Difference between revisions of "Role difficulty/Variants"

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(split from role difficulty (see that page's history for history of these pages before this edit); that page was getting dwarfed by variant information because they have so many more roles)
 
(Add ascension rate information for dNetHack. Does not include drow noble as nethackscoreboard doesn't support separating ascension rate for a race/role combo by gender.)
 
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Some NetHack [[variants]] add many roles of their own, and often change the behaviour of existing roles, substantially changing the information about [[role difficulty]]. This page contains the new information.
+
Some ''NetHack'' [[variants]] add many roles of their own, and often change the behaviour of existing roles, substantially changing the information about [[role difficulty]]. This page contains the new information.
  
 
==''SLASH'EM'' roles==
 
==''SLASH'EM'' roles==
Line 22: Line 22:
 
|6||[[Barbarian]]||Charged 3x more in shops||N/A
 
|6||[[Barbarian]]||Charged 3x more in shops||N/A
 
|-
 
|-
|7||[[Rogue]]||Ultra-powerful guaranteed sacrifice gift: [[Bat from Hell]]||4%
+
|7||[[Rogue]]||Ultra-powerful guaranteed sacrifice gift: [[Bat from Hell]] Charged 3x more in shops||4%
 
|-
 
|-
 
|8||[[Caveman]]||Gets underground vision but the [[Sceptre of Might]] is considerably weaker||N/A
 
|8||[[Caveman]]||Gets underground vision but the [[Sceptre of Might]] is considerably weaker||N/A
Line 50: Line 50:
 
In SLASH'EM, race is often more of a factor than role in determining success. In particular, [[Doppelganger (starting race)|Doppelgangers]] are far and away the most powerful race to play, [[Drow]] are extremely hardy in early game thanks to their barehanded sleep attack, and [[Vampire (starting race in SLASH'EM)|Vampires]] and [[Lycanthrope (starting race)|Lycanthropes]] are extremely challenging.
 
In SLASH'EM, race is often more of a factor than role in determining success. In particular, [[Doppelganger (starting race)|Doppelgangers]] are far and away the most powerful race to play, [[Drow]] are extremely hardy in early game thanks to their barehanded sleep attack, and [[Vampire (starting race in SLASH'EM)|Vampires]] and [[Lycanthrope (starting race)|Lycanthropes]] are extremely challenging.
  
==''Slash'EM Extended'' roles==
+
==[[dNetHack]] roles==
''[[Slash'EM Extended]]'' has all of SLASH'EM's roles and also new ones with varying levels of difficulty. There are no ascension statistics for this NetHack variant (yet), but a brief overview of their strengths and weaknesses will be given below.
 
  
[[Convict]]s (which are also playable in [[UnNetHack]], [[dNetHack]] or with the [[Convict patch]]) are a harder-than-hard role that starts with a [[heavy iron ball]] [[chain]]ed to the player, a [[cursed]] [[striped shirt]] and negative [[alignment]], [[luck]] and a high [[sin counter]]. Races that would usually be peaceful will be hostile to the Convict. Shopkeepers who see their striped shirt will not allow them into their shop, and [[watchmen]] as well as [[vault guard]]s will attack them on sight.
+
Ascension rate was obtained from [https://nethackscoreboard.org/combodifficulty.dnh.html nethackscoreboard.org] on 2023-12-23.
  
[[Death Eater]]s start out slow. Their main strength is spellcasting; they start with several high-level spells and a [[wand of death]] as well as an [[amulet of life saving]] and a [[cloak of reflection]]. If an early [[nymph]] shows up and steals some or all of those items, [[YASD]] is imminent.
+
{|class="wikitable"
 
+
!Role
[[Electric Mage]]s are the lightning-based counterpart of flame/ice mages. They specialize in shock spells, and both they and their [[shock hound pup|starting pet]] are shock resistant. Starting with a [[wand of lightning]], they can easily survive the early game by burning a permanent [[Elbereth]] in critical situations.
+
!Starting Difficulty
 
+
!Quest Difficulty
[[Gangster]]s start with a [[submachine gun]] and [[bullet]]s. They also have the very useful [[create ammo]] [[technique]] that allows them to create new ammo every once in a while, allowing them to shoot enemies with wild abandon. A gangster is good at using daggers, darts and crossbows too, which can be used on weaker foes to conserve ammo for the stronger ones.
+
!Ascension Difficulty
 
+
!Notes
[[Geek]]s (a role from [[NhTNG]]) are very hard to play. They move slowly and don't have a lot of [[hit point]]s or [[mana]], and their starting [[electric sword]] is quite weak too.
+
!Ascension Rate
 
+
|-
[[Jedi]]s (also available with the [[Jedi patch]] for SLASH'EM) use [[lightsaber]]s and have techniques to recharge them, move objects from a distance and do [[jump]]s. They can't get proficient at most other types of weapons though, and they either run out of lightsaber energy often or have to waste a turn every time a monster shows up to turn their saber back on.
+
|'''Archeologist'''
 
+
| Normal.  The starting +2 bullwhip makes an ok early weapon, the starting pickaxe simplifies exploration and allows early vault access, the starting touchstone allows early identification of valuable stones.
[[Noble]]s (also available in [[DNetHack]]) are a melee role that mainly uses one-handed weapons. They start with a saddled [[pony]], but their hit points and mana aren't great, making them a hard-to-play role.
+
| Normal. The Minion of Huhetotl hits quite hard and can cast spells, but he can be warded off.
 
+
| Normal. Archeologists have no major advantages or disadvantages going into the end game.
[[Pirate]]s (also available in [[DNetHack]]) specialize in one-handed weapons and [[firearm]]s; they have the ability to [[swim]]. However, their hit point and mana totals are usually pitiful, making them hard to play.
+
|
 
+
| 0.48%
[[Pokemon]] are bad at using weapons, and they don't start with spells. A viable strategy would be to dig down to the [[Oracle]] and smash the [[statue]]s in hope of finding [[spellbook]]s; they may also be combined with a race that gets [[unarmed]] damage bonuses and fight hand to hand. Pokemon can throw [[poke ball]]s at random monsters for a chance to turn them into [[pet]]s; if the monster has the "petty" string in their name, the ball will always work.
+
|-
 
+
|'''Anachrononaut'''
[[Transvestite]]s excel at fighting with weapons that use the [[hammer]] skill. They should wear [[high heels]] at all times for extra speed; if they don't, they will be slow and have a hard time overall. Also, the [[attire charm]] technique may be used to turn any adjacent [[human]] or [[humanoid]] monster (except uniques, [[nemesis|quest nemeses]] and [[shopkeeper]]s, but including things like gnomes or orcs) into pets. The transvestite starts with a [[saddle]] and has increased chances of successfully mounting a steed.
+
| Easy.  Good AC and strong weapons make short work of early monsters. Lack of prayer means that mistakes can be fatal, though.
 
