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=== Archeologist ===
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#REDIRECT [[User:Chris/dNetHack/Rule_Changes]]
*Special alignment penalties made harsher.
 
*Itlachiayaque Patch installed.
 
**Itlachiayaque is a shield of reflection (thus, automatically confers 2 AC and reflection).
 
**It confers ESP, magic resistance, half spell damage and fire resistance when carried.
 
**When invoked, it creates a stinking cloud that the player can place unless Itlachiayaque is cursed or the player is not an Archeologist.
 
=== Barbarians ===
 
*Can reach expert in Broadsword and Trident.
 
*Barbarians now have iterative attacks when in their natural form:
 
**At 11th level, they start making two attacks per turn, one at full to-hit, the next one at -10.
 
**At 21st level, they start making three attacks per turn, at full, -10 and -20.
 
**At 30th level, they make four attacks per turn, at full, -10, -20 and -30.
 
**Should they wish to make fewer attacks, they may do so as n(number)F.
 
 
 
=== Knights ===
 
*Can reach expert in polearms but only basic in two-weapon fighting.
 
*Can expend 30 energy to turn undead in 1 turn instead of 5.
 
*Special alignment penalties made harsher.
 
*Clarent patch implemented, with Clarent as the Knight first gift.
 
**Clarent has the following properties:
 
***Intelligent lawful short sword
 
***Can be used to dig
 
***When invoked, reveals the location of your retinue (all tame creatures) on the level, and increases the tameness of any within line of sight
 
***Acts as a luckstone
 
***Clarent submits to being held second to Excalibur (but not the other way around)
 
***Annoys demons
 
***If Clarent is stuck in a wall/door/tree/stone, then it can be pulled out by #untrap as long as you are at least devoutly lawful
 
***Is not generated at random.
 
***+d8+2 to hit and +d2 damage against thick-skinned monsters (all gargoyles, all mimics, all naga, all baby naga, all dragons, all baby dragons, the Chromatic Dragon, Ixoth, {gold, wood, clay, stone, glass, iron} golems, mumakil, titanotheres, baluchitheria, mastodons, earth elementals, xorn, skeletons, horned devils, barbed devils, sharks, crocodiles, salamanders).
 
=== Monks ===
 
*Receive (level) extra AC when confused, as a reference to drunken boxing
 
*Receive extra AC if they aren't wearing body armor. Dependent on wisdom and level. At best (level 30 and 25 wisdom) 13 extra AC
 
*Intrinsic energy resistance is more valuable in dnethack, as intrinsic energy resistances gained from eating corpses now time out.
 
*Can two-weapon martial arts (two-weaponing with an empty offhand performs a martial arts attack as an additional attack, even if wielding a two-handed weapon). Any roles that is capable of martial arts can do this. Monks can reach Grand Master with two-weaponing.
 
*Their crowning gift has been changed from the outright useless [[spellbook of restore ability]] to Grandmaster's Robe, a robe that switches martial arts dice from 1d4 to 1d8, uses exploding dice, and gives double the normal robe effect for spellcasting
 
*Special alignment penalties made harsher
 
 
 
=== Priest ===
 
*Can attack more effectively with artifacts
 
**Always receive the artifact's to-hit bonus
 
**Always receive the maximum to-hit bonus (ie, receive +10 to-hit instead of +1d10)
 
**Inflict +1dlevel bonus damage when attacking with an artifact
 
**20% reduction in [[Invoke|invocation]] wait period.
 
*Can expend 30 energy to turn undead in 1 turn instead of 5.
 
 
 
=== Ranger ===
 
*Now highly variable depending on race
 
**Each different race has a different quest and artifacts, as well as different crowning gifts.
 
 
 
=== Samurai ===
 
*Can reach skilled in polearms, and gain a +1 skill-level bonus when using naginatas (glaives).
 
*Female samurai start with a glaive and a knife instead of a katana and a shortsword.
 
*Special alignment penalties made harsher.
 
 
 
=== Tourist ===
 
*Quest monsters revised to better reflect Ank-Morpork.
 
*Gains EXP from seeing new things (new dungeon level, new type of monsters)
 
*Allowed to wish for anachronistic items, including lightsabers.
 
 
 
=== Valkyries ===
 
*Can reach expert in spear but only skilled in longsword.
 
*Start with a +1 spear instead of a +1 longsword (as in Slash'EM).
 
*Start with leather armor and +1 small shields.
 
*Get fractionally more energy per level (1x instead of 3/4x)
 
*Can no longer [[twoweapon]]
 
 
 
===Wizard===
 
*Wizards start with a -1 athame
 
*Hungerless casting nerfed:
 
**50% hunger reduction for intelligence of 15
 
**25% hunger reduction for intelligence of 16 to 19
 
**no hunger reduction for intelligence of 20 to 25
 
 
 
==[[dNethack]] roles==
 
 
 
{|class="wikitable"
 
!Role
 
!Starting Difficulty
 
!Quest Difficulty
 
!Ascension Difficulty
 
!Notes
 
|-
 
|'''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.
 
|
 
|
 
|
 
|-
 
|'''Anachrononaut'''
 
| Easy.  Good AC and strong weapons make short work of early monsters.  Lack of prayer means that mistakes can be fatal, though.
 
|
 
|
 
|
 
|-
 
|'''Barbarian'''
 
| Easy.  Strong starting weapon and stats makes up for bad AC.
 
|
 
|
 
|
 
|-
 
|'''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.
 
|
 
|
 
|
 
|-
 
|'''Caveperson'''
 
| Normal.  Decent starting weapon and stats makes short work of early enemies.
 
|
 
|
 
|
 
|-
 
|'''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.
 
|
 
|
 
|
 
|-
 
|'''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.
 
|
 
|
 
|
 
|-
 
|'''Monk'''
 
| Normal.  Punch all the things.  The need to avoid body armor means AC will be bad.
 
|
 
|
 
|
 
|-
 
|'''Noble'''
 
| Easy.  The +2 starting rapier makes up for only so-so AC.  First Gift is a 2x damage melee weapon.
 
|
 
|
 
|
 
|-
 
|'''Priest'''
 
| Normal.  Decent starting weapon, and the ability to know BUC enables easy AC improvement.
 
|
 
|
 
|
 
|-
 
|'''Pirate'''
 
| Normal. High starting weapon skill makes short
 
|
 
|
 
|
 
|-
 
|'''Rogue'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Ranger'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Samurai'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Tourist'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Troubadour'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Valkyrie'''
 
|
 
|
 
|
 
|
 
|-
 
|'''Wizard'''
 
|
 
|
 
|
 
|
 
|}
 

Latest revision as of 16:34, 23 February 2018