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	<id>https://nethackwiki.com/index.php?action=history&amp;feed=atom&amp;title=User%3AJoes%2FFourk</id>
	<title>User:Joes/Fourk - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://nethackwiki.com/index.php?action=history&amp;feed=atom&amp;title=User%3AJoes%2FFourk"/>
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	<updated>2026-06-04T03:08:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.32.5</generator>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=205086&amp;oldid=prev</id>
		<title>Joes: unlocks</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=205086&amp;oldid=prev"/>
		<updated>2026-06-02T12:26:55Z</updated>

		<summary type="html">&lt;p&gt;unlocks&lt;/p&gt;
&lt;a href=&quot;https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;amp;diff=205086&amp;amp;oldid=204212&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=204212&amp;oldid=prev</id>
		<title>Joes: potholes</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=204212&amp;oldid=prev"/>
		<updated>2026-05-19T09:21:38Z</updated>

		<summary type="html">&lt;p&gt;potholes&lt;/p&gt;
&lt;a href=&quot;https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;amp;diff=204212&amp;amp;oldid=199407&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=199407&amp;oldid=prev</id>
		<title>Joes: /* 4.3.0.1 */ fix bullet points,</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=199407&amp;oldid=prev"/>
		<updated>2026-02-15T08:43:54Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;4.3.0.1: &lt;/span&gt; fix bullet points,&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 08:43, 15 February 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l348&quot; &gt;Line 348:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 348:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==4.3.0.1==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==4.3.0.1==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* if you want to kill a peaceful without an alignment penalty, throw gauntlets at it&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* if you want to kill a peaceful without an alignment penalty, throw &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;gauntlets&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;at it&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* you get one of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Asmo&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Baal &lt;/del&gt;(2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* you get one of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Asmodeus&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Baalzebub &lt;/ins&gt;(2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Slings &lt;/del&gt; now get a small damage bonus.  Cavemen get a multishot bonus.  Flint and hard gems are less likely to break.   Dual-wielding two slings lets you fire twice as many projectiles.   this uses your sling skill, not two-weapon skill.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Sling]]s &lt;/ins&gt; now get a small damage bonus.  &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;Cavemen&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;get a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;multishot&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;bonus.  Flint and hard gems are less likely to break.   Dual-wielding two slings lets you fire twice as many projectiles.   this uses your sling skill, not two-weapon skill.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* multiple bones pools, also for different game modes(normal, explore, wizmode, setseed, polyinit) (NAO)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* multiple &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;bones&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;pools, also for different game modes(normal, explore, wizmode, setseed, polyinit) (NAO)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Fixing status ailments with a unicorn horn is now mostly free; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;only &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;penalty is that a blessed horn can &lt;/del&gt;become uncursed.  Blessed horns fix at least one trouble.  Restoring lost attributes disenchants it.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Fixing status ailments with a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;unicorn horn&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;is now mostly free; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it can &lt;/ins&gt;only become uncursed.  Blessed horns fix at least one trouble.  Restoring lost &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;attributes&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;disenchants it.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Unicorn horns are now a technically finite resource.  Cursed unicorn horns and the &amp;quot;Nothing happens&amp;quot; case are unchanged.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Unicorn horns are now a technically finite resource.  Cursed unicorn horns and the &amp;quot;Nothing happens&amp;quot; case are unchanged.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You get messages when losing or regaining alignment&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You get messages when losing or regaining alignment&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l363&quot; &gt;Line 363:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 363:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engraving Elbereth doesn’t exercise Wisdom.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engraving Elbereth doesn’t exercise Wisdom.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Engravings are no longer degraded by walking, and the probability &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;that random actions will erode an engraving is greatly reduced.  However, engraving &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;additional text degrades what is already there.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engravings are no longer degraded by walking, and the probability that random actions will erode an engraving is greatly reduced.  However, engraving additional text degrades what is already there.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* skill has more effect on to-hit (Restricted is worse)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* skill has more effect on to-hit (Restricted is worse)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The chance for thrown projectiles to break now depends primarily on your skill.  (and on enchantment)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The chance for thrown projectiles to break now depends primarily on your skill.  (and on enchantment)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* You can now #untrap falling rock traps&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* You can now #untrap falling rock traps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Players who wish to use &lt;/del&gt;spears &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;should find more of them &lt;/del&gt;in monster &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;inventory &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more &lt;/ins&gt;spears in monster &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;inventories&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Rings that are dropped down a sink end up buried.  They can be reclaimed by destroying the sink, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;drying up the resulting fountain, and digging up the rings, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;which will now be identified.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Rings that are dropped down a sink end up buried.  They can be reclaimed by destroying the sink, drying up the resulting fountain, and digging up the rings, which will now be identified.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The backstab bonus now scales with your weapon skill. The bonus potentially goes as high as 28   per hit at expert but falls off significantly at lower   skill levels.  This change probably gives rogues a very powerful   mid-game, without making them overpowered in the late game.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;backstab&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;bonus now scales with your weapon skill. The bonus potentially goes as high as 28   per hit at expert but falls off significantly at lower   skill levels.  This change probably gives rogues a very powerful   mid-game, without making them overpowered in the late game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The Wizard of Yendor gets more starting inventory now.  Some of it might actually be useful at that stage of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The Wizard of Yendor gets more starting inventory now.  Some of it might actually be useful at that stage of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Cherry-picked the &amp;quot;monsters get better equipment in Gehennom&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;feature from the Gehennom Fun Patch.  