+
| Very Hard. Abundant mind flayers, which can't be genocided due to the nature of the quest.  Beware of long-ranged death from mind blasts.  Additionally, enemies in the quest tend to use future tech weapons, which are very high damage.
[[Warrior_(role)|Warriors]] are great at using melee weapons and good at ranged combat too, but they can't learn any spellcasting skills. The warrior starts with a saddled [[green nightmare]] steed. Their main difficulty is beating the [[Quest]], thanks to their [[Archnemesis|nemesis]] basically being a [[Master Kaen]] on steroids. If you used to have difficulty beating Master Kaen, the Archnemesis will probably be next to impossible to defeat.
+
| Easy. Future tech complements the standard ascension kit well.
 
+
|
[[Chevalier]]s are a fighter/cleric role with the ability to detect the [[beatitude]] of objects, [[blessing|bless]] them every once in a while and use [[healing]] and other clerical spells. They also start with an awesome baby [[dragon]] pet that can eventually grow up into an adult dragon. Chevaliers have to follow the knightly code of conduct though.
+
| 0.47%
 
+
|-
[[Courier]]s are a harder-than-hard role that [[hunger]]s extremely rapidly (about 7 extra points of nutrition get used up every other turn), always causes [[conflict]] and is slow to boot. They're immune to [[mind flayer]] intelligence drain attacks though, and start with a [[pistol]] and a [[knife]].
+
|'''Barbarian'''
 
+
| Easy. Strong starting weapon and stats makes up for bad AC.
[[Zyborg]]s are an easy to play role suitable for beginners, with good [[plate mail|armor]] and access to all skills, including [[martial arts]] at grand master skill level. They even get random techniques from leveling up, and they are also [[metallivore]]s, greatly reducing the risk of early starvation. Zyborgs are moderately slow though, and they also have a very hard quest to beat. The [[verbal blade|quest artifact]] has a chance of [[beheading]] monsters with a head, and it can also be picked up by intelligent monsters and used against the player.
+
| Normal. Thoth Amon's spellcasting can pose a problem to non-magic resistant Barbarians, but his HP is unimpressive and a fast Barbarian can catch him off guard and kill him with the bonus melee attacks.
 
+
| Easy.  The Barbarian's iterative attacks and full BAB gives them nearly unrivaled damage output. The quest artifact is very powerful, providing several necessary resistances and giving unlimited uncursing.  MR and reflection are also provided, leaving the armor slots open for something like dNetHack's improved [[crystal plate mail]], [[eilistran armor]], or another colour of [[dragon scale mail]].
[[Acid Mage]]s are the acid-based counterpart of flame/ice/electric mages. They specialize in acid spells, and both they and their [[acid hound pup|starting pet]] are acid resistant. Starting with a [[wand of acid]], they can blast nasty enemies but unlike flame/electric mages cannot burn permanent Elbereths, making them a bit harder to play.
+
|
 
+
| 1.74%
[[Activistor]]s start with poor equipment; the main thing they have going for them is the starting [[charm monster]] spell. They are also slow and restricted in most weapon skills, but they can advance all spellcasting skills to Expert and eat several types of non-food items. Still, Activistors are a hard role.
+
|-
 
+
|'''Binder'''
[[Binder]]s can gain lots of intrinsics and techniques by enhancing their skills, but it will take a while, making the early game very difficult due to the lack of good equipment. However, leveling up may grant a Binder a random [[spellbook]]. They may get lucky and receive a useful one.
+
| Hard. Bad starting weapons, bad AC, lousy stats. Lucky draws for the first three spirits simplify the early game, otherwise progress slowly through the dungeon and let your pet do the bulk of the fighting.
 
+
| Hard. The Binder needs to convert three temples, and thus have to deal with the three angry aligned priests, which are powerful on their own rights, as well as the minions summoned by the altars. The nemesis himself, Acererak, is a very tough foe with life-draining attacks and spell casting.
[[Bleeder]]s are the dictionary definition of a harder-than-hard role: '''they take double damage.''' This applies to just about any source of damage, so they effectively have half the amount of hit points shown on their status bar. Worse, Bleeders randomly lose HP, the random HP loss gradually becomes bigger as time passes, they randomly lose max HP and Pw, and their bad starting equipment means they probably won't be able to rush past the early game quickly to keep the nasty random HP loss at bay. To top it off, the Bleeder quest shows especially malicious design. Bleeders either hurry up and complete their quest as quickly as possible or they will simply die to random HP loss. They will also die if they linger after their quest instead of ascending ASAP, or basically, if they linger at any time, as the HP loss may randomly be higher than their max HP, leading to [[instadeath]].
+
| Easy. Once a Binder reaches the level cap and unlocks all their spirits, they become extremely powerful.  A Binder with Gauntlets of Power and melee spirits bound rivals the Barbarian's damage output.
 
+
| A Binder's overall power increases strongly with character level, unlike other roles who's overall power depends more on the equipment they find.  Orcish Binders almost don't need equipment.
[[Rocker]]s are [[lithivore]]s with [[petrification resistance]]. This would make them an excellent [[YASD]]-proof character were it not for the fact that they start out slow, and they also have a very hard quest to beat. They can repeatedly produce [[cockatrice]] [[egg]]s from thin air to use on enemies though.
+
| 0.25%
 
+
|-
[[Spacewars fighter]]s start out woefully underequipped, but they also get a lot of money so they might be able to buy what they need. They suffer from a relative lack of ranged options though, and their quest can be annoying. This is especially true if they allow their quest nemesis to banish them to the depths of [[Gehennom]], possibly even right into [[Demogorgon]]'s lair. However, with good preparation the Spacewars Fighter quest isn't too hard to beat.
+
|'''Caveperson'''
 
+
| Normal. Decent starting weapon and stats makes short work of early enemies.
[[Topmodel]]s are relatively good fighters that start out with a [[rifle]], but bullets may be hard to come by. They also get lots of great intrinsics at the start of the game, including [[flying]], [[unbreathing]], [[warning]] and more. Additionally, the Topmodel may use the [[attire charm]] technique to convert intelligent human(oid)s into pets. However, Topmodels are the slowest role of all, also all of their powers are lost if they take off or lose their high heels, and they need to follow the "anorexia conduct" or they will suffer from negative effects including, but not limited to, [[vomiting]], [[food poisoning]], stat point loss, negative alignment record and eventually being unable to [[pray]] safely. Topmodels also face some of the most obnoxious random monsters ever in their quest, and their nemesis commands armies of nasty monsters too.
+
| Hard. The Chromatic Dragon possesses over 500 HP, -20 AC, very damaging attacks and various spells, including summon nasties. She can be warded off with a scroll of scare monster, but even then it can take a very long time before she finally goes down, and during this time the scroll can be destroyed by a stray fire bolt.
 
