User:Bluescreenofdeath/Skills

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SLASH'EM Extended adds a whole bunch of new skills to the game. This page attempts to explain what they do. For players who are new at the game, it's recommended to enhance everything as soon as possible; the player gets so many skill slots that running out won't be a problem for a long while, and inexperienced players in particular will be slightly more likely to survive if they do enhance their skills compared to if they don't.

  • High heels improves the player's AC, charisma and kick damage when wearing high heels, and adds speed boosts at Master. If the player is restricted in this skill, wearing any high-heeled footwear will have a negative effect depending on the type of heel!
  • General combat improves to-hit and to-damage with all melee weapons and also reduces the risk of the weapon dulling on hit.
  • Shield improves AC bonuses and chance to block when a shield is equipped, and reduces the spellcasting chance penalty when wearing a shield. At Expert or higher, the player's hands will not become unuseable if both the weapon and shield are cursed.
  • Body armor improves AC bonuses depending on how many armor pieces are worn, and reduces the spellcasting chance penalty when wearing metallic armor pieces. This skill also reduces the risk of armor pieces dulling when they deflect an attack.
  • Two-handed weapons improves the damage of two-handed weapons (battle-axe, quarterstaff etc.). At Expert or higher, the player's hands will not become unuseable if a cursed two-handed weapon is equipped.
  • Polymorphing is strictly for self-polymorphing only. It affects duration of the player's polymorph, reduces the risk of breaking armor when polymorphing into something large, increases damage of the polymorphed form's attacks, makes it more likely for the player to take "difficult" forms with polymorph control, and more. Trained only by actually polymorphing into a monster. This skill has no effect on player's attempts to polymorph items or monsters.
  • Devices reduces the odds that a chargeable item (wands, spellbooks, certain tools) loses a charge when used. This skill does nothing on very powerful items like the wand of wishing, but it will come in handy for e.g. wands of death because the player will get more uses out of them on average.
  • Searching increases the chance that the player finds something when using the 's'earch command. This skill is especially useful if the player also has the autosearching in/extrinsic, because it also increases the chance that autosearching finds something.
  • Spirituality makes the prayer timeout faster, i.e. with higher skill the player may pray more often. It also governs saving throw granted from magic cancellation: at Unskilled, MC3 only offers 75% protection from e.g. disenchantment attacks, with every skill point adding 3% chance. Refer to [[1]] for more details.
  • Petkeeping increases the damage output of pets and their healing rate, makes them more resistant to untaming effects, and allows them to follow the player to other levels even when not directly adjacent, with the radius depending on skill level. If the pet isn't directly adjacent, there is a y/n question whether the player really wants to take the pet along, to ensure that higher skill levels don't arbitrarily make it harder to leave unwanted pets behind.
  • Missile weapons increases to-hit and multishot bonuses with all projectile weapons, and for those where the projectiles have a chance of breaking (mulching), higher skill reduces the mulching rate.
  • Techniques speeds up the timeout of all techniques, allowing them to be used more often.
  • Implants is a complicated skill that makes it easier for the player to handle the SLEX-specific "implants" item class. This skill is mainly for handicapped races who get big boosts from implants. Higher skill adds AC bonuses when an implant is worn but more importantly allows the player to take off implants (which is just flat out impossible when unskilled or restricted), and makes it gradually more likely for implants to self-identify when equipped.
  • Sexy flats improves the player's AC and makes stun and dimness time out more quickly when wearing shoes that count as sexy flats.
  • Memorization allows the player to gain additional spell memory when reading a spellbook, and also makes spell memory decrease at a slower rate. This is normally always beneficial, so the player will normally always want to answer 'y' on the prompt whether they want to use memorization to gain additional spell stock; the only exception is if the player specifically wants to forget a spell as quickly as possible (maybe because they want to have a forgotten spell for the confusion on demand). By hitting + to open the spell menu, the player can use the ? key repeatedly to go to "memorization mode": by default, all spells will benefit from the memorization skill. Memorization mode allows the player to dememorize a spell, which will cause a - to appear next to the spell level; the spell in question will not benefit from the skill and be forgotten more quickly. Selecting a dememorized spell again will put it back to memorization mode. There is no limit to the amount of spells that can be memorized, so the general rule of thumb is that the player should have all spells memorized, always, except maybe one spell dedicated to be the one that will become a forgotten spell. The memorization skill level determines how much extra spell memory is given when learning a new spell, and the factor by which spell memory decay is decreased.
  • Two-weapon combat is the dual-wielding skill, which was renamed to (hopefully) remove confusion with the new "two-handed weapons" skill. At Expert, the player's off-hand weapon will not drop if it gets cursed, but can still be dropped manually if the player wants to do so.
  • Gun control improves to-hit with guns and at high skill levels also improves multishot with guns, plus adds damage to slow-shooting guns like rifles.
  • Squeaking reduces the average timeout or mana cost for many #monster abilities and also laying eggs or invoking artifacts.
  • Orb governs damage of orb-class weapons and improves the chance that the player's orb sucks HP or mana from the target to transfer to the player. Orbs also receive damage boosts from the player's quarterstaff skill.
  • Claw governs damage of claw-class weapons. Claws also receive damage boosts from the player's martial arts skill.
  • Grinder governs damage of grinder-class weapons, including the area effect damage they can deal. Grinders also receive damage bonuses from the player's axe skill, which improves both the damage of the initial hit and the area effect damage potential.
  • Occult spells is a spell school skill; all spells from this school have a chance of backfiring when cast. Higher skill makes such backfire incidents less likely.
  • Elemental spells is a spell school skill; spells from this school generally take a lot of reading time to learn.
  • Chaos spells is a spell school skill; spells from this school are harder to cast than the ones from other schools, especially high-level ones, so the player may need a lot of skill to be able to cast them.
  • Shii-Cho increases damage with lit lightsabers.
  • Makashi increases damage with lit one-handed lightsabers if the player's other hand is empty.
  • Soresu increases AC bonuses if a robe is worn while a lit lightsaber is equipped.
  • Ataru increases damage when dual-wielding two lit lightsabers.
  • Shien increases the chance of blocking with a lit lightsaber.
  • Djem So increases the damage of thrown lit lightsabers, done by using 't'hrow and selecting the equipped lightsaber (because putting it into the quiver will unlit it, making the skill do nothing) and also improves the chance that the saber comes back to the player's hand after hitting.
  • Niman increases the player's chance to successfully cast a spell while a lit lightsaber is equipped.
  • Juyo increases the chance that a lit lightsaber will cut through an enemy's weapon.
  • Vaapad increases damage with double lightsabers that have both blades lit.
  • Wedi increases the damage a player's lightsaber does with the #force command, and also improves digging speed when using #force at a wall with the lit lightsaber.

