Difference between revisions of "User:Chris/dNetHack/Role Changes"

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==[[dNethack]] roles==
 
==[[dNethack]] roles==
  
{|class="wikitable"
+
[[Role_difficulty/Variants#dNethack roles|Role difficulty table]]
!Role
 
!Starting Difficulty
 
!Quest Difficulty
 
!Ascension Difficulty
 
!Notes
 
|-
 
|'''Archeologist'''
 
| Normal.  The starting +2 bullwhip makes an ok early weapon, the starting pickaxe simplifies exploration and allows early vault access, the starting touchstone allows early identification of valuable stones.
 
| Normal. The Minion of Huhetotl hits quite hard and can cast spells, but he can be warded off.
 
| Normal. Archeologists have no major advantages or disadvantages going into the end game.
 
|
 
|-
 
|'''Anachrononaut'''
 
| Easy.  Good AC and strong weapons make short work of early monsters.  Lack of prayer means that mistakes can be fatal, though.
 
| Very Hard.  Abundant mind flayers, which can't be genocided due to the nature of the quest.  Beware of long-ranged death from mind blasts.  Additionally, enemies in the quest tend to use future tech weapons, which are very high damage.
 
| Easy. Future tech complements the standard ascension kit well.
 
|
 
|-
 
|'''Barbarian'''
 
| Easy.  Strong starting weapon and stats makes up for bad AC.
 
| Normal. Thoth Amon's spellcasting can pose a problem to non-magic resistant Barbarians, but his HP is unimpressive and a fast Barbarian can catch him off guard and kill him with the bonus melee attacks.
 
| Easy.  The Barbarian's iterative attacks and full BAB gives them nearly unrivaled damage output.  The quest artifact is very powerful, providing several necessary resistances and giving unlimited uncurse.
 
|
 
|-
 
|'''Binder'''
 
| Hard. Bad starting weapons, bad AC, lousy stats.  Lucky draws for the first three spirits simplify the early game, otherwise progress slowly through the dungeon and let your pet do the bulk of the fighting.
 
| Hard. The Binder needs to convert three temples, and thus have to deal with the three angry aligned priests, which are powerful on their own rights, as well as the minions summoned by the altars. The nemesis himself, Acererak, is a very tough foe with life-draining attacks and spell casting.
 
| Easy.  Once a Binder reaches the level cap and unlocks all their spirits, they become extremely powerful.  A Binder with Gauntlets of Power and melee spirits bound rivals the Barbarian's damage output.
 
|
 
|-
 
|'''Caveperson'''
 
| Normal.  Decent starting weapon and stats makes short work of early enemies.
 
| Hard. The Chromatic Dragon possesses over 500 HP, -20 AC, very damaging attacks and various spells, including summon nasties. She can be warded off with a scroll of scare monster, but even then it can take a very long time before she finally goes down, and during this time the scroll can be destroyed by a stray fire bolt.
 
| Normal. Cavepersons have no major advantages or disadvantages going into the end game.
 
|
 
|-
 
|'''Convict'''
 
| Hard.  Low starting nutrition and bad starting alignment makes early starvation a distinct threat.  The heavy iron ball deals a lot of damage but has bad to-hit.
 
| Easy. Warden Arianna's combat power is unimpressive, though the various prison guards and the lava demon around her lair can hit hard.
 
| Normal.  Convicts don't become unusually powerful, though the artifacts they pick up on the quest greatly increase their carrying capacity, and allow them to phase through walls, which opens up some unique options.
 
|
 
|-
 
|'''Healer'''
 
| Hard.  Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult.  No offensive spells or starting ranged weapon makes melee difficult to avoid.  Healing spells increase survivability, but low starting food makes starvation a worry.
 
| Hard. There are several dragons in each level, which can pose a problem for Healers lacking a decent weapon. More dangerously, the quest nemesis can wield the artifact against you, but he can be warded off.
 
| Hard.  The quest artifact is a good weapon, but is two-handed and thus can be a liability in the lategame.  Healers are saddled with a 1/2 BAB, which means they may have trouble hitting things in melee, even at level 30.  Finally, they may have trouble casting attack spells, due to their low skill caps in those schools.
 
|
 
|-
 
|'''Knight'''
 
| Easy. Decent starting weapon and armor.
 
| Hard. There is a unique red dragon on the quest home, and the quest nemesis is a spell casting nymph.
 
| Easy. Their quest artifact lets them cast very damaging magic missile and cone of cold spells.
 
