Difference between revisions of "User:Jubilex/YANI"

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(Faustian Bargians)
(Finisher spells)
 
(One intermediate revision by the same user not shown)
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*Wizard lock are always brown spell books and dropping one in a broken doorway creates a door (poor man's locking)
 
*Wizard lock are always brown spell books and dropping one in a broken doorway creates a door (poor man's locking)
 +
  
  
 
*New status problem -- radioactivity poisoning
 
*New status problem -- radioactivity poisoning
**You lose 1 hp/turn and stop regenerating hp
+
**You stop regenerating hp
 
**Cured by praying, extra healing, etc.
 
**Cured by praying, extra healing, etc.
 
**Breaking a uranium wand gives this affect as well as the normal wand breaking affect
 
**Breaking a uranium wand gives this affect as well as the normal wand breaking affect
 
**New monster -- radioactive mechanic {{brightgreen|Q}} which gives you radioactivity poisoning when it hits you
 
**New monster -- radioactive mechanic {{brightgreen|Q}} which gives you radioactivity poisoning when it hits you
 
**Posibly new D for it... {{brightgreen|D}}
 
**Posibly new D for it... {{brightgreen|D}}
**Death is "by tickling the dragons tail"
+
 
 +
 
 +
*Finisher spells
 +
**Why should attack spells have all of the attacking?
 +
**Each school (attack, clerical, divination, enchantment, escape, healing, and matter) has a "finisher spell"
 +
**Only one of them will be in each game
 +
**You learn them from the artifact spellbook the necronomicon, from the (new) branch "the library"
 +
**Attack is finger of death
 +
**Clerical is holy smite -- [[Wide angle disintegration beam]] against a monster -- Has to be with good standing with deity
 +
**Divination is insight -- Next attack that you have on them that hits is an instakill
 +
**Enchantment is thrall -- Like charm monster, but targeted and with a higher chance of working
 +
**Escape is teleport monster -- teleports monsters away, as the wand + a chance (20%?) of teleporting them to nowhere
 +
**Healing is energy surge -- Instakills undead, heals non-undead. If their hitpoints go above some level (20-40% of starting), they "explode in a blast of positive energy"
 +
**Mater is baleful polymorph -- polymorphs monsters into newts and lichens
  
  
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**More in depth [[User:Jubilex/YANI/Faustian_Bargans|here]]
 
**More in depth [[User:Jubilex/YANI/Faustian_Bargans|here]]
  
 +
*Deafness
 +
**Suppresses any you hear * messages.
  
  
 
[[Category:YANI]]
 
[[Category:YANI]]

Latest revision as of 16:12, 31 August 2015

  • New Vlad alternatives
    • Possibly some alternitives to Vlad, for example going into the Iron Tower (in Dis), or searching the depths of Tarterus for the CoI
    • Hopefully could also be an excuse to make Vlad not so laughably easy
    • More in depth here
  • Waterproofing for scrolls -- Some protection against typoing and falling into a pool However, a waterproofed bad scroll would be impossible to blank to get rid of. This also raises the selling/buying price in stores.
  • Useless item shop
    • Sells iron chains, wands of nothing (7:-1), scrolls of mail (spam), waterproofed amnesia/punishment (see above) and other items!
    • Note: does not buy any of these items.
    • Possibly could be good for identification...
    • Possibly a guaranteed useless item shop in Orcus or Dis
  • Wizard lock are always brown spell books and dropping one in a broken doorway creates a door (poor man's locking)


  • New status problem -- radioactivity poisoning
    • You stop regenerating hp
    • Cured by praying, extra healing, etc.
    • Breaking a uranium wand gives this affect as well as the normal wand breaking affect
    • New monster -- radioactive mechanic Q which gives you radioactivity poisoning when it hits you
    • Posibly new D for it... D


  • Finisher spells
    • Why should attack spells have all of the attacking?
    • Each school (attack, clerical, divination, enchantment, escape, healing, and matter) has a "finisher spell"
    • Only one of them will be in each game
    • You learn them from the artifact spellbook the necronomicon, from the (new) branch "the library"
    • Attack is finger of death
    • Clerical is holy smite -- Wide angle disintegration beam against a monster -- Has to be with good standing with deity
    • Divination is insight -- Next attack that you have on them that hits is an instakill
    • Enchantment is thrall -- Like charm monster, but targeted and with a higher chance of working
    • Escape is teleport monster -- teleports monsters away, as the wand + a chance (20%?) of teleporting them to nowhere
    • Healing is energy surge -- Instakills undead, heals non-undead. If their hitpoints go above some level (20-40% of starting), they "explode in a blast of positive energy"
    • Mater is baleful polymorph -- polymorphs monsters into newts and lichens


  • Faustian Bargains
    • You can summon devils (not demons) for gains
    • More in depth here
  • Deafness
    • Suppresses any you hear * messages.