Magic cancellation

MC Restricted/Unskilled Basic Skilled Expert Master Grand Master
0 0 0 0 0 0 0
1 33 33 33 33 33 33
2 66 66 66 66 66 66
3 75 78 81 84 87 90
4 81,25 83,5 85,75 88 90,25 92,5
5 85 86,8 88,6 90,4 92,2 94
6 87,5 89 90,5 92 93,5 95
7 89,29 90,57 91,86 93,14 94,43 95,71
8 90,63 91,75 92,88 94 95,13 96,25
9 91,67 92,67 93,67 94,67 95,67 96,67
10 92,5 93,4 94,3 95,2 96,1 97
11 93,18 94 94,81 95,64 96,45 97,27

Techniques unlocked by skills

Certain skills, or in some cases certain combinations of skills, can unlock techniques if the skill level is high enough. These techniques are learned permanently, i.e. they remain known even if the player later loses knowledge in the involved skills. This means that if the player runs out of skill points but wants to unlock more skill-related techniques, one way would be to drain skills or experience levels on purpose to be able to redistribute them. The following skills will unlock techniques (note that the skill levels given are minimum requirements; if the player's skill level is higher than the requirement, e.g. because the character started with a high skill level, the technique will still be learned; if several skills are mentioned, all of those have to be high enough at the same time to actually unlock the technique):

