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The Activistor is a role specific to Slash'EM Extended. They are good spellcasters but lousy fighters.

Activistors start the game with bad equipment and don't get anything useful technique-wise. They start with the charm monster spell though and can eat both metal and rock. The Activistor also starts out slow (speed 10 instead of the standard 12), and if they kill any topmodel (hostile or not), they lose a lot of luck, nuke their alignment record, anger their god and receive a smiting. Last but not least, activistors start with up to 5 random intrinsics but unlike any other role they can be lost after some time.

The Activistor's starting pet is also an activistor.

The Activistor quest sees you fighting Imelda's Ghost for the Activist Stick.

Starting Equipment


Activistors gain techniques at these experience levels:


Activistor Skills
Max Skills


Main article: Religion
  • Lawful: Anti-War Movement
  • Neutral: Global Freedom Council
  • Chaotic: Human Rights Progression

Activistor rank titles

The status line shows you to be one of the following ranks when you reach the specified experience level:

  • XL 1-2: Little Rebel
  • XL 3-5: Do-Gooder
  • XL 6-9: Demonstrant
  • XL 10-13: Worker on strike
  • XL 14-17: Protestor
  • XL 18-21: Rebellious Individual
  • XL 22-25: Involved Activist
  • XL 26-29: Renegade Fighter
  • XL 30: Savior


Activistors need to find a better weapon than their starting fly swatter if they want to stand a chance. One of the best choices might actually be finding a way to receive punishment and swing the heavy iron ball as it uses the flail skill. Eating the iron chain is also possible so the iron ball can be used without dragging it along, but beware the ball's weight. The Activistor should also try to use the charm monster spell often to acquire pets capable of fighting; the starting activistor pet is likely to eat valuable items made of metal or rock so it should probably be ditched quickly.

The Activistor has a 1 in 10000 chance of being hit with an intrinsic stealing effect each turn; the message is "You hear maniacal laughter!", and an intrinsic may be lost, similar to being attacked by a gremlin. If the player is not wearing a ruffled shirt or victorian underwear, the chance of this effect is increased by a factor 10, so taking them off is not recommended unless the player deliberately wants to get rid of a harmful intrinsic.

If the Activistor encounters any topmodel player monsters, they may not kill them directly; if they do, they receive a -5 luck penalty, lose 50 alignment records and 10 max alignment points, increase their god's anger by 3, and then receive a smiting. This becomes particularly important on the Quest, where hostile topmodels are abundant. On the plus side, the Activistor's charm monster spell is boosted to 100% effectiveness if it's used on a topmodel (everything else has a 75% chance of resisting before magic cancellation), so the player should use the spell to prevent accidental killings on the quest.

One more thing to watch out for on the quest is that animated sexy leather pumps are spawned occasionally; their attacks become stronger if the player allows them to hit repeatedly.

The Activist Stick quest artifact is a fly swatter that grants warning of unique monsters when wielded; those are all monsters marked as G_UNIQ, which includes Aphrodite, The Largest Giant, the Oracle, Rodney, Demogorgon and several other dangerous enemies. All of these will always show up on the map if the player wields the stick and the unique in question is on the same dungeon level.


The Activistor is based on real-life activist movements.