 +
!Skill level!!AC bonus
 +
|-
 +
| unskilled/restricted || +0AC
 +
|-
 +
| BASIC skill: || +1AC
 +
|-
 +
| SKILLED skill: || +3AC
 +
|-
 +
| EXPERT skill: || +5AC
 +
|-
 +
| MASTER skill: || +8AC
 +
|}
  
* The minions granted are a little bit different from SLASH'EM but generally follow the same pattern.
+
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.
  
=== Dungeon growth patch ===
+
'''Shield Bashing:'''
  
* Another feature ported over from Slash'EM
+
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.
* This enables trees to slowly branch out in the dungeon and occasionally drop ripe fruits/leaves.
+
* Small shields do 2-4 damage, Tower shields do 2-13 damage.
* It also promotes the growth of herbs left on the ground or water.
+
* All other shields do 3-8 damage (not counting material hatred, which is factored in).  
* Herbs that are left unattended will occasionally sprout more of the same kind around surrounding tiles.
+
* Expert skill or higher gets an extra small damage bonus
* These include: [[garlic]], [[wolfsbane]], [[catnip]], [[carrot]]s, [[mushroom]]s, [[pineapple]]s, [[kelp frond]]s
+
* Expert/master skill in shields gives a chance of stunning your target with a shield bash.
   
 
* 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 ===
+
'''Misc:'''
 +
* If expert skill or higher in shields, your shield will be prevented from being taken away via dwarvish bearded axe attack.
  
* Alchemic blast damage is doubled, but acid resistance halves it (xnh)
+
'''The roles that can train in shields are:'''
  
==== Malcolm Ryan's Brewing Patch ====
+
{|class="prettytable"
 
+
!Role
* 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.
+
!Shield Skill
* Dipping green mold into fruit juice produces acid.
+
|-
* Dipping red mold into fruit juice produces booze
+
|Archaeologist
* Dipping brown mold into fruit juice produces sleeping
+
|BASIC
* 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 (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.
 
 
 
{|class="prettytable striped sortable"
 
!Dipped gem
 
!Resulting potion appearance
 
 
|-
 
|-
|[[dilithium crystal]]
+
|Barbarian
|''(always explodes)''
+
|SKILLED
 
|-
 
|-
|[[opal]]
+
|Caveperson
|cloudy potion
+
|BASIC
 
|-
 
|-
|[[ruby]]
+
|Convict
|ruby potion
+
|BASIC
 
|-
 
|-
|[[garnet]]
+
|Knight
|pink potion
+
|EXPERT
 
|-
 
|-
|[[jasper]]
+
|Necromancer
|puce potion
+
|SKILLED
 
|-
 
|-
|[[jacinth]]
+
|Priest
|orange potion
+
|SKILLED
 
|-
 
|-
|[[agate]]
+
|Rogue
|swirly potion
+
|BASIC
 
|-
 
|-
|[[citrine]]
+
|Ranger
|yellow potion
+
|SKILLED
 
|-
 
|-
|[[chrysoberyl]]
+
|Tourist
|golden potion
+
|BASIC
 
|-
 
|-
|[[amber]]
+
|Undead Slayer
|amber potion
+
|SKILLED
 
|-
 
|-
|[[topaz]]
+
|Valkyrie
|brown potion
+
|MASTER
 
|-
 
|-
|[[emerald]]
+
|Yeoman
|emerald potion
+
|BASIC
|-
 
|[[turquoise]]
 
|sky blue potion
 
|-
 
|[[aquamarine]]
 
|cyan potion
 
|-
 
|[[jade]]
 
|dark green potion
 
|-
 
|[[sapphire]]
 
|indigo potion
 
|-
 
|[[amethyst]]
 
|magenta potion
 
|-
 
|[[fluorite]]
 
|white potion
 
|-
 
|[[black opal]]
 
|black potion
 
|-
 
|[[jet]]
 
|dark potion
 
|-
 
|[[obsidian ]]
 
|effervescent potion
 
|-
 
|[[worthless glass]]
 
|''(no effect)''
 
 
|}
 
|}
  
==== Oily Corpses patch ====
+
* Knights and Valkyries start at basic skill.
  
* 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.
+
=== Mold and fungus resurrection ===
  
=== Shield skill ===
+
* 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]])
  
A new trainable skill from EvilHack - using shields.
+
=== Conflict ===
  
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.
+
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.
  
'''AC bonuses:'''
+
The formula behind this calculation is: (CHA - monster level + player level).
  
* Being unskilled/restricted in shield skill, there is no extra AC bonus for wearing one.
+
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.
* 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.
+
=== Dexterity based AC ===
* 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:'''
+
* 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.'''
  
* 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
+
{| class="wikitable"
* 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
+
! Dexterity
|BASIC
+
! AC change
 
|-
 
|-
|Barbarian
+
| <= 6
|SKILLED
+
| +3
 
|-
 
|-
|Caveperson
+
| 7-9
|BASIC
+
| +1
 
|-
 
|-
|Convict
+
| 10-14
|BASIC
+
| none
 
|-
 
|-
|Knight
+
| 15-16
|EXPERT
+
| -1
 
|-
 
|-
|Necromancer
+
| 17-18
|SKILLED
+
| -2
 
|-
 
|-
|Priest
+
| 19-20
|SKILLED
+
| -3
 
|-
 
|-
|Rogue
+
| 21-23
|BASIC
+
| -4
 
|-
 
|-
|Ranger
+
| 24-25
|SKILLED
+
| -5
 
|-
 
|-
|Tourist
+
|}
|BASIC
+
 
|-
+
=== Amnesia ===
|Undead Slayer
+
 
|SKILLED
+
* Can make you lose Elbereth knowledge if you had it.
|-
+
* Can make you lose intrinsic telepathy.
|Valkyrie
+
* Can make you forget forget about shambling horrors.
|MASTER
+
* 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.
|Yeoman
 
|BASIC
 
|}
 
  
* Knights and valkyries start at basic skill.
+
* 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.
  
== Techniques ==
+
=== Religion, prayer, altars ===
  
* 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.
+
* 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)
  
* [[Revivification]] technique) and the spirit bomb spell (which was the Monk's [[Spirit bomb]] technique)
+
=== Minions ===
* 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 ===
+
* 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.
  
{|class="prettytable"
+
* Minions will not be granted when:
!Technique
+
** You are praying.
!Notes
+
** You have negative luck.
!Origin
+
** 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.
  
|[[chained blitz]]
+
=== Dungeon growth patch ===
|
 
* 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
 
|-
 
  
|[[air dash]]
+
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.
|
 
* 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
 
|-
 
  
|[[elemental fist]]
+
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.
|
 
* Monk blitz tech
 
* Elemental fist can inflict sonic damage.
 
* Added some rare bonus crits for elemental fist (inspired by SpliceHack skills)
 
|SLASH'EM
 
|-
 
  
|[[chi strike]]
+
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."
|
 
* Monk blitz tech
 
|SLASH'EM
 
|-
 
  
|[[chi healing]]
+
Levels containing trees have a chance of yielding an extra axe, which can be helpful for managing potential overgrowth caused by the spreading trees.
|
 
* Monk blitz tech
 
|SLASH'EM
 
|-
 
  
|[[pummel]]
+
=== Oily Corpses patch ===
|
 
* Monk blitz tech
 
|SLASH'EM
 
|-
 
  
|[[ground slam]]
+
* 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.
|
+
 
* Monk blitz tech
+
=== Slow Luck timeouts (modified) ===
|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.
  
|[[uppercut]]
+
The modified Luck timeout is calculated by the following formula:
|
 
* 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
 
|-
 
  
|[[spirit bomb]]
+
    Timeout = 25 * (20 - base_distance) * (20 - base_distance)
|
 
* Monk blitz tech
 
* Buffed spirit bomb technique damage.
 
|SLASH'EM
 
|-
 
  
|[[jedi jump]]
+
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.
|
 
* Jedi
 
|SlashTHEM
 
|-
 
  
|[[charge saber]]
+
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.
|
 
* Jedi
 
|SlashTHEM
 
|-
 
  
|[[telekinesis]]
+
{|class="prettytable" style="text-align: center"
|
+
!base<br/>distance !! Timeout !! Time to<br/>base Luck
* 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
 
 
|-
 
|-
 
+
| 0 ||     ∞ ||        0
|[[force push]]
 
|
 
* Jedi
 
* Jedi gain a force-push technique at level 14.
 
* Using the force push tech while engulfed breaks you out.
 
|Hack'EM
 
 
|-
 
|-
 
+
| 1 || 9 025 ||    9 025
|[[berserk]]
 
|
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 2 || 8 100 ||    17 125
|[[kiii]]
 
|
 
* Kii technique timeout gets extended on successful hits.
 