Also, arrow traps in   Gehennom may yield silver arrows.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Cherry-picked the &amp;quot;monsters get better equipment in Gehennom&amp;quot; feature from the Gehennom Fun Patch.  Also, arrow traps in   Gehennom may yield silver arrows.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* new Sokoban levels (removed 2a) Add one new version of Soko-4, &amp;quot;'Ring 'em Around&amp;quot;, with the prize being a ring of polymorph control.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* new Sokoban levels (removed 2a) Add one new version of Soko-4, &amp;quot;'Ring 'em Around&amp;quot;, with the prize being a ring of polymorph control.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The Oracle &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can now sell you &lt;/del&gt;enlightenment&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, in addition to the   other services&lt;/del&gt;.  Prices are lower early on.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;Oracle&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] additionally sells [[&lt;/ins&gt;enlightenment&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;.  Prices are lower early on.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Additional rocks are sometimes generated on the floor of rooms. for sling users and flavour&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Additional rocks are sometimes generated on the floor of rooms. for sling users and flavour&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Role rebalances&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Role rebalances&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Starting inventory has been slightly adjusted &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for some roles.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Starting inventory has been slightly adjusted&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Several new role/race and role/alignment combinations are permitted &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that previously were not&lt;/del&gt;, and in one case vice versa. (which?)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Several new role/race and role/alignment combinations are permitted, and in one case vice versa. (which?)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The Barbarian role has had its melee skill options buffed.  The Heart can be invoked to remove curses.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The Barbarian role has had its melee skill options buffed.  The Heart can be invoked to remove curses.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries, Knights, and Samurai are now worse than Barbarians in melee&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries, Knights, and Samurai are now worse than Barbarians in melee&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries now start with different inventory and can find a spellbook of cone of cold on quest home.  Also, Valkyries fly now.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries now start with different inventory and can find a spellbook of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;cone of cold&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;on quest home.  Also, Valkyries fly now.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Knights can now get Expert in crossbow, can find spare lances and a spare saddle on quest home, will not fall off and die       when mounting their pony on turn 1, and will not break their lance while jousting if at least devoutly aligned (how?).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Knights can now get Expert in crossbow, can find spare lances and a spare saddle on quest home, will not fall off and die       when mounting their pony on turn 1, and will not break their lance while &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;jousting&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;if at least devoutly aligned (how?).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Samurai are guaranteed a longsword, replacement ya and a saddle on the quest, and the Tsurugi now provides extrinsic speed when wielded.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Samurai are guaranteed a longsword, replacement ya and a saddle on the quest, and the Tsurugi now provides extrinsic speed when wielded.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The Luck penalty in Sokoban can now be avoided by carrying a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;non-cursed luckstone or by hallucinating. It will never take your luck below -3.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The Luck penalty in Sokoban can now be avoided by carrying a non-cursed luckstone or by hallucinating. It will never take your luck below -3.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The Statue of Perseus always contains the shield of reflection, the sack and the scimitar.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The Statue of Perseus always contains the shield of reflection, the sack and the scimitar.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The differences between the different versions of Minetown have been enhanced.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The differences between the different versions of Minetown have been enhanced.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* only College Town might not have a general store (but it has a book shop)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* only College Town might not have a general store (but it has a book shop)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* Certain normally rare items are supplied in small numbers early in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;the game as floor items.  Specifically, filler levels at depth 2-6 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;in the main dungeon each have an 80% chance to get one of these &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;items, which is most often a scroll of scare monster but can also &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;be wolfsbane, eucalytus, or a wand of enlightenment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Certain normally rare items are supplied in small numbers early in the game as floor items.  Specifically, filler levels at depth 2-6 in the main dungeon each have an 80% chance to get one of these items, which is most often a scroll of scare monster but can also be wolfsbane, eucalytus, or a wand of enlightenment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* whatever HP damage you do to the [[floating eye]] you also sustain yourself, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;proprortionally &lt;/del&gt;to your own experience level.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* whatever HP damage you do to the [[floating eye]] you also sustain yourself, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;proportionally &lt;/ins&gt;to your own experience level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* poison instadeath will now only drain a level, if you are at least XL3 or before 500 turns.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* poison instadeath will now only drain a level, if you are at least XL3 or before 500 turns.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The supply of rocks (embedded within the rock) has been increased&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;,   because slings are bad enough without   having to constantly worry about running out of rocks&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The supply of rocks (embedded within the rock) has been increased &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for sling users&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;*  from the Gehennom Fun Patch:   Falling rock traps are no longer generated on levels 1-3 in the main dungeon, and when a monster is changed by a polymorph trap, there is now a chance for the trap to be used up.  The probability &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;of this drops off deeper into the dungeon.  To be able to use the same polymorph trap on pets indefinitely, you must find one at dungeon level 35 or deeper.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*  from the Gehennom Fun Patch:   Falling rock traps are no longer generated on levels 1-3 in the main dungeon, and when a monster is changed by a polymorph trap, there is now a chance for the trap to be used up.  The probability of this drops off deeper into the dungeon.  To be able to use the same polymorph trap on pets indefinitely, you must find one at dungeon level 35 or deeper.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* The formula for the player's odds of hitting monsters has been adjusted significantly.  Luck and experience level are now only   added in on a logarithmic scale (together), meaning that always hitting everything no matter what is (hopefully) no longer a   foregone conclusion in the late game.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* The formula for the player's odds of hitting monsters has been adjusted significantly.  Luck and experience level are now only   added in on a logarithmic scale (together), meaning that always hitting everything no matter what is (hopefully) no longer a   foregone conclusion in the late game.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* To compensate for the reduced death drops as you kill many monsters of the same kind, the base death drop probability has been adjusted upward.  Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* To compensate for the reduced &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;death drops&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;as you kill many monsters of the same kind, the base death drop probability has been adjusted upward.  Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* you stop getting death drops around 80 kills, and you stop getting corpses around 225 kills&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* you stop getting death drops around 80 kills, and you stop getting corpses around 225 kills&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=189144&amp;oldid=prev</id>