+
| Normal. Cavepersons have no major advantages or disadvantages going into the end game.
[[Diver]]s, [[Korsair]]s and [[Gladiator]]s are experimental roles with moderate to high difficulty. They don't particularly excel at anything but don't suffer from serious drawbacks either.
+
|
 
+
| 0.69%
[[Scientist]]s start out with a [[chemistry set]], a [[spellbook of chemistry]] and some [[bottle]]s; they also know all [[potion]]s that exist in the game, so they'll be able to make any potion they want, including invulnerability. Their highly enchanted starting armor might keep them safe for some time but their offensive options kind of suck; finding a good weapon early will be important.
+
|-
 
+
|'''Convict'''
[[Psion]]s are glass cannons with lots of techniques and intrinsics; leveling up enough allows them to [[detect monsters]] permanently, which is a huge boon considering that [[warning]] and [[telepathy]] have been nerfed in Slash'EM Extended. Their single-digit starting HP aren't going to improve much from leveling up though, so [[nurse dancing]] or [[full healing]] potions are probably required if a Psion is supposed to survive the later parts of the game.
+
| Hard.  Low starting nutrition and bad starting alignment makes early starvation a distinct threat. The heavy iron ball deals a lot of damage but has bad to-hit.
 
+
| Easy. Warden Arianna's combat power is unimpressive, though the various prison guards and the lava demon around her lair can hit hard.
[[Lunatic]]s are a role-specific version of the [[Lycanthrope]] race; their wereform is randomly determined at the start of the game, but otherwise most of the Lycanthrope's quirks apply. So the player either has to find a way to control their random transformations or accept not always being able to wear/wield armor and weapons. Unlike characters who catch lycanthropy from being bit by a werecreature, their wereforms do more damage if the player's experience level is higher though.
+
| Normal.  Convicts don't become unusually powerful, though the artifacts they pick up on the quest greatly increase their carrying capacity, and allow them to phase through walls, which opens up some unique options.
 
+
|
[[Altmer]] can't get fire/cold/shock resistance, but they're excellent spellcasters that even start with a special form of [[energy regeneration]] which stacks on top of other forms of Pw regeneration. If they luck into getting some powerful spells they'll have an easy time overall, and they also get some great intrinsics from leveling up.
+
| 0.44%
 
+
|-
[[Amazon]]s are good archers. Enchanting their arrows and building up some points of [[luck]] will be important to prevent arrows from disappearing constantly, but their starting items ensure that they're capable of surviving some dangerous situations. If the Amazon makes it to her quest, some powerful hidden weapons may be claimed, and especially the quest artifact bow with its ability to create ammo will be very useful.
+
|'''Healer'''
 
+
| Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. No offensive spells or starting ranged weapon makes melee difficult to avoid.  Healing spells increase survivability, but low starting food makes starvation a worry.
[[Bard]]s are a hard role with very weak starting equipment. Their lack of a starting weapon is a problem that should be corrected by finding a suitable weapon ASAP, and their wooden/tin instruments won't be of much use either.
+
| Hard. There are several dragons in each level, which can pose a problem for Healers lacking a decent weapon. More dangerously, the quest nemesis can wield the artifact against you, but he can be warded off.
 
+
| Hard.  The quest artifact is a good weapon, but is two-handed and thus can be a liability in the lategame.  Healers are saddled with a 1/2 BAB, which means they may have trouble hitting things in melee, even at level 30.  Finally, they may have trouble casting attack spells, due to their low skill caps in those schools.
[[Bosmer]] start with a bow and a stack of highly enchanted arrows, so unlike other archer roles they may not have to preserve their ammo until they can build up some luck. The starting poison resistance also helps in the early stages of the game, but their melee options are somewhat limited.
+
|
 
+
| 0.21%
[[Drunk]]s benefit from quaffing booze and can always make more, but they also start with a large stack of random potions that may be [[full healing]] or other useful types. Other than that they get nothing special, and their starting weapon is particularly crappy, so they'll need to luck into finding good equipment or they'll have a hard time.
+
|-
 
+
|'''Knight'''
[[Dunmer]] are yet another archer class that starts with +0 arrows, so they'll probably be better off using their enchanted dagger for a while. They can use some melee techniques after leveling up a few times though, which may help a little.
+
| Easy. Decent starting weapon and armor. The starting long sword gives easy access to [[dNetHack artifacts#Excalibur|Excalibur]].
 
+
| Hard. There is a unique red dragon on the quest home, and the quest nemesis is a spell casting nymph.
[[Firefighter]]s should be quite safe early on due to the guaranteed [[wand of fire]] which can burn Elbereths, and the [[scroll of fire]] is very useful if they run into a [[green slime]] with no other way to cure the sliming condition. Their starting stack of [[water]] is just waiting for an altar that allows converting it to [[holy water]], so either a dive to Minetown (1 in 3 chance) or an early altar conversion may be viable strategies. The Firefighter's starting [[axe]] is not exactly the strongest weapon but they can advance a large variety of other weapon skills as well.
+
| Easy. Their quest artifact lets them cast very damaging magic missile and cone of cold spells. Blessed Excalibur is fine endgame weapon, as is the [[dNetHack artifacts#The Rod of Seven Parts|Rod of Seven Parts]].
 
+
|
[[Goff]]s are constantly [[hallucination|high on acid]], and they're also very slow so they're very hard to keep alive. The first thing they need to do (unless their player read [[spoiler]]s) is figuring out what their starting inventory actually is, and even if they find a way to stop the hallucinations (which is possible), their slow movement speed will make the entire game much harder. Finding an item that gives permanent [[speed]] (preferably "very fast", e.g. [[speed boots]]) should be the Goff's top priority. However, they also need to adhere to the "anorexia conduct" that puts restrictions on eating, and if that wasn't enough, they're also permanently vampiric meaning they can only drain fresh blood from corpses. This means that unless they find a [[ring of slow digestion]], they'll constantly be low on food.
+
| 0.31%
 
+
|-
[[Graduate]]s are basically a weaker version of the Geek, starting with useless wacky equipment and none of the intrinsics that make the Geek worth playing. They're also slow, but at least they have a [[camera]] that can be used to shoo away dangerous opponents.
+
|'''Monk'''
 
+
| Easy.  Punch all the things.  The need to avoid body armor means AC will be bad. The possible starting spells (healing, sleep or protection) all help with greatly increasing early game survivability.
[[Locksmith]]s start the game with no weapon and no armor, and their (un)locking tools and wands won't help much in an actual combat situation so they need to turn up useful equipment quickly or they won't stand a chance. They're likely to have to rely on their starting pet for quite some time and engrave Elbereth often.
+
| Normal. Master Kaen hits very hard, can cast spells and cannot be warded off with regular wards. Going toe-to-toe against him is usually suicide, so a Monk will need ways to damage him without retaliation. However, a well-enchanted Premium Heart, a means of sleep, and ideally free action can possibly make the quest easier. A triple Gorgoneion on the upstair might help as well.
 
