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|˙| | |__| | __ _ ___| | _| |__ | \ / | ` || '
|˙| | __ |/ _` |/ __| |/ / __| | |\/| | ||
| | | | | | (_| | (__| <| |____| | | | ||
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Hack'EM is a project started by User:Hackemslashem with the goal of becoming the next successor to SLASH'EM. Simply put, Hack'EM is "Hack, Extended Mechanics."
Welcome to Hack'EM!
The first objective of this project was to bring SLASH'EM content to a modern NetHack platform:
- Port over most of the content from SLASH'EM and attempt to take the "next steps" for it.
- If something doesn't work, is buggy, or is easily abusable, attempt to fix it or remove it.
- If something is bland or feels unfinished - attempt to flesh it out.
- Add all the quality-of-life features that are available in the variant market.
- As of current date - most of these objectives have been completed or are in the finishing stages.
Hack'EM was based on EvilHack for a few reasons:
- Evil is based on 3.6, and already contained many important updates and bug fixes.
- Its inherently more difficult, but in ways that seem to work with SLASH'EM.
- Many quality-of-life features already baked in.
- EvilHack also had lots of small tweaks and gameplay changes that seemed to work with SLASH'EM content.
- EvilHack has an amazing dedicated community, and without their help, Hack'EM wouldn't have been able to grow and mature!
For a complete list of changes, see the Hack'EM Changelog.
Changes from SLASH'EM
Here is where Hack'EM diverges:
- The Drow has not been ported, but it will probably be inherited from EvilHack's future implementation.
- The alignment quests are not mandatory anymore, as currently the artifact doors in Vlad's and the artifact keys that the quest nemeses possess are not implemented. This is mostly due to porting issues. The quest guardians are also new and each protect a power artifact in place of the alignment keys.
- Techniques have been implemented with updates and bug fixes. New techniques are featured! See the [techniques section| https://nethackwiki.com/wiki/Hack%27EM#Techniques] for more details.
These features have been removed or replaced:
- Skipped races: Lycanthrope.
- Skipped monsters: Gypsies, Doctor Frankenstein, Frankenstein's Monster
- Skipped items:
- wand of fireball
- lab coat
- heavy hammer (evil had heavy war hammer)
- rocket launcher, grenade launcher, rocket, stick of dynamite
- Silver short sword/long sword/mace (object materials has these covered)
- dark elven bow, dark elven arrow, dark elven dagger, dark elven short sword, dark elven mithril-coat
- Giantkiller (Evil has Giantslayer), Nighthorn, The Eye of the Beholder, The Hand of Vecna (SLASH'EM version)
- Alignment keys: Key of Law, The Key of Neutrality, The Key of Chaos
- Skipped spellbooks:
- spellbook of enchant armor
- spellbook of enchant weapon
- spellbook of resist poison
- spellbook of resist sleep
- spellbook of endure cold
- spellbook of endure heat
- spellbook of insulate
- These all require implementing a IMMUNE property for full 100% temporary resistances, which doesn't really work with Evil's partial resistance system.
- The Guild of Disgruntled Adventurers is removed and replaced by mini-guild special rooms
- Frankenstein's Lab is removed
- The Mall has been moved to the Town Branch
- The Kobold level has been moved to the Town Branch
- The variations on the vibrating square levels have NOT been imported - the EvilHack version remains.
- None of the SLASH'EM Demon prince lairs have been imported.
- Removed "Hits as +x weapon" property from SLASH'EM monsters
- Removed "Need +x weapon to be hit" property from SLASH'EM monsters
- Removed the extra artifact blasting (6d6 to 8d10) from SLASH'EM; this mechanic does not seem to add much to the game other than making early wishes less useful and killing unknowing players.
- Removed wraith corpse nerf. In SLASH'EM there was a reduced probability of gaining levels with a mix of other effects.
- Removed the [polymorph] mechanic for objects. There is no "hazy" status for polymorphed objects. This mechanic was not imported for 2 reasons: it makes it possible to create overpowered weapons (ie: +127 weapons) and it is also not intuitive for new players since it contradicts the vanilla behavior of polymorphed items.
- Removed SLASH'EM polymorph behavior for monsters; when killed shapeshifters could immediately poly into their polyform (or different form if a chameleon or similar). This mechanic was quite frustrating to deal with, especially concerning new threats like weretigers or werepanthers. In SLASH'EM you could be forced to kill the same shapechanger many times before it would finally die in it's base form. The EvilHack behavior replaces this so that a shapechanger cannot poly again once it has been killed in it's polyform.
Changes from EvilHack
Another objective was to trim some of the EvilHack content. Some things did not fit, were too difficult, or left better as an Evil only feature.
- #forge has been renamed to #craft for working with forges. The reason is to make #force and #craft auto-complete. #forge still has the same meta shortcut: M('F')
- Removed two-weaponing weight-based restrictions imposed in EvilHack.
- Monsters can no longer use wands of wishing to get wishes - if they get a wish from a smoky potion they will still attempt to get something powerful.
- The first level of Sokoban is guaranteed to have 2 scrolls of earth.
- Removed the monster riding monster mechanic.
- Monster spawn rates are simplified a bit from EvilHack:
Monster spawn rates increase to 4x normal once you've performed the invocation. After that, all denizens of the dungeon are aware of what has happened and nasties will spawn on each level's upstairs.
- Baalzebub, Geryon, Dispater are back to being demon princes. They should be bribable again.
- Graz'zt no longer has an item stealing attack, replaced with physical attack instead.
- Reduced the chance Rodney gets an amulet of magic resistance to 1 in 13 times (changed from Evil where it was 50%).
- The Riders only get 40 + d(10, 8) HP instead of 100 + d(10, 8).
- Some of the dragon scales have had buffs or different secondary effects added. All scales grant passive effects now. See the section on Dragon Scales for details.
- Removed The Magic 8-Ball (The Oracle gets a regular eight ball). Eight balls are still in the game but very rare, and they can be read like the Magic 8-Ball can.
- Removed the "indestructible" drawbridge from the VotD; it can be destroyed like a regular drawbridge now.
- Removed the Wand of Orcus. Orcus gets his standard wand of death now.
- Cavemen get Keolewa as their second sacrifice gift now (Skullcrusher is first)
- Zapping light around peaceful monsters could anger them. This mechanic has been removed except for when you break a wand of light.
- Removed the Goblin Town branch and requirement to defeat Goblin King, Minetown can be accessed normally.
- Mines river/sewage generation only occurs on levels deeper than Minetown.
- Unicorn Horns have been reverted back to a 2-handed d12 weapon.
- Giants can wear mummy wrappings and any giant can wear large splint mail.
- Tortles can wear mummy wrappings.
- Improved the chances of item randomly spawning with two properties to 1 in 3141. (In Evil the chances are 1 in 100000)
- Spellcasting monsters have to see you in order to cast summon nasties.
- Spellcasting monsters have had their spell range limited by their level (gnomish mages are level 3 and can only cast fire bolt in a radius of 2-3 tiles instead of 13).
- Changed timeout for monster spell of stone to flesh to timeout 2d7 instead of rn2(7).
- Removed engulfing attack from gelatinous cube, water elemental, earth elemental, and fire elemental. The Splice elementals (magma, mud, ice, acid) still can engulf.
- Removed cursed weapons reverse hitting (was in EvilHack and Splice)
- Cursed weapons will miss 25% of the time now instead of 20% to compensate.
- Magicbane could cause a Bag of Holding explosion, this mechanic has been removed. Magicbane is safe for any Bag of Holding.
- Removed all passive attacks from baby dragons.
- Revert EvilHack sacrifice gift changes: Instead of a mix of "regular" items and artifacts, players will receive only artifacts (unless you get a minion as a gift).
- Removed accompanying artifact defenders when wishing for artifacts.
- Revert the standard cursed wand backfire chance from 1-in-30 to 1-in-100.
- Illithids used to get flying at level 12, now they start with flying.
- Centaurs used to get jumping at level 5, now they start with jumping.
Originally, hackemslashem intended this variant to be a modern port of SLASH'EM. However, once he reached close to the completion of that goal he found that there was quite a lot in other variants that he loved and just could not pass on including. When deciding on what to import, he mostly went by two criteria: 1) Does it improve the player's experience (Quality of Life, Fun)? and 2) Does it complement the existing SLASH'EM content and/or EvilHack content?
So far, content from many other forks has also been integrated:
- SpliceHack: A majority of Splice has been imported since it seems to fit well with the SLASH'EM themes but also because development on this variant has stalled. The creator of SpliceHack (Kes) has given her blessing for us to assimilate all SpliceHack content into Hack'EM.
- SlashTHEM: Similar to Splice, a lot of content was ported from this variant because development on it is mostly stalled.
- slashem-up/slashem9: These are two forks of SLASH'EM that were developed in the past. Where possible I have integrated their updates.
- UnNetHack: Many QoL features and mechanics have been imported.
- xNetHack: Many mechanics and updates have been imported.
- dNetHack: Fun gameplay tweaks and artifacts have been imported (ex: armor with special appearances has special bonuses) with plans to import much more.
- Slash'EM Extended: A few interesting things have been cherry-picked from slex, like toilet amulet ID and allowing mummies to be summoned by Call Undead.
If you have an idea for a feature that would port well, please suggest it!
Object lookup has been fleshed out:
- Object lookup shows more information, including object properties and special effects from materials.
- Artifacts can be looked up in the item database (currently only works if accessed through the inventory, requiring you to have possession of the artifact)
- Weapons show bonus damage and effects resulting from materials.
- All roles start out knowing these basic items:
- potions of water
- blank scrolls
- scrolls of identify
- Auto-ID dunce cap upon wearing (Un)
- Auto-ID jumping boots (AceHack)
- Auto-ID some potions when inhaling their vapors
- Auto-ID scroll of scare monster on pickup if it turns to dust (Un)
- Auto-ID scroll of teleportation when teleporting any distance after reading one
- Auto-ID scrolls of remove curse when items' curses are removed (Un)
- Auto-ID wand of teleportation on seeing the successful effect on a monster (Un)
- Auto-ID wands with unambiguous effects and messages (Un)
- Auto-ID wand of undead turning if engraving produces a message (Un)
- Auto-ID wands of probing and secret door detection when engraved with (Un)
- Auto-ID vanishing wands if the other 2 have been identified (Un)
- Auto-ID wands of sleep or death if their counterpart has been identified (Un)
- Auto-ID wands of healing or extra healing if their counterpart has been identified
- Auto-ID rings dropped into a sink when message is shown (Un)
- Auto-ID amulets dropped into toilets, if possible (slex)
- Auto-ID for ring of regeneration (Un)
- Auto-ID whistles on use (Un)
- Auto-ID whetstones when used with a water source.
- Auto-ID magic flutes and harps on use (Un)
- Auto-ID magic lamps and oil lamps when rubbing (Un)
- Auto-ID loadstones upon discovering the inability to drop them (Un)
- Auto-ID flintstones when rubbed on iron weapons (evil)
- Auto-ID water walking boots when worn (xnh)
- Auto-ID tinfoil hat when worn
- Auto-ID BUC of products from BUC identified item generator (UnNetHackPlus)
- Rustproof/erodeproof/fixed status is known by default for all items (DynaHack)
- A blessed scroll of charging will (in addition to charging the item) also reveal the number of charges and the charge counter
- After a while of using a wielded weapon, you will identify it and it's enchantment (evil)
- Throne insight now recursively identifies all items in your possession and in your containers (fiq)
- Paranoid swim and paranoid trap
- The player's magic cancellation (MC) is shown in the status bar (evil)
- Realtime display option is now available (evil)
- Show prayer stats in Attributes menu [^X screen] (from UnNetHack, originally from dNetHack)
- Attempting to open "." acts as an alias for #loot
- > < to auto-travel to stairs (from Unnethack)
- Control+Direction now kicks in that direction
- You can reread a spellbook to refresh your memory at any time
- Blessed stethoscopes can identify eggs (on the floor)
- When identified, scrolls of enchant armor ask what armor to enchant.