|-
 
|'''Monk'''
 
| Easy.  Punch all the things.  The need to avoid body armor means AC will be bad. The possible starting spells (healing, sleep or protection) all help with greatly increasing early game survivability.
 
| Hard. Master Kaen hits very hard, can cast spells and cannot be warded off. Going toe-to-toe against him is usually suicide, so a Monk will need ways to damage him without retaliation.
 
| Normal.  Martial arts are only so-so by default, but can be improved through artifacts.  Monks are likely to be gifted artifact armor, most of which is quite good.
 
|
 
|-
 
|'''Noble'''
 
| Normal.  The +2 starting rapier but only so-so AC.  First Gift is a 2x damage melee weapon.
 
| Hard.  The quest nemesis is a team of 4 adventurers, resulting in a surprisingly high damage output.
 
| Normal.  The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 
|
 
|-
 
|'''Elven Noble'''
 
| Easy.  AC starts ok and has room to be easily improved.  The +2 starting spear makes short work of early enemies.  The First Gift is a 2x damage melee weapon.  As an Elf, can use Elbereth.
 
| Normal.  The quest nemesis is a spell casting wraith with a draining gaze; however, it is able to be warded off.
 
|
 
|
 
|-
 
|'''Female Droven Noble'''
 
| Easy.  Very good starting AC, if only so-so weapons (The +2 whip is ok but not great, the crossbow is more powerful but will run out of ammo quickly). First gift is a 2x damage two-handed sliver melee weapon. Light-blindness does make the Gnomish Mines far more dangerous for drow than for other races.
 
| Hard.  Abundant mind flayers, which can't be genocided due to the nature of the quest.  Beware of long-ranged death from mind blasts.  The nemesis is a hybrid divine and mage monster spellcaster, which casts two spells per round.
 
| Normal.  The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 
| Junehack bug: Currently start lacking their signature armor, resulting in a lower AC.
 
|-
 
|'''Male Droven Noble'''
 
| Easy, very similar to default nobles.  The +2 starting rapier makes up for only so-so AC.  First Gift is a 2x damage melee weapon.
 
| Normal.  The quest nemesis can't be warded away, hits hard, and has a disease causing melee attack, but she is not resistant to death rays.  She is equipped with both a wand of death and an amulet of life saving.
 
| Normal.  The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 
|
 
|-
 
|'''Dwarven Noble'''
 
| Normal.  Decent starting weapon but only so-so AC.  As a dwarf, the mines are safer.  First gift is good artifact armor, which also confers MR.
 
|
 
|
 
|
 
|-
 
|'''Priest'''
 
| Normal.  Decent starting weapon, and the ability to know BUC enables easy AC improvement.
 
| Normal. The high volume of undead can be taken care off with turn undead. The nemesis hits quite hard and can cast spells, but he can be warded off.
 
| Normal.  The quest artifact is a bit weak, but that can be compensated for without too much trouble.  The low skill caps can be troublesome, but Priests are at least a 3/4 BAB role.  Priests can also invoke artifacts a bit more frequently than other roles.  Priests also always receive the to-hit bonus granted by artifact weapons, even when attacking foes it would not normally apply vs.
 
|
 
|-
 
|'''Pirate'''
 
| Normal. High starting weapon skill and the flintlock can win most early game fights.
 
| Easy. A Pirate that can survive against the soldiers and skeletal pirates will find no problem fighting Blackbeard's ghost.
 
| Normal.  The Pirate's special rules for artifacts constrain them a bit, but their skill caps are fine, their crowning gift is decent, and their quest artifact converts some enemies into weaker pirate enemies.
 
|
 
|-
 
|'''Rogue'''
 
| Normal. The starting stack of daggers can be thrown to take out enemies from afar. Furthermore in dNetHack, the daggers can be dipped in the potion of sickness for a very damaging ranged option.
 
| Normal. The Master Assassin is not a threat, however the cruel level design means a Rogue needs to be prepared when entering the quest.
 
| Normal.  Rogues have a very damaging attack option in the form of highly enchanted thrown daggers, that can serve as the main weapon during the endgame.
 
|
 
|-
 
|'''Ranger'''
 
| Normal. The cloak of displacement and bow can help easily avoid and take out early game foes, but the limited supplies of arrows must be managed carefully.
 
| Easy. Scorpius's disease attacks can be mitigated with a unicorn horn, and outside of it he's not very impressive in melee.
 