+
| Normal.  Martial arts are only so-so by default, but can be improved through artifacts. Monks are likely to be gifted artifact armor, most of which is quite good.
[[Musician]]s can use their [[magic harp]] to try to tame dangerous monsters, and their other instruments (including a [[drum of earthquake]]) may also be useful at times. They don't start with an actual weapon though, so they should try to find one quickly. If they manage to get surrounded by several strong monsters and tame them all at once with their harp they may be quite able to survive the early game.
+
|
 
+
| 0.34%
[[Ninja]]s are similar to Rogues but with considerably worse starting items, so their early game won't exactly be easy. They get some useful intrinsics from leveling up though.
+
|-
 
+
|'''Madman'''
[[Officer]]s start with a [[pistol]] and some useful wands, which can be "doubled" by their starting pet that starts with the same items and immediately drops them on their first turn. This allows the Officer to dual-wield pistols from the start and gun down any dangerous enemies with the downside of doing crappy melee damage. Still, it's probably better than whacking enemies with a club that doesn't do any meaningful damage either, and may allow the Officer to survive long enough to find another useful weapon. Dual-wielding with a pistol in main hand and a strong melee weapon (e.g. [[silver saber]]) in the other hand enables the player to do well in both melee and ranged combat without having to switch weapons.
+
| Very Hard. The Madman begins the game stuck in a straitjacket (which prevents the use of hands), their gods start angry at them, they don't have a traditional pet, and occasionally find monsters disguised as other monsters. While skillful play can allow surprising progress to be made even in the face of all of these disadvantages, the Madman may ultimately depend on the RNG to provide a means of escaping the jacket. Playing as a Vampire can help the madman survive the early game.
 
+
| Normal. The madman needs a unicorn horn and a decent weapon to take on the quest, and care must be taken around the quest enemies. However, the nemesis, while resilient, is not a serious threat.
[[Ordinator]]s will have an easy early game thanks to the big amount of highly enchanted starting weapons in their inventory; their hit points aren't great though, and they lack armor, plus every stat other than [[strength]] starts out very low. This means that the Ordinator will have to kill enemies quickly since if he doesn't, they will quickly overwhelm him. If the Ordinator gets their quest artifact, their offense will be improved even more; the artifact tsurugi always starts out +6 and grants +8 to-hit as well as +4 damage. Keep a potion of holy water in open inventory to be able to uncurse it though, in case an enemy spellcaster curses it!
+
| Normal.  Madmen have no strong pluses or minuses going in to the late game. They do, however, need to be careful about gaining too much insight too quickly.
 
+
| Madmen are a bit more incentivized than other roles to explore the depths of the Neutral Quest, which can be painful to vampires due to the amount of silver-damage found in the upper sections of the Neutral Quest. However, they also obtain a lot of the same rewards from their quest.
[[Thalmor]] are a kind of battlemage class that gets solid stats, starting equipment and intrinsics. They also start with a useful pet that may make the early game quite easy.
+
| 0.88%
 
+
|-
[[Undertaker]]s begin the game with a useless scalpel that should be ditched for a real melee weapon, and they can [[turn undead]] both by using the [[technique]] and zapping the [[wand of undead turning]] so they may sometimes resurrect a fallen pet. Unless they luck into good equipment, they'll probably need to use pets in order to survive the early game.
+
|'''Noble'''
 