- Remove "Auto-select every item" when putting into containers (Un)
- Default shopkeeper sell prompt to N (xnh)
- Regeneration only causes additional hunger when injured (Un)
- 1-damage hits still train weapon/unarmed skills (from DynaHack)
- Chargeable rings may get charged when hit with electricity (3.7)
- Useless +0 rings are generate very rarely (xnh)
- Monsters are prevented from picking up gold in shops (Un)
- Monsters don't blame the player for falling down holes the player dug. Pit traps still count.
- The Astral Plane is always lit (xnh)
- The passtune range has been extended by 1 (xnh)
- Switching between your main and alternative weapon does not take any turns (from dnh)
- Monks eventually stop receiving the "You feel guilty" message for breaking vegetarian conduct (xnh)
- Removed repeated coughing of player when poison resistance renders stinking clouds harmless.
- Removed all random secret corridors (xnh)
- Removed the Quest turn limit (Un)
- Removed the mysterious force
- Deliberate level teleporter activation ignores magic resistance (3.7)
- Potions have been made more useful from a small collection of patches (see the Alchemy Mechanics section)
- Extrinsic resistances protect items from elemental damage. For example, wearing a ring of fire resistance will protect your scrolls and potions from fire damage.
- Magical Explosions: Players cannot put known wands of cancellation or magical bags into bags of holding anymore (dnh). This also applies when #tipping into your bag of holding, you will flick away explosive items if you have the item and the BoH identified.
- If a player charges a depleted Bag of Tricks/Rats with contents - it will now explode and scatter the contents instead of deleting them.
- All roles (except Caveman) get their special spell granted when they reach level 12 (SpliceHack)
- Pets will not use rings of teleportation.
- Slightly discourage pets with ranged attacks (ie: hell hound pups) from attacking strong peacefuls like watch captains or shopkeepers.
- Projectile unidentification has been left out (prevents merging projectiles in 3.7)
- #wizclear (^z), clears all monsters on level (splice)
- Can wish for monsters with ^w (Un)
Note: Capitalization does not matter when using these.
|Amulet of ESP||AoESP|
|Amulet of Life Saving||AoLS|
|Bag of Holding||BoH|
|Cloak of Displacement||CoD|
|Cloak of Invisibility||CoL|
|Cloak of Magic Resistance||CoMR|
|Gauntlets of Dexterity||GoD|
|Gauntlets of Power||GoP|
|Helm of Brilliance||HoB|
|Helm of Opposite Alignment||HoOA|
|Helm of Telepathy||HoT|
|Potion of Extra Healing||PoEH|
|Potion of Gain Level||PoGL|
|Potion of Monster Detection||PmD|
|Potion of Water||PoW|
|Ring of Conflict||RoC|
|Ring of Polymorph Control||RoPC|
|Ring of Teleport Control||RoTC|
|Scroll of Identify||SoI|
|Scroll of Remove Curse||SoRC|
|Scroll of Annihilation||SoA/SoG|
|Scroll of Annihilation||genocide|
|Scroll of Charging||SoC|
|Scroll of Enchant Armor||SoEA|
|Scroll of Enchant Weapon||SoEW|
|Shield of Reflection||SoR|
|Wand of Create Monster||WoCM|
|Wand of Teleportation||WoT|
|Wand of Undead Turning||WoUT|
|Water Walking Boots||BoWW|
- If the player tries to hit a monster with a weapon they are restricted/unskilled in, or any non-weapon object, they'll never have better than a 75% chance of landing a hit (bare-handed is exempt).
- The player is unable to regenerate hit points while in the Valley of the Dead – healing via other methods (potions, healing spells) is still possible.
- Stoning – monsters being stoned is a slow-stoning process, just as it is for the player.
- Merged scimitar and saber skills.
- Add celibate conduct (SLASH'EM)
- Galloping duration depends on riding skills (idea by Beolach, code by Pasi Kallinen)
- Ported from from xnh, which ported from SLASH'EM.
- Corpses have a chance to mold and grow a random F.
- Petrifying monster corpses only grow green mold.
- The resurrection rates have been tapered back a bit, so it's not as pervasive as in Slash'EM - but there are more F monsters that can spawn (including moldiers at deeper levels).
- Moldy corpses can be used with different potions (see the brewing patch details)
- You cannot use Elbereth until you've learned it in-game (via rumor, reading it, etc).
- Conflict negates Elbereth.
- Elves & hobbits start out knowing Elbereth
- Orcs can never learn it. Player orcs can't learn Elbereth even if polyd.
- When a lawful is crowned the Hand of Elbereth, they learn Elbereth if they have not already.
- Several more creatures are immune to Elbereth and Scare Monster:
- any unique monsters including the Wizard of Yendor, quest nemeses, the Riders.
- all angelics (any A)
- humans (any @), player monsters
- Any monsters affected by conflict or in berserk mode are also immune.
- #force can also be used on doors while wielding a weapon (SLASH'EM)
- #loot can be used at your pet to both give and take away items from its inventory.
- #naming glitches have been nerfed - Players can no longer #name items for identification clues. On attempting to name a regular object with a related artifact name (ie: naming a candle "The Candle of Eternal Flame"), your hand will always slip.
- Monks can break boulders and statues using martial arts skill at skilled level or higher (shift + f and then a movement key).
- Rogues can steal from monsters by using 'thievery', (must be bare-handed to use, press shift + f and then a movement key).
- Convicts can #chat with rats to pacify or tame them.
- Necromancers can #chat with zombies to pacify or tame them.
- Changed #forge to #craft.
- #tech accesses your role's available techniques.
- Intrinsic resistances are no longer binary, but are percentages instead. The spread is 5% to 50% resistance gained from eating per corpse. Damage reduction from various attacks is determined by how much partial resistance the player has to it.
- Reflection is not 100%; it can lessen the effects of an attack it reflects, but will never negate it.
- The "shower of missiles" monster attack is not completely negated by magic resistance.
- See Invisible is now just temporary from potions, eating stalkers, and fountains. See Invisible from crowning is permanent. (Evil)
- Restful sleep regenerates hp (we can get restful sleep property from the Amulet of Restful Sleep or a Ring of Sleeping)
- The player can sometimes become too afraid to control their actions and will run away from the object of fear.
- Similar to the effects of being stunned or confused, but you will still be able to use items as normal.
- Attempting to throw projectiles while afraid usually results in them slipping.
- Caused by dragon roars, some monster attacks, and the wand of fear.
- Can be cured by quaffing booze or amnesia, or by wearing an item that gives psychic resistance.
- Protects you(or monsters) from clobber and hurtle attacks.
Sonic Resistance property (from Splice)
- Protects you(or monsters) from sonic attacks.
- Since this property is only available from extrinsic sources, it will always also protect your items from sonic destruction.
Psychic Resistance property
- (from Splice and Evil)
- Illithids start with psychic resistance.
- Protects you from forgetting skills, spells, and other things from potions and scrolls of amnesia, as well as mind flayer and zombie attacks.
- Protects you from an illithids psionic wave and tentacle attacks.
- Protects from most fear attacks, including dragon roars.
- Wearing items that give psychic resistance stop you from being afraid.
Larva Carrier property
- Some monsters can infect you with eggs!
- If the larva are allowed to hatch, they emerge from your body dealing significant damage in the process. Plus you have to deal with the new monsters in front of you.
You can cure this condition with a few different methods:
- quaffing potions of sickness
- eating a pill
- invoking the Staff of Aesculapius
- invoking the Healing Hands technique
- receiving a disease attack from a monster
- being zapped by a cure sickness spell
- Upgrading mechanic via potions of gain level (from SLASH'EM)
- Instead of crystal balls upgrading to magic markers, they upgrade to lenses (going to markers didn't make much sense, and it wasn't too useful since the marker would only have a handful of charges)
- Removed a lot of the weapon upgrades, since now a lot of those are covered by forge recipes. A few still remain for quarterstaves and boomerangs.
- Added many upgrade paths for special armors
- The flintstone-to-healthstone exploit has been fixed; flintstones only upgrade one at a time.
- When causing conflict, it now takes the player's charisma score into account.
- The formula is 'charisma - monster level + player level'
- if that value is greater than 19, clamps it to be 19.
- There's then a percentage chance (rnd(20)) against the value generated on whether conflict kicks in or not.
- So even with charisma and your xp level maxed out, there's still a 5% chance of conflict not working.
- Also, the monsters affected have to see you for conflict to work.
- Dexterity can directly affect the player's AC, for better or worse. See the chart below for details.
- Being encumbered negates AC bonuses from dexterity.
- Wearing any kind of heavy metallic body armor (not mithril) or other rigid material (bone, stone, wood) will also negate dexterity bonuses.
- Potions of amnesia can also inflict this effect. Potions of amnesia always have the "sparkling" appearance.
- Can make you lose Elbereth knowledge if you had it.
- Can make you forget forget about shambling horrors.
- Can make you lose intrinsic telepathy.
- Can make you lose "eaten knowledge", which doppelgangers use to poly into different forms.
- Psychic Resistance protects from amnesia forgetting. Sources include rings of psychic resistance and being an illithid.
- If an unaligned altar generates with a priest of Moloch, that priest will be hostile to all roles except infidels.
- This means the VoTD priest is always hostile and unable to give donations (unless, of course, you are an infidel.)
- Sacrifice offerings can sometimes bless random objects (From SLASH'EM)
- SLASH'EM had a mechanic for getting aligned minions as gifts from your god when you sacrifice or pray with low health. I ported most of this mechanic over but added some more restrictions because in my opinion, minions were broken in SLASH'EM and too easy to obtain (Lawfuls could get Solars and Planetars!).
- Here are the new limitations; minions are not granted when:
- You are under level 5.
- You have negative luck.
- You have been crowned
- You have completed the quest
- You have been expelled from the quest
- You have any pets on the current level (prevents overcrowding)
- The player will also have to hit a 1 on this roll:
- 1 in 10 + (4 * number of gifts granted)
- Minion pets cannot betray you. However, be aware they they do seem to lose tameness quickly if left alone on a level so do try to keep your minion with you if it's important to your survival.
Dungeon growth patch
- Another feature ported over from Slash'EM
- This enables trees to slowly branch out in the dungeon and occasionally drop ripe fruits/leaves.
- It also promotes the growth of herbs left on the ground or water.
- Herbs that are left unattended will occasionally sprout more of the same kind around surrounding tiles.
- These include: garlic, wolfsbane, catnip, carrots, mushrooms, pineapples, kelp fronds
- Some of these are not technically herbs but they still do spread prolifically.
- Herbs in the water will move with water currents.
- One strategy to try is leaving these items on the ground early in the game and then coming back after a few thousand turns to see what you have "farmed."
- Level with trees have a chance of an additional axe (to aid with potential overgrowth)
- Alchemic blast damage is doubled, but acid resistance halves it (xnh)
Malcolm Ryan's Brewing Patch
- Enables the player to dip mold corpses in potions of fruit juice to start a fermentation timer that will eventually turn the potion into something else dependent on the mold.