| Easy. Rangers can fire very damaging volleys of arrows from their quest artifact.  Depending on alignment, the quest gift will be a small stack of unbreakable artifact ammo.
 
|
 
|-
 
|'''Gnome Ranger'''
 
| Normal. The cloak of displacement and crossbow can help easily avoid and take out early game foes, but the limited supplies of bolts must be managed carefully.  Gnomes take the quest early, however.
 
| Easy. Gnomes can enter the quest at level 6, and can easily complete the quest at that level.  The quest can be reached from the Gnomish Mines by dropping down through any hole.  The quest artifact is very powerful.
 
| Easy.  The quest artifact is as good as the normal Ranger quest artifact, and helps stretch ammo supplies.  The two bolts are each almost as powerful as a full volley from the Longbow.
 
| Junehack bug: Currently receive the same crowning gift as regular rangers, despite the crowning gift directly referencing the regular ranger pantheon.
 
|-
 
|'''Samurai'''
 
| Easy. Very good weapons, very good armor.
 
| Normal. Ashikaga Takauji's instakilling attacks pose a very grave threat, but he's not magic resistant and thus should be taken out in one turn with a wand of death.
 
| Normal.  The quest artifact is quite good, but is two handed and should be replaced during the lategame.
 
|
 
|-
 
|'''Tourist'''
 
| Hard. They must rely on their limited supply of darts in order to fix their lack of melee weapons and bad AC. The weapons that they can become somewhat proficient on (unicorn horns and sabers) are also hard to find in the early game.
 
| Easy. The Master of Thieves poses no threat to Tourists that can make it to the quest.
 
| Easy. Tourists have unlimited charging from the quest artifact, and can wish for future tech from the Anachrononaut role.  Tourists are, however, a 1/2 BAB role, and therefore can have trouble hitting high AC opponents, so care must still be taken.
 
|
 
|-
 
|'''Troubadour'''
 
| Hard. No starting weapons (unless you're an orcish troubadour), bad weapon skills and weak AC means they have to rely on buffing pets and have them do the fighting. On the upside, Troubadours gain EXP observing their pets kill enemies.  Troubadours can also build up skill with thrown daggers, which helps a lot in this phase of the game.
 
| Normal. Aglaope's main strategy is teleporting you to her, clawing and robbing you before teleporting away to heal. Troubadours possessing teleport control and an engagement ring can chase after her and beat her face in safety, otherwise she can be a very annoying foe. By this point, the Troubadour should probably be using a stack of daggers as their main attack.
 
| Hard.  Troubadours' bad weapon skills continue to be a liability in this phase of the game, as as a 1/2 BAB role they may have trouble hitting high AC enemies.  By this point their pets are probably very impressive, however.  A crystal armored Tulani with an artifact weapon, buffed by your beastmaster skill and your songs, can kill almost anything in the game.  The Troubadour may also wish for an Archon or Solar figurine.
 
|
 
|-
 
|'''Valkyrie'''
 
| Normal. Average weapon, average armor and good stats give them an average early game.
 
| Easy. With fire resistance, the quest level and the nemesis's [[dNetHack Artifacts#Sol Valtiva|weapon]] poses little threat. Flying/levitation is essential to get past the lava pools.
 
| Easy.  With all three Valkyrie weapons (Sol Valtiva, Mjollnir, and the Bow of Skadi) Valkyries have access to the three major elemental damage types.  They can use Mjollnir and the Bow of Skadi in gehenom, and Sol Valtiva against angels and other non-fire-resistant foes.  Lawful Valkyries can also use the Rod of Seven Parts.
 
|
 
|-
 
|'''Wizard'''
 
| Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. Force Bolt can easily kill most early game threats, but weak power supply limits its use. Furthermore, most early game AC solutions hamper with spellcasting, so a Wizard looking to improve their AC usually have to give up Force Bolt. Their first gift, Magicbane, is a very decent melee weapon though.
 
| Normal. The Dark One's Flesh to Stone spell can cause delayed instant death, so several lizard corpses/stone to flesh spell is crucial. His other spells can be threatening, but with Magicbane most of them should be nullified.
 
| Easy. With the various attack spells (finger of death, magic missile and fireball/cone of cold) as well as the powerful [[DNetHack_Artifacts#High-Level_Artifacts|Wizard-exclusive nameable artifacts]], late game Wizards should be able to demolish everything in their way.
 
|}
 

Revision as of 22:02, 11 November 2016

Archeologist

  • Special alignment penalties made harsher.
  • Itlachiayaque Patch installed.
    • Itlachiayaque is a shield of reflection (thus, automatically confers 2 AC and reflection).
    • It confers ESP, magic resistance, half spell damage and fire resistance when carried.
    • When invoked, it creates a stinking cloud that the player can place unless Itlachiayaque is cursed or the player is not an Archeologist.

