User:Bluescreenofdeath/Appearance aptness

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The appearance aptness was introduced in version v170 of Slash'EM Extended or there-abouts, and means that certain types of armor with randomized appearances will have special attributes. Such attributes can be good or bad, and may influence the player's decisions when building their ascension kit. In almost all cases the randomized appearance of items will only have their special effect if the player is actually wearing them, meaning that monsters wearing them don't get their effects.


  • absorbing cloak: Causes monsters to be short-sighted and have a lower chance of spotting the player.
  • angband cloak: Causes level feelings upon entering a new dungeon level, which can be positive or negative (higher luck makes the positive feelings more common, negative luck means that the feelings will be almost exclusively negative).
  • angelic cloak: All A have a 99% chance of spawning peaceful.
  • anorexia cloak: Forces the player to adhere to the anorexia conduct while wearing it, penalizing overeating.
  • avenger cloak: Increases damage with hammers but also gives aggravate monster and hunger.
  • birthcloth: Wearing it when a foocubus encounter is about to start will increase the chance of either the player or the foocubus becoming pregnant.
  • boxing gown: Improves the effectiveness of the martial arts skill; no effect if the player does not have the skill.
  • changing cloak: Confers weak polymorphitis while worn.
  • chilling cloak: Occasionally freezes the player solid for some turns.
  • chinese cloak: Causes banishmentitis, or if the player cannot be banished for some reason, randomly gives nasty trap effects to the player instead.
  • colorfade cloak: Displays all monsters in shades of grey instead of their actual colors.
  • contaminated coat: While wearing it, there's a chance to become deathly sick per turn. The sickness cannot be vomited out; it needs to be cured by e.g. a unicorn horn or healing potions.
  • cyanism cloak: Increases the range of ammo fired from a sling.
  • deadly cloak: The player will randomly take damage while wearing it.
  • deep cloak: Provides partial displacement and drain resistance (inferior to items that grant those extrinsics).
  • demonic cloak: All & have a 50% chance of spawning peaceful.
  • difficult cloak: Allows higher-level monsters to spawn more often.
  • dnethack cloak: While wearing it, the player will have a harder time when using melee, ranged or spellcasting abilities.
  • eldritch cloak: All newly-spawned monsters have a chance of getting the abomination egotype.
  • electrostatic cloak: Deals passive electricity damage to monsters that try to melee the player, but can also sometimes cause numbness or confusion to the player.
  • energizer cloak: The player recovers a small amount of Pw upon killing a monster.
  • excrement cloak: Causes aggravate monster and disables stealth.
  • flash cloak: Occasionally blinds the player while worn.
  • fleeceling cloak: All glyphs have a certain chance of being displayed in a random color instead of their actual one.
  • fleecy-colored cloak: Boosts the player's charisma while worn.
  • flier cloak: Allows the player to walk on water or lava without falling in.
  • forgetful cloak: Greatly increases the rate of spell memory loss.
  • foundry cloak: Grants extra nutrition for quaffing from a fountain, but doing so is a bad idea both with and without this cloak.
  • geek cloak: Putting it on as a Geek or Graduate will teach the alter reality spell if the player doesn't know it already.
  • gentle cloak: Increases charisma by 1.
  • ghostly cloak: Can randomly spawn hostile ghosts of deceased players and terrify the player character.
  • godless cloak: Whenever the player tries to pray, even if everything's alright there's still a slight chance of the prayer failing and angering their god.
  • grass cloak: While wearing it, newly-spawned green monsters may occasionally be tame.
  • gravity cloak: While wearing it, the player will occasionally be hit with gravity, pushing them around and causing a few turns of stun.
  • greek cloak: Speeds up both the player and all monsters if the player puts it on.
  • guild cloak: Completely prevents the player's spells from being forgotten over time.
  • hearing cloak: Occasionally tells the player about a monster being spawned.
  • homicidal cloak: Randomly spawns traps on the current dungeon level.
  • hungry cloak: Intermittently makes the player character much hungrier, possibly bumping them from Not Hungry to Weak or worse instantly.
  • ignorant cloak: Autocurses, and can cause identification attempts (e.g. via scroll) to fail.
  • irradiation cloak: Slowly damages the player's maximum HP and Pw.
  • jarring cloak: Causes annoying sounds sometimes, aggravating nearby monsters.
  • levuntation cloak: Makes potions unsafe to drink.