- Dipping green mold into fruit juice produces acid.
- Dipping red mold into fruit juice produces booze
- Dipping brown mold into fruit juice produces sleeping
- lichens, shriekers, and non-F corpses do not ferment.
- Dipping cursed molds into fruit juice produces sickness.
Note: This also makes the shopkeeper charge you for shop-owned fruit juice that you begin fermenting. This allows you to buy the new, possibly more expensive potion at the cost of the fruit juice.
Potions can now be poured down into sinks (xnh)
- Allows for safer identification of potions by dumping them down the drain, leaving the hero to suffer only vapor effects.
- This is done by selecting a potion to #dip while standing on top of a sink. If a potion of polymorph is poured down a sink, it polymorphs it.
- Acid is no longer a useless endgame potion!
- Gems dissolve in acid to produce new potions.
- If the acid is cursed there is a guaranteed alchemical explosion, otherwise there is always a 1 in 30 chance of an explosion.
- Use the object lookup (on a gem) to see what potion is created from a particular gem.
- Note: Smoky potions cannot be produced with this method.
As a couple of examples:
- Opals turn into "cloudy" potions"
- Jade turns into "dark green"
Oily Corpses patch
- There is a 20% chance upon starting to eat a corpse of certain slippery monsters (e.g. most slithy, non-snakelike monsters and most blobby monsters) that your fingers get slippery. Tins of them are not slippery unless caused by the tin preparation.
- Removed limit breaking from techniques. This was the primary attribute of techniques that was broken in SLASH'EM. One could simply lower their HP and gain unlimited access to some of the techs for some fairly unbalanced advantages.
- Revivification technique) and the spirit bomb spell (which was the Monk's Spirit bomb technique)
- Gnomish shopkeepers sometimes offer the expensive tinker service
- In addition the weapon practice technique, some shopkeepers offer a firearms training service.
- Double damage (from DeathVision or Staff of Rot) is handled properly for techs.
Changes to existing techniques
Techniques left out from SLASH'EM
Warding techs for fire, cold, and shock. The monk will keep their standard resistances instead.
Removed all the sigil techniques. Some of these sigils have been rendered obsolete by skilled/expert spellcasting.
- Removed unused T_INVOKE_DEITY technique.
Roles and Races
New player roles
- Re-balanced all SLASH'EM role skills.
- No SLASH'EM roles can start with magic markers anymore (from Evil).
Convicts present a unique challenge from the standard vanilla roles. Their alignment is always chaotic, regardless of racial background. They start out with some critical disadvantages that the player will have to quickly and creatively overcome to survive.
Convicts start out with negative alignment and punished with a heavy iron ball chained to their leg, and they also start wearing a cursed fireproof striped shirt. The shirt prevents entry into any shop while worn and visible (not covered by a cloak or robe). The shirt is fireproof so one can't simply dip it in a forge to dispose of it. They get no other weapons or armor at the start of the game, and to top it off convicts start on the verge of hunger. However, one of the convict's strengths is that they burn nutrition at half the normal rate while hungry or worse. Be careful before rushing to Minetown because the watchguards are on the lookout for you! If they see your face, they will be angered and pursue you. Wear a blindfold or towel as a quick disguise! Keep in mind that if a shopkeeper sees you with the striped shirt on - they will ban you for life (services will also not be available), so make sure to cover it up before getting close to a shop. Another challenge is that Convicts cannot tame domestic pets as normal - they will always be "wary" of you.
|Level 1:||sickness resistance|
|Level 7:||poison resistance|
- Their first artifact gift is Luck Blade, a chaotic broadsword (short sword in other variants) that acts as a luckstone.
- Their starting pet is a sewer rat, and convicts can tame other rats by #chatting them.
Changes from Convict Patch:
- Replaced convict's quest artifact, The Iron Ball of Liberation, with The Iron Spoon of Liberation.
- Added secret doors to some of the prison cells on the quest home level, so it's easier for players to navigate.
- Convicts start with a spoon, which uses knife skill. Convicts also get backstab bonuses (similar to Rogues) when wielding a spoon.
- Convicts can reach expert in firearms.
The Infidel role was created by User:Tomsod (see this link for the original patch and author notes). It has been ported from EvilHack and subsequently to Hack'EM with minimal changes.
If you are looking for something completely different (and evil) - look no further than the Infidel! Infidels don't follow any of the typical alignments, they are worshipers of Moloch and therefore unaligned.
Forget searching for the Amulet of Yendor because you actually start with it! Your primary mission is to travel down to the Sanctum, find the unaligned altar, and sacrifice the Amulet in honor of Moloch. When doing this, you must have your quest artifact in open inventory (the Idol of Moloch). Moloch may then imbue the Idol with the power of the Amulet.
Your secondary mission is to travel back up through the dungeon and make your way to the Astral Plane, where you will attempt to invoke the Idol on the correct altar (to Moloch), thereby giving Moloch dominion over 'heaven' and the other three aligned gods, thus winning you the game.
Like a standard game with the Amulet of Yendor - the correct altar that an Infidel needs to invoke the Idol of Moloch on in the Astral Plane will vary each game. They can discover which is the correct altar by #chatting both their quest leader and the High priest of Moloch in the Sanctum.
|Level 1:||fire resistance|
|Level 20:||shock resistance|
- a spellbook of drain life plus one other random spellbook.
- Infidels starting armor is cursed - they actually benefit from wearing cursed armor and wielding cursed weapons, and are able to remove/unwield these items without penalty.
- Wearing blessed armor slightly hurts spellcasting success rates.
- a cloak of protection (cursed)
- 2 scrolls of charging
- a fire horn
- 3 potions of unholy water
- an oilskin sack
- Their starting pet is a lesser homunculus.
- Their first artifact gift is Secespita, a copper ritual knife that greatly aids with altar sacrificing, and can drain energy from the monsters it was used to kill, helping to replenish spell power for the Infidel.
- The Idol of Moloch is the Infidel's quest artifact, a figurine of a horned devil that can be used to easily convert altars to Moloch, and provides magic resistance when carried. It can also be used to summon demons to aid the Infidel. An Infidel cannot win the game without having the Idol in their possession.
- Crowning - if an Infidel is crowned by Moloch, they transform into a demon, replete with a stinger-tipped tail and large wings, both of which can be used. In demon form, the Infidel can enjoy all of the strengths (and weaknesses) associated with being a demon. Trident skill is unlocked and can be trained all the way up to expert skill. Their crowning gift is a spellbook of fireball.
- Infidels are considered primary spellcasters.
- Infidels are either not penalized or will gain alignment for doing things that would normally be detrimental for other roles, such as murdering peacefuls or sacrificing their pets (killing your pet is still viewed as bad).
- Infidels praying to Moloch outside of Gehennom can expect an 80% failure rate. The only reliable means of praying are standing on an unaligned altar or being in Gehennom. Converting an aligned altar to Moloch is also much more difficult without aid - Moloch's power and influence are weakened outside of hell.
- Moloch expects an Infidel to perform a sacrifice to him at least once every 6000 turns. Not doing so adversely affects your alignment record, and it will begin to drain at an increasing rate; reaching negative values has a chance of incrementing Moloch's anger as well. Successfully performing a sacrifice delays this effect for 500 turns per point of sacrifice value; this delay is not cumulative, and if the previous remaining delay was higher, it isn't affected. Any sacrifice to Moloch counts, including same-race sacrifice and a sacrifice on a cross-aligned altar (as long as you're actually trying to convert the altar and not yourself). You will be warned when you're due for a sacrifice, both through a message and in the base attributes window.
- Infidels create unholy water the same way other roles would create holy water, by placing potions of water on a co-aligned altar and praying (Moloch's 'blessings' are actually curses). This can present a unique challenge for the Infidel role, as having certain blessed items is still desirable. They will need to find already blessed potions of water much the same way other roles typically have to find an already cursed potion of water to use.
- The Amulet suppresses teleportation and drains spell power when casting spells as it always has - this can prove quite challenging, especially in the early game. If you cast without the Amulet in your inventory, the spell will drain hit points instead of power. Healing and extra healing drain extra health so that using them is never a net gain. Hit point regeneration is also suppressed without having the Amulet in inventory. Once the Idol is imbued with the power of the Amulet, Moloch gains control over its power and suppresses the spell power draining and non-hit point regeneration effects (teleportation is still suppressed while holding the Idol).
- All aligned priests are hostile towards Infidels and will attack them should they enter their temple.
|XP 1||reinforce memory|
|XP 5||draw energy|
The Flame Mage first made it's appearance in SLASH'EM - where it was mostly a pseudo-copy of the wizard role but with fire items and spells. In Hack'EM, we have aimed to add more depth to this role and explore the power of their element. Because fire can be viewed as a symbol of divinity and wisdom, Flame mages cast magic (and get spellcasting bonuses) using wisdom and can reach expert in the magic of divination. Their special spell has also been changed to Enlighten, functioning as a play on "light" magic and a result of wisdom. (The reason it is not fireball is that the Infidel has fireball as their special spell, and the flame mage starts with a spellbook of fireball).
|Level 1:||Extrinsic fire resistance (inventory is protected from fire damage)|
|Level 5:||Becomes vulnerable to cold|
- Flame Mage can only be Lawful or Neutral.
- Flame Mages no longer gain cold resistance at level 13. (Their quest artifact also does NOT grant cold resistance anymore)
- Flame Mages also "like fire", so fire usually doesn't have an adverse affect on them.
- Starts with a more fire based inventory:
- potions of oil
- fire bombs
- scrolls of fire
- fireproof quarterstaff
- fireproof robe
- Starts with Fire Bolt instead of Flame Sphere (Fire Bolt is a Flame Mage exclusive spell).
- Gets spell-hunger reduction (similar to wizards but a little weaker).
- Flame mages cannot twoweapon and have a multishot penalty.
- Their skill set has been rebalanced more in favor of blunt weapons (staff, club, etc).
- Fire Elementals generate peaceful for Flame Mages
- They can reach skilled in firearms.
- One major drawback to Flame Mages is that they can never attain 100% cold resistance. When they get Vulnerability to Cold at level 5 their max cold resistance caps at 50%.
- Flame mages cannot use anything that is decidedly the domain of cold magic:
- No wielding Frost Brand/Deep Freeze.
- No reading cold based spellbooks (cone of cold, freeze sphere)
- Should not receive cold based spellbooks or weapons from their god either.
- At level 8, the Flame Mage gains access to their baby red dragon form via the #youpoly command. Transforming costs 20 MP.
- At level 15, you can #youpoly into an adult red dragon form. Transforming costs 40 MP.
- The transformation process takes 2 turns.
- You get a discount for wearing red dragon scales or scaled armor.
|XP 1||reinforce memory|
|XP 3||power surge|
|XP 5||draw energy|
Ice Mages are the masters of cold magic. Like Flame Mages, they also appeared in SLASH'EM. In Hack'EM, they embody the dangerous but strong nature of ice. Their skills have been adjusted to represent mostly piercing weapons (knives, daggers, etc), and they have a few more tricks then they did in SLASH'EM.
- Can only be Chaotic or Neutral
|Level 1:||Extrinsic cold resistance (inventory is protected from cold damage.)|
|Level 1:||Ice Mages can walk on ice without slipping|
|Level 5:||Becomes vulnerable to fire|
|Level 15:||Gains Water Walking|
- Ice Mages no longer gain fire resistance at level 13. (Their quest artifact also does NOT grant fire resistance anymore)
- Intrinsic ice armor AC protection
- When you gain levels, your protection (ice armor) will grow more powerful.