  • Any weapon skill at skilled = disarm
  • Trident at master = silent ocean
  • Unicorn horn at expert = glowhorn
  • Unicorn horn at grand master = stat resist
  • Chaos spells at master = intrinsic roulette
  • Elemental spells at master = spectral sword
  • Occult spells at master = reverse identify
  • Searching at master = detect traps
  • Petkeeping at skilled = directive
  • Memorization at master = wonder yonder
  • Two-weapon combat at expert = swap weapon
  • Implants at master = remove implant
  • Implants at grand master = reroll implant
  • Techniques at master = time stop
  • Lance at master = milden curse
  • Polearms at master = force field
  • Polearms at legendary = pointiness
  • Paddle at master = bug spray
  • Quarterstaff at master = whirlstaff
  • Crossbow at master = deliberate curse
  • Riding at master = acquire steed
  • Riding at grand master = saddling
  • High heels at expert = shopping queen
  • High heels at master = beauty charm
  • High heels at grand master = asian kick, legscratch attack, ground stomp, athletic combat
  • Spirituality at grand master = praying success
  • Devices at master = over-ray
  • Boomerang at expert = enchanterang
  • Boomerang at master = batman arsenal
  • Boomerang at legendary = jokerbane
  • Whip at expert = call the police
  • Whip at master = dominate
  • Whip at legendary = incarnation
  • Martial arts at grand master = combo strike
  • Polymorphing at master = fungoism
  • Polymorphing at grand master = become undead
  • Bare-handed combat at master = jiu-jitsu
  • Shuriken at master = blade anger
  • Petkeeping at expert = re-taming
  • Shii-Cho at master = uncurse saber
  • Makashi at skilled = energy conservation
  • Soresu at master = enchant robe
  • Ataru at expert = wild slashing
  • Shien at expert = absorber shield
  • Djem So at expert = psycho force
  • Niman at master = intensive training
  • Juyo at expert = surrender or die
  • Vaapad at expert = perilous whirl
  • One of petkeeping and high heels at expert and the other at master = summon shoe
  • Sexy flats at expert = kick in the nuts
  • Sexy flats at master = disarming kick
  • Sexy flats at grand master = inlay warfare
  • Shii-Cho at expert = steady hand
  • Makashi at master = force filling
  • Soresu at grand master = jedi tailoring
  • Ataru at skilled = intrinsic sacrifice
  • Djem So at master = beamsword
  • Niman at grand master = energy transfer
  • Juyo at master = soften target
  • Vaapad at master = protect weapon
  • Shien at master = powerful aura
  • Niman and quarterstaff at expert = boostaff
  • Makashi and javelin at master = clone javelin
  • Mace and Shii-Cho at expert = refuge
  • One of Soresu and martial arts at expert and the other at master = draining punch
  • Soresu and bare-handed combat at expert = escrobism
  • Ataru and scimitar at skilled = pirate brothering
  • One of Djem So and crossbow at skilled and the other at expert = nuts and bolts
  • One of Juyo and polearms at expert and the other at master = decapability
  • Vaapad and two-handed sword at expert = no-hands curse
  • Sexy flats and high heels at expert = high-heeled sneakers
  • Makashi, Ataru and Vaapad at expert = form choice
  • Gun control at basic = shotty blast
  • Gun control at skilled = ammo upgrade
  • Gun control at expert = laser power
  • Gun control at master = big daddy
  • Gun control at grand master = shut that bitch up
  • Squeaking at basic = s-pressing
  • Squeaking at skilled = meltee
  • Squeaking at expert = woman noises
  • Squeaking at master = extra long squeak
  • Squeaking at grand master = sexual hug
  • Gun control and squeaking at grand master = sex change
  • Gun control and firearms at master = even more ammo
  • One of squeaking and polymorphing at expert and the other at master = doubleself
  • Chaos spells and polymorphing at expert = polyfix
  • Occult spells and squeaking at expert = squeaky repair
  • Occult spells and gun control at expert = bulletreuse
  • Elemental spells and devices at expert = extracharge
  • Symbiosis at basic = symbiosis (technique with the same name as the skill)
  • Symbiosis at skilled = adjust symbiote
  • Symbiosis at expert = heal symbiote
  • Symbiosis at master = boost symbiote
  • Symbiosis at grand master = powerbiosis
  • Short sword at master = undertow
  • Firearms at master = grenades of course
  • Club at master = definalize
  • Mace at grand master = anti inertia
  • Symbiosis and implants at expert = implanted symbiosis
  • Symbiosis and polymorphing at expert = assume symbiote
  • Symbiosis and petkeeping at master = generate offspring
  • Wedi at expert = star digging
  • Wedi at grand master (or master if the player's role is spacewars fighter, camperstriker, gang scholar or walscholar) = starwars friends
  • Wedi and pick-axe at expert = use the force luke
  • Orb at basic = pacify
  • Orb at skilled = afterburner
  • Orb at expert = buggard
  • Orb at master = thunderstorm
  • Orb at legendary = autokill, chain thunderbolt, flashing mischief
  • Claw at basic = kamehameha
  • Claw at skilled = shadow mantle
  • Claw at expert = vacuum star
  • Claw at master = blade shield
  • Claw at legendary = green weapon
  • Grinder at basic = ballsliff
  • Grinder at skilled = pole melee
  • Grinder at expert = chop chop
  • Grinder at master = banishment
  • Grinder at legendary = participation loss
  • Claw and two-weapon combat at expert = weapon blocker
  • Orb and memorization at expert = extra memory
  • Grinder and lance at expert = grap swap
  • Grinder, claw and orb at expert = diabolic minion