  • long-range cloak: Increases the range of beam and breath attacks, both for the player and monsters.
  • mantle of coat: Worth 5 extra points of AC, and therefore offering much more protection than what the base type normally would. However, wearing it can also randomly cause temporary nasty trap effects.
  • mysterious cloak: Occasionally pseudo-identifies items in the player's main inventory.
  • nurse cloak: Improves the effectiveness of potions/spells/wands of (extra/full) healing.
  • opera cloak: Vampires will always spawn with these. This means that a sizable amount of them can be collected in graveyards, which translates to "whatever cloak happens to be an opera cloak will be very abundant".
  • petrified cloak: If the player "hears the cockatrice's hissing!", the chance of turning to stone is reduced by 75%.
  • pink cloak: Increases the chance that monsters move away from the player.
  • poke mongo cloak: Causes pokemon to spawn peaceful or sometimes even tame, but if any of the player's pets dies while wearing it, the deity will get angry.
  • politician cloak: Makes the player appear so unlikable that all monsters will be generated hostile. This does not apply retroactively to monsters that already exist, though.
  • polyform cloak: Grants a very low chance of a controlled polymorph every turn. The polymorph control can fail though, so this should not be relied on if you want to preserve your body armor since you might become something that's too big to wear armor (and the cloak will probably be destroyed in that case as well).
  • quicktravel cloak: Prevents certain multi-turn actions from being interrupted.
  • roadmap cloak: Periodically casts a weak magic mapping effect on the current dungeon level.
  • science cloak: Improves spellcasting success rates.
  • shell cloak: Provides a weak antimagic shell that can make both the player's and monsters' spells fail occasionally.
  • shrouded cloak: Grants 10% displacement while worn.
  • slexual cloak: Causes nymphs to seduce the player character like a foocubus would.
  • slowing gown: Improves the player's armor class but also halves movement speed, which is rather crippling.
  • soft cloak: Slightly reduces physical damage taken by the player.
  • spellsucking cloak: Randomly increases or decreases the player's current Pw. If it's reduced below 0, the maximum is reduced instead, but if it's increased beyond the maximum, the maximum does not increase.
  • storm coat: Gives a chance that after a successful prayer the timeout stays zero, but this cannot be relied on and there is no message if it happens.
  • straitjacket cloak: Heavily curses itself when worn.
  • team splat cloak: Displays "TROPHY GET!" whenever the player scores a Junethack trophy, regardless of whether Junethack is actually running, and even if the game is being played offline.
  • up-down cloak: Is worn underneath armor instead of on top of it.
  • vampiric cloak: Grants 10% drain resistance while worn.
  • void cloak: Monsters attempting to cast spells will fail more often.
  • weeb cloak: Most characters won't receive any special effects from this, but the Mahou Shoujo gains a significant decrease in the amount of mana required to cast spells.
  • wishful cloak: Allows wishes to work even while the player's luck is negative.
  • withered cloak: Highly resistant to erosion.


  • aluminium helmet: Prevents telepathy.
  • anti-government helmet: Kops spawn in lower numbers, especially when the player commits acts that summon a bunch of them. It also reduces the chance of kops respawning somewhere on the level when they're killed.
  • bluy helmet: Attracts blue monsters.
  • bug-tracking helmet: Alerts monsters to the presence of the player, and also sometimes summons random 'x'.
  • celtic helmet: Newly generated golems will have more hit points than usual.
  • complete helmet: Provides immunity to beheading from the Vorpal Blade and similar artifacts.
  • dream helmet: Speeds up HP and Pw regeneration while the player is asleep.
  • filtered helmet: Provides 50% gas resistance, i.e. gas-based bad effects only affect the player every other time.
  • formula one helmet: Slightly speeds up both the player and monsters.
  • frequent helmet: More likely to get generated, which is especially noticeable if its base item type normally has a very low chance of spawning.
  • inkcoat helmet: Makes it less likely for monsters to spot the player.
  • internet helmet: Allows you to connect to the internet, where some webcams are trying to capture the monsters' movements. This means you will detect some of the monsters on the current level.
  • knowledgeable helmet: Improves spellcasting success rates.
  • less helmet: Putting it on while it has a positive enchantment will disenchant it by one point.
  • musical helmet: If the player uses an instrument that has charges, the devices skill is trained a lot faster than it normally would.
