User:Chris/dNethack/Expert traits
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Trait bonus damage: Weapon damage dice plus skill bonus (E: +5, S: +2)
Contents
Fighting-style based traits
- Fell: While active, reduces enemy movement on hits and attacks the lower armor slots on <E: 100%, S: 10%> of hits. Movement reduction is the lower of 6 and `movement/(previous number of fell hits this turn+1)` Has a 5% chance to wound the target's legs, dealing trait bonus damage. Vs the PC, always wounds a leg, but never reduces movement nor deals increased damage.
- Focus fire: A weapon with this etrait hits the lowest-DR armor slot on <E: 100%, S: 20%> of hits. Some weapons (Fossil teeth and goedendags, currently) have alternate attacks when wielded in this way.
- Hew: While active, deals trait bonus damage on hits and attacks the upper armor slots on <E: 100%, S: 10%> of hits. Removes the Pierce damage type from weapons with both piercing and slashing. Blocks the Cleave expert trait while active. Inflicts 1-2 points of self-study on each attack.
- Knock back: Deals a staggering strike on <E: 20%, S: 5%> of hits.
- Knock back charge: Makes an automatic attack <E: 100%, S: 50%> of the times you move towards an enemy with knockback active. If the attack hits, the target will be pushed 1 square back. (Note: Since knocking enemies back drains movement points, you can stun-lock slower enemies in this way if you have enough space to push them back into).
- Stunning strike: On <E: 50%, S: 10%> of hits, stuns the target. If the target has a head, deals trait bonus damage + 2d10.
Passive bonuses
- Bleed: Deals average weapon damage + <E: 2, S: 1> bleed damage on <E: 50%, S: 10%> of hits. When a bleeding wound is inflicted, the bleed damage is also added as bonus damage to the current hit. Bleed damage is dealt at the beginning of each round, and blocks natural healing while in progress. Bleed damage decreases by 1 each round.
- Create opening: The target has a <E:100%, S: 10%> of becoming vulnerable to sneak attacks for the next 2 turns after being struck with this weapon.
- Graze: May turn a missed attack into a hit that deals minimum damage on the weapon's damage dice. Skilled: rolls 1d20-10 and adds it to the original to-hit roll, Expert: adds +20 to the roll. Currently, weapons with graze can hit invulnerable creatures like shadows and wraithworms.
- Long Slash: Deals +1x trait bonus damage to the target for every 20 points that the to-hit roll succeeds by, to a maximum of +4x. At Skilled, deals approximately 1-2x less bonus damage (to a minimum of 0x).
- Penetrate armor: Reduces target DR by <E:5 or 10, S: 2>.
- Puncture: Deals trait damage to the target and inflicts trait damage study every few hits. Specifically, each hit adds 2/1 stacks of "punctured" debuff, then tries to roll 1d10 under the total puncture debuff. On a success, the trait damage and study are inflicted and puncture stacks are reset to 0. Puncture stacks from failed attempts reduce the targets' outgoing damage by 5 per stack.
- Quick: Attacks with this weapon (or a pair of these weapons) take <E: 2/3rds, S: 3/4s> as many movement points as normal.
Positioning, movement-based, and other conditional bonuses
- Bladesong: Adds trait bonus damage if you have recently cast a spell or sang a song.
- Recently: spell level turns for spells, song level plus Cha mod for songs. When only Skilled, gradually suffers decreased likelihood at the end of the duration.
- Elven PCs get +3 to the counter.
- Bladedance: You must have moved or attacked on your previous turn, and in a different direction than your current attack. Elven PCs get +1/2 cha to damage (round up, 13 max). This trait bonus damage is reduced to 1/3rd normal if you're only Skilled. Reduces your AC by <E: 3, S: 1>.
- Braced: When you attack an enemy from the direction that they just attacked toward, deals trait damage on <E: 100%, S: 10%> of hits. (Note: this is like stop thrust that works on attacks instead of movement... and is nearly useless because polearms can't be used in melee unless you're mounted).
- Cleave: After killing a target, has a <E:100%, S:25%> chance to automatically attack an additional enemy adjacent to both the original target and the attacker. Blocked by Hew. (Note: this was added for balance reasons, but like hew implies downward motion while cleave implies sideways motion so ¯\_(ツ)_/¯)
- Lunge: Makes an automatic attack <E: 100%, S: 50%> of the times you move towards an enemy.
- Second: An offhand weapon with this trait makes an automatic attack vs. a single adjacent target <E:100%, S:25%> of the time after killing the primary target. (Note: This is the same idea as Cleave, but has relaxed positioning requirements in return for requiring the trait to be on an off-hand weapon).
- Stop thrust: When you attack an enemy from the direction that they just moved toward, deals trait damage on <E: 100%, S: 10%> of hits. This trait is especially useful when kiting enemies, as they repeatedly open themselves to stop-thrusts while chasing you.
Which weapons have which traits?
- Big table of all assigned traits. I recommend downloading it and opening it in your spreadsheet program of choice, so you can sort the column of interest alphabetically or apply filters etc.