* Samurai
 
|SLASH'EM
 
 
|-
 
|-
 
+
|  3 ||  7 225 ||    24 350
|[[research]]
+
|-
|
+
| 4 ||  6 400 ||    30 750
* Archeologist
+
|-
|SLASH'EM
+
| 5 ||  5 625 ||    36 375
 
|-
 
|-
 
+
| 6 || 4 900 ||    41 275
|[[surgery]]
 
|
 
* Healer
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 7 || 4 225 ||    45 500
|[[reinforce memory]]
 
|
 
* General tech for spellcasters that lets them refresh their memory of a spell that is getting low in retention.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 8 || 3 600 ||    49 100
|[[missile flurry]]
 
|
 
* Ranger
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 9 || 3 025 ||    52 125
|[[weapon practice]]
 
|
 
* General tech for some melee roles to let them train up skills without fighting.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 10 || 2 500 ||    54 625
|[[eviscerate]]
 
|
 
* Tech for the deferred Lycanthrope/Lunatic
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 11 || 2 025 ||    56 650
|[[healing hands]]
 
|
 
* Knight and Priest tech.
 
* Also cures larval infection now.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 12 || 1 600 ||    58 250
|[[calm steed]]
 
|
 
* Yeoman
 
* Cures fear when used in centaur form/race.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 13 || 1 225 ||    59 475
|[[turn undead]]
 
|
 
* As in SLASH'EM, #turn is now a technique.
 
* Knights, priests, and undead slayers get this technique.
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 14 ||   900 ||    60 375
|[[vanish]]
 
|
 
* Gnomes
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 15 ||    625 ||    61 000
|[[cutthroat]]
+
|-
|
+
| 16 ||    400 ||    61 400
* Rogue
+
|-
|SLASH'EM
+
| 17 ||    225 ||    61 625
 
|-
 
|-
 
+
| 18 ||   100 ||    61 725
|[[blessing]]
 
|
 
* Priest
 
|SLASH'EM
 
 
|-
 
|-
 
+
| 19 ||     25 ||    61 750
|[[primal roar]]
 
|
 
* 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
 
 
|-
 
|-
 +
| 20 ||      0 ||    61 750
 +
|}
  
|[[liquid leap]]
+
If you have the Amulet or your god is angry with you, halve all times in this table.
|
 
* Doppelganger
 
* Liquid leap affects all squares the same as being zapped with acid.
 
* Paranoid confirm for liquid leaping into water or lava.
 
|SLASH'EM
 
|-
 
  
|[[critical strike]]
+
== Intrinsics and resistances ==
|
+
 
* Rogue
+
=== Partial resistances ===
|SLASH'EM
 
|-
 
  
|[[raise zombies]]
+
* 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.
|
 
* Necromancer
 
|SLASH'EM
 
|-
 
  
|[[revivification]]
+
=== Partial reflection ===
|
 
* Removed revive tech from healers; necromancers get it at level 14.
 
* Priests can also get this tech at level 30.
 
|SLASH'EM
 
|-
 
  
|[[tinker]]
+
* Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.
|
 
* Gnomes
 
|SLASH'EM
 
|-
 
  
|[[rage eruption]]
+
=== Partial magic resistance ===
|
 
|SLASH'EM
 
|-
 
  
|[[blink]]
+
* The "shower of missiles" monster attack is not completely negated by [[magic resistance]].
|
+
 
* Hobbits
+
=== The afraid and fearless conditions ===
|SLASH'EM
+
 
|-
+
* 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.
  
|[[draw energy]]
+
'''Causes of fear:'''
|
+
* Hearing or seeing a [[dragon]] roar
* General spellcaster tech
+
* Being caught in the blast of an [[ethereal light]]
* Draw energy tech now uses grass, puddles, sewage, and dead trees in its calculation.
+
* Hearing the scream of a [[monstrous spider]] or [[banshee]]
* Necromancers get a bonus for using draw energy near graves.
+
* Seeing the gaze of a [[bodak]] or an [[eye of fear and flame]]
|SLASH'EM
+
* 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.
  
|[[disarm]]
+
'''Curing fear:'''
|
+
* If the monster you are afraid of dies, your fear will subside as well.
* Any role can get this tech by advancing a non-ranged weapon skill to Skilled.
+
* 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.
* In SLASH'EM, you could get this tech by advancing any weapon skill except whips.
+
* Quaff a [[potion of amnesia]] (Note: this will make you forget many valuable things, so use extreme caution when considering this strategy)
* 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. 
+
* Let it time out
|SLASH'EM
+
* Applying a non-cursed Nighthorn
|-
+
* Invoking the [[Staff of Aesculapius]]
 +
* Using the calm steed technique as a centaur
  
|[[dazzle]]
+
'''Preventing fear:'''
|
+
* Wear a [[tinfoil hat]]
* Vampirics
+
* Wield a weapon with the "rage" property
|SLASH'EM
+
* 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
  
|[[power surge]]
+
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.
|
 
* Powerful technique for spellcasters.
 
|SLASH'EM
 
|-
 
  
|[[draw blood]]
+
=== Extreme stability ===
|
 
* Vampirics
 
|SLASH'EM
 
|-
 
  
|[[booze]]
+
* 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.
* For the deferred Drunk role from SlashTHEM.
+
* A successful clobber attack occurs 1 in 6 times and will send you flying back 1 to 2 squares.
|SLEX
+
* 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.
  
|[[souleater]]
+
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.
|
 
* 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
 
|-
 
  
|[[shield block]]
+
=== Sonic damage and resistance ===
|
 
* 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
 
|-
 
  
|[[whistle undead]]
+
* Ported from SpliceHack
|
+
 
* Necromancer
+
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.
* Acts as a magic whistle effect for undead.
 
|Hack'EM
 
|-
 
  
|[[spirit tempest]]
+
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.
|
 
* 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]]
+
* [[concussive sphere]]s: A one-time explosive sonic blast (similar to flaming spheres)
|
+
* [[violet dragon]]s: Sonic breath attack, and passive sonic damage.
* The rogue's thievery ability from EvilHack is now available on the technique menu.  
+
* [[screamer]]: Similar to a shrieker, but deals a sonic scream
* It it still available by using force attack (F).
+
* [[nazgul]]: Scream which stuns
|Hack'EM/Evil
+
* [[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)
  
|[[tumble]]
+
All of the scream attacks can also shatter glass objects. The gibberlings and harpies don't scream, but are quite dangerous anyway.
|
 
* 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]]
+
Also - there are [[sonic bomb]]s, and spellcasting monsters can make you vulnerable to sonic damage.
|
 
* Adapted the Sunder skill from SpliceHack into a technique.
 
* Pirates get it at level 5.
 
|Hack'EM/Splice
 
|-
 
  
|[[blood magic]]
+
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.
|
 
* Adapted the Blood Magic skill from SpliceHack into a technique for necromancers.
 
|Hack'EM/Splice
 
|-
 
  
|[[break rock]]
+
'''Sources of sonic resistance:'''
|
+
* violet dragon scales
* Adapted the monk's boulder breaking ability from EvilHack into a technique.
+
* violet dragon scaled armor
* It it still available by using force attack (F) on boulders or statues.
+
* [[resonant shield]]
|Hack'EM/Evil
+
* [[ring of sonic resistance]]
|-
+
* Wielding or wearing an item with the sonic resistance property.
|}
+
* Wielding [[Thunderstruck]]
  
===Techniques left out from SLASH'EM===
+
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.
The Monk retains their standard resistances, rendering the following warding techs unnecessary:
 
* [[Ward against flame]]
 
* [[Ward against ice]]
 
* [[Ward against lightning]]
 
  
All the sigil techniques were removed, as some of these sigils have been rendered obsolete by skilled/expert spellcasting:
+
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.
* [[Sigil of control]]
 
* [[Sigil of tempest]]
 
* [[Sigil of discharge]]
 
  
The unused "invoke deity" technique (T_INVOKE_DEITY) was also removed.
+
'''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.
  
== The Quest ==
+
=== Psychic damage and resistance ===
  
* Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.
+
* (from Splice and EvilHack)
  
* The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).
+
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.  
* 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.  
 
* 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.
 
* 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.
 
  
* Abusing your alignment can have a direct effect on how your quest ends.
+
'''Psychic resistance:'''
* 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).
+
* Illithids start with psychic resistance.
* Unlike your alignment record, which can be readjusted back into positive standing, your alignment abuse record is PERMANENT.
+
* The only source of extrinsic psychic resistance is the [[tinfoil hat]].
* Quest leaders will ask you to forfeit the quest artifact if you heavily abuse alignment (less than -64 alignment abuse score required).
+
* 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.
* You have two options at this point – either hand over the quest artifact peacefully, or decline.
+
* Protects you from an illithids psionic wave and tentacle attacks.
* Declining will anger your quest leader, and they will attack. Handing over the quest artifact peacefully will flag the quest as complete.
 
* 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.  
 
* 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.
 
* The Bell will not function for the invocation until this is done.
 
* 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.
+
=== Larva carrier property ===
* 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 ==
+
* 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.
  