+
| Normal.  Starts with a +2 rapier, but only so-so AC.  First Gift is a 2x damage melee weapon.
[[Zookeeper]]s start with three blessed scrolls of [[taming]], allowing them to turn dangerous monsters into pets. They also get [[tripe ration]]s and [[leash]]es which further aids them in gaining and maintaining pets, but unless they randomly find a [[magic marker]] and a way to blank scrolls, their taming scrolls will only last so long, so the player should make the most out of them. [[Confusion]] may allow the scrolls to tame a much bigger amount of monsters, turning them against the ones that resist. Other than that, the starting [[bullwhip]] should be discarded as soon as a real weapon appears, and the zookeeper also needs to find some armor if he wants to survive.
+
| Hard.  The quest nemesis is a team of 4 adventurers, resulting in a surprisingly high damage output.
 +
| Normal.  The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 +
|
 +
| 0.79%
 +
|-
 +
|'''Elven Noble'''
 +
| Easy.  AC starts ok and has room to be easily improved. The +2 starting spear makes short work of early enemies.  The First Gift is a 2x damage melee weapon.  As an Elf, can use Elbereth.
 +
| Normal.  The quest nemesis is a spell casting wraith with a draining gaze; however, it is able to be warded off.
 +
| Normal. Your racial artifacts are quite strong, but your limited spell casting will make it difficult to eliminate dangerous enemies from a distance. Wands, strong pets, and warding will be of value to you in the late game.
 +
|
 +
| 0.75%
 +
|-
 +
|'''Female Droven Noble'''
 +
| Easy.  Very good starting AC, if only so-so weapons (The +2 whip is ok but not great, the crossbow is more powerful but will run out of ammo quickly). First gift is a 2x damage two-handed sliver melee weapon. Light-blindness does make the Gnomish Mines far more dangerous for drow than for other races.
 +
| Insanely Hard.  Abundant mind flayers, which can't be genocided due to the nature of the quest. Beware of long-ranged death from mind blasts.  The nemesis is an Elder Brain, who will absolutely destroy unprepared characters, with powerful mage 'and' divine spells and a '2-square' reaching intelligence-draining attack. It's almost impossible to do without a wand of death for the nemesis, and a crystal helm (which blocks all head tentacle attacks) will help you keep your intelligence. Standing just out of range and spamming the fire storm spell can make this quest considerably easier.
 +
| Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 +
|
 +
| unknown
 +
|-
 +
|'''Male Droven Noble'''
 +
| Easy, very similar to default nobles.  The +2 starting rapier makes up for only so-so AC.  First Gift is a 2x damage melee weapon.
 +
| Normal.  The quest nemesis can't be warded away, hits hard, and has a disease causing melee attack, but she is not resistant to death rays. She is equipped with both a wand of death and an amulet of life saving.
 +
| Normal.  The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles.
 +
|
 +
| unknown
 +
|-
 +
|'''Dwarven Noble'''
 +
| Normal.  Decent starting weapon but only so-so AC.  As a dwarf, the mines are safer.  First gift is good artifact armor, which also confers MR.
 +
| Easy. Other than the Watcher in the Water, which can largely be avoided, there is little challenge to this quest. The hordes of orcs will be low level and a good source of random items, and Durin's Bane can be warded against or even simply tanked out if necessary.
 +
| Normal. The artifacts from your Quest work well together and can bear you through much of the game if they need to. The lack of ranged weaponry, however, can lead to some dangerous situations in Gehennom, so a good selection of wands or some other source of ranged damage may be necessary as well.
 +
|
 +
| 1.19%
 +
|-
 +
|'''Priest'''
 +
| Normal. Decent starting weapon, and the ability to know BUC enables easy AC improvement.
 +
| Normal. The high volume of undead can be taken care off with turn undead. The nemesis hits quite hard and can cast spells, but he can be warded off.
 +
| Normal. The quest artifact is a bit weak, but that can be compensated for without too much trouble.  The low skill caps can be troublesome, but Priests are at least a 3/4 BAB role. Priests can also invoke artifacts a bit more frequently than other roles.  Priests also always receive the to-hit bonus granted by artifact weapons, even when attacking foes it would not normally apply vs.
 +
|
 +
| 0.53%
 +
|-
 +
|'''Pirate'''
 +
| Normal. High starting weapon skill and the flintlock can win most early game fights.
 +
| Easy. A Pirate that can survive against the soldiers and skeletal pirates will find no problem fighting Blackbeard's ghost.
 +
| Normal. The Pirate's special rules for artifacts constrain them a bit, but their skill caps are fine, their crowning gift is decent, and their quest artifact converts some enemies into weaker pirate enemies. By the end of the game, they should have plenty of artifacts to choose from for their weapons. Getting expert saber is nice, but skilled-expert axe, flail, spear, trident, crossbow, and more means that almost artifact can be used well in the right hands.  The sacrifice gift helps you identify these.
 +
|
 +
| 0.72%
 +
|-
 +
|'''Rogue'''
 +
| Normal. The starting stack of daggers can be thrown to take out enemies from afar. Furthermore in dNetHack, the daggers can be dipped in the potion of sickness for a very damaging ranged option.  Rogues can also have a small stack of daggers coated with paralysis venom (#dip into a potion of paralysis) to deal with more dangerous enemies.
 +
| Normal. The Master Assassin is not a threat, however the cruel level design means a Rogue needs to be prepared when entering the quest.
 +
| Normal. Rogues have a very damaging attack option in the form of highly enchanted thrown daggers, that can serve as the main weapon during the endgame.
 +
|
 +
| 0.57%
 +
|-
 +
|'''Ranger'''
 +
| Normal. The cloak of displacement and bow can help easily avoid and take out early game foes, but the limited supplies of arrows must be managed carefully.
 +
| Easy. Scorpius's disease attacks can be mitigated with a unicorn horn, and outside of it he's not very impressive in melee.
 +
| Easy. Rangers can fire very damaging volleys of arrows from their quest artifact. Depending on alignment, the quest gift will be a small stack of unbreakable artifact ammo.
 +
|
 +
| 0.44%
 +
|-
 +
|'''Gnome Ranger'''
 +
| Normal. The cloak of displacement and crossbow can help easily avoid and take out early game foes, but the limited supplies of bolts must be managed carefully.  Gnomes take the quest early, however.
 +
| Easy. Gnomes can enter the quest at level 6, and can easily complete the quest at that level.  The quest can be reached from the Gnomish Mines by dropping down through any hole.  The quest artifact is very powerful.
 +
| Easy.  The quest artifact is as good as the normal Ranger quest artifact, and helps stretch ammo supplies.  The two bolts are each almost as powerful as a full volley from the Longbow.
 +
|
 +
| 0.22%
 +
|-
 +
|'''Samurai'''
 +
| Easy. Very good weapons, very good armor.
 +
| Normal. Ashikaga Takauji's instakilling attacks pose a very grave threat, but he's not magic resistant and thus should be taken out in one turn with a wand of death.
 +
| Normal. The quest artifact is quite good, but is two handed and should be replaced during the lategame.
 +
|
 +
| 0.09%
 +
|-
 +
|'''Tourist'''
 +
| Hard. They must rely on their limited supply of darts in order to fix their lack of melee weapons and bad AC. The weapons that they can become somewhat proficient on (unicorn horns and sabers) are also hard to find in the early game.
 +
| Easy. The Master of Thieves poses no threat to Tourists that can make it to the quest.
 +
| Easy. Tourists have unlimited charging from the quest artifact, and can wish for future tech from the Anachrononaut role. Tourists are, however, a 1/2 BAB role, and therefore can have trouble hitting high AC opponents, so care must still be taken.
 +
|
 +
| 0.65%
 +
|-
 +
|'''Troubadour'''
 +
| Hard. No starting weapons (unless you're an orcish troubadour), bad weapon skills and weak AC means they have to rely on buffing pets and have them do the fighting. On the upside, Troubadours gain EXP observing their pets kill enemies.  Troubadours can also build up skill with thrown daggers, which helps a lot in this phase of the game.
 +
| Normal. Aglaope's main strategy is teleporting you to her, clawing and robbing you before teleporting away to heal. Troubadours possessing teleport control and an engagement ring can chase after her and beat her face in safety, otherwise she can be a very annoying foe. By this point, the Troubadour should probably be using a stack of daggers as their main attack.
 +
| Hard.  Troubadours' bad weapon skills continue to be a liability in this phase of the game, as as a 1/2 BAB role they may have trouble hitting high AC enemies. By this point their pets are probably very impressive, however.  A crystal armored Tulani Eladrin with an artifact weapon, buffed by your beastmaster skill and your songs, can kill almost anything in the game. The Troubadour may also wish for a Throne Archon figurine.
 +
|
 +
| 0.77%
 +
|-
 +
|'''Valkyrie'''
 +
| Normal. Average weapon, average armor and good stats give them an average early game.
 +
| Easy. With fire resistance, the quest level and the nemesis's [[dNetHack artifacts#Sol Valtiva|weapon]] poses little threat. Flying/levitation is essential to get past the lava pools.
 +
| Easy.  With all three Valkyrie weapons (Sol Valtiva, Mjollnir, and the Bow of Skadi) Valkyries have access to the three major elemental damage types. They can use Mjollnir and the Bow of Skadi in gehennom, and Sol Valtiva against angels and other non-fire-resistant foes. Lawful Valkyries can also use the Rod of Seven Parts.
 +
|
 +
| 0.58%
 +
|-
 +
|'''Wizard'''
 +
| Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. Force Bolt can easily kill most early game threats, but weak power supply limits its use. Furthermore, most early game AC solutions hamper with spellcasting, so a Wizard looking to improve their AC usually have to give up Force Bolt. Their first gift, Magicbane, is a very decent melee weapon though.
 +
| Normal. The Dark One's Flesh to Stone spell can cause delayed instant death, so several lizard corpses/stone to flesh spell is crucial. His other spells can be threatening, but with Magicbane most of them should be nullified.
 +
| Easy. With the various attack spells (finger of death, magic missile and fireball/cone of cold), late game Wizards should be able to demolish everything in their way.
 +
|
 +
| 0.18%
 +
|-
 +
|'''Incantifier Wizard'''
 +
| Easy.  The massive quantities of power make casting spells incredibly easy.  Once he is confident, a incantifier wizard can easily clear the mines.  Make sure to grab any enchanted items, and stash it for food later.  Incantifier wizards can also quickly improve their AC by keeping an eye out for enchanted gear.  And make sure to watch your HP, as incantifiers don't naturally regen health.
 +
| Easy. Intrinsic magic resistance is nice, and the starting robe is quite useful for casting harder spells later.  Keep an eye out for rings with positive extrinsics, and consider eating some to gain it.  Rings of regeneration are very useful, as the extra hunger penalty doesn't seem to affect an incantifier  For the quests, make sure to bring lizard corpses in addition to acid, to prevent the Dark One's Flesh-to-Stone spell.  Lizards provide some resistance versus this, even if you can't eat them. 
 +
| Easy. Easy permanent intrinsics via ring eating, and the massive mana pool and spellcasting bonus provides easier casts of high-level spells.
 +
|
 +
| 0.13%
 +
|}
 +
{{variant-343}}
 +
[[Category:Variants]]
 +
[[Category:Roles]]
 +
[[Category:Strategy]]