In-game descriptions (raw code)
EXPERTTRAITS(ETRAIT_HEW, "can deliver powerful-but-strenuous overhead blows"); EXPERTTRAITS(ETRAIT_FELL, "can disrupt enemy movement"); EXPERTTRAITS(ETRAIT_KNOCK_BACK, (obj->expert_traits&ETRAIT_KNOCK_BACK_CHARGE) ? "can charge and knock enemies back" : "can knock enemies back"); EXPERTTRAITS(ETRAIT_FOCUS_FIRE, "can target gaps in enemy armor"); EXPERTTRAITS(ETRAIT_STUNNING_STRIKE, "can deliver powerful stunning blows"); EXPERTTRAITS(ETRAIT_GRAZE, "may graze foes on a near miss"); EXPERTTRAITS(ETRAIT_STOP_THRUST, "can harness enemy momentum to deliver powerful blows"); EXPERTTRAITS(ETRAIT_PENETRATE_ARMOR, "penetrates enemy armor"); EXPERTTRAITS(ETRAIT_LONG_SLASH, "deals extra damage against lightly-armored enemies"); EXPERTTRAITS(ETRAIT_BLEED, "may deliver bleeding wounds"); EXPERTTRAITS(ETRAIT_CLEAVE, (CHECK_ETRAIT(obj, &youmonst, ETRAIT_HEW) ? "cleaves through slain enemies when not using hewing strikes" : "cleaves through slain enemies")); EXPERTTRAITS(ETRAIT_PUNCTURE, "successive hits may deal increased damage"); EXPERTTRAITS(ETRAIT_LUNGE, "can be used for lunging attacks"); EXPERTTRAITS(ETRAIT_QUICK, "strikes quickly"); EXPERTTRAITS(ETRAIT_SECOND, "when wielded in the off-hand strikes a second foe after killing the first"); EXPERTTRAITS(ETRAIT_CREATE_OPENING, "creates openings for sneak attacks"); EXPERTTRAITS(ETRAIT_BRACED, "delivers powerful counterattacks"); EXPERTTRAITS(ETRAIT_BLADESONG, "delivers powerful blows when combined with songs or spells"); EXPERTTRAITS(ETRAIT_BLADEDANCE, "delivers powerful blows when moving and striking erratically");
Changelog excerpts (raw commit messages)
Adjust HMS etraits to be more TH sword like Adjust focus fire to fell, give cleave while lit Once the PC gets 40 insight, give focus fire back.
etraits for weapon tools, and corrections longswords get quick when half-sworded and armor penetration when pommeling lightsabers need to be on to get their weapon traits, except for armor penetration Quick weapons are now "only" 3 speed faster when skilled (vs 4 when expert) Add weapon traits to weapon tools Add enchantment damage to graze damage.
Lances work with centaroid and animaloid body plan PCs. -Expert traits are active -Joisting is enabled
Elven Bladedance and Bladesong expert traits
Bladedance weapons: Elven scimitar, elven mace, and blade dancer's dagger.
Bladesong weapons: Elven dagger, elven sickle, elven short sword, elven lance, and blade singer's saber.
Both: high elven warsword and elven broadsword. Elven broadsword loses focus fire trait.
Elf bards can name elven broadswords to singing sword
Effects:
-The PC is more detailed than monsters, so you have to jgump through more hoops to use these traits.
--Bladedance: You must have moved or attacked on your previous turn, and in a different direction than your current attack. Elven PCs get +1/2 cha to damage (round up, 13 max)
--Bladesong: You must have recently cast a spell or sang a song.
---Recently: spell level turns for spells, song level plus Cha mod for songs
---Elven PCs get +3 to the counter.
-Elf monsters trigger Bladedance either 2/3rds or 1/3rd of the time, depending on skill level, and trigger bladesong if their special move timeout is set.
Bladedance prints a message when you trigger it (You twirl and strike), bladesong modifies the appearance of the weapon ("chiming")
Extra etraits from artifacts -Blade singer's saber: Elven Bladesong -Blade dancer's dagger: Elven Bladedance -Orcrist (Goblin-cleaver): Cleave -Glamdring (Foe-hammer): Hew -Ruyi Jingu Bang: Overrides per size --All: stunning strike --Tiny: Quick, Focus fire --Small: Create opening, focus fire, knock back --Medium and larger: Hew, fell, knockback charge --Medium: stop thrust --Large: Braced --Huge: <nothing> --Gigantic: Cleave Monk weapons can now trigger both etraits and monk moves on the same move (RJB buff) Etrait size adjustments for non-RJB items: -Larger-than-normal weapons: --Create openings becomes stop thrust, and lunge for pierce-only weapons --Second target is removed with no replacement --Quick becomes create openings for large weapons, and stop thrust/lunge for huge+ weapons -Smaller-than-normal weapons: --Knock back charge is lost (becoming knock back) with no replacement --Cleave is replaced with graze --For tiny weapons: ---Stop thrust becomes create opening ---Lunge becomes quick ---Hew and Fell become focus fire ---Knock back is lost with no replacement Elf bards get broad sword and dagger skill (for use with elven bladesong and bladedance) Lightsaber style imporovements -Makashi: --Rods of force also count --Supresses 2nd-blade-effects instead of requiring the blade be off -Ataru: --Attack during a jump like a monk with a monk weapon --Jump movement now counts as movement for Ataru purposes --No longer assumes that double lightsabers can't be used with it. Quarterstaffs must be your size or larger to get the double-ended martial-artist bonus -Matters for RJB