User:Chris/dNetHack/Items

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Revision as of 04:26, 2 January 2014 by Chris (talk | contribs) (New items)
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New items

  • [Leo Nemaeus hide.png Leo nemaeus hide: Dropped by the sons of Typhon, these cloaks grant the half physical damage extrinsic and 3 points of AC. The cloaks are very heavy (wt 200), however, and do not grant magic cancellation.
  • )Iron bar.png Iron bar: These are left behind when a force bolt or wand of striking is used to destroy a set of iron bars. Though it can be used as a quarterstaff, its unwieldy nature imposes a -10 to-hit penalty.
  • ?Gold scroll of law.png Gold scroll of law:
    • Weight 50 (10 ordinary scrolls, equal to spellbooks).
    • Scare chaotic monster for 77 turns when read by a lawful character.
    • Scare neutral monster for 7 turns when read by a lawful character.
      • Scare chaotic monsters for 7 turns when read by a neutral character.
    • Tame lawful monsters (law only).
    • Heal you (heals you by your alignment record. Law only. This is trivial in the early game, but by late game is a nice chunk of HP).
    • Confuse chaotic characters or poorly aligned lawful characters (Number of turns = your alignment record).
    • Negatively affects your alignment record.
  • !Potion of blood (dnethack).pngPotion of Blood
    • Potions of blood always appear as blood-red potions
    • Non-vampires will vomit after drinking a potion of blood.
    • Each potion of blood contain the blood of a specific creature type (much like tins contain meat).
      • Vampires can always tell what type of blood is in a potion of blood. Other races will need to ID each stack of potions through quaff-testing or magic.
      • Quaffing a potion of blood gives between 1/5 and 3/5 of the nutrition of the base creature type.
        • Incantifiers and Clockwork Automatons may quaff potions of blood, but do not gain any nutrition from doing so.
      • Quaffing a potion of blood grants the same intrinsics as the corpse of the base creature type, though for a shorter period of time.
        • Incantifiers and Clockwork Automatons do gain intrinsics from quaffed potions of blood.
      • Quaffing a potion of blood has the same effect as eating a corpse of the base creature type.
        • So, for example, quaffing a potion of cockatrice blood is deadly.
      • Potions of blood made from monsters who's corpses deal energy damage when eaten also deal that damage, and may be used as thrown weapons.
        • Thrown potions of cockatrice blood turn struck creatures to stone.
    • Incantifiers, Vampires, and Clockwork Automatons make potions of blood instead of tins when using a tinning kit on the corpse of an eligible creature.
      • Eligible creatures are those who have blood.

Changes to armor

In vanilla nethack, grey or silver dragon scale mail is essentially the best possible armor choice, as dragon scale mail not only grants the best AC, it is also by far the lightest (baring leather jackets). Grey and silver dragon scale further grants critical extrinsics, making them dominate over the other colors.

dNethack attempts to open up three categories of armor: 1) Plate mails, 2) Dragon scale mails, and 3) mithril coats.

  • Plate mails now offer the lowest possible AC, as well as decent magic cancellation.
    • Plate mail grants 10 points of AC, MC 3, and can be safely enchanted to +7.
    • Bronze plate mail grants 7 points of AC plus 1/2 your dexterity bonus, MC 3, and can be safely enchanted to +7.
    • Crystal plate mail grants 16 points of AC and can be enchanted up to -14, but only grants MC 2.
    • However, plate mails are also quite burdensome. Plate mail and bronze p.m. weigh 225, while Crystal p.m. weighs 250.
  • Dragon scale mails still offer 9 points of AC and can be safely enchanted to +5.
    • Their weight has been increased to 150.
    • In dnethack, intrinsic fire, cold, electricity, and sleep resistance gained from eating corpses is temporary, hopefully making extrinsic sources of these resistances more valuable.
    • Also, the Wizard of Yendor can no longer steal your quest artifact, making it a more reliable source of extrinsics.
    • All dragon scale mails other than silver and grey enhance your melee attacks as well.
      • Red, White, Yellow, Blue: Energy damage (1d20+ench), similar to silver bonus
      • Orange: Sleep (10%)
      • Black: Disintegration (5%)
      • Green: Poison (+1d6 damage, 10% instant death)
  • The weight of Mithril coats has been decreased to 40 for the dwarven coat and 20 for the elven coat. Both coats allow you to add your full dex bonus to your AC.
  • Robes are now MC2.

Changes to Weapons

  • Boomerangs improved
    • Boomerangs can now be multishot
    • You now have a dexterity-in-18 chance of catching a returning boomerang (rather than dex-in-20).

Tweaked tools

  • Blessed crystal balls are easier to use

Item appearances

  • Some items get special bonuses based on appearance
    • The engagement ring blocks seduction attacks while worn.
    • Iron Boots reduce being pushed around by currents underwater.
    • Combat boots grant extra AC and to-hit
    • Mud boots make you more resistant to wrap attacks
    • Hiking boots grant a small carrying cap bonus
    • Buckled boots resist being sucked off by... well, monsters which can suck off boots.
    • Jungle boots prevent many types of leg injury
    • old gloves can't be eroded
    • padded gloves +1 ac
    • fencing gloves +2 attack with one handed weapon and no shield