Difference between revisions of "User:Chris/dNetHack/Role Changes"
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*Get fractionally more energy per level (1x instead of 3/4x) | *Get fractionally more energy per level (1x instead of 3/4x) | ||
*Can no longer [[twoweapon]] | *Can no longer [[twoweapon]] | ||
+ | |||
+ | ==Wizard== | ||
+ | Wizards start with a -1 anthame |
Revision as of 19:56, 11 October 2015
Contents
Archeologist
- 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).
- Clarent has the following properties:
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.
- 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
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 invocation wait period.
- Can expend 30 energy to turn undead in 1 turn instead of 5.
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.
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 anthame