		<title>Joes: /* 4.3.0.1 */ dedent, trim</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=189144&amp;oldid=prev"/>
		<updated>2025-05-24T12:41:27Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;4.3.0.1: &lt;/span&gt; dedent, trim&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 12:41, 24 May 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l348&quot; &gt;Line 348:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 348:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==4.3.0.1==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==4.3.0.1==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;* &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Throwing gauntlets at a peaceful monster makes it hostile,   allowing &lt;/del&gt;you to kill &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it &lt;/del&gt;without &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;incurring the usual &lt;/del&gt;alignment &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;penalty &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for angering or killing a generated-peaceful monster.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;if &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;want &lt;/ins&gt;to kill &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a peaceful &lt;/ins&gt;without &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/ins&gt;alignment penalty&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, throw gauntlets at it&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* you get one of Asmo/Baal (2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* you get one of Asmo/Baal (2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Slings &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;have been buffed. &lt;/del&gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;They &lt;/del&gt;now get a small damage bonus.  Cavemen get a multishot bonus &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for   using a sling&lt;/del&gt;.  Flint and hard gems are less likely to break.   Dual-wielding two slings lets you fire twice as many projectiles.   this uses your sling skill, not two-weapon skill.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Slings  now get a small damage bonus.  Cavemen get a multishot bonus.  Flint and hard gems are less likely to break.   Dual-wielding two slings lets you fire twice as many projectiles.   this uses your sling skill, not two-weapon skill.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* multiple bones pools, also for different game modes(normal, explore, wizmode, setseed, polyinit) (NAO)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* multiple bones pools, also for different game modes(normal, explore, wizmode, setseed, polyinit) (NAO)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l363&quot; &gt;Line 363:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 363:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engraving Elbereth doesn’t exercise Wisdom.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Engraving Elbereth doesn’t exercise Wisdom.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Engravings are no longer degraded by walking, and the probability   that random actions &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or inactions &lt;/del&gt;will erode an engraving is greatly reduced.  However, engraving   additional text degrades what is already there.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Engravings are no longer degraded by walking, and the probability   that random actions will erode an engraving is greatly reduced.  However, engraving   additional text degrades what is already there.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l369&quot; &gt;Line 369:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 369:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* skill has more effect on to-hit (Restricted is worse)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* skill has more effect on to-hit (Restricted is worse)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The chance for thrown projectiles to break now depends primarily on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;your skill.  (and on enchantment)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The chance for thrown projectiles to break now depends primarily on your skill.  (and on enchantment)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * You can now #untrap falling rock traps&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * You can now #untrap falling rock traps&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Players who wish to use spears should &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be able to &lt;/del&gt;find more of them in monster inventory  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Players who wish to use spears should find more of them in monster inventory  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Rings that are dropped down a sink end up buried &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in the ground   under the sink&lt;/del&gt;.  They can be reclaimed by destroying the sink,   drying up the resulting fountain, and digging up the rings,   which will now be identified.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Rings that are dropped down a sink end up buried.  They can be reclaimed by destroying the sink,   drying up the resulting fountain, and digging up the rings,   which will now be identified.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The backstab bonus now scales with your weapon skill. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Currently, the &lt;/del&gt;bonus potentially goes as high as 28   per hit &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if you are &lt;/del&gt;expert but falls off significantly at lower   skill levels.  This change probably gives rogues a very powerful   mid-game, without making them overpowered in the late game.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The backstab bonus now scales with your weapon skill. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The &lt;/ins&gt;bonus potentially goes as high as 28   per hit &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;at &lt;/ins&gt;expert but falls off significantly at lower   skill levels.  This change probably gives rogues a very powerful   mid-game, without making them overpowered in the late game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Wizard of Yendor gets more starting inventory now.  Some of it might actually be useful at that stage of the game.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Wizard of Yendor gets more starting inventory now.  Some of it might actually be useful at that stage of the game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l390&quot; &gt;Line 390:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 390:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Role rebalances&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* Role rebalances&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Starting inventory has been adjusted for some roles&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;: a bit more     ammo or an additional spell book; low-percentage-chance items are either guranteed or removed, or you get a consolation prize; healers get eucalyptus; some roles get small     enchantment adjustments on starting equipment&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Starting inventory has been &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;slightly &lt;/ins&gt;adjusted for some roles.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Several new role/race and role/alignment combinations are permitted &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;    &lt;/del&gt;that previously were not, and in one case vice versa. (which?)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Several new role/race and role/alignment combinations are permitted that previously were not, and in one case vice versa. (which?)