- Calculation is: ACBONUS = -((YOURLEVEL / 2) + 2)
- Like SLASH'EM, this bonus caps at -11
- Ice mages also get a passive ice attack that scales with their ice armor strength and level. The chance of triggering this passive improves as you gain levels. Ice mages don't get a passive ice armor attack until level 4.
- Replaced their starting quarterstaff with a +2 stiletto
- 50% chance of starting with lenses.
- Removed studded armor, replaced with robe
- Removed starting potions (they might freeze from the cold)
- Starts with a frost horn in addition to a wand of cold
- Start with a stack of snowballs (random quantity).
- Gets spell-hunger reduction (similar to wizards but a little weaker).
- Can now reach skilled in two-weapon and expert in riding.
- Ice mages get the multishot penalty, but it does not apply to knives.
- Their special spell is spell of reflection.
- Ice Elementals generate peaceful for Ice Mages.
- At level 8, the Ice Mage gains access to their baby white dragon form via the #youpoly command. Transforming costs 20 MP.
- At level 15, you can #youpoly into an adult white dragon form. Transforming costs 40 MP.
- The transformation process takes 2 turns.
- You get a discount for wearing white dragon scales or scaled armor.
One major drawback to playing Ice Mages is that they can never attain 100% fire resistance. When they get Vulnerability to Fire at level 5 their max fire resistance caps at 50%.
- Ice mages cannot use anything that is decidedly the domain of fire magic:
- No wielding Fire Brand/Firewall.
- No reading fire based spellbooks (fireball, flame sphere)
- Should not receive fire based spellbooks or weapons from their god either.
|XP 1||reinforce memory|
|XP 5||draw energy|
|XP 12||power surge|
- Removed starting quarterstaff, starts with 2 daggers instead. They still start with a +1 pick-axe.
- Starts with a robe and wand of fear.
- Removed starting scrolls; only starts with 1 ring.
- Enabled necromancer to reach expert in polearms (for access to scythes like The End).
- Necromancers now receive a +1 alignment bonus when digging graves, and will exercise wisdom if they find a corpse.
- The necromancer's starting ghoul has the ghoulname option available.
- Their special spell is summon undead.
- Undead will never betray Necromancers (lots of undead are treacherous in Hack'EM, so charm monster isn't as reliable as it used to be.)
- Like convicts, Necromancers now cannot tame anything other than undead. Instead of taming, the best result that occurs will be pacifying the target.
- Necromancers do just like Priests automatically know the beatitude of all items.
With inspiration from aosdict, the Necromancer role has been overhauled with a new approach.
- When playing as a necromancer, monsters that die drop "spirits". These are auto-collected as you walk over or adjacent to them.
- Spirits show up as a light-blue '~' symbol.
- Spirits in shops will not be auto-collected since it will be in the possession of the shopkeeper.
- Nonliving monsters do not leave spirits.
- Spirits cannot be picked up by you or other monsters, they will disappear as soon as anything tries to pick them up. If wished for, they will be absorbed immediately into your being.
- Spirits will fade away quickly, so don't let them sit around. On graveyard levels, they have a much higher timeout.
- Very rarely, spirits will sometimes turn into will-o'-the-wisps when they fade. On swamp levels this is much more common.
- Spirits generate when graves are dug up.
- Spirits generate in morgues (on the corpses of dead players).
- Multi-headed monsters drop more spirits (hydras, ettins, two-headed trolls).
- Some classes and specific monsters will also want your spirits so try to collect them before they do!
- All L, W, A, & will consume spirits.
- Valkyries, Necromancers, shades, specters, weredemons, aloons also will try to get your spirits.
- Tame undead will not try to eat your spirits.
Spirits heal HP:
|Level 1:||Spirits heal 1HP|
|Level 4:||Spirits heal (monster's level / 2) + 1 HP|
|Level 8:||Spirits heal (monster's level) + 1 HP|
Spirits renew magical power:
- Necromancers do not regenerate magical power as other roles do.
- To renew your MP, you will have to collect spirits or find some other means (potions of gain energy, scrolls of charging, etc).
- A new necromancer starts with 0 energy, but a max of 99, so you can stock up.
|Level 1:||Spirits grant (monster's level / 2) MP (minimum of 1).|
|Level 7:||You get the monster's full level value in MP.|
|Level 13:||You get the 1.5x monster's level value in MP.|
|Level 1:||Drain resistance|
|Level 1:||Immunity to sickness|
|Level 1:||Undead Fear Resistance|
|Level 3:||Undead warning|
|XP 1||Reinforce memory|
|XP 2||call undead|
|XP 3||raise zombies|
|XP 5||blood magic|
|XP 8||soul eater|
|XP 10||power surge|
|XP 17||spirit tempest|
Remember Simon from the Castlevania games, or Buffy the Vampire Slayer? This role takes cues from both of those characters and more. Are you sick of the Evil zombie constantly eating your brains and dying from illness? Well, now is your turn to kick some zombie butt. The Undead Slayer is your answer to zombies, vampires, and all sorts of things that crawl in the night. Originally from SLASH'EM, we have retooled the Slayer a bit for the challenges in Hack'EM. Starting out slow is no longer an option, so that has been discarded. They have more strength in actually slaying undead and their skills and intrinsics have been rounded out. Warning and Clairvoyance kick in at higher levels, and when speed is gained at level 7 it means more than overcoming the old slowness.
|Level 1:||Drain resistance|
|Level 1:||Immunity to sickness|
|Level 1:||Undead warning|
|Level 9:||Poison resistance|
- Missiles and weapons will now be silver:
- Elven slayers can start with silver elven daggers or a silver elven spear.
- Crossbow bolts and bullets will be silver.
- If playing as a tortle slayer, your trident will also be silver.
- Can now #turn undead
- Immune to fear attacks from undead or ghosts.
- Slayers get an alignment penalty for eating wraith corpses.
- Undead slayers get +2 to-hit bonus against undead/demons and inflict +d4 damage (like hitting as a blessed weapon (this also stacks with the blessed weapon bonus.)
- Undead slayers obliterate zombies to the point that they don't leave corpses. 2 in 3 chance of this happening every time you kill a zombie.
- Their special spell is protection
- Their first sacrifice gift is the Holy Spear of Light.
- Undead slayers do NOT have a multishot penalty.
- Instead of being able to attain Grand Master in Bare Handed combat, they can now get Master in Martial Arts.
- Undead Slayers can reach basic in two-weaponing.
|XP 1||turn undead|
|XP 1||weapon practice|
|XP 7||shield block|
The Yeoman is another role from SLASH'EM that we have retooled a bit. In SLASH'EM the Yeoman closely resembled the Knight, maybe too closely. We have given them a few more tools and a dashing green coat to get them started. Like the Undead Slayer, they also had their starting slowness removed. Other races like tortle and giant have slowness, so that trait isn't totally lost with this change.
- Starts with a green coat that grants MC2
- tooled horn
- a torch
- a blessed whetstone
- Can reach skilled in daggers and axes.
- Their special spell is knock.
|XP 1||calm steed|
Yo ho ho and a bottle of rum! If it's a pirate's life ye want, then it's the pirate role for ye! This role offers a fun immersive experience into the pirate role where most of the game messages will be translated into pirate speak for you. You'll also start with a pet monkey or parrot, and what pirate would leave home without a few bottles of rum?
This role offers a few twists on the standard NetHack experience. Most notably, the pirate can only gain one gift from altar sacrifice gifts - the Marauder's Map - after that, they will receive no further gifts from their god. After that, you have to rely on randomly generated artifacts. Luckily, pirates have improved odds: artifacts generate four times as often as for other roles when you're a Pirate! Although they can't get weapons from sacrifice gifts, they do get an artifact cutlass from being crowned - the Reaver, which will handily steal items from enemies when it hits them. Finally, their quest artifact is the Treasury of Proteus - a powerful chest that has mysterious powers. Once you have possession of the chest, you are considered "King of the Hill", and will attract the attention of pirates far and wide, dead and alive.
Starts with a pet monkey or parrot.
- +0 cutlass (scimitar)
- 3 +1 knives
- flintlock and bullets
- +0 leather jacket
- +0 high boots
- Two sea biscuits (cram ration)
- Three bananas (25% chance of kelp fronds)
- Three potions of rum (potion of booze)
- A random ring
- 10% chance of a 0:1 wand of death (from the Pirate YANI)
- +0 oilskin sack or grappling hook
- Added a gun shop to the pirate quest.
- Changed Pirate's special spell to haste self (Barbarians already had Cause Fear)
|XP 1||weapon practice|
The Jedi role has been ported from SlashTHEM. The Jedi have a delicate relationship with their lightsabers - the lightsabers provide offense, defense, and utility, but they demand attention and maintenance. As a master of the force, you will have to balance your use of the lightsaber to make sure you don't exhaust its charges when you need it most. The Jedi skill set is narrowly focused on swords and sabers, so you will have to make the most of your lightsaber and use your techniques to get out of tight spots.
- +1 robe,
- +0 leather gloves,
- Chance of either a red, green or blue lightsaber,
- 50% chance of a blindfold.
- Jedi can reach skilled in enchantment spells.
- Jedi's can reach Expert in martial arts.
- Jedi can reach basic in firearms.
- Receives Deluder as their first guaranteed sacrifice gift.
|XP 1||jedi jump|
|XP 5||charge saber|
|XP 14||force push|
Existing role changes
- Starts with 1 spellbook;
- Can start with torch or lamp
- Club moved from skilled to basic.
- Spear skill added, can be trained to expert.
- Archaeologists can highly enchant fedoras (xnh)
- Archaeologists get a +1 luck bonus from wearing fedoras.
- Archaeologists start with a scroll of knowledge
- Barbs start with 2 food rations
- Two-weapon – Barbarians go from basic to skilled
- Riding skill increased from basic to skilled.
- Attack spell school removed. Special spell changed to cause fear.
- Gets expanded night-vision radius of 2 tiles (from SLASH'EM).
- All spell schools removed, has 20% chance of failing to read any spellbook, regardless of its BUC status.
- Can bang rocks together to make flint.
- Can lash flint to arrows, making them more deadly with a +1 bonus. Simply (a)pply a flint stone when you have some arrows, and select the arrows to upgrade. The arrows can only get a maximum of +1 this way.
- Staying illiterate can increase maximum hit point gain per level-up.
- XP 2-3, you can get a 1 max HP bonus.
- XP 4-7, you can get a d2 max HP bonus.
- XP 8+, you can get a d3 max HP bonus.
- Your wisdom is also exercised on each level up that you remain illiterate on.
- Are the only role that can successfully tame and ride saber-toothed tigers.
- Starting pet is a wolf (from UnNetHack). wolfname option can be set in the options file.
- First sacrifice gift is Skullcrusher (from SLASH'EM). They also have a second gift Keolewa (from EvilHack).
|XP 1||primal roar|
- They start the game knowing items related to healing:
- potion of sickness
- potion of regeneration
- potion of paralysis
- potion of sleeping
- potion of restore ability
- potion of blood
- all healing potions
- Now receives the Drowsing Rod as a first sacrifice gift
- Added clerical spell school, can train to skilled.
- Gets poison resistance intrinsic at experience level 3 instead of experience level 1.
- Trades warning intrinsic for sickness resistance at experience level 15.
- Can sense how wounded a monster is when attacking it, can also sense the wounded status of its pets.
- Healers get +1 blessed scalpel now.