=== Trap mechanics ===
+
Luckily, you can cure this condition using a few different methods:
 +
* quaffing [[potion of sickness|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
  
* Added ice traps (Un). Only generates after level 8.
+
There are only three monsters that can infect you with larva, remember them well: [[giant ichneumon]], [[gibberling]]s, and [[spibrawulf]]s.
* Added magic beam traps (evil)
 
* Magic beam traps cannot generate above level 16 (SlashTHEM)
 
* 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.
 
* 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 ====
+
=== Regeneration ===
  
'''Breaking wands will usually create related traps (Un)'''
+
* 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]])
  
{|class="prettytable"
+
== Item manipulation ==
!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 secret door detection:''' When broken this does not create a trap, however it will now detect traps and portals.
+
=== Item generation ===
  
=== Grass ===
+
* 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)
  
* Pulled from SpliceHack/xNetHack, we now have lush grass in the dungeon!
+
The following effects of items with certain [[randomized appearance]]s are adapted from [[dNetHack]]:
* 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.
 
* Fire and death rays scorch away grass and revert it to normal floor
 
  
=== Bloody tiles ===
+
* 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
  
* Ported from SpliceHack
+
=== Object materials ===
* 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.
 
* 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 ===
+
* Object materials were inherited from EvilHack. For details see [[EvilHack#Object materials|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.
  
* Ported from SpliceHack
+
* The dragonhide AC bonus has been reduced from 8AC to 5AC.
* Vents appear after level 3.  
+
* Shirts can only be cloth.
* After level 8, some vents will emit poison gas instead of harmless mist.
+
* Mummy wrappings can be leather or dragonhide.
* Vents have a 3/5 chance of being destroyed when bombs are dropped or thrown into them, releasing a small earthquake in the process.
+
 
* Monsters can use vents to conceal themselves.
+
* Gold objects are notable because they are the frequent targets of leprechaun theft.
* Polymorphed sinks can turn into vents
+
* Glass objects should be handled with care because they are vulnerable to shattering from sonic attacks.
* Spiders, snakes, and rats can randomly pop out of vents.
+
 
* Changed vent color to bright cyan to differentiate them from iron bars.
+
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 &ndash; the code used for Hack'EM was taken from [[EvilHack]], which in turn was taken from [[GruntHack]] and then modified significantly.
  
=== Toilets ===
+
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.
  
Toilets are a bit silly, but they have been enhanced to be more interesting and useful!
+
'''Eligible items''' for object properties are: weapons, armor, and rings (with some restrictions).
  
* Ported from SLASH'EM
+
'''Restricted items:''' non-weapons (ie: cockatrice corpses), artifacts, dragon scales, and unique items.
* 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 ====
+
* 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]].
  
* Kicking now only breaks the toilet 1/7 chance (was 1/4 in SLASH'EM)
+
==== Generation odds ====
* 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) ====
+
'''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.
  
* Amulets can be dropped down toilets and possibly identified (similar to sinks and rings)
+
'''Player monsters:'''
* Updated amulet feedback messages, blind effects, and hallucination effects.
+
* Odds of their weapon having a magical property: 1 in 20 if high level or encountered on the Astral Plane
* Amulets of Flying are always regurgitated from toilets.
+
'''Angel-class monsters:'''
* Amulets of Change will polymorph the toilet into a sink
+
* 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.
  
=== Sinks ===
+
==== Identifying object properties ====
  
* Random sink effect: noxious gas cloud (from 3.7)
+
* 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.  
  
=== Forges ===
+
==== Manipulating object properties ====
  
* Inherited from EvilHack
+
'''Shopkeeper's Add Property service:'''
- 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.
+
* Non-magical items have a base charge of 750.
* Added new recipes for various imported weapons
+
* Magical items have a base charge of 2250.
* Forges don't appear until after level 2.
+
* 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.
* Forges can be blown up by rays of water.
+
* 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.  
  
== Dungeon changes ==
+
'''Upgrade/tinker and property transfers:'''
 +
* Upgrading/tinkering objects will not remove or change any properties on the item.
  
* Adjust secret passage frequency and exclude them from DL 1-4 (xnh)
+
'''Forging and property transfers:'''
* Random doors are secret less of the time (xnh)
+
* Properties will never spontaneously appear from forging results, the property has to come from the first or second ingredient.
* 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)
+
* 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.
  
* Extended the main dungeon: Now 42-46 levels deep
+
'''Dipping into a potion of invulnerability:'''
* The fountains in Delphi can sometimes cause hallucination (Splice)
+
* Items can be dipped into potions of invulnerability to gain the toughness property.  
* 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 ===
+
'''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.
  
* The main dungeon layout has been adjusted to more closely follow SLASH'EM.
+
    LUCK:    <0      0    +2    +5    +8    +11
 +
    SUCCESS: 0.5%  20.0%  39.5%  59.0%  78.5%  98.0%
  
{|class="prettytable"
+
'''The Scroll of Transmogrify:'''
!Appears
+
* Confused readings can be used to altar the properties of objects.
!Level
+
* A confused cursed scroll will remove any properties on an item.
!Probability
+
* 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.
|2-4:
+
 
|The Gnomish Mines
+
    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.
 +
 
 +
{|class="wikitable
 +
!Object property !! Armor/ring attributes !! Weapon attributes
 
|-
 
|-
|5-6:
+
|Fire      || fire resistance || +(1d5+3) fire damage
|The Mall (50%)
 
 
|-
 
|-
|7-9:
+
|Frost      || cold resistance || +(1d5+3) cold damage
|The Oracle
 
 
|-
 
|-
|8-10:
+
|Shock      || shock resistance || +(1d5+3) shock damage
|Sokoban
 
 
|-
 
|-
|9-11:
+
|Venom      || poison resistance || permanently poisoned(*)
|Town branch
 
 
|-
 
|-
|10-39:
+
|Sizzle    || acid resistance || +(1d5+3) acid damage
|Fort Ludios
 
 
|-
 
|-
|10-11:
+
|Scream    || sonic resistance || +(1d5+3) sonic damage
|Rat level (50%)
 
 
|-
 
|-
|11-12:
+
|Decay      || drain resistance || drain life attack
|Kobold level (50%)
 
 
|-
 
|-
|12-13:
+
|Sleep      || "alertness"<br/>sleep resistance || sleep attack
|Grund's Stronghold
 
 
|-
 
|-
|15-19:
+
|Vs Stone  || petrification resistance || petrification resistance<br/>(only for launchers)
|The Quest
 
 
|-
 
|-
|15-19:
+
|Filth      || "health"<br/>sickness resistance || disease attack
|Lawful Quest
 
 
|-
 
|-
|15-19:
+
|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
|Neutral Quest
 
 
|-
 
|-
|15-19:
+
|Oilskin    || n/a || permanently greased<br/>only valid on cloth
|Chaotic Quest
 
 
|-
 
|-
|19-39:
+
|ESP        || telepathy || telepathy
|The Storage Room
 
 
|-
 
|-
|20-39:
+
|Searching  || searching || searching
|The Big room
 
 
|-
 
|-
|20-21:
+
|Stealth    || stealth || stealth
|The Wyrm Caves
 
 
|-
 
|-
|22-23:
+
|Vigilance  || wisdom adjustment<br/>warning<br/>flanking evasion || wisdom adjustment<br/>warning<br/>flanking evasion
|One-eyed Sam's Market
 
|
 
 
|-
 
|-
|21-24:
+
|Excellence || charisma adjustment<br/>[[luckstone]] effect when worn || charisma adjustment<br/>[[luckstone]] effect when wielded
|The Lost Tomb
 
|
 
 
|-
 
|-
|23-24:
+
|Insight    || see invisible<br/>magical detection || see invisible<br/>magical detection
|Aphrodite's level
 
|
 
 
|-
 
|-
|26-29:
+
|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.
|The Spider Caves
 
 
|-
 
|-
|28-31:
+
|Surfing    || water walking<br/>speed bonus on water/lava || water walking<br/>speed bonus on water/lava
|The Sunless Sea
 
|
 
 
|-
 
|-
|32-35:
+
|Rage      || n/a || fearlessness<br/>bloodthirsty (the rage weapon will attack mercilessly like Stormbringer)<br/>max damage rolls on the weapon with rage.
|The Temple of Moloch
 
|
 
 
|-
 
|-
|32-35
+
|Fumbling  || fumbling || fumbling
|The Giant Caverns
 
|
 
|}
 
 
 
=== Gnomish Mines ===
 
 
 
* Added new different types of gnomes, dwarves, and thieves.
 
* 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.
 
 
 
=== 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).
 