Latest revision as of 06:02, 23 December 2023

Some NetHack variants add many roles of their own, and often change the behaviour of existing roles, substantially changing the information about role difficulty. This page contains the new information.

SLASH'EM roles

SLASH'EM has several new roles with varying levels of difficulty. Also, some of the original roles are more or less difficult in SLASH'EM than in vanilla NetHack, due to differences in starting equipment, skills, abilities, and the character of the game. Below is a rough, subjective ordering of difficulty of various SLASH'EM roles, incorporating some stats on ascensions from the SLASH'EM server at slashem.crash-override.net.

Rank Role Notes Ascension rate*
1 Valkyrie Starts with spear instead of long sword, but still the easiest; Mjollnir much more powerful in SLASH'EM 24%
2 Samurai Fast speed more important in early game where you must flee often; Snickersnee and Excalibur make powerful weapon combo; charged 2x more in shops 13%
3 Knight Start with plate mail, long sword, Str 18/**; much weaker as a spellcaster than in Vanilla 10%
4 Monk Powerful techniques and automatic AC bonuses as level increases 6%
5 Yeoman Two powerful guaranteed sacrifice gifts: Sword of Justice and Reaper N/A
6 Barbarian Charged 3x more in shops N/A
7 Rogue Ultra-powerful guaranteed sacrifice gift: Bat from Hell Charged 3x more in shops 4%
8 Caveman Gets underground vision but the Sceptre of Might is considerably weaker N/A
9 Wizard Starts with more but lower-level spells 5%
10 Undead Slayer Slow, weak fighter whose main advantages (drain resistance and immunity to sickness) are less important in early game than late game N/A
11 Ranger Bows require two hands to wield in SLASH'EM 1%
12 Flame Mage Starts with a hell hound pup and a wand of fire but otherwise far weaker than Wizard N/A
13 Priest Can now use long swords effectively N/A
14 Ice Mage Starts with a winter wolf but weaker than either Wizard or Flame Mage 3%
15 Necromancer First sacrifice gift Serpent's Tongue moderately good, otherwise like Undead Slayer with drain resistance and immunity only mattering late in game N/A
16 Archaeologist Fedora acts as luckstone N/A
17 Healer First sacrifice gift will not be a weapon N/A
18 Tourist Starts with more gold and scrolls of magic mapping N/A

Note: Ascension rate equals the percentage of games for each role that ended in ascension on slashem.crash-override.net as of Feb. 13, 2013, given that (1) the race was not Doppelganger (too easy) or Vampire/Lycanthrope (too difficult), (2) the player had achieved at least one ascension on the server, and (3) at least 20 qualifying games had been played for that role. N/A indicates a sample size of < 20.

In SLASH'EM, race is often more of a factor than role in determining success. In particular, Doppelgangers are far and away the most powerful race to play, Drow are extremely hardy in early game thanks to their barehanded sleep attack, and Vampires and Lycanthropes are extremely challenging.

dNetHack roles

Ascension rate was obtained from nethackscoreboard.org on 2023-12-23.