- Numerous weapon skills adjusted (axe, broadsword, two-handed sword,
- Polearms and spears from skilled to expert.
- Mace and morning star moved from skilled to basic).
- Attack and healing spell schools moved from skilled to basic.
- Knights can never tame dragons (they are natural enemies).
- Knights are immune to the fear from dragon roars.
- Dwarven knights will start with a dwarvish bearded axe instead of a long sword.
Lawful Knight Techniques:
|XP 1||turn undead|
|XP 1||healing hands|
|XP 1||shield block|
Dark Knight Techniques:
|XP 1||soul eater|
|XP 1||shield block|
- Monks now receive extra intrinsics as they level up into the higher experience tiers
|XL 1:||see invisible, sleep resistance, and speed|
|XL 3:||poison resistance|
|XL 9:||automatic searching|
|XL 11:||fire resistance|
|XL 13:||cold resistance|
|XL 15:||shock resistance|
|XL 17:||teleport control|
|XL 23:||water walking|
|XL 25:||stoning resistance|
|XL 27:||disintegration resistance|
|XL 30:||sickness resistance|
- Can reach skilled in lightsabers.
- Crossbow skill removed, added trident and broadsword.
- At master level and higher monks gain an extra kick attack (random) using martial arts skill.
- At grand master level, monks gain an extra fist attack per round using martial arts skill.
- Because of the extra random kick attack, players will need to be mindful of wearing boots of some sort, as kicking a footrice/basilisk barefoot equals instant petrification.
- Can break boulders and statues using martial arts skill at skilled level or higher (press shift + f and then a movement key in the desired direction).
- Monks get a 1AC bonus for being drunk/confused (from UnNetHack).
- Reverted the starting spell of confuse monster; Monks can again start with the spell of sleep.
- Their first sacrifice gift is now The Gauntlets of Defense.
- Monks are the only role that starts with a Robe of Power
|XP 1||chained blitz|
|XP 1||break rock|
|XP 2||chi strike|
|XP 4||chi healing|
|XP 6||elemental fist|
|XP 8||draw energy|
|XP 10||ground slam|
|XP 17||spirit bomb|
|XP 20||power surge|
- Gets a +2 shield.
- All slash and pierce weapons removed; can only train with blunt-type weapons.
- Priests incur a substantial to-hit penalty, abuse wisdom, and get alignment penalties when trying to use an edged weapon (wielded or thrown).
- Their first sacrifice gift is now Demonbane.
- Their crowning gift is Mjollnir.
|XP 1||turn undead|
|XP 7||shield block|
|XP 10||healing hands|
- Ranger can now advance two-weaponing, up to skilled.
- If playing as a gnome, their quest artifact becomes the Crossbow of Carl. Its properties mirror that of the Longbow of Diana, except that it is a crossbow instead of a bow.
- At XL10, rangers automatically see ammo enchantments.
|XP 1||missile flurry|
- Rogues get scrolls of teleport and gold detection (2 each) and oilskin sack
- Rogues also get darts; 30% chance that they are replaced with a pistol and bullets.
- New trainable skill known as 'thievery', which allows the rogue to pickpocket a target and steal items from their inventory (must be bare-handed to use, press shift + f and then a movement key in the direction of the target).
- If the target is peaceful, there is a chance the target will not notice depending on the players' skill in thievery.
- Critical strike from behind works while two-weaponing.
- Rogues get backstab bonus on many other monster statuses (xnh).
- The backstab formula has been adjusted: bonus is based on skill with a cap (xnh).
- First offering gift is the Bat from Hell (SLASH'EM)
|XP 1||critical strike|
- Removed attack and clerical spell schools.
- The samurai quest artifact The Tsurugi of Muramasa, now grants half physical damage, and has it's chance of bisection increased to 15% per hit.
- Samurai alignment abuse ceases below -10 when attacking peacefuls.
- Samurai gets Kiku-ichimonji as a first sacrifice gift instead of Snickersnee (from SlashTHEM).
- Tourists get automatic type identification for shop items
- Tourists get 2 extra magic maps, 2 extra food.
- Tourists start with all of their optional equipment.
- The magic marker that a tourist starts with is always 0:0.
- Two-weaponing: Tourists from skilled to basic.
- Tourists receive at most 1 PW per level up (they do not have any innate magic ability.)
- Tourists can reach expert in boomerang skill.
Changed Tourist's special spell to create familiar (Jedi get charm monster as their special now).
– Removed escape spell school.
- Special spell changed to repair armor.
- Dwarven valkyries will start with a dwarvish bearded axe instead of a long sword, and are automatically proficient with it when using it to disarm weapons/shields.
- Since Valkyries don't have access to Excalibur * they are able to get the powerful Gungnir as compensation. Simply get a spear, enchant it up to +5, then pray while you have "pious" alignment. Your god will turn the spear into Gungnir for you.
|XP 1||weapon practice|
|XP 5||shield block|
- Removed numerous weapons from being trained (axe, short sword, club, mace, polearms, spear, trident, shuriken).
- Enchantment spell skill raised from skilled to expert,
- Clerical spell skill lowered from skilled to basic.
- Can sense if objects are magical in nature, much the same way a priest knows the beatitude of all objects.
- Wizards start with magic whistles, harps, flutes, and drums identified. Wizards can see the magical nature of tools, so by process of elimination a wizard should know these objects. Otherwise we get an awkward situation of seeing a magical whistle, then it auto-identifies when used to a magic whistle.
- New starting pet, the pseudodragon.
|XP 1||reinforce memory|
|XP 3||draw energy|
|XP 5||power surge|
New player races
Centaurs are strong and fast, and can be just the thing if you are looking for a new twist on an old role. They have increased carrying capacity that matches the giant player race. Centaurs' strength and dexterity can be maxed to 20, but intelligence maximum is 12, wisdom is 14, and charisma is 16 (They may not make the best spellcasters but they sure can fight). Centaurs generate slightly more hit points per level vs a human player, and they start with intrinsic speed and the ability to jump (not like a Knight, but like wearing a pair of jumping boots). Centaurs know all bow and crossbow weapons automatically, and get a multishot bonus with either type.
Centaurs cannot wear boots, for hopefully obvious reasons. They can wear all other forms of armor (as can now their monster counterparts). Centaurs cannot ride anything as a steed due to them being quadrupedal.
Because they are a steed - centaurs have the unique position of being able to melee with polearms and lances as a mounted character would.
Teenage Mutant Ninja Tortles! These turtles, err, tortles... are a tanky new addition from EvilHack. Tortles are a humanoid reptilian race that resembles an upright tortoise, complete with a large protective shell on their back. They are larger than humans, and a bit stronger and wiser, but move slower and aren't quite so nimble. Tortles are typically of lawful alignment, but can be neutral as well if the role they chose allows it.
Tortles that start with a trident, the trident is rustproof.
Strength can get as high as 19 naturally, and they have a slightly increased weight carrying cap. Wisdom can go as high as 20, with dexterity capped at 10, and charisma capped at 14.
|Level 1:||Magical Breathing|
|Level 12:||hungerless regeneration|
Tortles have a unique ability - they can hide inside their shell for up to 200 turns at a time, using the #monster command. While inside their shell, they are blind, cannot move or attack, and basically can't do much of anything except regenerate hit points/power and pray. But, while in their shell:
- they receive a massive 40 point boost to their AC, and only take half physical damage.
- the bite attacks of monsters that are large or smaller won't do any damage.
- they are impervious to stinger attacks, and being grabbed and crushed.
- They can come out of their shell early if they so chose (same command used to enter), and will have to wait 300-400 turns before being able to hide in their shell again.
Tortles start with a natural AC of 0 due to their shells, but are extremely limited in what kind of armor they can wear. They are restricted to hats, gloves and shields only; hats and gloves made of any kind of hard or rigid material interfere with their ability to retreat into their shell (the Mitre of Holiness for tortle priests is an exception to this rule). As a tortle 'grows up' and gains experience, their shells grow thicker and become better able to repel attacks, giving the tortle an extra point of AC every three levels - this caps off at 10 points total for experience level 30.
Note: In Hack'EM tortles can wear mummy wrappings (since they can stay wrapped while in their shell), giving them one more valuable armor slot.
Make way! Here comes somebody who means business. The Giant. This race was craft in EvilHack and presents a nice balance of strengths versus weaknesses. This is Yet Another Race that can bring a fresh take to old roles, or be combined with new roles for an exciting adventure into the dungeons of doom.
Giants can be any of the four alignments (role restrictions enforced) and either gender. Giants have increased initial and maximum cap carrying capacity, with strength and constitution able to reach 25. Intelligence and dexterity are capped at 14, charisma at 16. Giants movement speed is slightly slower than other races due to their size.
- Giants have innate knowledge of certain gems, can ID touchstones and can dig as well as a dwarf.
- Other things in-game that require strength to accomplish are easier for Giants.
Giants can ride one creature and one creature only – the woolly mammoth, a new monster found only in EvilHack.
Offense for giants:
- Giants can pickup and throw boulders (the boulders stack and can be quivered). In Sokoban, the player is asked before picking up or moving aside a boulder.
- Boulders have a little bit of weight (8 aum instead of 6000 aum) when carried by giants. This prevents player giants from carrying hundreds of stacked boulders without penalty.
- Giants excel in bare-handed combat or with a club, and have a greater chance of stunning an opponent or shattering their wielded weapon.
- Giants can wield two-handed weapons in one hand.
- Giants take extra damage from slings (think 'David and Goliath').
Defense for giants:
- Hit point generation is significantly greater for giants per level vs a human player.
- Giants cannot wear body armor, cloaks, or shirts - with the exception of mummy wrappings which giants can wear.
- They have an innate lower armor class (AC 6 vs AC 10 when naked).
- Giant wizards start with an amulet of magic resistance.
- Giant samurai start with large splint mail.
- Any giant can wear large splint mail * not just Samurai.
|Level 1:||aggravate monsters and never stealthy|
|Level 12:||hungerless regeneration|
Is it time for second breakfast yet?? The hobbit was originally a race in SLASH'EM, but thankfully it had some fantastic updates in EvilHack we were able to inherit. Hobbits are small and humble - but don't underestimate them, just because they are small doesn't mean they are incompetent in the dungeon, quite the contrary.
Hobbits' alignment choices are lawful or neutral (role restrictions enforced). Hobbits can max dexterity, wisdom and constitution to 20, but strength, intelligence and charisma are capped at 16.
- Hobbits receive a multishot bonus with slings, knives, and daggers (if their role is capable of multishot).
- Everyone knows hobbits are all about food and when they can eat next. They start with the new 'food sense' intrinsic but are also innately hungry. Because of this, they start with extra food (if not a Convict) and a tinning kit (if not a Convict or an Archaeologist). They can also eat more than twice the amount of food other races can eat before becoming satiated.
- Hobbits prefer elven gear over anything else, and will start with said gear if it's available.
- Hobbits start out knowing Elbereth.
|Level 1:||food appraisal|
Illithid is the formal name for a mind flayer. This ancient race has psychic abilities and are natural spellcasters, but are physically weak compared to other races. Illithids can only be of chaotic alignment (unless playing as an Infidel), and can be both male or female.
Intelligence and wisdom can go as high as 22, and dexterity as high as 20, but their strength, constitution and charisma are capped at 10/12/16 respectively. Power generation per level gained is slightly higher than that of the elven player race.
Illithids have a natural psionic attack that can confuse and kill, and is tied to spell power use (but is not considered a spell for the purposes of Amulet of Yendor interactions). If your race is changed (e.g. by getting crowned as an infidel), this ability is lost.