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The Barbarian role has had its melee skill options &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and quest  artifact &lt;/del&gt;buffed.  &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/del&gt;The Heart can be invoked &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for a &lt;/del&gt;remove&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-curse effect)&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** The Barbarian role has had its melee skill options buffed.  The Heart can be invoked &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to &lt;/ins&gt;remove &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;curses.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries, Knights, and Samurai are now worse than Barbarians in melee&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries, Knights, and Samurai are now worse than Barbarians in melee&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries now start with different inventory and can find a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;spellbook of cone of cold on quest home.  Also, Valkyries fly now.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Valkyries now start with different inventory and can find a spellbook of cone of cold on quest home.  Also, Valkyries fly now.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Knights can now get &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;expert &lt;/del&gt;in crossbow, can find spare lances &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;and a spare saddle on quest home, will not fall off and die       when mounting their pony on turn 1, and will not break their &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;lance while jousting if at least devoutly aligned (how?).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Knights can now get &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Expert &lt;/ins&gt;in crossbow, can find spare lances and a spare saddle on quest home, will not fall off and die       when mounting their pony on turn 1, and will not break their lance while jousting if at least devoutly aligned (how?).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Samurai are guaranteed a longsword &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and some &lt;/del&gt;replacement ya and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;a saddle on the quest, and the Tsurugi now provides extrinsic &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;speed when wielded.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;** Samurai are guaranteed a longsword&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;replacement ya and a saddle on the quest, and the Tsurugi now provides extrinsic speed when wielded.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;luck &lt;/del&gt;penalty in Sokoban can now be avoided by carrying a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;non-cursed luckstone or by hallucinating. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; Also, the Sokoban luck   penalty &lt;/del&gt;will never take your luck below -3.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Luck &lt;/ins&gt;penalty in Sokoban can now be avoided by carrying a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;non-cursed luckstone or by hallucinating. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It &lt;/ins&gt;will never take your luck below -3.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Statue of Perseus &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is now guaranteed to contain &lt;/del&gt;the shield of reflection &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;the sack &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/del&gt;and the scimitar&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Statue of Perseus &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;always contains &lt;/ins&gt;the shield of reflection&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;the sack and the scimitar.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The differences between the different versions of Minetown have been enhanced.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The differences between the different versions of Minetown have been enhanced.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Barring bones, the &lt;/del&gt;only &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variant of Minetown that &lt;/del&gt;might not have a general store &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;now is College Town, which &lt;/del&gt;has a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;guaranteed &lt;/del&gt;book shop&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * only &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;College Town &lt;/ins&gt;might not have a general store &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(but it &lt;/ins&gt;has a book shop&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l409&quot; &gt;Line 409:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 409:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Certain normally rare items are supplied in small numbers early in   the game as floor items.  Specifically, filler levels at depth 2-6   in the main dungeon each have an 80% chance to get one of these   items, which is most often a scroll of scare monster but can also   be wolfsbane, eucalytus, or a wand of enlightenment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * Certain normally rare items are supplied in small numbers early in   the game as floor items.  Specifically, filler levels at depth 2-6   in the main dungeon each have an 80% chance to get one of these   items, which is most often a scroll of scare monster but can also   be wolfsbane, eucalytus, or a wand of enlightenment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * whatever &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hp &lt;/del&gt;damage you do to the floating eye you also sustain yourself, proprortionally to your own experience level.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * whatever &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;HP &lt;/ins&gt;damage you do to the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;floating eye&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;you also sustain yourself, proprortionally to your own experience level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Insteadeath by &lt;/del&gt;poison will now only drain a level, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;if you are at least XL3&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;.  Furthermore, starting characters have   a &lt;/del&gt;500&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-turn grace period to reach XL3 to protect against this&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * poison &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;instadeath &lt;/ins&gt;will now only drain a level, if you are at least XL3 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or before &lt;/ins&gt;500 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;turns&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The supply of rocks (embedded within the rock) has been increased,   because slings are bad enough&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;without   having to constantly worry about running out of rocks&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The supply of rocks (embedded within the rock) has been increased,   because slings are bad enough without   having to constantly worry about running out of rocks&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  *  from the Gehennom Fun Patch:   Falling rock traps are no longer generated on levels 1-3 in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;main dungeon, and when a monster is changed by a polymorph trap, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;there is now a chance for the trap to be used up.  The probability &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;of this drops off deeper into the dungeon.  To be able to use the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;same polymorph trap on pets indefinitely &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with no chance of it being   used up&lt;/del&gt;, you must find one at dungeon level 35 or deeper.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  *  from the Gehennom Fun Patch:   Falling rock traps are no longer generated on levels 1-3 in the main dungeon, and when a monster is changed by a polymorph trap, there is now a chance for the trap to be used up.  The probability &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/ins&gt;of this drops off deeper into the dungeon.  To be able to use the same polymorph trap on pets indefinitely, you must find one at dungeon level 35 or deeper.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The formula for the player's odds of hitting monsters has been &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;adjusted significantly.  