  • narrow helmet: The player becomes more susceptible to mind flayers' psychic blasts, which is good because it makes it more likely to be alerted to their presence in time, but is also bad because the blasts might lock on to the player's mind, causing damage and bad effects.
  • netradiation helmet: Slowly saps the player's maximum health, and offers partial protection from gaze attacks.
  • orange visored helmet: Protects from blindness attacks.
  • radio helmet: Listening to the Dungeons of Doom's radio broadcasts can be educational, and occasionally the locations of some of the traps will be given.
  • RNG helmet: Very low chance of random bad effects happening.
  • rubynus helmet: Increases the player's constitution.
  • scuba helmet: The player's entire inventory is protected from getting wet. Take note that this does not necessarily allow the player to survive in water!
  • secret helmet: Hides the player character underneath any items they move over, making it difficult for monsters to find them.
  • strip bandana: Offers no protection from mind flayer attacks.
  • thinking helmet: Increases all stats by one, but causes a confusion-like effect where trying to move will sometimes cause the player character to move in a random direction instead.
  • twisted visor helmet: Protects from blindness attacks, but confusion and hallucination last much longer.
  • visored helmet: Protects from blindness attacks.
  • water-pipe helmet: Player gains 10 (more) points of nutrition when quaffing anything.
  • weeping helmet: Confers uncontrollable levelteleportitis. If the helmet tries to make the player levelport but cannot for any reason, it will instead drain an experience level, ignoring drain resistance.


  • boxing gloves: Increases martial arts damage by 1.
  • brand-new gloves: Highly resistant to erosion, which means this pair of gloves will get eroded 75% less often.
  • clumsy gloves: Projectiles fired by the player will occasionally misfire, and always have a -3 to-hit penalty.
  • comfortable gloves: Prayer timeout reduces more quickly, so the player may pray more often.
  • digger gloves: Increases digging speed with pick-axes and mattocks.
  • english gloves: Beam attacks, wands, breaths etc. and also attacks that shoot invisible beams like wands of striking have their range increased. This goes both ways, and monsters will happily breathe at the player from their new maximum distance.
  • fatal gloves: Occasionally removes all iron items from the player's inventory and scatters them around the player. If any potions or other fragile items are hit by the iron objects, they will break and potentially subject the player to their vapors. Also, this effect can cause dire consequences if water or lava squares are nearby!
  • fencing gloves: Grants bonus damage if the player is attacking with swords. Fencers get double bonus damage compared to all other roles, and the base damage bonus depends on the player's skill with whatever sword they happen to be using.
  • fingerless gloves: Unlike other gloves, these do not protect the wearer's fingers, making the cockatrice very dangerous! On the other hand, they also allow switching rings even when the gloves are cursed.
  • graffiti gloves: The player randomly drops their weapon.
  • grey-shaded gloves: Certain nasty monster-versus-player attacks will trigger more often.
  • inverse gloves: Putting them on inverts the enchantment value. If that causes it to become negative, they also heavily curse themselves.
  • mirrored gloves: Monsters' gaze attacks are less likely to affect the player.
  • occultism gloves: Reduces the amount of mana required for casting occult spells.
  • polnish gloves: Higher chance of success for the #borrow command.
  • princess gloves: Increases charisma, and monsters that count as lords or princes are often spawned peaceful. However, the player becomes vulnerable to scratch and sting attacks.
  • racer gloves: Slightly speeds up the player but prevents the quicktravel command from being used.
  • riding gloves: Improves the chances of saddling a steed.
  • runic gloves: Reading spellbooks while wearing these will give a greater than usual boost to the spellcasting memory.
  • sensor gloves: Displays a message whenever the player is standing on a trap, which can be used to find ones that don't reveal themselves upon being triggered.
  • shitty gloves: Causes bad things to happen whenever the player is on the same square as a cockatrice corpse/egg or tries to handle them. The bad things aren't necessarily petrification but can be status effects, hostile monsters being spawned etc.
  • silk fingerlings: They don't cover the wearer's fingers (beware of cockatrices).
  • slaying gloves: Improves to-hit and accuracy of the player's attacks.
  • slippery gloves: The player may sometimes slip free from monsters' holding attacks.
  • spanish gloves: Autocurse when worn.
  • uncanny gloves: Makes spellcasting harder and more expensive, but improves weapon accuracy and damage.
  • vampiric gloves: Occasionally drains some experience points, but not if they're very low already so it's never fatal.