 
 
{|class="prettytable"
 
!Map #
 
!Map Name
 
!Solution
 
 
|-
 
|-
|4-1
+
|Hunger    || hunger || hunger
|"Kick It On Over"
 
|[[Sokoban Level 1b]]
 
 
|-
 
|-
|4-2
+
|Stench    || aggravate monster<br/>prevents digestion<br/>unedible item|| aggravate monster,<br/>prevents digestion,<br/>inedible item
|"Setting That Aside"
 
|[[Sokoban Level 1a]]
 
 
|-
 
|-
|4-3
+
|Teleportation|| teleportitis || teleportitis
|"Mirror Hall"
 
|[[Sokoban Level 1c]]
 
 
|-
 
|-
|4-4
+
|Lethargy    || slow || slow
|"We See You"
 
|[[Sokoban Level 1d]]
 
 
|-
 
|-
|4-5
+
|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
|"False Flag"
 
|[[Sokoban Level 1e]]
 
 
|-
 
|-
|4-6
+
|Danger    || infravision<br/>increased difficulty ||  infravision<br/>increased difficulty
|"One Wrong Step"
 
|[[Sokoban Level 1f]]
 
 
|-
 
|-
|4-7
+
|Burden    || stability<br/>item weighs 8x        || stability<br/>item weighs 8x
|"Open the Door"
+
|}
|[[Sokoban Level 1i]]
+
 
|-
+
Notes:
|4-8
+
* All sources of resistances or statuses are considered extrinsic
|"Mini Me"
+
* If a property affects a stat (like charisma), the adjustment is based on BUC status (25/18/6 &ndash; blessed/uncursed/cursed)
| [[Mini Me]]
+
(*) 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.
|4-9
+
 
|"One More Time"
+
=== Malcolm Ryan's Brewing Patch ===
| [[One More Time]]
+
 
|-
+
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.
|4-10
+
 
|"Boomerang Boulders"
+
* Dipping brown mold into fruit juice produces blood
|[[Boomerang Boulders]]
+
* Dipping green mold into fruit juice produces acid.
|-
+
* Dipping yellow mold into fruit juice produces confusion.
|4-11
+
* Dipping red mold into fruit juice produces booze.
|"Easy Peasey"
+
* Dipping violet fungus into fruit juice produces hallucination.
|[[Easy Peasey]]
+
* Dipping gray fungus into fruit juice produces amnesia.
|-
+
* Dipping orange mold into fruit juice produces sleeping.
|4-12
+
* Dipping black mold into fruit juice produces sickness.
|"First Things First"
+
 
|[[First Things First]]
+
* lichens, shriekers, and non-F corpses do not ferment.
|-
+
* Dipping cursed molds into fruit juice produces sickness.
|4-13
+
 
|"Picking out the Seeds"
+
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.
|[[Picking out the Seeds]]
+
 
|-
+
=== Pouring potions into sinks ===
|4-14
+
 
| "Three-Room Monte"
+
* (from xnh)
|[[Three-Room Monte]]
+
* 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.
|4-15
+
 
|"Column B"
+
=== Gem alchemy ===
|[[Column B]]
+
 
|-
+
* Acid is no longer a useless endgame potion!
|4-16
+
* Gems dissolve in acid to produce new potions.
|"One Weird Trick"
+
* If the acid is cursed, there is a guaranteed alchemical explosion, otherwise there is always a 1 in 30 chance of an explosion.
|[[One Weird Trick]]
+
* 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.
|4-17
+
 
|"To the Top"
+
=== Upgrading and tinkering ===
|[[To the Top]]
+
 
|-
+
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.
|4-18
+
 
|"A Hug and a Kiss"
+
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.
|[[A Hug and a Kiss]]
+
 
|-
+
'''New Upgrade Table:'''
|3-1
+
* "->" Indicates a one-way transformation path
|"Squared Off"
+
* "<->" indicates the two items upgrade back-and-forth.
|[[Sokoban Level 2b]]
+
 
|-
+
{|class="prettytable sortable"
|3-2
+
!item 1 !! to !! item 2
|"Old Reliable"
 
|[[Sokoban Level 2a]]
 
 
|-
 
|-
|3-3
+
| [[orcish arrow]] || -> || [[arrow]]
|"Old Man of the Mountain"
 
|[[Sokoban Level 1k]]
 
 
|-
 
|-
|3-4
+
|[[arrow]] || -> || [[elven arrow]]
|"Roundabout"
 
|[[Sokoban Level 1l]]
 
 
|-
 
|-
|3-5
+
|[[elven arrow]] || -> || [[orcish arrow]]
|"Room to Breathe"
 
|[[Sokoban Level 1m]]
 
 
|-
 
|-
|3-6
+
|[[ya]] || <-> || [[light arrow]]
|"The Gauntlet"
 
|[[Sokoban Level 1n]]
 
 
|-
 
|-
|3-7
+
|[[boomerang]] || <-> || [[chakram]]
|"Thinking Rabbit"
 
|[[Sokoban Level 2c]]
 
 
|-
 
|-
|3-8
+
|[[orcish spear]] || -> || [[spear]]
|"A Secret to Everybody"
 
|[[Sokoban Level 1j]]
 
 
|-
 
|-
|3-9
+
|[[spear]] || -> || [[elven spear]]
|"Escape Goat"
 
|[[Sokoban Level 3j]]
 
 
|-
 
|-
|3-10
+
|[[elven spear]] || -> || [[dwarvish spear]]
|"Christmas Chimney"
 
|[[Sokoban Level 3k]]
 
 
|-
 
|-
|3-11
+
|[[dwarvish spear]] || -> || [[orcish spear]]
|"Fly on the Wall"
 
|[[Fly on the Wall]]
 
 
|-
 
|-
|3-12
+
|[[orcish dagger]] || -> || [[dagger]]
|"Boulder Halls of Zim"
 
|[[Boulder Halls of Zim]]
 
 
|-
 
|-
|3-13
+
|[[dagger]] || -> || [[elven dagger]]
|"Two-Phase"
 
|[[Two-Phase]]
 
 
|-
 
|-
|3-14
+
|[[elven dagger]] || -> || [[stake]]
|"The Snake"
 
|[[The Snake]]
 
 
|-
 
|-
|3-15
+
|[[stake]] || -> || [[great dagger]]
|"Count Carefully"
 
|[[Count Carefully]]
 
 
|-
 
|-
|3-16
+
|[[great dagger]] || -> || [[orcish dagger]]
|"You Only Need Six"
 
|[[You Only Need Six]]
 
 
|-
 
|-
|3-17
+
|[[knife]] || <-> || [[stiletto]]
|"Four Wings"
 
|[[Four Wings]]
 
 
|-
 
|-
|2-1
+
|[[axe]] || <-> || [[throwing axe]]
|"Squeeze Me In"
 
|[[Sokoban Level 3b]]
 
 
|-
 
|-
|2-2
+
|[[dwarvish bearded axe]] || <-> || [[battle axe]]
|"Nooks and Cubbyholes"
 
|[[Sokoban Level 3a]]
 
 
|-
 
|-
|2-3
+
|[[pick-axe]] || <-> || [[dwarvish mattock]]
|"The Pergola"
+
|-
|[[Sokoban Level 3e]]
+
|[[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]]
 
|-
 
|-
|2-4
+
|[[broadsword]] || <-> || [[elven broadsword]]
|"Back Alley Cliche"
 
|[[Sokoban Level 3g]]
 
 
|-
 
|-
|2-5
+
|[[orcish long sword]] || -> || [[long sword]]
|"Snaggletooth"
 
|[[Sokoban Level 3h]]
 
 
|-
 
|-
|2-6
+
|[[long sword]] || -> || [[elven long sword]]
|"Diligent Escape Plan"
 
|[[Sokoban Level 3i]]
 
 
|-
 
|-
|2-7
+
|[[elven long sword]] || -> || [[orcish long sword]]
|"Corner Pocket"
 
|[[Sokoban Level 3c]]
 
 
|-
 
|-
|2-8
+
|[[mace]] || <-> || [[heavy mace]]
|"No Way Out"
 
|[[Sokoban Level 3d]]
 
 
|-
 
|-
|2-9
+
|[[morning star]] || <-> || [[orcish morning star]]
|"Reading Rooms"
 
|[[Sokoban Level 3f]]
 
 
|-
 
|-
|2-10
+
|[[war hammer]] || <-> || [[heavy war hammer]]
|"Shave and a Haircut"
 
|[[Sokoban Level 1g]]
 
 
|-
 
|-
|2-11
+
|[[club]] || <-> || [[aklys]]
|"Bring 'em on Down"
 
|[[Bring 'em On Down]]
 
 
|-
 
|-
|2-12
+
|[[orcish bow]] || -> || [[bow]]
|"Slot Machine"
 
|[[Slot Machine]]
 
 
|-
 
|-
|2-13
+
|[[bow]] || -> || [[elven bow]]
|"Through the Cracks"
 
|[[Through the Cracks]]
 
 
|-
 
|-
|2-14
+
|[[elven bow]] || -> || [[orcish bow]]
|"Either Way, It's All Good"
 
|[[Either Way, It's All Good]]
 
 
|-
 
|-
|2-15
+
|[[quarterstaff]] || <-> || [[silver capped staff]]
|"Sneak Preview"
 
|[[Sneak Preview]]
 
 
|-
 
|-
|2-16
+
|[[staff of escape]] || <-> || [[staff of matter]]
|"Daedalus Delicatessen"
 
|[[Daedalus Delicatessen]]
 