Role Starting Difficulty Quest Difficulty Ascension Difficulty Notes Ascension Rate
Archeologist Normal. The starting +2 bullwhip makes an ok early weapon, the starting pickaxe simplifies exploration and allows early vault access, the starting touchstone allows early identification of valuable stones. Normal. The Minion of Huhetotl hits quite hard and can cast spells, but he can be warded off. Normal. Archeologists have no major advantages or disadvantages going into the end game. 0.48%
Anachrononaut Easy. Good AC and strong weapons make short work of early monsters. Lack of prayer means that mistakes can be fatal, though. Very Hard. Abundant mind flayers, which can't be genocided due to the nature of the quest. Beware of long-ranged death from mind blasts. Additionally, enemies in the quest tend to use future tech weapons, which are very high damage. Easy. Future tech complements the standard ascension kit well. 0.47%
Barbarian Easy. Strong starting weapon and stats makes up for bad AC. Normal. Thoth Amon's spellcasting can pose a problem to non-magic resistant Barbarians, but his HP is unimpressive and a fast Barbarian can catch him off guard and kill him with the bonus melee attacks. Easy. The Barbarian's iterative attacks and full BAB gives them nearly unrivaled damage output. The quest artifact is very powerful, providing several necessary resistances and giving unlimited uncursing. MR and reflection are also provided, leaving the armor slots open for something like dNetHack's improved crystal plate mail, eilistran armor, or another colour of dragon scale mail. 1.74%
Binder Hard. Bad starting weapons, bad AC, lousy stats. Lucky draws for the first three spirits simplify the early game, otherwise progress slowly through the dungeon and let your pet do the bulk of the fighting. Hard. The Binder needs to convert three temples, and thus have to deal with the three angry aligned priests, which are powerful on their own rights, as well as the minions summoned by the altars. The nemesis himself, Acererak, is a very tough foe with life-draining attacks and spell casting. Easy. Once a Binder reaches the level cap and unlocks all their spirits, they become extremely powerful. A Binder with Gauntlets of Power and melee spirits bound rivals the Barbarian's damage output. A Binder's overall power increases strongly with character level, unlike other roles who's overall power depends more on the equipment they find. Orcish Binders almost don't need equipment. 0.25%
Caveperson Normal. Decent starting weapon and stats makes short work of early enemies. Hard. The Chromatic Dragon possesses over 500 HP, -20 AC, very damaging attacks and various spells, including summon nasties. She can be warded off with a scroll of scare monster, but even then it can take a very long time before she finally goes down, and during this time the scroll can be destroyed by a stray fire bolt. Normal. Cavepersons have no major advantages or disadvantages going into the end game. 0.69%
Convict Hard. Low starting nutrition and bad starting alignment makes early starvation a distinct threat. The heavy iron ball deals a lot of damage but has bad to-hit. Easy. Warden Arianna's combat power is unimpressive, though the various prison guards and the lava demon around her lair can hit hard. Normal. Convicts don't become unusually powerful, though the artifacts they pick up on the quest greatly increase their carrying capacity, and allow them to phase through walls, which opens up some unique options. 0.44%
Healer Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. No offensive spells or starting ranged weapon makes melee difficult to avoid. Healing spells increase survivability, but low starting food makes starvation a worry. Hard. There are several dragons in each level, which can pose a problem for Healers lacking a decent weapon. More dangerously, the quest nemesis can wield the artifact against you, but he can be warded off. Hard. The quest artifact is a good weapon, but is two-handed and thus can be a liability in the lategame. Healers are saddled with a 1/2 BAB, which means they may have trouble hitting things in melee, even at level 30. Finally, they may have trouble casting attack spells, due to their low skill caps in those schools. 0.21%
Knight Easy. Decent starting weapon and armor. The starting long sword gives easy access to Excalibur. Hard. There is a unique red dragon on the quest home, and the quest nemesis is a spell casting nymph. Easy. Their quest artifact lets them cast very damaging magic missile and cone of cold spells. Blessed Excalibur is fine endgame weapon, as is the Rod of Seven Parts. 0.31%
Monk Easy. Punch all the things. The need to avoid body armor means AC will be bad. The possible starting spells (healing, sleep or protection) all help with greatly increasing early game survivability. Normal. Master Kaen hits very hard, can cast spells and cannot be warded off with regular wards. Going toe-to-toe against him is usually suicide, so a Monk will need ways to damage him without retaliation. However, a well-enchanted Premium Heart, a means of sleep, and ideally free action can possibly make the quest easier. A triple Gorgoneion on the upstair might help as well. Normal. Martial arts are only so-so by default, but can be improved through artifacts. Monks are likely to be gifted artifact armor, most of which is quite good. 0.34%
Madman Very Hard. The Madman begins the game stuck in a straitjacket (which prevents the use of hands), their gods start angry at them, they don't have a traditional pet, and occasionally find monsters disguised as other monsters. While skillful play can allow surprising progress to be made even in the face of all of these disadvantages, the Madman may ultimately depend on the RNG to provide a means of escaping the jacket. Playing as a Vampire can help the madman survive the early game. Normal. The madman needs a unicorn horn and a decent weapon to take on the quest, and care must be taken around the quest enemies. However, the nemesis, while resilient, is not a serious threat. Normal. Madmen have no strong pluses or minuses going in to the late game. They do, however, need to be careful about gaining too much insight too quickly. Madmen are a bit more incentivized than other roles to explore the depths of the Neutral Quest, which can be painful to vampires due to the amount of silver-damage found in the upper sections of the Neutral Quest. However, they also obtain a lot of the same rewards from their quest. 0.88%
Noble Normal. Starts with a +2 rapier, but only so-so AC. First Gift is a 2x damage melee weapon. Hard. The quest nemesis is a team of 4 adventurers, resulting in a surprisingly high damage output. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. 0.79%
Elven Noble Easy. AC starts ok and has room to be easily improved. The +2 starting spear makes short work of early enemies. The First Gift is a 2x damage melee weapon. As an Elf, can use Elbereth. Normal. The quest nemesis is a spell casting wraith with a draining gaze; however, it is able to be warded off. Normal. Your racial artifacts are quite strong, but your limited spell casting will make it difficult to eliminate dangerous enemies from a distance. Wands, strong pets, and warding will be of value to you in the late game. 0.75%
Female Droven Noble Easy. Very good starting AC, if only so-so weapons (The +2 whip is ok but not great, the crossbow is more powerful but will run out of ammo quickly). First gift is a 2x damage two-handed sliver melee weapon. Light-blindness does make the Gnomish Mines far more dangerous for drow than for other races. Insanely Hard. Abundant mind flayers, which can't be genocided due to the nature of the quest. Beware of long-ranged death from mind blasts. The nemesis is an Elder Brain, who will absolutely destroy unprepared characters, with powerful mage 'and' divine spells and a '2-square' reaching intelligence-draining attack. It's almost impossible to do without a wand of death for the nemesis, and a crystal helm (which blocks all head tentacle attacks) will help you keep your intelligence. Standing just out of range and spamming the fire storm spell can make this quest considerably easier. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. unknown