Luck and experience level are now only   added in on a logarithmic scale (together), meaning that always &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;  &lt;/del&gt;hitting everything no matter what is (hopefully) no longer a   foregone conclusion in the late game.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * The formula for the player's odds of hitting monsters has been adjusted significantly.  Luck and experience level are now only   added in on a logarithmic scale (together), meaning that always hitting everything no matter what is (hopefully) no longer a   foregone conclusion in the late game.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * To compensate for the reduced death drops as you kill many monsters of the same kind, the base death drop &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;probability has been adjusted upward.  Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before.  &lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * To compensate for the reduced death drops as you kill many monsters of the same kind, the base death drop probability has been adjusted upward.  Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Somewhere around 80   kills &lt;/del&gt;you stop getting death drops &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;from that type of monster, and   somewhere &lt;/del&gt;around &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;225 &lt;/del&gt;kills, you stop getting corpses &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for that kind   of monster.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  * you stop getting death drops around &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;80 &lt;/ins&gt;kills, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;you stop getting corpses &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;around 225 kills&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=189035&amp;oldid=prev</id>
		<title>Joes: sort into sections</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=189035&amp;oldid=prev"/>
		<updated>2025-05-23T12:52:48Z</updated>

		<summary type="html">&lt;p&gt;sort into sections&lt;/p&gt;
&lt;a href=&quot;https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;amp;diff=189035&amp;amp;oldid=188971&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
	<entry>
		<id>https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=188971&amp;oldid=prev</id>
		<title>Joes: move to subpage</title>
		<link rel="alternate" type="text/html" href="https://nethackwiki.com/index.php?title=User:Joes/Fourk&amp;diff=188971&amp;oldid=prev"/>
		<updated>2025-05-22T20:07:33Z</updated>

		<summary type="html">&lt;p&gt;move to subpage&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
* [[scroll of water]] replaces all [[amnesia]]&lt;br /&gt;
* can't recharge WoWs, but there are [[scrolls of wishing]]&lt;br /&gt;
* permaconversion before quest isn't unwinnable&lt;br /&gt;
* dragon scales are cloaks, give a second property instead of AC and are enchanted onto body armour (unwishable)&lt;br /&gt;
* flatten experience curve after XL14&lt;br /&gt;
* the Amulet disrupts teleport control&lt;br /&gt;
* track more conducts: conflict, displacement, invisibility, reflection; fountain, sink, potion; nudist, accessory, unihorn, container, tool&lt;br /&gt;
&lt;br /&gt;
==race changes==&lt;br /&gt;
* race adjusts skill caps (and max attributes?)&lt;br /&gt;
* 3 new races:&lt;br /&gt;
** Giant: Bar, Cav, Sam, Ran. Can single-wield large weapons&lt;br /&gt;
** Scurrier: bipedal humanoid rodents -- something like a cross between a rabbit, a squirrel, and a human.  They are small, fast, and stealthy and have a natural digging ability, all of which makes them very well suited to avoiding combat rather than engaging in it.  They can be archeologists, rangers, or tourists.&lt;br /&gt;
** Sylph: female; neu/cha; Pri, Rog, Hea; Ran, Wiz. Can see invisible, protected from shapechanges, &lt;br /&gt;
*** intrinsics: XL5 stealth and infrafision, XL7 displacement, XL16 detect monsters&lt;br /&gt;
*** regenerate HP and energy and status effects from environment, only cloth/wood armour, not when levitating/polymorphed, less in Gehennom&lt;br /&gt;
* rename Valkyrie to Shieldmaiden/Hoplite, make Valkyrie a race that can fly, always neutral, can also be Priestess&lt;br /&gt;
** human, dwarf, giant, valkyrie; law/neu&lt;br /&gt;
** cold resistant&lt;br /&gt;
&lt;br /&gt;
==achievement unlocks==&lt;br /&gt;
* Bar/Wiz/hum are always unlocked&lt;br /&gt;
*Ranger:       use stairs&lt;br /&gt;
*Rogue:        use branch stairs, raid a vault or enter a leprechaun hall&lt;br /&gt;
*Monk:         enter the Minetown temple&lt;br /&gt;
*Priest:       use an altar to identify an item's beatitude&lt;br /&gt;
* Hoplite / Shieldmaiden: convert an altar or perform the invocation&lt;br /&gt;
* Knight:       enter a treasure zoo (Sokoban counts) (also unlocks horsename)&lt;br /&gt;
* Healer:       kill Medusa or pray for holy water&lt;br /&gt;
* Caveman:      dig with a pick-axe&lt;br /&gt;
* Samurai:      embark on the Barbarian quest&lt;br /&gt;
* Tourist:      embark on the monk or rogue quest&lt;br /&gt;
* Archeologist: ascend (fuck you)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Elf:          use stairs within Sokoban, or kill the Wizard of Yendor&lt;br /&gt;
* Dwarf:        reach Mines' End&lt;br /&gt;
* Orc:          enter a throne room&lt;br /&gt;
* Gnome:        enter a [[dragon hall]], or use a magic portal&lt;br /&gt;
* Valkyrie:     convert an altar, or perform the invocation&lt;br /&gt;
* Sylph:        kill your quest nemesis, or use the passtune&lt;br /&gt;
* Scurrier:     embark on the wizard quest&lt;br /&gt;
* Giant:        ascend with a conduct intact&lt;br /&gt;
&lt;br /&gt;
*options&lt;br /&gt;
** Fruit: eat a melon (i.e., a custom-nameable fruit)&lt;br /&gt;
** Autowear: embark on the archeologist quest&lt;br /&gt;
** Permablind: embark on the healer quest&lt;br /&gt;
** Permahallu: embark on the valkyrie quest&lt;br /&gt;
** Permanconfused: ascend all races&lt;br /&gt;
** Permastunned: ascend all roles&lt;br /&gt;
** Permaglib (greasy fingers): embark on the Samurai quest&lt;br /&gt;
** Permafumbling: ascend in challenge mode&lt;br /&gt;
** Permalame (wounded legs): ascend with a perma-impairment&lt;br /&gt;
** Permabadluck: ascend with a perma-impariment&lt;br /&gt;
&lt;br /&gt;
* modes&lt;br /&gt;
** Challenge mode:  embark on the tourist or convict quest&lt;br /&gt;
** Polyinit mode:   ascend with a non-easy conduct or embark on the druid quest.&lt;br /&gt;
&lt;br /&gt;
==monster symbol changes==&lt;br /&gt;
* sea monsters are K, Kops are replaced with soldiers&lt;br /&gt;
* move umber hulks and (deep) ettins to X&lt;br /&gt;
* move gelatinous cubes and acid and quivering blobs to j&lt;br /&gt;
* lizards are now l&lt;br /&gt;
* piercers are t&lt;br /&gt;
* Manes are now W&lt;br /&gt;
* Made rock piercers brown, lurkers above red.&lt;br /&gt;
* Marked umber hulks as underlined. &lt;br /&gt;
* Moved leprechauns into the S_IMP (lowercase i) mlet class. (834cebee) Leprechauns are bright green and homunculi are now gray &lt;br /&gt;
*Change xorns to red; acid blobs to yellow&lt;br /&gt;
&lt;br /&gt;
==alignment record==&lt;br /&gt;
* alignment is always between -100 and 100, and killing monsters doesn't affect it&lt;br /&gt;
* non-lawfuls get no alignment penalty for killing peacefuls, reduce always-peaceful penalty for everybody; lawfuls get points for killing hostile chaotic demons; restore sacrifice gains to vanilla; lawfuls can't go negative with poison&lt;br /&gt;
* alignment record changes:&lt;br /&gt;
** Barbarians get points for killing as normal, but only 1 per monster&lt;br /&gt;
** Caveperson: sometimes for catching with pit traps, and cannibalism&lt;br /&gt;
** Knights get points for killing hostile adult dragons&lt;br /&gt;
** Monk: fasting&lt;br /&gt;
** Priest: kill hostile undead&lt;br /&gt;
** Ranger: sometimes for catching with traps&lt;br /&gt;
** Tourist: get overcharged (excl. shirt bonus)&lt;br /&gt;
** Valkyrie: sometimes when catching Mjöllnir&lt;br /&gt;
** Wizard: for learning level 3+ spells&lt;br /&gt;
** dwarf: chop down trees (elves lose points)&lt;br /&gt;
** temporary bonus for racial equipment, gnomes for gems, giants for gold, Archaeologists for carried artifacts and unique items, Samurai for wielded katana/yumi/tsurugi&lt;br /&gt;
** non-lawful Rogues for direct theft&lt;br /&gt;
* The alignment record penalties for killing peaceful monsters have been rebalanced, and your maximum and minimum alignment record are always 100 and -100, respectively.&lt;br /&gt;
&lt;br /&gt;
** Chaotics get alignment points for killing (hostile members of) their own race.&lt;br /&gt;
** Neutrals can get alignment points for successful prayer (when not in trouble)&lt;br /&gt;
** Lawfuls always get an alignment point each time they help someone out of a trap &lt;br /&gt;
** Alignment record points are no longer granted for killing most kinds of monsters.&lt;br /&gt;
&lt;br /&gt;
** Gaining alignment record points through sacrifice is now somewhat more difficult (especially for non-chaotics)&lt;br /&gt;
&lt;br /&gt;