 
|-
 
|-
|2-17
+
|[[staff of war]] || <-> || [[staff of divination]]
|"Stacked Dozen"
 
|[[Stacked Dozen]] ([[Sokoban Level Stacked Dozen|alternate solution]])
 
 
|-
 
|-
|1-1
+
|[[staff of necromancy]] || <-> || [[staff of healing]]
|"Left Holding the Bag"
 
|[[Sokoban Level 4a]]
 
 
|-
 
|-
|1-2
+
|[[cornuthaum]] || <-> || [[dunce cap]]
|"Reflectoban"
 
|[[Sokoban Level 4b]]
 
 
|-
 
|-
|1-3
+
|[[fedora]] || <-> || [[elven helm]]
|"Just Keep Pushing"
 
|[[Sokoban Level 4c]]
 
 
|-
 
|-
|1-4
+
|[[orcish helm]] || <-> || [[dwarvish helm]]
|"Work For It"
 
|[[Sokoban Level 4d]]
 
 
|-
 
|-
|1-5
+
|[[helm of madness]] || <-> || [[helm of brilliance]]
|"Dudley's Torment"
 
|[[Sokoban Level 4e]]
 
 
|-
 
|-
|1-6
+
|[[helm of telepathy]] || <-> || [[tinfoil hat]]
|"Plinketto"
 
|[[Sokoban Level 4f]]
 
 
|-
 
|-
|1-7
+
|[[dwarvish chain mail]] || <-> || [[elven chain mail]]
|"Ringing Endorsement"
 
|[[Ringing Endorsement]]
 
 
|-
 
|-
|1-8
+
|[[chain mail]] || <-> || [[orcish chain mail]]
|"Open at the Top"
 
|[[Open at the Top]]
 
 
|-
 
|-
|1-9
+
|[[splint mail]] || <-> || [[large splint mail]]
|"Collecting Marbles"
 
|[[Collecting Marbles]]
 
 
|-
 
|-
|1-10
+
|[[ring mail]] || <-> || [[orcish ring mail]]
| "Running Rings Around"
 
|[[Running Rings Around]]
 
 
|-
 
|-
|1-11
+
|[[light armor]] || <-> || [[jacket]]
|"Back At Ya"
 
|[[Back At Ya]]
 
 
|-
 
|-
|1-12
+
|[[robe]] || <-> || [[large robe]]
|"The Dragon of Bactria"
 
|[[The Dragon of Bactria]]
 
 
|-
 
|-
|}
+
|[[robe of weakness]] || -> || [[robe of power]]
 
+
|-
=== Town branch ===
+
|[[robe of power]] || -> || [[robe of protection]]
 
+
|-
* From SlashTHEM/UnNethack
+
|[[robe of protection]] || -> || [[robe of weakness]]
* Appears 2-3 levels below the Oracle.
+
|-
* Created a "Raided Angband" level that is been ransacked by bandits and thieves.
+
|[[striped shirt]] || <-> || [[t-shirt]]
* You can always find the Master Sword guarded by a gang of bandits in the village.
+
|-
 
+
|[[mummy wrapping]] || <-> || [[plain cloak]]
===Rat level===
+
|-
A single randomized level picked from:
+
|[[orcish cloak]] || -> || [[dwarvish cloak]]
* The Rat Level (Slash'EM)
+
|-
* The Rat Level (SlashTHEM)
+
|[[dwarvish cloak]] || -> || [[elven cloak]]
 
+
|-
===Alignment Quests===
+
|[[elven cloak]] || -> || [[orcish cloak]]
* Appears on DL 15-19, from SLASH'EM
+
|-
* As in SLASH'EM, two of the three alignment keys are needed for Vlad's Tower
+
|[[poisonous cloak]] || <-> || [[alchemy smock]]
* Some elements of the quests have been changed:
+
|-
 
+
|[[orcish shield]] || <-> || [[dwarvish roundshield]]
====Neutral Quest====
+
|-
* There is now a secret compartment full of e's that will slowly funnel into the level now.
+
|[[large shield]] || <-> || [[tower shield]]
 
+
|-
====Chaotic Quest====
+
|[[small shield]] || <-> || [[elven shield]]
* Instead of the randomized level 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.
+
|[[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]]
 +
|}
  
===Big Room===
+
== Techniques ==
* Imported a bunch of new big room variations from UnNethack, SpliceHack, and SLASHTHEM.
 
  
===[[Grund's Stronghold]]===
+
=== Changes to techniques ===
  
* Added more traps and the moat is double wide now, the stronghold wall is also phaseproof.
+
* 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.
* Grund's Stronghold now has a large cache of ammunition in one of the storage rooms.
 
  
=== Fort Ludios ===
+
* 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.
  
* Ludios appears on the first eligible level with a vault.
+
* 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.
* 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 branch ===
+
* [[Revivification]] technique and the spirit bomb spell (which was the Monk's [[Spirit bomb]] technique).
  
* Created an entrance level (from dNetHack's Erebor quest)
+
* Double damage (from DeathVision or Staff of Rot) is handled properly for techs.
* At the bottom is a dangerous dragon nest which guards a massive treasure horde (from UnNetHack)
 
   
 
=== Black Market ===
 
  
* Now has an extra layout ported from UnNetHack which features many different shops with black marketeers, with One-Eyed Sam still standing guard.
+
=== List of techniques ===
* Reduced Black Market prices a bit.
 
* Black Market Layout 1 is now a little thinner.
 
* Now undiggable and phase-proof.
 
  
=== The Storage Room ===
+
{|class="prettytable"
 +
!Technique
 +
!Notes
 +
!Origin
 +
|-
  
* Added 4 variations from dnh
+
|[[air dash]]
 
+
|
=== Gehennom ===
+
* Monk blitz tech
 
+
* Cannot air dash while trapped or underwater.
* No longer a series of mazes, but are mines-style levels with lava.
+
* Using the air dash tech while confused, stunned, or fumbling goes in a random direction.
* Areas such as the Sanctum and the entrance to the Wizard's Tower have also been adjusted.
+
|SLASH'EM
* Cerberus now guards the entrance to Gehennom.
+
|-
* Vlad the Impaler's tower is the SLASH'EM version
+
|[[Berserk (technique)|Berserk]]
* Vibrating square: messages when player is near
+
|
 +
|SLASH'EM
 +
|-
 +
|[[blessing]]
 +
|
 +
* Priest
 +
|SLASH'EM
 +
|-
  
=== Elemental Planes ===
+
|[[blink]]
 +
|
 +
* Hobbits
 +
|SLASH'EM
 +
|-
  
* The first four Planes levels are randomized and appear in a different order every game.
+
|[[blood magic]]
* Updated monsters on the plane of water with deepest ones, things from below, and mermaids.
+
|
 +
* Adapted the Blood Magic skill from SpliceHack into a technique for necromancers.
 +
|Hack'EM/Splice
 +
|-
  
== New special rooms ==
+
|[[booze]]
 +
|
 +
* For the deferred Drunk role from SlashTHEM.
 +
|SLEX
 +
|-
  
* Fungus Farm (SLASH'EM)
+
|[[break rock]]
* Migo Hive (SLASH'EM)
+
|
* Dragon Lair (SLASH'EM)
+
* Adapted the monk's boulder breaking ability from EvilHack into a technique.
* Real Zoo (SLASH'EM)
+
* It it still available by using force attack (F) on boulders or statues.
** Added zoo bats
+
|Hack'EM/Evil
* 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 ===
+
|[[calm steed]]
 +
|
 +
* Yeoman
 +
* Cures fear when used in centaur form/race.
 +
|SLASH'EM
 +
|-
  
* EvilHack already had most of the themed rooms but more have been added.
+
|[[chained blitz]]
* Added any missing flipped versions of rooms (from UnNetHack) for completeness
+
|
* Added minimum levels to all themed Rooms
+
* Monk blitz tech
** The dungeon is pretty clean of themed rooms until level 8.  
+
* Chain blitz tech now shows how many blitz moves you have available and input feedback as you type the blitz commands.
** At levels 8, 11, and 17 we introduce more variety.
+
* 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
 +
|-
  
== Shops ==
+
|[[charge saber]]
 +
|
 +
* Jedi
 +
|SlashTHEM
 +
|-
  
* Shopkeepers can be a variety of different races; your race versus theirs directly affects pricing.
+
|[[chi strike]]
* Removed the racial shopkeeper price adjustments.
+
|
 
+
* Monk blitz tech
=== Shopkeeper services ===
+
|SLASH'EM
 +
|-
  
* 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.
+
|[[chi healing]]
* 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.
+
* Monk blitz tech
* Only Black Market can have the "identify any" service
+
|SLASH'EM
* The service charge "smoothing" rewards higher charisma.
+
|-
* All shop identify services are basic (and half price).
 
