User:Ion frigate/Role difficulty (SLASH'EM)
The roles from vanilla nethack have all been slightly altered in some way in SLASH'EM. This page aims to point out those differences, and reassess the difficulty of the old roles, while evaluating that of the new ones.
Contents
Archaeologist
Easier
- Fedora acts somewhat as a blessed luckstone (keeps positive luck, but does not give extra luck)
- Ability to identify gems is handy for buying 1000zm magic lamps
- Better spellcasting abilities
- Start with scrolls and a spellbook
- Research technique allows occasional identification
- Can gain skill in firearms
Harder
- Thick-hided baby dragons appear fairly often early on, making the bullwhip an even worse weapon
Overall
The archaeologist is similar in difficulty to vanilla in SLASH'EM. They have a lot of seeming advantages, but none of them are particularly useful in the early game, especially given their still-woeful combat abilities and HP growth. The advantages they gain in SLASH'EM, primarily the almost always positive luck, do not offset the general increase in difficulty of SLASH'EM monsters.
Barbarian
Easier
- Nothing in particular, berserk technique is a mixed blessing
Harder
- Items cost 3x as much in shops
Overall
Barbarians are a pure hack-and-slash class, and this is retained is SLASH'EM by leaving them relatively unaltered. The increased price of items in shops is somewhat vexing, as a barbarian can expect a magic lamp to cost at least 3000zm or more, but not that hard to overcome, given barbarians' overall better survivability. They remain one of the easiest classes in SLASH'EM.
Caveman
Easier
- Excellent guaranteed first sacrifice gift, Skullcrusher, a club (according with the caveman's starting weapon) that does an extra 10 damage against all monsters
- Natural 2-square night vision radius
Harder
- The Sceptre of Might has been significantly decreased in power, doing a mediocre amount of extra damage against cross-aligned monsters
Overall
The guaranteed gift of Skullcrusher is a huge advantage, and the night vision is a huge plus in the mines. The decrease in the power of the Sceptre is hardly noticeable, as Skullcrusher is almost superior to the original one anyway. Overall, cavemen are a much easier role in SLASH'EM.
Healer
Easier
- Start with a wand of healing
- Can use medkits effectively and start with one
- Start with lots of gold, which is more important in SLASH'EM
Harder
- Nothing in particular
Overall
Healers remain a fairly difficult role; the wand of healing is helpful for surviving the early game, but combat abilities still matter more, and the healer still starts with a very substandard weapon, and cannot use the more powerful ones. Overall, given the increase in pure melee damage that most monsters do, healers are more difficult in SLASH'EM.
Knight
Easier
- Start with better armor (plate mail, large shield)
- Only role that starts with a long sword, to get Excalibur
- Will almost always start with very high strength
Harder
- Inability to gain skill levels in attack spells makes their quest artifact less useful
- Are pretty much guaranteed to start at or near maximum encumbrance (increased strength is there to prevent them from starting off actually encumbered)
Overall
The problem of encumbrance is fairly vexing, as Knights are going to have to drop stuff to even pick up food. However, they have an easier time surviving the early game, although their HP growth is still pretty abysmal. In total, a slightly easier role.
Monk
Easier
- Gain natural protection from not wearing body armor other than robes
- First sacrifice gift, Gauntlets of Defense, is among the best items in the game, able to alone provide the equivalent of 18 or 19 AC
- Redesign of robes means they don't have to leave body armor slot empty, just fill it with a robe
- Techniques all can be quite handy, mostly doing additional damage
- Can naturally hit all monsters regardless of any sort of enchantment, eventually
- Chaotic monks can now wish for a quest artifact that provides magic resistance, meaning all monks now can
Harder
- No longer gain elemental resistances from leveling up (still gain poison resistance though)
- Using a weapon costs a lot of natural protection, making the Staff of Aesculapius a much less viable option
- Have to be careful about meeting a few monsters too early, as they won't be able to harm them
- No good way for them to gain drain resistance, a now much more needed property, as they will likely need the amulet slot for reflection
Overall
Monks are much, much easier in SLASH'EM. Many of their advantages are formidable in the early game, in particular the Gauntlets of Defense. They no longer suffer from a dearth of AC; eventually, a monk can get to AC -40 or so like any other SLASH'EM character. They still suffer from poor HP growth, and have to be very careful of wands of draining in the later game. However, they are a far easier class than before.
Priest
Easier
- Blessing technique is very useful in early game for enchanting weapons and armor (by blessing the respective scrolls)
- Can gain skill in long sword
- Always start with a spellbook of healing
- Start with a +2 small shield
Harder
- Mace is now +0, instead of +1
- First sacrifice gift is mostly a late-game artifact
- Change in robe mechanics means they no longer start with MC 3 or enhanced spellcasting.
Overall
The priest is a somewhat easier than in vanilla; their initial combat abilities are worse, but they can enhance those much more easily now, and the spellbook of healing is great for surviving the early game. Unfortunately, Disrupter is not a very useful weapon in the early game (it does 30 extra damage against undead), but is very handy in the later game, where undead spellcasters such as liches and ghoul/vampire mages will be the bane of your existence. The ability to gain skill in longsword (up to skilled, actually) is useful for lawful priests who want Excalibur, or anyone who gets lucky with a bones pile.
Ranger
Easier
- Most new monsters do their damage through melee, thus ranged combat is more useful
Harder
- Bows are now two-handed, hampering their effectiveness once you find a good shield (or vice versa)
- It is no longer possible for Elven rangers to guaranteed a gift of Stormbringer
Overall
Rangers are much the same as in vanilla, not particularly easier or harder comparatively. They are still middling in hand-to-hand, excellent at ranged combat. The reflection provided by the Longbow of Diana is now much more crucial for any Ranger using a shield of reflection.
Samurai
Easier
- Nothing in particular
Harder
- Are overcharged in shops
Overall
Samurai are still a strong role in SLASH'EM; they have received little alteration, with the overcharging in shops intended to make them a little bit harder. Still, their excellent starting weapon and rustproof armor are major advantages in the early game, allowing them to slice and dice their way through most of the lower-level monsters. They are just a small amount harder.
Rogue
Easier
- First sacrifice gift is easily the best weapon in the game, the Bat from Hell, which does a flat 20 extra damage against all monsters, and unlike Grayswandir is immediately useful
- Ability to poison more weapons, daggers in particular, is highly useful for rogues
- May start with a firearm, and can get to Expert in them