CrecelleHack/Partial Resistances

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In addition to NetHack's standard system of intrinsic and extrinsic resistances, CrecelleHack uses a partial resistance system. By donning different types of armor, the player can change the percentage by which types of damage are increased, reduced, or even absorbed. The resistances of a particular piece of armor may be viewed by examining it in one's inventory.

Starting Resistances

Each race starts with some level of partial resistance.

Race Resistances
Fire Cold Sleep Disint Shock Poison
Human 0% 0% 0% 0% 0% 0%
Anacrusis 200% 200% 200% 200% 200% 200%
Elf -20% 0% 0% 0% 0% 0%
Dwarf 20% -20% -20% 0% 0% 20%
Gnome 5% 5% 5% 5% 20% 5%
Kobold -15% -15% -15% 15% -15% 0%
Orc 0% 0% -20% 0% 0% 0%

Breakpoints

Negative

If a resistance is less than 0%, damage of the given type is increased proportional to the resistance.

0-99%

If a resistance is positive but less than 100%, damage of the given type is reduced proportional to the resistance.

100-199%

If a resistance is at least 100% but less than 200%, damage of the given type is ignored as if the player was intrinsically resistant to it.

200% or more

If a resistance is 200% or more, damage of the given type is instead beneficial.

  • Fire, cold, shock, poison, and disintegration damage are treated as healing instead.
  • Sleep is instead converted to extrinsic very fast speed.

Intrinsic and Extrinsic Resistances

Intrinsic and extrinsic resistances yields 100% bonus resistance and set the minimum resistance to a given damage type to 100%. For example, a character with -50% fire resistance that puts on a ring of fire resistance would have 100% resistance to fire. A character that has 50% fire resistance that puts on a ring of fire resistance would have 150% resistance to fire. Multiple sources of the same intrinsic or extrinsic resistance do not stack.