  
==== Firearms training service ====
+
|[[critical strike]]
 +
|
 +
* Rogue
 +
|SLASH'EM
 +
|-
  
* In addition to the weapon practice technique, this is a shopkeeper service for making firearms more accessible.
+
|[[cutthroat]]
* Gun shops always offer this up to Expert skill.
+
|
* Weapon shops, armor shops offer 20% of the time, up to max Skilled.
+
* Rogue
* General stores offer it 10% of the time, up to max Basic.
+
|SLASH'EM
** $500 for Basic skill
+
|-
** $1000 for Skilled
 
** $2000 for expert
 
  
==== Tinker service ====
+
|[[dazzle]]
 +
|
 +
* Vampirics
 +
|SLASH'EM
 +
|-
  
* Only gnomes offer this service
+
|[[disarm]]
* 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)
+
* Any role can get this tech by advancing a non-ranged weapon skill to Skilled.
* Base charge is $500
+
* In SLASH'EM, you could get this tech by advancing any weapon skill except whips.
* Non-gnomes are charged double
+
* 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. 
* Low intelligence (under 18 INT) players are subject to $100 price gouge
+
|SLASH'EM
* 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 ====
+
|[[draw blood]]
 +
|
 +
* All vampirics now start with a medical kit so they can use this technique.
 +
* Removed the cooldown.
 +
|SLASH'EM
 +
|-
  
* Weapon based shops can offer an expensive random property service now.
+
|[[draw energy]]
* Only one property can be added to a weapon.
+
|
 
+
* General spellcaster tech
==== Service details ====
+
* 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
 +
|-
  
{|class="prettytable"
+
|[[elemental fist]]
!Shop/Race
 
!Services
 
|-
 
|All shops:
 
 
|
 
|
* 1 in 3 offer uncursing services.
+
* Monk blitz tech
* 1 in 20 offer rumors
+
* Elemental fist can inflict sonic damage.
 +
* Added some rare critical-hits for elemental fist (inspired by SpliceHack skills)
 +
|SLASH'EM
 
|-
 
|-
  
|General stores:
+
|[[eviscerate]]
 
|
 
|
* 0-2 random identify services,
+
* Tech for the deferred Lycanthrope/Lunatic
* 10% chance of having 1 extra identify service.
+
|SLASH'EM
* 20% offer firearms training
 
* 25% offer basic charging
 
 
|-
 
|-
  
|Weapon shops:
+
|[[force push]]
 
|
 
|
* 75% offer weapon ID
+
* Jedi
* 20% offer armor ID
+
* Jedi gain a force-push technique at level 14.
* 25% offer weapon fixing
+
* Using the force push tech while engulfed breaks you out.
* 25% offer weapon enchanting
+
|Hack'EM
* 25% offer weapon poisoning
 
* 20% offer firearms training
 
* 20% offer property grafting
 
 
|-
 
|-
  
|Armor shops:
+
|[[ground slam]]
 
|
 
|
* 75% offer armor ID
+
* Monk blitz tech
* 20% offer weapon ID
+
|SLASH'EM
* 25% offer armor fixing
 
* 25% offer armor enchanting
 
* (Note: Armor shops will refuse to work on dragon scales.)
 
* 20% offer firearms training
 
 
|-
 
|-
  
|Scroll stores:
+
|[[healing hands]]
 
|
 
|
* 75% offer scroll ID
+
* Knight and Priest tech.
* 20% offer book ID
+
* Also cures larval infection now.
 +
|SLASH'EM
 
|-
 
|-
  
|Spellbook stores:
+
|[[ice armor]]
 
|
 
|
* 75% offer book ID
+
* Ice mage tech
* 20% offer scroll ID
+
* 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.
 +
 
 +
{|class="prettytable"
 +
!Level
 +
|1
 +
|2-3
 +
|4-5
 +
|6-7
 +
|8-9
 +
|10-11
 +
|12-13
 +
|14-15
 +
|16-17
 +
|18-19
 +
|20-21
 
|-
 
|-
 
+
!AC Bonus
|Potion stores:
+
| -2
|
+
| -3
* 50% offer potion ID
+
| -4
 +
| -5
 +
| -5
 +
| -6
 +
| -7
 +
| -8
 +
| -9
 +
| -10
 +
| -11
 +
|}
 +
|SLASH'EM
 
|-
 
|-
  
|Ring stores:
+
|[[jedi jump]]
 
|
 
|
* 20% offer ring ID
+
* Jedi
* 20% offer amulet ID
+
|SlashTHEM
* 20% offer gem ID
 
* 25% offer basic charging
 
 
|-
 
|-
  
|Wand shops:
+
|[[kiii]]
 
|
 
|
* 50% offer wand ID
+
* Kii technique timeout gets extended on successful hits.
* 20% offer armor ID
+
* Samurai
* 25% offer basic charging
+
|SLASH'EM
* 25% offer premium charging
 
 
|-
 
|-
  
|Tool shops:
+
|[[liquid leap]]
 
|
 
|
* 50% offer tool ID
+
* Doppelganger
* 25% offer basic charging
+
* Liquid leap affects all squares the same as being zapped with acid.
 +
* Paranoid confirm for liquid leaping into water or lava.
 +
|SLASH'EM
 
|-
 
|-
  
|Deli/food shops:
+
|[[missile flurry]]
 
|
 
|
* 100% offer food ID
+
* Ranger
* 10% offer potion ID
+
|SLASH'EM
 
|-
 
|-
  
|Pet shops:
+
|[[pickpocket]]
 
|
 
|
* 50% offer food ID
+
* The rogue's thievery ability from EvilHack is now available on the technique menu.
* 25% offer tool ID
+
* It it still available by using force attack (F).
 +
|EvilHack
 
|-
 
|-
  
|Lighting shops:
+
|[[power shield]]
 
|
 
|
* 10% offer potion ID
+
* 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
 
|-
 
|-
  
|Dwarves:
+
|[[power surge]]
 
|
 
|
* 20% offer weapon ID
+
* Powerful technique for spellcasters.
* 20% offer armor ID
+
|SLASH'EM
* 20% offer gem ID
 
 
|-
 
|-
  
|Orcs:
+
|[[primal roar]]
 
|
 
|
* 25% offer weapon poisoning
+
* Caveman
 +
* Primal roar tech now levels up pets permanently.
 +
* The duration of their double damage has been extended.
 +
|SLASH'EM
 
|-
 
|-
  
|Gnomes:
+
|[[pummel]]
 
|
 
|
* 25% offer tool ID
+
* Monk blitz tech
* 25% offer tinker
+
|SLASH'EM
 
|-
 
|-
  
|Giants:
+
|[[raise zombies]]
 
|
 
|
* 20% offer gem ID
+
* Necromancer
 +
|SLASH'EM
 
|-
 
|-
  
|Nymphs:
+
|[[revivification]]
 
|
 
|
* 10% offer ring ID
+
* Removed revive tech from healers; necromancers get it at level 14.
* 20% offer potion ID
+
* Priests can also get this tech at level 30.
 +
|SLASH'EM
 
|-
 
|-
  
|Hobbit:
+
|[[souleater]]
 
|
 
|
* 50% offer food ID
+
* Enabled soul eater tech for dark knight
* 10% offer ring ID
+
* 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
 
|-
 
|-
  
|Illithid:
+
|[[spirit bomb]]
 
|
 
|
* 25% offer scroll ID
+
* Monk blitz tech
* 25% offer spellbook ID
+
* Buffed spirit bomb technique damage.
|}
+
|SLASH'EM
 +
|-
  
=== New shop types ===
+
|[[rage eruption]]
 +
|
 +
|SLASH'EM
 +
|-
  
* Pet Shops (From UnNetHack)
+
|[[reinforce memory]]
* Instrument Shop (From UnNetHack)
+
|
* Tin Shop ("canned food factory") (From UnNetHack)
+
* General tech for spellcasters that lets them refresh their memory of a spell that is getting low in retention.
* Junk shop (from SpliceHack): Features all your favorite items in one convenient place!
+
|SLASH'EM
* Mask shop (from SpliceHack)
+
|-
* Archery shop (from SpliceHack)
 
* Gun shops (from SlashTHEM)
 
  
=== Misc shop changes ===
+
|[[research]]
 +
|
 +
* Archaeologist
 +
|SLASH'EM
 +
|-
  
* Lighting shops can now carry wands/scrolls/spellbooks of light, as well as the rare wand of lightning.
+
|[[spirit tempest]]
* Delis can carry meat sticks, royal jelly, and huge chunks of meat.
+
|
* Hardware stores stock potions of oil, and rarely touchstones (xnh)
+
* Necromancer
* Archery shops not should appear if your character cannot attain any proficiency in BOW.
+
* Created for necromancers - it works as a self centered [[spirit bomb]].
* Gun shops should not appear if your character cannot attain any proficiency in FIREARM.
+
* Spirit tempest tech gets a multi explosion bonus at level 21.
* Gun shops can also carry assault rifles, flintlocks, grease, and towels.
+
|Hack'EM
* Pet shops can carry bardings of all types.
+
|-
  
 +
|[[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
 +
|-
  
== Dragons and dragon scales ==
+
|[[surgery]]
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.
+
|
 
+
* Healer
{|class="prettytable"
+
* Also cures fear and larval infection.
 