** Alignment record now starts at 10 for lawfuls, 15 for neutrals,   20 for chaotics.  (chaotics don't have to improve their record   at all to go on the quest; lawfuls must improve it by 10.)  The role-specific differences in starting alignment have been evened out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
trimmed changelog:&lt;br /&gt;
==4.3.0.5==&lt;br /&gt;
* monsters drop less gold&lt;br /&gt;
* invisibility and see invisible are more difficult to get intrinsically&lt;br /&gt;
* scroll of fire costs 200&lt;br /&gt;
* stinking sphere&lt;br /&gt;
* can only get 3 artifacts gifted (1 in challenge mode)&lt;br /&gt;
* random Elemental Planes order&lt;br /&gt;
*extrinsics also protect your inventory&lt;br /&gt;
* rebalanced power regeneration&lt;br /&gt;
* out-of-depth shapechanger forms last shorter&lt;br /&gt;
* lightning drains charges instead of destroying wands/rings&lt;br /&gt;
* challenge areas in Gehennom fillers&lt;br /&gt;
* the fake towers are in caverns instead of mazes&lt;br /&gt;
* you can always convert back&lt;br /&gt;
* any object can be erosionproofed&lt;br /&gt;
* [[bench]]es instaheal and restore energy&lt;br /&gt;
* replace potion of see invisible with potion of sight&lt;br /&gt;
* [[hallucination]] prevents [[petrification]] (raisse)&lt;br /&gt;
* katana is a separate skill (Basic Bar/Kni/Tou/Val, Skilled Rogue; Sam Basic longsword)&lt;br /&gt;
* iron sears elves and sylphs&lt;br /&gt;
* can only get 10 protection max&lt;br /&gt;
* priests service price scales with number of times bought before&lt;br /&gt;
* some items generate more frequently on the first few floors, see below&lt;br /&gt;
* change protection from water rules for containers&lt;br /&gt;
* add music store, gift shop, rare goods showroom (replaces small deli below DL16)&lt;br /&gt;
* different kinds of keys&lt;br /&gt;
* make bones on special levels optional&lt;br /&gt;
* new rare level topologies&lt;br /&gt;
* more special level layouts&lt;br /&gt;
* Frost and Fire Brand are dual-wieldable shortswords (only first resistance)&lt;br /&gt;
&lt;br /&gt;
==4.3.0.4==&lt;br /&gt;
* FIQ: light radius depends on beatitude&lt;br /&gt;
* object/monsterlookup&lt;br /&gt;
* incorporate tilesets&lt;br /&gt;
*Mjöllnir always returns and doesn't shock you, though you might not catch it&lt;br /&gt;
* show speed in status line&lt;br /&gt;
* can twoweapon even if restricted, if Expert in both&lt;br /&gt;
*Medusa's statues can contain spellbooks&lt;br /&gt;
* more special levels&lt;br /&gt;
* the demons demand higher bribes&lt;br /&gt;
* Dragonbane is lawful and the first gift for Knights (already an unbreakable lance)&lt;br /&gt;
* Knight quest contains hostile gryphons&lt;br /&gt;
* polymorphing into snake-likes doesn't break armour&lt;br /&gt;
* crystal balls don't check Intelligence&lt;br /&gt;
* explore mode gives you a scroll of wishing&lt;br /&gt;
* food is never randomly rotten (if noncursed)&lt;br /&gt;
* Delphi has 3 hallucination potions&lt;br /&gt;
* enchanted weapons may be generated with a name&lt;br /&gt;
* Garden of Temptation level&lt;br /&gt;
* peaceful gremlins won't split&lt;br /&gt;
* FIQ: pets eat only when hungry&lt;br /&gt;
* sitting or resting on a [[bench]] heals 1HP per turn&lt;br /&gt;
* thrones vanish:&lt;br /&gt;
** always when giving a wish or in challenge mode&lt;br /&gt;
** 10% if negative result&lt;br /&gt;
** 5% if &amp;quot;you feel out of place&amp;quot;&lt;br /&gt;
** 33% if positive result, like before&lt;br /&gt;
* ghosts are invisible&lt;br /&gt;
*sleep doesn't last as long&lt;br /&gt;
* increase stinking cloud range by beatitude&lt;br /&gt;
&lt;br /&gt;
* jitterbug: weak, fast, may swap places after getting hit&lt;br /&gt;
* yellow lights have a larger radius, now on symbol e&lt;br /&gt;
* Castle variations: Library, Palace, Laboratory&lt;br /&gt;
* scroll of consecration: &lt;br /&gt;
* removed scroll of food detection&lt;br /&gt;
&lt;br /&gt;
* Potions of gain energy are now significantly more useful for refilling your Pw when it is well below maximum (and slightly less effective at increasing your maximum Pw level).&lt;br /&gt;
&lt;br /&gt;
* martial arts does more damage with skill&lt;br /&gt;
&lt;br /&gt;
* Healers now start with a collection of healing herbs (eucalyptus, wolfsbane, garlic).&lt;br /&gt;
&lt;br /&gt;
* Individual pieces of armor now have minimum and maximum sizes for whether they will fit, depending on your body size. &lt;br /&gt;
* More new Sokoban levels have been added.  http://jonadab.jumpingcrab.com/nethack-stuff/spoilers-fourk/&lt;br /&gt;
&lt;br /&gt;
* Combining potions of healing and speed now results in potions of full healing.  Combining potions of full healing and gain level results in potions of gain energy.  &lt;br /&gt;
&lt;br /&gt;
* potions of extra healing only increase your maximum to 250 (other potions don't increase it) potions of full healing raise you to your max health or 250, whichever is less. &lt;br /&gt;
&lt;br /&gt;
* balance some spell levels&lt;br /&gt;
&lt;br /&gt;
* In Sokoban, monsters that would ordinarly generate peaceful for your character because of alignment or race will instead generate hostile, unless they have the M2_NASTY flag (in which case they have their usual chance of being peaceful).  In practice, this means no more peaceful garter snakes, gnomes, orcs, etc. clogging up the boulder paths in Sokoban.&lt;br /&gt;
&lt;br /&gt;
* Kicking open secret doors and corridors is easier&lt;br /&gt;
&lt;br /&gt;
* When you throw Mjollnir, if it fails to return to your hand, it now always lands safely at your feet, not dealing any damage to you., but you no longer risk hitting yourself with it.&lt;br /&gt;
&lt;br /&gt;
* If hand cramping, blindness, confusion, hallucination, or being stunned would have caused your hand to slip while writing, distorting the message, but if your base constitution is more than 3, the engraving will be completed successfully, draining a point of constitution.&lt;br /&gt;
* Hand cramping (due to excessive engraving) has been made more consistent.  It no longer matters as much what you've written (exception: writing a single &amp;quot;x&amp;quot;, to avoid breaking illiterate conduct, also does not cause cramping), but it matters much more how recently you've written it.  In addition to gradually healing naturally over time, cramps can also be reduced by drinking blessed potions of healing, extra healing, and full healing.&lt;br /&gt;
&lt;br /&gt;
* When chargeable rings are generated, the game now tries even harder than before to avoid +0 ones.&lt;br /&gt;
&lt;br /&gt;
* The Priest quest artifact is now the Sceptre of Might.  Its #invoke power is an energy boost, similar to the one the Mitre (which is now removed from the game) had, but buffed somewhat:  it can boost your Pw by up to 240 now, and the limit on taking you to maximum has been bumped up as well.  Meanwhile, the Caveman quest artifact, Big Stick, was given the conflict #invoke effect.&lt;br /&gt;
&lt;br /&gt;
* Levitation no longer places you at maximum carry capacity.&lt;br /&gt;
* The odds of failure when wishing for an artifact are now higher if the artifact is cross-aligned&lt;br /&gt;
&lt;br /&gt;
* The name of Elbereth only scares monsters if it is the only thing engraved there (although you can also use the more complete form of the name that Frodo used at Weathertop).&lt;br /&gt;
* Most creatures that are not afraid of Elbereth can still be frightened by a scroll of scare monster.  Exceptions are Rodney, lawful minions, Angels (specifically, not all A), and Riders.&lt;br /&gt;
* The name Elbereth now works to frighten most humans (except shopkeepers, vault guards, the Minetown Watch, and the Wizard of Yendor).  Elves still don't fear the name of this Vala of light.&lt;br /&gt;
* Your quest nemesis is not afraid of Elbereth.&lt;br /&gt;
&lt;br /&gt;
* Added a new random-appearance cloak, the cloak of endurance.  It does not provide MC but does grant half physical damage.&lt;br /&gt;
&lt;br /&gt;
* More special levels have been updated or changed&lt;br /&gt;
&lt;br /&gt;
* When skilled in wand use, the player may learn the number of remaining charges when zapping a wand.&lt;br /&gt;
&lt;br /&gt;
* Prayer is now shown in the history.&lt;br /&gt;
&lt;br /&gt;
* Wielding an quarterstaff now improves spell success rates.   When spell success rates are low (but not zero), enchanting the staff will generally improve them further.  However, quarterstaves now do less damage in melee than before.&lt;br /&gt;
&lt;br /&gt;
* Quest guardians may now be displaced.&lt;br /&gt;
&lt;br /&gt;
* Knights may now reach Expert in shield skill.  Barbarians may not.&lt;br /&gt;
&lt;br /&gt;
* Certain of the more pointless and/or redundant artifact weapons have been removed from the list. Sunsword has been superseded by the improved Trollsbane.&lt;br /&gt;
&lt;br /&gt;
* Monsters now regenerate hitpoints somewhat faster than before.&lt;br /&gt;
&lt;br /&gt;
* Giant spiders now have a web-spinning attack, which causes temporary slowness, as well as causing you to be stuck in the web&lt;br /&gt;
&lt;br /&gt;
* Merged the DYWYPISI patch, by Jafet. &lt;br /&gt;
&lt;br /&gt;
* Dwarves in the Gnomish Mines now sometimes carry candles. &lt;br /&gt;
&lt;br /&gt;
* Quantum mechanics are now considered humanoid (h).&lt;br /&gt;
&lt;br /&gt;