  • velvet gloves: Halves the spellcasting penalty for wearing metal armor.


  • ankle boots: Count as high heels.
  • battle boots: +5 kicking damage.
  • beautiful heels: Count as high heels, and the player receives a +5 boost to charisma while wearing them.
  • block-heeled boots: Count as high heels.
  • blue sneakers: Provide partial fumbling resistance.
  • buffalo boots: Count as high heels, and kicking a monster will often push it back. However, heaps of shit become more common and the player triggers them even while flying.
  • calf-leather sandals: Prevents the player's kick from being clumsy, but at the same time also decreases kick damage done to monsters.
  • castlevania boots: Randomly turns areas around the player unlit.
  • chess boots: Monsters may sometimes be unable to walk diagonally.
  • clunky heels: Count as high heels.
  • combat boots: The player's kicks are much less likely to be "clumsy".
  • erotic boots: Count as high heels.
  • explosive boots: This footwear will eventually self-destruct, dealing large amounts of damage to the player wearing them.
  • femmy boots: Causes fart traps to spawn over time. Count as high heels.
  • fetish heels: Count as high heels, greatly reduce the player's speed, greatly increase charisma, and allow pacifying nymphs and farting monsters via #chat. Also increases the damage done by monster-versus-player claw attacks.
  • fin boots: Prevents drowning instadeaths.
  • fleecy boots: Cold attacks cannot freeze and shatter potions. This also applies to potions in enemy's inventories though.
  • heap of shit boots: Causes aggravate monster and prevents the player from having stealth.
  • heroine mocassins: Improved damage reduction while the player has negative AC.
  • hot boots: Allow the player to survive in lava.
  • hugging boots: The player will trigger heaps of shit even while flying or levitating.
  • irregular boots: Count as high heels, and the turn counter increments half as quickly while the player wears them. However, walking in them isn't actually very easy, and so the player may occasionally fumble.
  • jungle boots: The player can kick trees without the large chance of hurting their legs.
  • korean sandals: The player gains 33% fire resistance and 33% displacement from wearing them, but monsters can sometimes completely ignore the player's AC in melee and get a guaranteed hit.
  • lolita boots: Count as high heels, and increases the chance that monsters want to have sex with the player.
  • persian boots: A sentient piece of footwear that can sometimes badly hurt the wearer, but very occasionally they also grant a bonus to the player's maximum health.
  • pink sneakers: They can negatively affect both the player and monsters every once in a while.
  • plateau boots: Kicking a monster may stun it.
  • platform boots: Kicking a monster may stun it.
  • profiled boots: Stepping into a heap of shit will speed up the player instead of the usual plethora of bad effects.
  • radiant heels: Count as high heels.
  • rainbow boots: Monsters are more likely to move towards the player instead of in a random direction.
  • red sneakers: Killing a monster while wearing them heals a few HP.
  • riding boots: Improve the chances of saddling a steed.
  • roman sandals: They slow the player down when worn.
  • sexy heels: Count as high heels.
  • sharp-edged sandals: Count as high heels.
  • ski heels: Count as high heels. They can walk on snow and ice, however they also increase the chance of triggering traps in general and heaps of shit in particular.
  • spider boots: Prevent the player from being stuck in spider webs.
  • sputa boots: Count as high heels.
  • snow boots: The player can walk on ice without slipping.
  • stroking boots: Count as high heels.
  • turbo boots: Slightly speeds up the player but prevents certain multi-turn actions from being interrupted.
  • velcro boots: Autocurse when worn. Kicking a monster will always stun it. Every now and then, worn velcro boots will randomly hurt the player's legs and deal damage.
  • velcro sandals: Slows down movement speed, reduces charisma and makes the player more vulnerable to claw attacks. However, kicking an enemy will deal extra damage and paralyze it.
  • velvet pumps: Count as high heels.
  • weapon light boots: Count as high heels, and kicking a monster deals a lot of extra damage but also increases the player's sin counter every time.
  • wedge boots: Count as high heels.
  • winter boots: The player can walk on ice without slipping.
  • winter stilettos: Count as high heels, and the player can also walk on ice without slipping.
  • yellow sneakers: Increased damage while kicking, and provides immunity to heaps of shit. However, if the player is made wet, they will also be paralyzed.


  • camo robe: Reduces the odds of monsters chasing after the player.
  • octarine robe: Occasionally reflects beams, though this is completely superseded by an item that confers reflection.