Male Droven Noble Easy, very similar to default nobles. The +2 starting rapier makes up for only so-so AC. First Gift is a 2x damage melee weapon. Normal. The quest nemesis can't be warded away, hits hard, and has a disease causing melee attack, but she is not resistant to death rays. She is equipped with both a wand of death and an amulet of life saving. Normal. The 2x damage First Gift and artifact cloak quest item can help the Noble fill out their ascension kit more easily than normal; however, they don't really increase the Noble's power beyond that of other well-prepared roles. unknown
Dwarven Noble Normal. Decent starting weapon but only so-so AC. As a dwarf, the mines are safer. First gift is good artifact armor, which also confers MR. Easy. Other than the Watcher in the Water, which can largely be avoided, there is little challenge to this quest. The hordes of orcs will be low level and a good source of random items, and Durin's Bane can be warded against or even simply tanked out if necessary. Normal. The artifacts from your Quest work well together and can bear you through much of the game if they need to. The lack of ranged weaponry, however, can lead to some dangerous situations in Gehennom, so a good selection of wands or some other source of ranged damage may be necessary as well. 1.19%
Priest Normal. Decent starting weapon, and the ability to know BUC enables easy AC improvement. Normal. The high volume of undead can be taken care off with turn undead. The nemesis hits quite hard and can cast spells, but he can be warded off. Normal. The quest artifact is a bit weak, but that can be compensated for without too much trouble. The low skill caps can be troublesome, but Priests are at least a 3/4 BAB role. Priests can also invoke artifacts a bit more frequently than other roles. Priests also always receive the to-hit bonus granted by artifact weapons, even when attacking foes it would not normally apply vs. 0.53%
Pirate Normal. High starting weapon skill and the flintlock can win most early game fights. Easy. A Pirate that can survive against the soldiers and skeletal pirates will find no problem fighting Blackbeard's ghost. Normal. The Pirate's special rules for artifacts constrain them a bit, but their skill caps are fine, their crowning gift is decent, and their quest artifact converts some enemies into weaker pirate enemies. By the end of the game, they should have plenty of artifacts to choose from for their weapons. Getting expert saber is nice, but skilled-expert axe, flail, spear, trident, crossbow, and more means that almost artifact can be used well in the right hands. The sacrifice gift helps you identify these. 0.72%
Rogue Normal. The starting stack of daggers can be thrown to take out enemies from afar. Furthermore in dNetHack, the daggers can be dipped in the potion of sickness for a very damaging ranged option. Rogues can also have a small stack of daggers coated with paralysis venom (#dip into a potion of paralysis) to deal with more dangerous enemies. Normal. The Master Assassin is not a threat, however the cruel level design means a Rogue needs to be prepared when entering the quest. Normal. Rogues have a very damaging attack option in the form of highly enchanted thrown daggers, that can serve as the main weapon during the endgame. 0.57%
Ranger Normal. The cloak of displacement and bow can help easily avoid and take out early game foes, but the limited supplies of arrows must be managed carefully. Easy. Scorpius's disease attacks can be mitigated with a unicorn horn, and outside of it he's not very impressive in melee. Easy. Rangers can fire very damaging volleys of arrows from their quest artifact. Depending on alignment, the quest gift will be a small stack of unbreakable artifact ammo. 0.44%
Gnome Ranger Normal. The cloak of displacement and crossbow can help easily avoid and take out early game foes, but the limited supplies of bolts must be managed carefully. Gnomes take the quest early, however. Easy. Gnomes can enter the quest at level 6, and can easily complete the quest at that level. The quest can be reached from the Gnomish Mines by dropping down through any hole. The quest artifact is very powerful. Easy. The quest artifact is as good as the normal Ranger quest artifact, and helps stretch ammo supplies. The two bolts are each almost as powerful as a full volley from the Longbow. 0.22%
Samurai Easy. Very good weapons, very good armor. Normal. Ashikaga Takauji's instakilling attacks pose a very grave threat, but he's not magic resistant and thus should be taken out in one turn with a wand of death. Normal. The quest artifact is quite good, but is two handed and should be replaced during the lategame. 0.09%
Tourist Hard. They must rely on their limited supply of darts in order to fix their lack of melee weapons and bad AC. The weapons that they can become somewhat proficient on (unicorn horns and sabers) are also hard to find in the early game. Easy. The Master of Thieves poses no threat to Tourists that can make it to the quest. Easy. Tourists have unlimited charging from the quest artifact, and can wish for future tech from the Anachrononaut role. Tourists are, however, a 1/2 BAB role, and therefore can have trouble hitting high AC opponents, so care must still be taken. 0.65%
Troubadour Hard. No starting weapons (unless you're an orcish troubadour), bad weapon skills and weak AC means they have to rely on buffing pets and have them do the fighting. On the upside, Troubadours gain EXP observing their pets kill enemies. Troubadours can also build up skill with thrown daggers, which helps a lot in this phase of the game. Normal. Aglaope's main strategy is teleporting you to her, clawing and robbing you before teleporting away to heal. Troubadours possessing teleport control and an engagement ring can chase after her and beat her face in safety, otherwise she can be a very annoying foe. By this point, the Troubadour should probably be using a stack of daggers as their main attack. Hard. Troubadours' bad weapon skills continue to be a liability in this phase of the game, as as a 1/2 BAB role they may have trouble hitting high AC enemies. By this point their pets are probably very impressive, however. A crystal armored Tulani Eladrin with an artifact weapon, buffed by your beastmaster skill and your songs, can kill almost anything in the game. The Troubadour may also wish for a Throne Archon figurine. 0.77%
Valkyrie Normal. Average weapon, average armor and good stats give them an average early game. Easy. With fire resistance, the quest level and the nemesis's weapon poses little threat. Flying/levitation is essential to get past the lava pools. Easy. With all three Valkyrie weapons (Sol Valtiva, Mjollnir, and the Bow of Skadi) Valkyries have access to the three major elemental damage types. They can use Mjollnir and the Bow of Skadi in gehennom, and Sol Valtiva against angels and other non-fire-resistant foes. Lawful Valkyries can also use the Rod of Seven Parts. 0.58%
Wizard Hard. Low damage starting weapon, low to-hit due to stats, and bad AC makes melee difficult. Force Bolt can easily kill most early game threats, but weak power supply limits its use. Furthermore, most early game AC solutions hamper with spellcasting, so a Wizard looking to improve their AC usually have to give up Force Bolt. Their first gift, Magicbane, is a very decent melee weapon though. Normal. The Dark One's Flesh to Stone spell can cause delayed instant death, so several lizard corpses/stone to flesh spell is crucial. His other spells can be threatening, but with Magicbane most of them should be nullified. Easy. With the various attack spells (finger of death, magic missile and fireball/cone of cold), late game Wizards should be able to demolish everything in their way. 0.18%
Incantifier Wizard Easy. The massive quantities of power make casting spells incredibly easy. Once he is confident, a incantifier wizard can easily clear the mines. Make sure to grab any enchanted items, and stash it for food later. Incantifier wizards can also quickly improve their AC by keeping an eye out for enchanted gear. And make sure to watch your HP, as incantifiers don't naturally regen health. Easy. Intrinsic magic resistance is nice, and the starting robe is quite useful for casting harder spells later. Keep an eye out for rings with positive extrinsics, and consider eating some to gain it. Rings of regeneration are very useful, as the extra hunger penalty doesn't seem to affect an incantifier For the quests, make sure to bring lizard corpses in addition to acid, to prevent the Dark One's Flesh-to-Stone spell. Lizards provide some resistance versus this, even if you can't eat them. Easy. Easy permanent intrinsics via ring eating, and the massive mana pool and spellcasting bonus provides easier casts of high-level spells. 0.13%