* Gnomes, due to their small size, cannot wear body armor. (Neither can scurriers.)  However, Gnomes can now see in the dark.&lt;br /&gt;
&lt;br /&gt;
* The formula for how many moves you get per turn has changed. Some factors:  your &amp;quot;base speed&amp;quot;, which is based on your race; ; and whether you are temporarily slowed. These all stack; but individually some of them don't do as much as before.&lt;br /&gt;
&lt;br /&gt;
* Wielding Stormbringer now causes peaceful and tame monsters to attack you.  It also stops conflict from working in your favor. However, the interface problems it creates in 3.4.3 (wherein you attack things you don't intend to attack) are not present:  you have the normal amount of control over your actions&lt;br /&gt;
&lt;br /&gt;
* The life cycle for D has been extended.  They now start life as a [color] dragon egg, hatch into a baby [color] dragon, then grow progressively into a young [color] dragon, a [color] dragon, an elder [color] dragon, and finally into an ancient [color] dragon. The top two levels, elder and ancient, are not generated randomly.&lt;br /&gt;
&lt;br /&gt;
* The shallow water portion of the L terrain patch has been merged. This changes a number of existing special levels and also adds a new version of Minetown.&lt;br /&gt;
&lt;br /&gt;
* Stealth is no longer binary.  Examples of things that are good for your stealth:  being a elf (this is especially good), a sylph, or a gnome; having basic or better skill in stealth; being below half carry cap. Being burdened or worse hurts your stealth. Stealth decreases the odds that sleeping monsters will wake up&lt;br /&gt;
&lt;br /&gt;
* Monsters are now generated asleep in a wider variety of situations, especially at level generation time.&lt;br /&gt;
&lt;br /&gt;
* Protection from rings of protection, the spell of protection, and cloak of protection now add into your magic cancellation level.  From armor alone you can reach MC3 and with protection up to MC5.&lt;br /&gt;
**The odds of completely canceling an attack  are now 22%, 44%, 65%, 87%, or 98% for levels 1-5.  Even if&lt;br /&gt;
the attack is not completely canceled, the &amp;quot;worst effects&amp;quot; may&lt;br /&gt;
still be blocked.  The odds of your inventory being protected from&lt;br /&gt;
destruction are 61% at MC1, 86% at MC2, 94% at MC3, 98% at MC4,&lt;br /&gt;
100% at MC5.  A sleep or paralysis attack that isn't blocked&lt;br /&gt;
completely does have its duration shortened.  Brain eating attacks can now have their worst effects nerfed, though&lt;br /&gt;
this is not totally guaranteed even at MC5.  At MC4 or better,&lt;br /&gt;
drain attacks cannot take your last three experience levels and&lt;br /&gt;
xans cannot wound your legs.  Higher MC may give you extra turns&lt;br /&gt;
when subject to delayed instadeath or protect you from attribute loss or deadly poison&lt;br /&gt;
(sometimes) or your armor from rusting or corrosion.  MC3 or higher&lt;br /&gt;
may delay drowning attacks and protect you from&lt;br /&gt;
attribute loss due to seduction.  This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
* Cornuthaums now improve your wisdom and intelligence by their enchantment, as a helm of brilliance does.&lt;br /&gt;
&lt;br /&gt;
* Monster starting inventory has been further adjusted for flavor and balance.&lt;br /&gt;
&lt;br /&gt;
* Lances now get the same &amp;quot;kebab&amp;quot; bonus as spears.&lt;br /&gt;
&lt;br /&gt;
* Dragonbane is now a lance.  Knights can get it by crowning.&lt;br /&gt;
&lt;br /&gt;
* Gryphons have been added to the game; they may be useful as steeds in the midgame, since they can fly but are rather faster than dragons, easier to get than jabberwocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==4.3.0.3==&lt;br /&gt;
* Healers can see monster wounds, L's varied whack messages&lt;br /&gt;
* bhaak's [[Advent Calendar]]&lt;br /&gt;
&lt;br /&gt;
* conflict ignores Elbereth&lt;br /&gt;
* weaponless characters are gifted books, rings or armour&lt;br /&gt;
* more special level versions&lt;br /&gt;
* you slow down temporarily instead of choking&lt;br /&gt;
* show total inventory weight&lt;br /&gt;
* you can start the quest at exactly XL1, but not higher&lt;br /&gt;
* new artifact: Valerian, a dagger with sleeping poison. First Rogue gift. Chaotic, intelligent, blasts all other roles.&lt;br /&gt;
* Added Quickpick, an artifact pick-axe with  improved digging speed; it also gets a bonus against all deep rock dwellers (X).&lt;br /&gt;
* new special room: dragon hall&lt;br /&gt;
* add Slash'em soko layouts&lt;br /&gt;
* Priests start with more Int and Wizards with more Wis (for better power regeneration)&lt;br /&gt;
* Wisdom is harder to exercise/abuse&lt;br /&gt;
* all roles cast with Int&lt;br /&gt;
* martial arts damage bonus scales with skill&lt;br /&gt;
&lt;br /&gt;
* [[magic chest]]s (dyna)&lt;br /&gt;
* not cheating in Sokoban gives experience&lt;br /&gt;
* [[wands balance patch]] (FIQ)&lt;br /&gt;
* [[amulet of flying]] from Slash'em&lt;br /&gt;
* revert corpse and death drop rates&lt;br /&gt;
* shield skill&lt;br /&gt;
&lt;br /&gt;
* buff Vlad&lt;br /&gt;
&lt;br /&gt;
==4.3.0.2==&lt;br /&gt;
* add Geoduck [[tileset]]&lt;br /&gt;
* Excalibur is easier to get for Knights, harder for others&lt;br /&gt;
* Gehennom is now cavernous&lt;br /&gt;
* #enhance shows maximum skill levels&lt;br /&gt;
* racial skills:&lt;br /&gt;
** dwarves have at least Skilled pick-axe, or boosted to Expert&lt;br /&gt;
** gnomes get Skilled crossbow and aklys, and get two more ranks (max Expert crossbow/Master club)&lt;br /&gt;
** orcs get Skilled scimitar, two more ranks, maximum Master&lt;br /&gt;
** sylphs get Basic in healing spells, or boosted to Skilled&lt;br /&gt;
* replace scroll of amnesia with [[scroll of water]]&lt;br /&gt;
* Int drain doesn't cause amnesia&lt;br /&gt;
* add silver nuggets as sling ammo&lt;br /&gt;
&lt;br /&gt;
* Sokoban tries to give you something you don't have&lt;br /&gt;
* Rogues can backstab in more circumstances&lt;br /&gt;
* Grimtooth is poisoned, gives poison resistance and warns of and does extra damage to elves&lt;br /&gt;
* Barbarians Skilled in axes also attack adjacents, even more with Master&lt;br /&gt;
* nymphs blink in a straight line when stealing, only mountain nymphs can teleport and give teleportitis&lt;br /&gt;
** the latter are rarer but generate in groups&lt;br /&gt;
** add high-level island nymphs&lt;br /&gt;
* Attribute maxima now depend on role:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Role !! Str  !!Dex !!Con!!Int !!Wis !!Cha&lt;br /&gt;
|-&lt;br /&gt;
|Arc||	0||	0||	0||	0||	0||	0&lt;br /&gt;
|-&lt;br /&gt;
|Bar||	1||	1||	1||	-1||	-1||	-1&lt;br /&gt;
|-&lt;br /&gt;
|Cav||	2||	0||	0||	-1||	-1||	0&lt;br /&gt;
|-&lt;br /&gt;
|Hea||	-1||	0||	0||	0||	1||	0&lt;br /&gt;
|-&lt;br /&gt;
|Kni||	1||	-1||	-1||	1||	-1||	1&lt;br /&gt;
|-&lt;br /&gt;
|Mon||	1||	0||	-1||	0||	1||	-1&lt;br /&gt;
|-&lt;br /&gt;
|Pri||	0||	0||	1||	1||	-1||	-1&lt;br /&gt;
|-&lt;br /&gt;
|Rog||	0||	1||	0||	0||	-1||	0&lt;br /&gt;
|-&lt;br /&gt;
|Ran||	0||	1||	-1||	0||	0||	0&lt;br /&gt;
|-&lt;br /&gt;
|Sam||	1||	1||	0||	-1||	0||	-1&lt;br /&gt;
|-&lt;br /&gt;
|Tou||	-1||	0||	-1||	0||	1||	1&lt;br /&gt;
|-&lt;br /&gt;
|Val||	0||	1||	0||	0||	0||	-1&lt;br /&gt;
|-&lt;br /&gt;
|Wiz||	-1||	0||	-1||	1||	1||	0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Gehennom mazes can have other widths and materials&lt;br /&gt;
* reduce number of polearms&lt;br /&gt;
* adjust Cavepeople race and alignment options (to what?)&lt;br /&gt;
* The Caveman quest artifact is now [[Big Stick]], an artifact club. It grants stealth when carried and magic resistance when wielded.  The bonus is +5 to-hit, +1d12 damage.&lt;br /&gt;
&lt;br /&gt;
==4.3.0.1==&lt;br /&gt;
&lt;br /&gt;
 * Throwing gauntlets at a peaceful monster makes it hostile,&lt;br /&gt;
   allowing you to kill it without incurring the usual alignment&lt;br /&gt;
   penalty for angering or killing a generated-peaceful monster.&lt;br /&gt;
&lt;br /&gt;
* you get one of Asmo/Baal (2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 * Slings have been buffed.  They now get a small damage bonus.  Cavemen get a multishot bonus for&lt;br /&gt;
   using a sling.  Flint and hard gems are less likely to break.&lt;br /&gt;
   Dual-wielding two slings lets you fire twice as many projectiles.&lt;br /&gt;
   this uses your sling skill, not two-weapon skill.&lt;br /&gt;
&lt;br /&gt;
* multiple bones pools, also for different game modes(normal, explore, wizmode, setseed, polyinit) (NAO)&lt;br /&gt;
&lt;br /&gt;
 * Fixing status ailments with a unicorn horn is now mostly free; the&lt;br /&gt;
   only penalty is that a blessed horn can become uncursed.  Blessed&lt;br /&gt;
   horns are now guaranteed to fix at least one trouble.  However, restoring lost attributes always degrades its enchantment.&lt;br /&gt;
&lt;br /&gt;
* You get messages when losing or regaining alignment&lt;br /&gt;
&lt;br /&gt;
* Engraving Elbereth doesn’t exercise Wisdom.&lt;br /&gt;
&lt;br /&gt;
 * Engravings are no longer degraded by walking, and the probability&lt;br /&gt;
   that random actions or inactions will erode an engraving is greatly reduced.  However, engraving&lt;br /&gt;