- Levels 1-25: Deals 2d6 psychic damage
- Level 26+: Increases to 4d6 psychic damage.
Illithids have a single extra tentacle attack that behaves exactly like the tentacle attack from a mind flayer. This attack is set up in such a way that it will automatically not be used if attacking something the player should not touch unprotected (read: cockatrice). This attack does not work on a mind flayer. Conversely, illithids are immune to the mind flayer tentacle attack and zombie brain eating attacks.
|Level 1:||psychic resistance|
Vampires have an interesting history in the NetHack world. They first surfaced in SLASH'EM, then in UnNetHack, dNethack, and SpliceHack. Each one was done a little differently, so we aimed to take the best of each and release a vampire that is fun but balanced. Our "vampiric" race starts you off strong, you won't have any cheesy poison or GWAWOD deaths, nor will you have to worry about sleeping gas traps or any of the floor traps that you can just fly over. What you *will* have to worry about is silver and fire: your new worst enemies.
You'll also have to move quickly and attack aggressively to keep draining blood for food. The corpse draining mechanic from SLASH'EM has been removed. It created quite a few bugs in the nutrition code, it resulted in tedious draining of corpses (which often are wasted anyway), and a better alternative was found in SpliceHack, which was simply doubling the nutrition from feeding on life blood during combat. The main drawback to this approach is that now vampirics cannot gain intrinsics or benefits from eating corpses. To compensate, you start off with almost all the intrinsics a regular vampire enjoys.
- Vampirics get an extra attack – a drain life bite. This is how you will "eat" as a vampire. To maximize nutrition, you might want to fight bare-handed.
- Vampirics also get less natural HP regeneration while playing (about 1/3 of normal), instead they gain HP when they feed and successfully drain life.
- They start with both blood potions known.
- Vampires who wear an opera cloak get a +1 Charisma bonus
- Can be chaotic or neutral.
- The starting intrinsics for vampires have been buffed from SLASH'EM and UnNetHack to compensate for the lack of being able to build up resistances from draining corpses.
- Vampires can play the following roles: Arc, Bar, Con, Ice, Nec, Pir, Rog, Wiz.
|Level 1:||Sleep resistance|
|Level 1:||Poison resistance|
|Level 1:||Drain resistance|
|Level 1:||Wither resistance(*)|
|Level 1:||Immune to death magic(*)|
(*) mummies instead inflict regular physical damage to withering resistant monsters.
- Vulnerable to silver.
- Vulnerable to fire.
- Vulnerable to undead turning.
- Vampires can wield and wear silver items, but it damages them and blocks their natural regeneration
- Restricted in two-weapon skill.
- Start with a small penalty to luck (-1) and alignment (-5)
- Disabled #monster polymorph for the vampiric race.
- Since vampirics cannot eat food, they can't gain intrinsics or resistances from eating corpses.
|XP 1||draw blood (Requires a medical kit)|
How can you trust something that is constantly changing? Ask a doppelganger, better yet - play as one! The Doppelganger is a strange race, capable of taking on any form that it is familiar with. As you level up with a doppelganger, you will gain access to a greater variety and strength of forms.
Originally from SLASH'EM, this race gives the player the option to flex their knowledge of monsters. Being able to turn into the right monster at the right time is a key skill to success with playing doppelgangers.
- Added a list of all monsters doppelgangers have eaten to the stats menu (^X).
- Doppelgangers can lose memory of eaten monsters if hit with amnesia effects.
- Eating tinned corpses also added to eaten memory for doppelgangers.
- Every other race is hostile to doppelgangers (except were-foo).
- Doppelgangers know about polymorph items - also silenced u_init warning about unknown race (reported by cbus)
- More roles can be doppelgangers: Arc, Con, Nec, Pri, Rog, Tou, Wiz.
|XP 1||liquid leap|
Existing race changes
- Elves always start out knowing Elbereth.
- Elves can use musical instruments without risk of breaking them.
- Elves can always squeeze between two trees
- Elves and rangers get alignment penalty for cutting down trees
- Elves can only be lawful.
Elves have an aversion to iron – wearing or wielding anything made of iron that touches the players skin will prevent hit point regeneration, and will cause 1d8 physical damage on initial contact. Being hit with any weapon made of iron will do the same amount of extra damage. Elf-based monsters are affected the same way when being attacked with weapons made of iron and will avoid using items made of iron. Wielding an iron weapon without gloves incurs a -1 luck penalty.
No techniques for elves.
- Dwarves get an alignment bonus for cutting down trees
- All dwarven roles (except convict) have a chance of starting with a pick-axe.
- Orcs can never use Elbereth
- Orcs have an aversion to mithril – the same conditions above for elves and iron exists for orcs and mithril. They are also the only player race that can tame and ride a warg.
- Various changes have been made to each role's Quest to make the experience more varied and interesting for the player.
- The minimum experience level needed to be accepted for the quest has been lowered to 10 (from the default 14).
- If you've made your quest leader angry for whatever reason, this no longer makes the game unwinnable.
- You can engage them in battle, and if you kill your quest leader, this unlocks the quest. You can then complete your quest as you normally would.
- Take heed, quest leaders are not weak and can prove formidable to a mid-level player. Also note that your deity isn't exactly thrilled with you killing off your quest leader.
- Your alignment record can still be in the positive, but if you try any helm of opposite alignment shenanigans when it comes time to sacrifice the Amulet of Yendor at the endgame... interesting (read: bad) things can happen.
- Abusing your alignment can have a direct effect on how your quest ends.
- Once you've defeated the quest nemesis and returned with your quest artifact and the Bell of Opening and speak with your quest leader, there's a chance they may ask you to actually return the quest artifact as they originally alluded to when you first accepted the quest.
- Alignment abuse is tracked throughout the game – having your alignment negatively adjusted by one point also counts as one abuse point (this can be checked at any time via #conduct, and compared to vanilla, more feedback when abusing alignment is given).
- Unlike your alignment record, which can be readjusted back into positive standing, your alignment abuse record is PERMANENT.
- Getting one abuse point means there's a 1 in 50 chance your quest leader will ask you to give up the quest artifact.
- Racking up more abuse points increases those odds, to the point where if you've accumulated 50 or more abuse points, it's virtually guaranteed your quest leader will demand you return the quest artifact.
- You have two options at this point – either hand over the quest artifact peacefully, or decline.
- Declining will anger your quest leader, and they will attack. Handing over the quest artifact peacefully will flag the quest as complete.
- Declining to turn over the quest artifact does not complete the quest – at some point your quest leader will need to be defeated before the quest is flagged as complete.
- Also, attempting to evade your quest leader (whether they are peaceful or hostile) will do you no good in the long run, as the Bell of Opening has been 'cursed', and the only way to lift the curse is to complete the quest.
- The Bell will not function for the invocation until this is done.
- Alternative scenarios have been taken into account, such as if you angered your quest leader before even starting the quest and you killed them, you simply need to defeat your quest nemesis to flag the quest as complete.
- Conversely, if you've killed the quest nemesis and return, but somehow anger your quest leader before you speak to them, killing them also flags the quest as complete.
- Some peace of mind – if you've never abused your alignment, your quest leader will never ask you for the quest artifact.
UPDATE: Quest leaders will make you forfeit the quest artifact only if you heavily abuse alignment (less than -64 alignment abuse score required)
Quest luck boon for completing quest with minimal alignment abuse (credit to mobileuser)
- Added ice traps (Un). Only generates after level 8.
- Added magic beam traps (evil)
- Magic beam traps cannot generate above level 16 (SlashTHEM)
- Magic beam traps now generate a random beam type on every trigger; before they were hardcoded to a single beam when created on the level.
- Can #untrap rust traps (they turn into fountains)
- Disarming rust traps from a distance (telekinesis or zapping acid) doesn't produce a fountain.
- Can #untrap fire traps (requires water)
- Untrapping a spear trap has a chance of yielding a spear or stake
- Allow force fighting of webs with a bladed weapon to destroy them
- Thrown items can get stuck in webs (3.7)
- The Castle drawbridge does not always close with the passtune
- Invisibility from magic traps is temporary.
- 1/7 chance a polytrap disappears after polymorphing a monster. (Splice)
Breaking wands will usually create related traps (Un)
|wand of cold||ice trap|
|wand of opening||trap door|
|wand of fire||fire trap|
|wand of magic missile||magic trap|
|wand of teleportation||teleport trap|
|wand of polymorph||poly trap|
|wand of sleep||sleeping gas trap|
|wand of cancellation||anti-magic trap|
|wand of deluge||rust trap|
|wand of shock||magic beam trap|
|wand of poison gas||magic beam trap|
|wand of corrosion||magic beam trap|
|wand of sonics||magic beam trap|
wand of secret door detection: When broken this does not create a trap, however it will now detect traps and portals.
- Pulled from SpliceHack/xNetHack, we now have lush grass in the dungeon!
- Grass appears sparsely in the early levels, peaks around level 15, and then tapers off after level 22.
- Hidey monsters can use grass as concealment.
- Fire and death rays scorch away grass and revert it to normal floor
- Ported from SpliceHack
- When monsters are killed, they have a chance to spray blood in a random direction and color a tile red. No real effect on gameplay, purely aesthetic.
- The amount of blood depends on monster size.
- Spraying bloody tiles with a ray of water (ie: from a wand of deluge) will clear the tile of it's blood.
- When bloody tile is walked over, there is a 1 in 20 chance it will erode away.
- Orc blood is black.
- There is also a bloodless game option to play without the tile coloring.
- Ported from SpliceHack
- Vents appear after level 3.
- After level 8, some vents will emit poison gas instead of harmless mist.
- Vents have a 3/5 chance of being destroyed when bombs are dropped or thrown into them, releasing a small earthquake in the process.
- Monsters can use vents to conceal themselves.
- Polymorphed sinks can turn into vents
- Spiders, snakes, and rats can randomly pop out of vents.
- Changed vent color to bright cyan to differentiate them from iron bars.
Toilets are a bit silly, but they have been enhanced to be more interesting and useful!
- Ported from SLASH'EM
- Toilets can appear separate from sinks, in SLASH'EM they only appeared in pairs with sinks.
- Enabled fishing in toilets
- Dropping a ring of poly into a sink can poly into a toilet.
- Prevented toilet prayer while levitating.
- Toilet prayer can now stop the vomiting process (before it could not and you could vomit and still be in the vomiting process)
- Kicking now only breaks the toilet 1/7 chance (was 1/4 in SLASH'EM)
- Kicking can generate cockroaches and sewage from kicking (1 in 17 chance)
- Kicking can generate brown puddings (only once per toilet)
- Kicking can generate a random tool, normally this tool will weigh under 15aum, but sometimes you'll get a large tool that bonks against the piping. If a large tool bonks 3x - you'll get that tool no matter now big it is and the toilet is destroyed in the process.
Amulet identification in toilets (slex)
- Amulets can be dropped down toilets and possibly identified (similar to sinks and rings)
- Updated amulet feedback messages, blind effects, and hallucination effects.
- Amulets of Flying are always regurgitated from toilets.
- Amulets of Change will polymorph the toilet into a sink
- Random sink effect: noxious gas cloud (from 3.7)
- Inherited from EvilHack
- Forges are introduced, which have the same appearance as fountains but are orange in color. Just like fountains, dipping things into them can have desirable or adverse affects. They can be used to dispose of anything that is flammable, and can also be used to repair corrosion/rust damage to any metallic object (if your luck is greater than 0). There is a rare chance that a lava demon can be summoned via dipping, which will be hostile most times, but can sometimes spawn tame (same odds as getting a wish from a water demon/fountain). Having negative luck can cause a forge to explode when used, which can cause considerable fire damage. Players can also use a forge to remove an attached ball & chain, and can also combine two objects to forge something new using the #forge command.
