FIQHack
A nethack variant based on NetHack4. Changes include, but is not limited to:
- Wands have been rebalanced
- Energy regeneration greatly boosted earlygame. EoTA users, however, should expect generally slightly less energy. Energy is now based on wisdom and experience level only, with Wizards getting a boost, and people with energy regeneration (EoTA) getting a bigger one.
- +1pw/turn for eregen
- +0.33pw/turn for wizards
- +0.03*wisdom pw/turn for wisdom if your wisdom is higher than 3
- +0.03*level pw/turn
- Added 4 spells
- spellbook of charging
- spellbook of phase (temporary phasing)
- spellbook of astral eyesight (temporary xray)
- spellbook of summon nasty (equavilent to vanilla monster spell)
- Added spell maintenance
- Some spells can now be "maintained", slowly draining Pw but applying a continuous effect.
- Improvements to the monster AI
- Monsters now cast player spells instead of monster spells, and can learn new spells from spellbooks
- Monsters now use items significantly more intelligently
- They now use almost every useful amulet, wand, scroll, potion and spell
- They now wear rings
- They use containers now, both bags in their inventory and looting containers from the floor (The Castle chest is special cased to prevent them from looting the castle wand and exhaust it a la Grunt)
- Players can now be slowed and/or cancelled
- Slowness can be given from being in the view of a floating eye, being hit by the slow monster wand or [[spellbook of slow monster|spell].
- Makes you half as fast as without it.
- Can only be "cured" by waiting it out.
- Cancellation prevents you from making any use of your power.
- Also prevents a majority of special attacks similar to monsters (only relevant for polyself).
- Considered a praying.
- Can also be cured by quaffing a noncursed potion of gain energy, reading a scroll of charging while confused or stepping onto a magic trap and getting the "You are caught in a magical explosion!" effect (which is far more common than usual if cancelled).
- Monster intrinsic/extrinsic system now works like players (in fact, players now use the new monster intrinsic system too). This means that monster has a lot of new intrinsics/extrinsics to play around with. This also means that illness, sliming, strangulation and petrification are gradual processes for monsters now. Eating corpses/jewelry confer new intrinsics (but only pets eat corpses at present).
- Bones can be scarier -- the ghost now gets the same intrinsics as the late player, and each bones has a 33% of replacing the ghost with an alive player monster with the same inventory as the late player, the same spells and the same intrinsics/etc
- Improved player monster ascension kit on Astral
- Buffed #turn
- The helpless duration scales with level, from 5 turns at XL1 down to 1 whole turn at level 24 to merely a single action at XL30
- Mitre of Holiness now allows you to pray inside Gehennom while worn -- this includes normal praying as well as usage of #turn
- Bug fixes
Hosted on github
The variant is currently not in any stable form, but a pre-release is currently hosted on nethack.dank.ninja and open for testing.
Contents
- 1 Monster spell lists
- 1.1 Minotaurs
- 1.2 Nazgul
- 1.3 Barrow wights
- 1.4 Shopkeepers
- 1.5 Aligned priests
- 1.6 High priests
- 1.7 Angels
- 1.8 Yeenoghu
- 1.9 Asmodeus
- 1.10 Orcus
- 1.11 Dispater
- 1.12 Demogorgon
- 1.13 Minion of Huhetotl
- 1.14 Thoth Amon/Dark One
- 1.15 Chromatic Dragon
- 1.16 Ixoth
- 1.17 Master Kaen
- 1.18 Nalzok
- 1.19 Wizard of Yendor
Monster spell lists
Generally, spellcasters, and sometimes higher-level nonspellcasters, get random spells added to their spell repertoire, weighted towards their spell skills. However, uniques, and certain other monsters, have fixed spell lists on generation. Those are as follows:
Minotaurs
- Dig (20% of the time)
Nazgul
- Slow monster
- Sleep
Barrow wights
- Sleep
Shopkeepers
- Force bolt (2/3 of the time)
- Magic missile (if they didn't get force bolt)
- Identify
- Knock
Aligned priests
- Healing
- Identify
- Confuse monster (3/4 of the time)
- Slow monster (if they didn't get confuse monster)
- Protection
- Create monster
- Remove curse
- Create familiar
- Turn undead
High priests
In addition to aligned priests, these also get a few arcane spells
- Healing
- Identify
- Confuse monster (3/4 of the time)
- Slow monster (if they didn't get confuse monster)
- Protection
- Create monster
- Remove curse
- Create familiar
- Turn undead
- Summon nasties
- Haste self
- Invisibility
High priests also include Grand Master and Arch Priest
Angels
- Magic missile
Yeenoghu
- Magic missile
Asmodeus
- Cone of cold
Orcus
Orcus mostly have utility spells in couple with his other attacks, and can charge his wand of death
- Drain life
- Healing
- Detect monsters
- Slow monster
- Charging
- Create monster
- Turn undead
- Summon nasties
Dispater
Mainly a spellcaster and have both offensive, defensive and utility spells
- Force bolt
- Drain life
- Magic missile
- Healing
- Extra healing
- Cure sickness
- Stone to flesh
- Sleep
- Protection
- Create monster
- Jumping
- Haste self
- Invisibility
- Teleport away
- Phase
- Dig
- Cancellation
- Polymorph
Demogorgon
Primarly an attacker, but has a few spells to aid his attacks and to heal himself
- Extra healing
- Slow monster
- Create monster
- Haste self
Minion of Huhetotl
Primarly an attacker, but has buff spells and can incapacitate their foes with sleep
- Healing
- Sleep
- Protection
- Invisibility
Thoth Amon/Dark One
Both share the same list. Being primarly spellcasters, they have a wide list of spells
- Force bolt
- Magic missile
- Fireball
- Cone of cold
- Healing
- Detect monsters
- Sleep
- Slow monster
- Protection
- Turn undead
- Summon nasties
- Haste self
- Invisibility
- Cancellation
Chromatic Dragon
A dragon. Learned a few spells to improve its fighting speed and slowing their foes, and to heal
- Healing
- Slow monster
- Haste self
Ixoth
- Detect monsters
- Protection
- Summon nasties
- Haste self
Master Kaen
Aside from being an excellent fighter, Kaen mastered spells to speed himself up, and to find and destroy those who tries to flee
- Healing
- Detect monsters
- Slow monster
- Haste self
- Phase
Nalzok
- Healing
- Protection
- Haste self
- Phase
Wizard of Yendor
The Wizard of Yendor is, similarly to other general spellcasters, generated with a random list of spells. However, he has one guranteed spell.
- Double Trouble