   additional text degrades what is already there.&lt;br /&gt;
&lt;br /&gt;
 * Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.&lt;br /&gt;
&lt;br /&gt;
* skill has more effect on to-hit (Restricted is worse)&lt;br /&gt;
&lt;br /&gt;
 * The chance for thrown projectiles to break now depends primarily on&lt;br /&gt;
   your skill.  Enchanted objects get an extra chance to survive (and&lt;br /&gt;
   negatively enchanted ones get an extra chance to break).&lt;br /&gt;
&lt;br /&gt;
 * You can now #untrap falling rock traps&lt;br /&gt;
&lt;br /&gt;
 * Players who wish to use spears should be able to find more of them now, introduced via the monster inventory mechanism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 * Rings that are dropped down a sink end up buried in the ground&lt;br /&gt;
   under the sink.  They can be reclaimed by destroying the sink,&lt;br /&gt;
   drying up the resulting fountain, and digging up the rings,&lt;br /&gt;
   which will now be identified.&lt;br /&gt;
&lt;br /&gt;
 * The backstab bonus now scales with your weapon skill.  Currently, the bonus potentially goes as high as 28&lt;br /&gt;
   per hit if you are expert but falls off significantly at lower&lt;br /&gt;
   skill levels.  This change probably gives rogues a very powerful&lt;br /&gt;
   mid-game, without making them overpowered in the late game.&lt;br /&gt;
&lt;br /&gt;
 * Added single-use wish sources at the top of Vlad's tower&lt;br /&gt;
   and in Orcus Town.  (Update: and one in the Wizard's Tower.)&lt;br /&gt;
&lt;br /&gt;
 * The Wizard of Yendor gets more starting inventory now.  Some of it might actually be useful at that stage of the game.&lt;br /&gt;
&lt;br /&gt;
 * Cherry-picked the &amp;quot;monsters get better equipment in Gehennom&amp;quot;&lt;br /&gt;
   feature from the Gehennom Fun Patch.  Also, arrow traps in&lt;br /&gt;
   Gehennom may yield silver arrows.&lt;br /&gt;
&lt;br /&gt;
* new Sokoban levels (removed 2a)&lt;br /&gt;
   + Add one new version of Soko-4, &amp;quot;'Ring 'em Around&amp;quot;, with the prize being a ring of polymorph control.&lt;br /&gt;
&lt;br /&gt;
 * The Oracle can now sell you enlightenment, in addition to the&lt;br /&gt;
   other services.  Also, the prices are calculated differently,&lt;br /&gt;
   in a way that should make them lower in the early game.&lt;br /&gt;
&lt;br /&gt;
 * Additional rocks are sometimes generated on the floor of rooms. for sling users and flavour&lt;br /&gt;
&lt;br /&gt;
 * Wands of wishing are no longer rechargeable.  However, several scrolls of wishing are available in strategic locations.&lt;br /&gt;
&lt;br /&gt;
 * Role rebalance, round one.&lt;br /&gt;
   + Starting inventory has been adjusted for some roles: a bit more&lt;br /&gt;
     ammo or an additional spell book; low-percentage-chance items are&lt;br /&gt;
     either guranteed or removed, or you get a consolation prize if&lt;br /&gt;
     you don't get them; healers get eucalyptus; some roles get small&lt;br /&gt;
     enchantment adjustments on starting equipment.&lt;br /&gt;
   + Several role/race and role/alignment combinations are permitted&lt;br /&gt;
     that previously were not, and in one case vice versa. (which?)&lt;br /&gt;
   + The Barbarian role has had its melee skill options and quest&lt;br /&gt;
     artifact buffed.  (The Heart can now be invoked for a remove-curse effect)&lt;br /&gt;
   + Valkyries, Knights, and Samurai have had their melee prowess&lt;br /&gt;
     reduced a bit (worse than Barbarians) but are compensated in other ways.&lt;br /&gt;
     - Valkyries now start with different inventory and can find a&lt;br /&gt;
       spellbook of cone of cold on quest home.  Also, Valkyries fly now.&lt;br /&gt;
     - Knights can now get expert in crossbow, can find spare lances&lt;br /&gt;
       and a spare saddle on quest home, will not fall off and die&lt;br /&gt;
       when mounting their pony on turn 1, and will not break their&lt;br /&gt;
       lance while jousting if at least devoutly aligned (how?).&lt;br /&gt;
     - Samurai are guaranteed a longsword and some replacement ya and&lt;br /&gt;
       a saddle on the quest, and the Tsurugi now provides extrinsic&lt;br /&gt;
       speed when wielded.&lt;br /&gt;
&lt;br /&gt;
 * The luck penalty in Sokoban can now be avoided by carrying a&lt;br /&gt;
   non-cursed luckstone or by hallucinating.  Also, the Sokoban luck&lt;br /&gt;
   penalty will never take your luck below -3.&lt;br /&gt;
&lt;br /&gt;
 * The Statue of Perseus is now guaranteed to contain the shield of reflection and the sack (and the scimitar).  This is mainly intended as a sop for players who insist on skipping Sokoban. &lt;br /&gt;
&lt;br /&gt;
 * The differences between the different versions of Minetown have been enhanced. &lt;br /&gt;
 * Barring bones, the only variant of Minetown that might not have a general store now is College Town, which has a guaranteed book shop&lt;br /&gt;
&lt;br /&gt;
 * The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.&lt;br /&gt;
&lt;br /&gt;
 * Certain normally rare items are supplied in small numbers early in&lt;br /&gt;
   the game as floor items.  Specifically, filler levels at depth 2-6&lt;br /&gt;
   in the main dungeon each have an 80% chance to get one of these&lt;br /&gt;
   items, which is most often a scroll of scare monster but can also&lt;br /&gt;
   be wolfsbane, eucalytus, or a wand of enlightenment.&lt;br /&gt;
&lt;br /&gt;
 * whatever hp damage you do to the floating eye you also sustain yourself, proprortionally to your own experience level.&lt;br /&gt;
&lt;br /&gt;
 * Insteadeath by poison will now only drain a level,   if you are at least XL3.  Furthermore, starting characters have   a 500-turn grace period to reach XL3 to protect against this.&lt;br /&gt;
&lt;br /&gt;
 * The supply of rocks (embedded within the rock) has been increased,   because slings are bad enough, without   having to constantly worry about running out of rocks&lt;br /&gt;
&lt;br /&gt;
 * The Wizard of Yendor now has an attack that can change your   alignment if you are not pious.  The main upshot of this is that pre-quest   conversion no longer makes the game unwinnable&lt;br /&gt;
&lt;br /&gt;
 * Cherry-picked two trap-related changes from the Gehennom Fun Patch.&lt;br /&gt;
   Falling rock traps are no longer generated on levels 1-3 in the&lt;br /&gt;
   main dungeon, and when a monster is changed by a polymorph trap,&lt;br /&gt;
   there is now a chance for the trap to be used up.  The probability&lt;br /&gt;
   of this drops off deeper into the dungeon.  To be able to use the&lt;br /&gt;
   same polymorph trap on pets indefinitely with no chance of it being&lt;br /&gt;
   used up, you must find one at dungeon level 35 or deeper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 * Differentiated nymphs:  Wood nymphs are  now  slightly slower; water nymphs are a little&lt;br /&gt;
   tougher, and mountain nymphs are now the highest-level and most   difficult nymphs.  They do NOT grow up into each other.  However,   water nymphs and especially mountain nymphs should now start   showing up a little later in the game than before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 * Unicorn horns are now a technically finite resource.  Cursed unicorn horns and the &amp;quot;Nothing happens&amp;quot; case are unchanged.&lt;br /&gt;
&lt;br /&gt;
 * The formula for the player's odds of hitting monsters has been   adjusted significantly.  Luck and experience level are now only   added in on a logarithmic scale (together), meaning that always   hitting everything no matter what is (hopefully) no longer a   foregone conclusion in the late game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 * The chance for an engraving to be successfully written now starts higher than&lt;br /&gt;
   in 3.4.3 but falls off if you write Elbereth too many times.  The&lt;br /&gt;
   number of times you can write Elbereth and still keep a good chance&lt;br /&gt;
   of writing things successfully is proportional to experience level and is also somewhat better for forms of engraving that use up resources.  Players who use Elbereth sparingly in emergencies are&lt;br /&gt;
   likely to notice a positive effect on its reliability (if they know&lt;br /&gt;
   enough not to smudge it after writing it, write one at a time,&lt;br /&gt;
   etc.); players who abuse Elbereth extensively will definitely notice that it is less reliable now.  Failure is accompanied by&lt;br /&gt;
   messages about your hand cramping up.&lt;br /&gt;
&lt;br /&gt;
 * To compensate for the reduced death drops as you kill many monsters of the same kind, the base death drop  probability has been adjusted upward.  Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before. &lt;br /&gt;
&lt;br /&gt;
 * Any given type of monster becomes less likely to drop corpses and&lt;br /&gt;
   death drops as you kill more and more of them.  Somewhere around 80&lt;br /&gt;
   kills you stop getting death drops from that type of monster, and&lt;br /&gt;
   somewhere around 225 kills, you stop getting corpses for that kind&lt;br /&gt;
   of monster.&lt;/div&gt;</summary>
		<author><name>Joes</name></author>
		
	</entry>
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