- Added new recipes for various imported weapons
- Forges don't appear until after level 2.
- Forges can be blown up by rays of water.
- Adjust secret passage frequency and exclude them from DL 1-4 (xnh)
- Random doors are secret less of the time (xnh)
- Kicking a "wall" that is actually a secret of some sort will never injure the player and will always produce an unambiguous message that there's something there. This makes it a valid strategy to kick every wall suspected of hiding something, because a single kick will give a yes/no on whether it's a regular wall or not. It's still not a *great* strategy, because the real walls will still hurt and wound legs like normal. (xnh)
- Extended the main dungeon: Now 35-39 levels deep
- Ludios appears on the first eligible level.
- Fort Ludios can also appear below Medusa's.
- Adjusted oracle (appears levels 5-9)
- The fountains in Delphi can sometimes cause hallucination (splice)
- The Rogue level has been removed
- Additional variants of the Castle, Fort Ludios, Sokoban, Mine Town and Mines End have been added.
- Added new different types of gnomes, dwarves, and thieves.
- Added dwarf/gnome thieves to most town/Minetown variants. Evil added
- Monsters will usually be undead if you are a dwarf, gnome, or hobbit (from SLASH'EM) Instead of making undead dependent on your alignment, the chance scales with the dungeon depth. At the top of the mines, undead should be quite rare, but at mine's end beware.
- Imported Minetown variants from SlashTHEM and SpliceHack.
- Imported Mine's End levels from SlashTHEM
- Imported Gnome King ending from SLASH'EM, SlashTHEM.
- The last room of Sokoban has more prize variety, with a catch.
- Imported all of the levels from SLASH'EM, plus some new ones from SlashTHEM.
- Also imported all the new levels from NetHack Fourk.
- Following in the footsteps of NetHack Fourk, all levels have been given names to make them easier to reference.
- The map numbers in the listing below follow the format in the sokobon.des file (1-* is the top level and 4-* is the bottom level).
|Map #||Map Name||Solution|
|4-1||"Kick It On Over"||Sokoban Level 1b|
|4-2||"Setting That Aside"||Sokoban Level 1a|
|4-3||"Mirror Hall"||Sokoban Level 1c|
|4-4||"We See You"||Sokoban Level 1d|
|4-5||"False Flag"||Sokoban Level 1e|
|4-6||"One Wrong Step"||Sokoban Level 1f|
|4-7||"Open the Door"||Sokoban Level 1i|
|4-8||"Mini Me"||Mini Me|
|4-9||"One More Time"||One More Time|
|4-10||"Boomerang Boulders"||Boomerang Boulders|
|4-11||"Easy Peasey"||Easy Peasey|
|4-12||"First Things First"||First Things First|
|4-13||"Picking out the Seeds"||Picking out the Seeds|
|4-14||"Three-Room Monte"||Three-Room Monte|
|4-15||"Column B"||Column B|
|4-16||"One Weird Trick"||One Weird Trick|
|4-17||"To the Top"||To the Top|
|4-18||"A Hug and a Kiss"||A Hug and a Kiss|
|3-1||"Squared Off"||Sokoban Level 2b|
|3-2||"Old Reliable"||Sokoban Level 2a|
|3-3||"Old Man of the Mountain"||Sokoban Level 1k|
|3-4||"Roundabout"||Sokoban Level 1l|
|3-5||"Room to Breathe"||Sokoban Level 1m|
|3-6||"The Gauntlet"||Sokoban Level 1n|
|3-7||"Thinking Rabbit"||Sokoban Level 2c|
|3-8||"A Secret to Everybody"||Sokoban Level 1j|
|3-9||"Escape Goat"||Sokoban Level 3j|
|3-10||"Christmas Chimney"||Sokoban Level 3k|
|3-11||"Fly on the Wall"||Fly on the Wall|
|3-12||"Boulder Halls of Zim"||Boulder Halls of Zim|
|3-14||"The Snake"||The Snake|
|3-15||"Count Carefully"||Count Carefully|
|3-16||"You Only Need Six"||You Only Need Six|
|3-17||"Four Wings"||Four Wings|
|2-1||"Squeeze Me In"||Sokoban Level 3b|
|2-2||"Nooks and Cubbyholes"||Sokoban Level 3a|
|2-3||"The Pergola"||Sokoban Level 3e|
|2-4||"Back Alley Cliche"||Sokoban Level 3g|
|2-5||"Snaggletooth"||Sokoban Level 3h|
|2-6||"Diligent Escape Plan"||Sokoban Level 3i|
|2-7||"Corner Pocket"||Sokoban Level 3c|
|2-8||"No Way Out"||Sokoban Level 3d|
|2-9||"Reading Rooms"||Sokoban Level 3f|
|2-10||"Shave and a Haircut"||Sokoban Level 1g|
|2-11||"Bring 'em on Down"||Bring 'em On Down|
|2-12||"Slot Machine"||Slot Machine|
|2-13||"Through the Cracks"||Through the Cracks|
|2-14||"Either Way, It's All Good"||Either Way, It's All Good|
|2-15||"Sneak Preview"||Sneak Preview|
|2-16||"Daedalus Delicatessen"||Daedalus Delicatessen|
|2-17||"Stacked Dozen"||Stacked Dozen (alternate solution)|
|1-1||"Left Holding the Bag"||Sokoban Level 4a|
|1-2||"Reflectoban"||Sokoban Level 4b|
|1-3||"Just Keep Pushing"||Sokoban Level 4c|
|1-4||"Work For It"||Sokoban Level 4d|
|1-5||"Dudley's Torment"||Sokoban Level 4e|
|1-6||"Plinketto"||Sokoban Level 4f|
|1-7||"Ringing Endorsement"||Ringing Endorsement|
|1-8||"Open at the Top"||Open at the Top|
|1-9||"Collecting Marbles"||Collecting Marbles|
|1-10||"Running Rings Around"||Running Rings Around|
|1-11||"Back At Ya"||Back At Ya|
|1-12||"The Dragon of Bactria"||The Dragon of Bactria|
- from SlashTHEM/UnNethack
- Appears 2-3 levels below the Oracle.
- Imported Mall levels from SlashEM and added to town variants.
- Imported Kobold level from SlashEM and added to town variants.
- Created a Kobold "mall" level that is peaceful and has a lot of shops.
- Created a "Raided Angband" level that is been ransacked by bandits and thieves.
Rat level (and variations)
(appears 10-14) A single randomized level picked from:
- The Rat Level (Slash'EM)
- The Rat Level (SlashTHEM)
- The Nymph Level
- (appears 15-19, From SLASH'EM)
- The alignment quests are now totally optional. Currently there are no artifact keys, and no artifact doors in Vlad'S. This may change in the future
- Each quest has a new boss and a new prize for defeating the boss.
- Nebuchadnezzar now guards the Key of Access.
- Xanathar now guards Xanathar's Ring of Proof
- Instead of the randomized level that SLASH'EM had, we have replaced it with Vecna's branch from EvilHack.
- The difficulty of Vecna has been reduced to be closer to the SLASH'EM version, but he still gets the extra clerical spell attack from Evil.
- Vecna is the source of power for all other liches. Because of this, all types of liches (including alhoons) cannot be genocided until Vecna is destroyed.
- The monsters in the branch have been reduced (in numbers and difficulty) to better fit the placement in the dungeon.
- Appears on level 12
- Added more traps and moat, the stronghold wall is phaseproof.
- Grund's Stronghold has a large cache of ammo in one of the storage rooms.
Wyrm Caves branch
- Appears level 21-22, 5-6 levels deep
- Created an entrance level (from dNetHack's Erebor quest)
- Created dynamic narrow passage filler levels that are always random.
- At the bottom is a dangerous dragon nest a massive treasure horde.(from UnNetHack)
- Appears 23-24
- Reduced Black Market prices a bit.
- Black Market Layout 1 is now a little thinner.
- Now undiggable and phase-proof.
The Storage Room
- appears 22-30
- Added 4 variations from dnh
Randomized SLASH'EM Level (The Lost Levels)
- (appears 25-30)
- Instead of cluttering the dungeon with all the one-level branches from SLASH'EM, a single one will be picked from these.
- The Lost Tomb
- Spider Caves
- The Sunless Sea
- The Giant Caves
The Temple of Moloch
- appears 31-34
- No longer a series of mazes, but are mines-style levels with lava.
- Areas such as the Sanctum and the entrance to the Wizard's Tower have also been adjusted.
- Cerberus now guards the entrance to Gehennom.
- Vlad the Impaler's tower is the vanilla version
- Vibrating square: messages when player is near
- The first four Planes levels are randomized and appear in a different order every game.
- Updated monsters on plane of water with deepest ones, giant squids, and mermaids.
New special rooms
- Fungus Farm (SLASH'EM)
- Migo Hive (SLASH'EM)
- Dragon Lair (SLASH'EM)
- Real Zoo (SLASH'EM)
- Added zoo bats
- Bad Food Shop (SLASH'EM)
- Full of bad food and rotten eggs.
- Giant Court (SLASH'EM)
- Lemure Pit
- Mini Guild (Hack'EM)
- These replace the Guild of Disgruntled Adventurers in SLASH'EM.
- Much smaller, less densely packed with player monsters
- other monsters include typical pets.
- Clinic room (SlashTHEM)
- Terror hall (SlashTHEM)
- Only appears after level 15.
- EvilHack already had most of the themed rooms but more have been added.
- Added any missing flipped versions of rooms (from UnNetHack) for completeness
- Added minimum levels to all themed Rooms
- The dungeon is pretty clean of themed rooms until level 8.
- At levels 8, 11, and 17 we introduce more variety.
- Shopkeepers can be a variety of different races; your race versus theirs directly affects pricing.
- Removed the racial shopkeeper price adjustments.
- Instead of every store offering a general Identify service - every shop offers premier identify servies based on their shop type or the race of the shopkeeper.
- Streamlined the service menu interface. Previously navigating the services was tedious. Now when you press 'p', you are immediately presented with a full menu of all the available services - no submenus within menus.
- Removed shopkeepers stealing all your money when you charge a wand of wishing.
- Only Black Market can have the "identify any" service
- The service charge "smoothing" rewards higher charisma.
- All shop identify services are basic (and half price).
Firearms training service
- In addition to the weapon practice technique, this is a shopkeeper service for making firearms more accessible.
- Gun shops always offer this up to expert skill.
- Weapon shops, armor shops offer 20% of the time, up to max skilled.
- General stores offer it 10% of the time, up to max Basic.
- $500 for Basic skill
- $1000 for Skilled
- $2000 for expert?
- Only gnomes offer this service
- Allows you to upgrade an object to (usually) a better form, works the same as dipping an item into a potion of gain level.
- In Slash'EM this was implemented as a technique, but here the service only takes 1 turn (we'll assume the shopkeepers are very good at tinkering or just cheating and using a hidden potion of gain level behind the counter)
- Base charge is $500
- Non-gnomes are charged double
- Low intelligence (under 18 INT) players are subject to $100 price gouge
- Lower intelligence (under 13 INT) players are subject to $250 price gouge
- See the database on "upgrade" for a full list of eligible upgrades.
Add weapon property
- Weapon based shops can offer an expensive random property service now.