+
|SLASH'EM
!Dragon
 
!Primary
 
!Secondary
 
!Passive
 
 
|-
 
|-
  
|Black
+
|[[telekinesis]]
|Disintegration res
+
|
|Slow digestion
+
* Jedi
|Disintegration (!!)
+
* 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
 
|-
 
|-
|Blue
+
 
|Shock res
+
|[[tinker]]
|Speed
+
|
|Shock (!!)
+
* Gnomes
 +
|SLASH'EM
 
|-
 
|-
|Deep
+
 
|Drain res
+
|[[tumble]]
|Stable (hurtling res)
+
|
|Drain life
+
* 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
 
|-
 
|-
|Gold
+
 
|Light
+
|[[turn undead]]
|Automatic searching
+
|
|Blinding
+
* As in SLASH'EM, #turn is now a technique.
 +
* Knights, priests, and undead slayers get this technique.
 +
|SLASH'EM
 
|-
 
|-
|Gray
+
 
|Magic res
+
|[[uppercut]]
|Cancel protection
+
|
|Cancellation (!!)
+
* 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
 
|-
 
|-
|Green
+
 
|Poison res
+
|[[vanish]]
|Sickness res
+
|
|Poison
+
* Gnomes
 +
|SLASH'EM
 
|-
 
|-
|Orange
+
 
|Sleep res
+
|[[weapon practice]]
|Free action
+
|
|Slow
+
* General tech for some melee roles to let them train up skills without fighting.
 +
|SLASH'EM
 
|-
 
|-
|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
+
|[[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 ==
  
- Most of the passive attacks only trigger 33% of the time.
+
'''Quest Variety:''' Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.
- 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 ==
+
'''Lowered Level Requirement:''' The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).
  
=== New spellbooks ===
+
'''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.
  
{|class="prettytable"
+
'''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.
!Spell
+
 
!Class
+
'''Permanent Abuse Record:''' Unlike your alignment record, which can be adjusted back into positive standing, your alignment abuse record is permanent.
!Level
+
 
!Notes
+
'''Quest Artifact Forfeiture:''' Quest leaders might ask you to forfeit the quest artifact if you have abused your alignment.
|-
 
  
|'''[[spellbook of acid blast]]'''
+
'''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.
|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]]'''
+
'''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.
|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]]'''
+
'''Luck boon:''' If you complete the quest with under 13 alignment abuse, you will receive a luck boon (+1 to permanent luck).
|DIVINATION
 
|4
 
|
 
* Using this is equivalent to the wand of enlightenment.
 
* Was a BODY spell in SLASH'EM, now DIVINATION.
 
|-
 
  
|'''[[spellbook of fire bolt]]'''
+
'''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.
|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
+
== Dungeon features ==
** 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]]'''
+
=== Trap mechanics ===
|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]]'''
+
Several new trap features have been added to the game:
|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]]'''
+
''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)
|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]]'''
+
''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.
|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]]'''
+
''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.
|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]]'''
+
''Fire Trap Untrapping:'' Fire traps can be deactivated using #untrap, but it requires water to do so.
|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]]'''
+
''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.
|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]]'''
+
''Web Destruction:'' Players can now force-fight webs with a bladed weapon to destroy them.
|MATTER
 
|4
 
|
 
* From SpliceHack.
 
* Similar to a cone of cold, but inflicts sonic damage.
 
|-
 
  
|'''[[spellbook of summon undead]]'''
+
''Castle Drawbridge:'' It's worth noting that the Castle drawbridge doesn't always close with the passtune as it did before.
|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.
 
|-
 
  
|}
+
''Temporary Invisibility:'' Invisibility gained from magic traps is temporary and not permanent.
  
===Spellcasting changes===
+
''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.
* 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
+
=== Breaking wands creates related traps ===
* 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 ===
+
'''Breaking wands will usually create related traps (Un)'''
  
{|class="prettytable"
+
{|class="wikitable"
!Spell
+
!Wand !! Trap created
!Notes
 
 
|-
 
|-
 
+
|wand of cold || ice trap
|'''[[spellbook of cause fear]]'''
 
|
 
 
|-
 
|-
 
+
|wand of opening || trap door
|'''[[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).
 
 
|-
 
|-
 
+
|wand of fire || fire trap
|'''[[spellbook of confuse monster]]'''
 
|
 
* Decreased from level 2 (in old Vanilla) to level 1.
 
 
|-
 
|-
 
+
|wand of magic missile || magic trap
|'''[[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.
 
 
|-
 
|-
 
+
|wand of teleportation || teleport trap
|'''[[spellbook of cone of cold]]'''
 
|
 
* Was an ATTACK spell, now a MATTER spell.
 
 
|-
 
|-
 
+
|wand of polymorph || poly trap
|'''[[spellbook of create monster]]'''
 
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
 
|-
 
|-
 
+
|wand of sleep || sleeping gas trap
|'''[[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.
 
 
|-
 
|-
 
+
|wand of cancellation || anti-magic trap
|'''[[spellbook of detect food]]'''
 
|
 
* Decreased from level 2 (in Vanilla) to level 1.
 
 
|-
 
|-
 
+
|wand of deluge || rust trap
|'''[[spellbook of detect monsters]]'''
 
|
 
* Raised from level 1 (in Vanilla) to level 2.
 
 
|-
 
|-
 
+
|wand of shock || magic beam trap
|'''[[spellbook of detect unseen]]'''
 
|
 
* Decreased from level 3 (in Vanilla) to level 2.
 
 
|-
 
|-
 
+
|wand of poison gas || magic beam trap
|'''[[spellbook of dig]]'''
 
|
 
* Decreased from level 5 (in Vanilla) to level 3.
 
 
|-
 
|-
 
+
|wand of corrosion || magic beam trap
|'''[[spellbook of fireball]]'''
 
|
 
* Was an ATTACK spell, now a MATTER spell.
 
 
|-
 
|-
 +
|wand of noise || magic beam trap
 +
|}
  
|'''[[spellbook of invisibility]]'''
+
'''wand of detection:''' When broken this does not create a trap, however it will now detect traps and portals.
|
 
* Decreased from level 4 (in Vanilla) to level 2.
 
|-
 
  
|
 
'''[[spellbook of jumping]]'''
 
|
 
* Raised from level 1 (in Vanilla) to level 2.
 
|-
 
  
|'''[[spellbook of protection]]'''
+
=== Breakable iron bars ===
|
 
* Was an CLERIC spell, now a ENCHANTMENT spell.
 
|-
 
  
|'''[[spellbook of remove curse]]'''
+
* 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.
* Was an CLERIC spell, now a ENCHANTMENT spell.
+
* You can punch and shatter them when wearing [[gauntlets of force]].
|-
+
* You can zap them with an acid ray or breath to dissolve them
  
|'''[[spellbook of restore ability]]'''
+
If you shatter them, some [[iron chain]]s may be randomly flung out as a result.
|
 
* Decreased from level 4 (in Vanilla) to level 2.
 
* Restore ability spell is now directional. (EvilHack)
 
|-
 
  
|'''[[spellbook of sleep]]'''
+
=== Grass ===
|
 
* Decreased from level 3 (in Vanilla) to level 1.
 
|-
 
  
|'''[[spellbook of slow monster]]'''
+
* 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.
* Decreased from level 2 (in Vanilla) to level 1.
+
* 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...
|-
 
  
|'''[[spellbook of teleport away]]'''
+
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.
|
 
* Decreased from level 6 (in Vanilla) to level 5.
 
|-
 
  
|'''[[spellbook of turn undead]]'''
+
=== Bloody tiles ===
|
 
* Was an CLERIC spell, now a NECROMANCY spell.
 
|}
 
  
=== Arcane monster spells ===
+
* 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.
  
'''Touch of death'''
+
=== Vents ===
* 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)
+
* Ported from SpliceHack, vents appear as a bright cyan (#) tile.
* Acts just like having a wand of cancellation zapped at the player.
+
* 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.
* The spellcasting monster must be lined up with the player before it can cast this spell.
+
* 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.
  
'''Acid blast''' (new)
+
* Polymorphed sinks can turn into vents
* 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'''
+
'''Vents act as occasional monster generators:'''
* Vanilla behavior – if the player didn't have magic resistance, one piece of armor would be completely destroyed.
+
* Spiders, snakes, and rats can randomly pop out of vents.
* In HackEM, any piece of worn armor can have its fixed status removed, and then deteriorated.
+
* 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.
* 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)
+
=== Toilets ===
* 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)
+
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.
* Creates a shimmering globe around the caster, granting them reflection for several turns.
 
  
'''Create Pool''' (from SlashEM)
+
* Enabled fishing in toilets
* Affected by displacement and invisibility now.
+
* Dropping a ring of poly into a sink can poly into a toilet.
* Monsters can't create pools on traps.
+
* Toilet prayer can now stop the vomiting process
* Spellcasters can only cast create pool on squares that zombies can dig on: normal room and corridor squares, grass, and grave tiles.
+
* If giants sit on toilets, they break.
  