Barbarians

  • Can reach expert in Broadsword and Trident.
  • Barbarians now have iterative attacks when in their natural form:
    • At 11th level, they start making two attacks per turn, one at full to-hit, the next one at -10.
    • At 21st level, they start making three attacks per turn, at full, -10 and -20.
    • At 30th level, they make four attacks per turn, at full, -10, -20 and -30.
    • Should they wish to make fewer attacks, they may do so as n(number)F.

Knights

  • Can reach expert in polearms but only basic in two-weapon fighting.
  • Can expend 30 energy to turn undead in 1 turn instead of 5.
  • Special alignment penalties made harsher.
  • Clarent patch implemented, with Clarent as the Knight first gift.
    • Clarent has the following properties:
      • Intelligent lawful short sword
      • Can be used to dig
      • When invoked, reveals the location of your retinue (all tame creatures) on the level, and increases the tameness of any within line of sight
      • Acts as a luckstone
      • Clarent submits to being held second to Excalibur (but not the other way around)
      • Annoys demons
      • If Clarent is stuck in a wall/door/tree/stone, then it can be pulled out by #untrap as long as you are at least devoutly lawful
      • Is not generated at random.
      • +d8+2 to hit and +d2 damage against thick-skinned monsters (all gargoyles, all mimics, all naga, all baby naga, all dragons, all baby dragons, the Chromatic Dragon, Ixoth, {gold, wood, clay, stone, glass, iron} golems, mumakil, titanotheres, baluchitheria, mastodons, earth elementals, xorn, skeletons, horned devils, barbed devils, sharks, crocodiles, salamanders).

Monks

  • Receive (level) extra AC when confused, as a reference to drunken boxing
  • Receive extra AC if they aren't wearing body armor. Dependent on wisdom and level. At best (level 30 and 25 wisdom) 13 extra AC
  • Intrinsic energy resistance is more valuable in dnethack, as intrinsic energy resistances gained from eating corpses now time out.
  • Can two-weapon martial arts (two-weaponing with an empty offhand performs a martial arts attack as an additional attack, even if wielding a two-handed weapon). Any roles that is capable of martial arts can do this. Monks can reach Grand Master with two-weaponing.
  • Their crowning gift has been changed from the outright useless spellbook of restore ability to Grandmaster's Robe, a robe that switches martial arts dice from 1d4 to 1d8, uses exploding dice, and gives double the normal robe effect for spellcasting
  • Special alignment penalties made harsher

Priest

  • Can attack more effectively with artifacts
    • Always receive the artifact's to-hit bonus
    • Always receive the maximum to-hit bonus (ie, receive +10 to-hit instead of +1d10)
    • Inflict +1dlevel bonus damage when attacking with an artifact
    • 20% reduction in invocation wait period.
  • Can expend 30 energy to turn undead in 1 turn instead of 5.

Ranger

  • Now highly variable depending on race
    • Each different race has a different quest and artifacts, as well as different crowning gifts.

Samurai

  • Can reach skilled in polearms, and gain a +1 skill-level bonus when using naginatas (glaives).
  • Female samurai start with a glaive and a knife instead of a katana and a shortsword.
  • Special alignment penalties made harsher.

Tourist

  • Quest monsters revised to better reflect Ank-Morpork.
  • Gains EXP from seeing new things (new dungeon level, new type of monsters)
  • Allowed to wish for anachronistic items, including lightsabers.

Valkyries

  • Can reach expert in spear but only skilled in longsword.
  • Start with a +1 spear instead of a +1 longsword (as in Slash'EM).
  • Start with leather armor and +1 small shields.
  • Get fractionally more energy per level (1x instead of 3/4x)
  • Can no longer twoweapon

Wizard

  • Wizards start with a -1 athame
  • Hungerless casting nerfed:
    • 50% hunger reduction for intelligence of 15
    • 25% hunger reduction for intelligence of 16 to 19
    • no hunger reduction for intelligence of 20 to 25

dNethack roles

Role difficulty table