User:Chris/dNetHack/Role Changes

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Revision as of 12:28, 7 June 2016 by Zombifier (talk | contribs) (Knight was left out)
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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).

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 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

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. 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.
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.
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.
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.
Knight Easy. Decent starting weapon and armor.
Monk Normal. 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. Hard. Master Kaen hits very hard, can cast spells and cannot be warded off. Going toe-to-toe against him is usually suicide, so a Monk will need ways to damage him without retaliation.
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 and the flintlock can win most early game fights.
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. Normal. The Master Assassin is not a threat, however the cruel level design means a Rogue needs to be prepared when entering the quest.
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.
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.
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.
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.
Valkyrie Normal. Average weapon, average armor and good stats give them an average early game.
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.