'''Call Undead''' (from SlashEM)
+
'''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 pudding]]s (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.
  
'''Summon Monsters/Nasties'''
+
'''Amulet identification in toilets (SLEX)'''
* Enemies have to see you in order to cast this spell now.
+
* Amulets can be dropped down toilets and possibly identified.
* Implemented fix #K669 - 'nasty' monster summoning.  
+
* Amulets of flying are always regurgitated from toilets.
* chain summoning nerf. tldr: "If a replacement creature is a spellcaster it now has to have lower difficulty than the summoner."
+
* Amulets of change will polymorph the toilet into a sink
  
* Updated [[nasties]] lists with slashem monsters.
+
=== Sinks ===
* Added [[gug]], slaughter wights, devas, [[revenant]]
 
  
=== Clerical monster spells ===
+
* Random sink effect: noxious gas cloud (from 3.7)
  
'''Summon minion''' (new)
+
=== Forges ===
* 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'''
+
* Inherited from EvilHack
* A powerful spell that causes a large geyser of water to slam into its target, causing physical damage (8d6).
+
* Forges have the same appearance as fountains but are orange in color.
* What's new: can now rust any unprotected worn armor.
+
* 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.
  
'''Vulnerability''' (new)
+
==== Forging and #craft ====
* Its target temporarily becomes vulnerable to either fire, cold, shock or acid-based attacks, dropping its resistance (if any exists) by 50%.
+
* 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)
  
=== Monster mechanic changes ===
+
* 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.
  
==== Berserking behavior ====
+
=== The SLASH'EM levels ===
  
* From EvilHack
+
* The main dungeon layout has been adjusted to more closely follow SLASH'EM.
* 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 ====
+
{|class="wikitable"
 +
!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%)
 +
|-
 +
|}
  
* 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.
+
=== Gnomish Mines ===
* 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?'''
+
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.
  
All these conditions must be true:
+
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.
  
* The pet is not a minion
+
=== Sokoban ===
* 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.
+
* 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).
  
==== Flanking behavior ====
+
{|class="wikitable"
 
+
!Map # !! Map Name !! Solution
* 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.
+
|4-1 || "Kick It On Over" || [[Sokoban Level 1b]]
* 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):
+
|4-2 || "Setting That Aside" || [[Sokoban Level 1a]]
** AC penalty = 4 + (mdiffulty - 4) / 2
+
|-
* Flanking has been applied to many appropriate monsters in Hack'EM.
+
|4-3 || "Mirror Hall" || [[Sokoban Level 1c]]
 
+
|-
* 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.
+
|4-4 || "We See You" || [[Sokoban Level 1d]]
 
+
|-
Flanking restrictions:
+
|4-5 || "False Flag" || [[Sokoban Level 1e]]
* 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.
+
|4-6 || "One Wrong Step" || [[Sokoban Level 1f]]
 
+
|-
==== Monster hit point generation ====
+
|4-7 || "Open the Door" || [[Sokoban Level 1i]]
 
+
|-
* Now determined by their size as well as what level they are.
+
|4-8 || "Mini Me" || [[Mini Me]]
* They also have the same armor class damage reduction that players enjoy.
+
|-
 
+
|4-9 || "One More Time" || [[One More Time]]
==== Intelligent monsters ====
+
|-
 
+
|4-10 || "Boomerang Boulders" || [[Boomerang Boulders]]
* 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:
+
|4-11 || "Easy Peasey" || [[Easy Peasey]]
** stashing objects into bags and taking them back out
+
|-
** unlocking and looting locked containers
+
|4-12 || "First Things First"  || [[First Things First]]
** activating any figurines it may have
+
|-
** wearing most rings
+
|4-13 || "Picking out the Seeds" || [[Picking out the Seeds]]
** reading scrolls of remove curse to uncurse items in its inventory
+
|-
** scrolls of charging to recharge wands in its possession
+
|4-14 || "Three-Room Monte" || [[Three-Room Monte]]
** 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.
+
|4-15 || "Column B" || [[Column B]]
 
+
|-
* 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.
+
|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]]
 +
|-
 +
|}
  
==== Player monsters ====
+
=== Town branch ===
  
* 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.
+
* From SlashTHEM/UnNethack
* 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).
+
* Appears 2-3 levels below the Oracle.
* 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.
+
* 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 ===
  
==== Shape-changing monsters ====
+
* Appears on DL 15-19, from SLASH'EM
 
+
* As in SLASH'EM, two of the three alignment keys are needed for Vlad's Tower
* (except for vampires and were-creatures) will revert back to their original form when their polymorphed form dies.
+
* Some elements of the quests have been changed:
* They cannot change form again once this happens.
+
 
 
+
* 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.
==== Breaking boulders ====
+
 
 
+
=== Big Room ===
* 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.  
+
* Imported a bunch of new big room variations from UnNethack, SpliceHack, and SLASHTHEM.
* 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.
+
=== [[Grund's Stronghold]] ===
 
+
 
==== Other new behaviors that need documentation ====
+
* 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.
* M3_ACCURATE
+
* If one of the iron safes doesn't have a magic marker, it will have a scroll of acquirement in its place.
* M3_SKITTISH
+
 
* M3_DISPLACES
+
=== Fort Ludios ===
* M4_VULNERABLE_FIRE
+
 
* M4_VULNERABLE_COLD
+
* Ludios appears on the first eligible level with a vault.
* M4_VULNERABLE_ELEC
+
* Fort Ludios can also appear below Medusa's.
* M4_VULNERABLE_ACID
+
* An extra dungeon prison has been added below Fort Ludios. This is a leftover from the Lethe branch and it seemed to fit here!
* M4_STATIONARY
+
 
* MR_PSYCHIC
+
=== Wyrm Caves ===
* MR_CLOB
+
 
* MR_SONIC
+
* Created an entrance level (from dNetHack's Erebor quest)
* M2_JUMPER
+
* At the bottom is a dangerous dragon nest which guards a massive treasure horde (from UnNetHack)
 
+
   
=== Unique monster changes ===
+
=== Black Market ===
 
+
 
* '''[[The Oracle]]''' sometimes gets a potion of hallucination. (xnh)
+
* 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.
'''[[Medusa]]'''
+
* 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.
* Medusa has been enhanced; she is no longer an easy kill.  
+
 
* Her hit points and level have been boosted.
+
=== The Storage Room ===
* 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.  
+
* Added 4 variations from dnh
* Her gaze is still of the instant petrification type.  
+
 
* Having reflection is no longer a guaranteed kill, she resists most of the time.
+
=== Gehennom ===
* When defeated, a pegasus will arise from her body (SLASH'EM)
+
 
 +
* 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
 +
# 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 ====
 +
 
 +
{|class="prettytable"
 +
!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.
 +
 
 +
{|class="prettytable"
 +
 
 +
!Dragon
 +
!Primary
 +
!Secondary
 +
!Passive
 +
|-
 +
 
 +
|Black
 +
|Disintegration res
 +
|
 +
|Disintegration (!!)
 +
|-
 +
|Blue
 +
|Shock res
 +
|Speed
 +
|Shock (!!)
 +
|-
 +
|Deep
 +
|Drain res
 +
|Slow digestion
 +
|Drain life
 +
|-
 +
|Gold
 +
|Light
 +
|Infravision<br/>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<br/>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 (starting race)|Drow]] has not been ported, but may be inherited from EvilHack's implementation in the future.
 +
 
 +
* [[Techniques]] have been implemented with updates and bug fixes.
 +
* New techniques are featured! See the [[Hack'EM#Techniques|techniques section]] for more details.
 +
 
 +
These features have been removed or replaced:
 +
* Skipped races: [[Lycanthrope (starting race)|Lycanthrope]].
 +
* Skipped monsters: [[Gypsies]], Doctor Frankenstein, Frankenstein's Monster
 +
* Skipped items:
 +
** [[wand of fireball]]
 +
** [[lab coat]]
 +
** heavy hammer (evil had heavy war hammer)
 +
** [[rocket launcher]], [[grenade launcher]], [[rocket]], [[stick of dynamite]]
 +
** all droven items
 +
** [[Giantkiller]] (Evil has [[Giantslayer]]).
 +
* Skipped spellbooks:
 +
** [[spellbook of enchant armor]]
 +
** [[spellbook of enchant weapon]]
 +
** [[spellbook of resist poison]]
 +
** [[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 ===
 +
 
 +
* 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 [[Forge (dungeon feature)|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.
  
'''Demon lords/princes'''
 
  
* These demons and the lair they may appear in, has been completely randomized.
+
== Funny or silly changes ==
* Your experience in Gehennom can be a very different experience per game.
+
* Gnomes hate eggs (from EvilHack)
 
+
* Vampires can't use toilets.
 
 
'''[[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)]]
 
* [[Roles and races (Hack'EM)]]
 
* [[Artifact (Hack'EM)]]
 
  
 
{{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.