- Only one property can be added to a weapon.
New shop types
- Pet Shops (From UnNetHack)
- Instrument Shop (From UnNetHack)
- Tin Shop ("canned food factory") (From UnNetHack)
- Junk shop (from SpliceHack)
- Added fly swatter, rubber hoses, bag of rats, iron chain, tin opener.
- Mask shop (from SpliceHack)
- Archery shop (from SpliceHack)
- Gun shops (from SlashTHEM)
Misc shop changes
- Lighting shops can now carry wands/scrolls/spellbooks of light, as well as the rare wand of lightning.
- Delis can carry meat sticks, royal jelly, and huge chunks of meat.
- Hardware stores stock potions of oil, and rarely touchstones (xnh)
- Archery shops not should appear if your character cannot attain any proficiency in BOW.
- Gun shops should not appear if your character cannot attain any proficiency in FIREARM.
- Pet shops can carry bardings of all types.
|light arrow||BOW||12||Found only in archery shops||SpliceHack|
|gladius||SHORT SWORD||10||* 1d10 versus small and 1d6 versus large monsters.||SpliceHack|
|orcish long sword||LONG SWORD||crude long sword||12||
|elven long sword||LONG SWORD||runed long sword||40||
|orcish scimitar||SABER||crude curved sword||15||
|spiked chain||WHIP||80||* 1d6+1 versus small and 1d4+2d4 versus large monsters.||SpliceHack|
|silver capped staff||QUARTERSTAFF||-||100||
|staff of divination||QUARTERSTAFF||wormwood staff||400||
|staff of healing||QUARTERSTAFF||twisted staff||400||
|staff of necromancy||QUARTERSTAFF||bone-carved staff||400||
|staff of matter||QUARTERSTAFF||etched staff||400||
|staff of escape||QUARTERSTAFF||darkwood staff||400||
|staff of war||QUARTERSTAFF||ironshod staff||400||
|heavy machine gun||FIREARM||-||2000||
|* bombs (previously known as grenades)||FIREARM||-||10||
|* shimmering dragon scales (already in evil)||ARMOR||SLASH'EM|
|robe of protection||ARMOR||
|robe of power||ARMOR||Randomized||SLASH'EM|
|robe of weakness||ARMOR||Randomized||SLASH'EM|
|poisonous cloak||CLOAK||dirty rag||
|mana cloak||CLOAK||funeral shroud(*)||
|cloak of flight||CLOAK||feathery cloak(*)||
|striped shirt||SHIRT||-||Convict patch|
|tinfoil hat||HELM||fearsome helmet||
|helm of speed||HELM||winged helmet||
|helm of madness||HELM||top hat||
|gauntlets of protection||GLOVES||latex gloves||
|gauntlets of swimming||GLOVES||black gloves||
|rogues gloves (splice)||GLOVES||fingerless gloves||
|boxing gloves (splice)||GLOVES||boiled gloves||
|plasteel gloves||GLOVES||white gloves||
|shield of light||SHIELD||shiny shield||
|shield of mobility||SHIELD||slippery shield||
|resonant shield||SHIELD||humming shield||SpliceHack|
|stomping boots||BOOTS||steel-toed boots||
|plasteel boots||BOOTS||white boots||
|orcish boots||BOOTS||crude shoes||
|dwarvish boots||BOOTS||hard shoes||
|barding of reflection||TOOL||polished barding||
|slice of cake||SpliceHack|
|sprig of catnip||
|amulet of flying (already in evil)||cubical||
|amulet of drain resistance||warped||
|amulet versus stone||lunate||
|amulet of nausea||pentagonal||
|amulet of danger||skull-shaped||
|amulet of magic resistance||oblong||
|ring of psychic resistance||crystal||150||Provides psychic resistance.||SpliceHack|
|ring of sonic resistance||embossed||150||
|ring of displacement||neon||200||
|ring of sleeping||wedding||100||
|ring of gain dexterity||obsidian||150||
|ring of gain intelligence||plain||150||
|ring of gain wisdom||glass||150||Increases wisdom based on enchantment.||SLASH'EM|
|Item||Symbol||Base type||Base price||Notes||Origin|
|Potion of amnesia||!||sparkling potion||
|Potion of blood||!||blood-red potion||50||SLASH'EM|
|Potion of vampire blood||!||blood-red potion||350||
|Potion of clairvoyance||!||Randomized||100||Maps the area around you if uncursed, grants clairvoyance if blessed, no effect if cursed.||SLASH'EM|
|Potion of ESP||!||Randomized||150||
|Potion of invulnerability||Template:Bright blue||Randomized||300||
|potion of reflection||!||Randomized||300||
|potion of regeneration||!||Randomized||150||
|wand of healing||300||
|wand of extra healing||300||
|wand of draining||175||SLASH'EM|
|wand of fear||200||
|wand of create horde||300||
|wand of wind||300||
|wand of deluge||175||
|wand of corrosion||175||
|wand of poison gas||175||
|wand of wonder||100||
|wand of sonics||175||
|scroll of time||300||
|scroll of acquirement||300||
|scroll of knowledge||50||
|scroll of transmogrify||200||
|scroll of elementalism||300||
|* scroll of air||200||
|scroll of ice||200||
|scroll of cloning||300||
|scroll of magic detection||300||
|scroll of flood||200||
|horn of blasting||(||horn||
|eight ball||(||plastic Orb||
|red double lightsaber||(||double lightsaber||
|bag of rats||(||bag||
- Ported from SLASH'EM.
- Refined the functionality of whetstones and made much more user friendly. We can now apply a stack of whetstones to a stack of weapons (Before this was limited to applying one whetstone to a single object). We can use (a)pply or #rub with whetstones.
- Removed the extra penalty for artifacts (how can artifacts resist sharpening?)
- Whetstones can now remove corrosion (in addition to rust)
- A blessed whetstone can uncurse a weapon
- Blessed whetstones have a chance to enchant non-corroded, uncursed +0 weapons up to +1.
- Cursed whetstones can erode or negatively enchant weapons.
- You can use whetstones in shallow water, pools, moats, rust traps, sinks, and toilets.
- If you don't have a water source available, you can use potions of water. There is a 1d7 chance of using it up on each application.
- Previously, whetstones took too long to use (very discouraging for players), the required time has been lowered considerably. If sharpening a stack of weapons, the turns will scale with the size of the stack. Cavemen are skilled with rocks so they can sharpen much faster than other roles.
- In SLASH'EM, using a whetstone on one of these would also activate the quaffing effects of those features. In Hack'EM these effects have been removed.
- Similar to flint stones, but deal 1d6 vs small and 1d8 vs large monsters.
- Like flint stones, their weight has been reduced to 1.
Other stone changes
- Added more upgrade paths for gray stones.
- luckstones and whetstones can be upgraded into healthstones and vice versa.
- flintstones upgrade into luck/whetstones.
Design decision #1:
In SlashEM, artifacts grant a flat damage bonus (instead of their equivalent d-notation damage). This has been implemented to more fully capture the flavor of SLASH'EM.
Design decision #2:
Any roles that had 2 guaranteed altar sacrifice gifts in SLASH'EM have been reduced to just 1. Having 2 just seems excessive, and most of the time, the second gift was just a barrier to overcome to get to better stuff (example: Deathsword for Barbarian, or Deluder for Wizards)
Wishing for artifacts:
- Instead of being based off of how many artifacts exist in the game total (vanilla NetHack method), success is based off of how many artifacts the player has wished for (successful or not).
- Players can two-weapon with an artifact in each hand, if those artifacts happen to get along with each other.
- If wielding/wearing any of the 'banes, taming becomes impossible.
- Various artifacts that have a nemesis monster warn against those monsters.
- Almost all of the stock weapon artifacts have had their to-hit and damage modifiers adjusted in the players favor.
- Certain artifacts can either deliver extra damage to their nemesis monsters, or have a small percentage chance of delivering a fatal blow – this applies to the player as well!
|Bat from Hell||Club||Chaotic||
|Chains of Malcanthet||Spiked Chain||Unaligned||
|Circe's Witchstaff||Staff of Matter||Neutral||
|Deluder||Cloak of Displacement||Neutral||
|Dirge||Mithril Long sword||Chaotic||
|Doomblade||Orcish Short Sword||Chaotic||
|Dramborleg||Mithril Dwarvish Bearded Axe||Lawful||
|Drowsing Rod||Copper Staff of Healing||Unaligned||
|Firewall||Staff of Divination||Lawful||
|Gauntlets of Defense||Gauntlets of Dexterity||Neutral||
|Hand Grenade of Antioch||Lawful||Fire Bomb||
|Holy Spear of Light||Silver Spear||Lawful||
|Luckless Folly||Short Sword||Chaotic||
|Marauder's Map, The||scroll of magic mapping||Chaotic||
|Master Sword, The||Gemstone Long Sword||Unaligned||
|Mirrorbright||Shield of Reflection||Neutral||
|Mortality Dial||Iron Executioner's Mace||Unaligned||
|Mystic Eyes||Gemstone Lenses||Unaligned||
|Origin||Staff of Escape||Unaligned||
|Poseidon's Trident||Golden trident||Chaotic||
|Quick Blade||Elven Short Sword||Lawful||
|Secespita||Copper knife||Non-aligned (Chaotic)||
|Sword of Balance||Short Sword||Neutral||
|Sword of Justice||Broadsword||Lawful||
|Sword of Kas||Two-handed sword||Chaotic||
|Thiefbane||Platinum Two-handed Sword||Unaligned||
|Thunderstruck||Metal Morning Star||Unaligned||
|Wallet of Perseus||Dragonhide Bag of Holding||Unaligned||
|Helm of Hermes||Helm of Speed||Neutral||
|The Candle of Eternal Flame||Magic Candle||Lawful||
|The Storm Whistle||Magic Whistle||Neutral||
|Great Dagger of Glaurgnaa||Great Dagger||Chaotic||
|Crown of Saint Edward||Helm of Telepathy||Lawful||
|Stake of Van Helsing||Wooden Stake||Lawful||
|Iron Spoon of Liberation||Spoon||Chaotic||
|The Idol of Moloch||Figurine||Chaotic||
|The Ring of P'hul||Ring of free action||Chaotic||
|Crossbow of Carl||crossbow||Chaotic||
|Itlachiayaque||shield of reflection||Lawful||
|Treasury of Proteus||chest||Chaotic||
|The Lightsaber Prototype||red lightsaber||Lawful||
|Staff of Rot||Bone Staff of Necromancy||Chaotic||
|Xanathar's Ring of Proof||Ring of See Invisible||Neutral||
|The Key Of Access||Key||Lawful||
|The Eye of Vecna||eyeball||Non-aligned||
|The Hand of Vecna||mummified hand||Non-aligned||
Changes to existing artifacts
|Eyes of the Overworld||
|Magic Mirror of Merlin||
|Mitre of Holiness||
|Sceptre of Might||
|Staff of Aesculapius||
|Tsurugi of Muramasa||
Item changes (from Vanilla)
|wands of wishing||
|wands of death||
|wands of speed monster||
|wands of striking/force bolt spell||
|wands of light||
|wands of nothing||
|wands of make invisible||
|wand of digging||
Went back slightly to vanilla wand wresting behavior
- blessed = 1 in 7 chance of wresting
- uncursed = 1 in 23
- cursed = 1 in 121
Plastic wands cannot be broken
- Includes these appearances: green, plastic, pliable.
Wand backfire patch: When zapping a cursed directional wand, there is chance of the wand instead firing it's ray at you. In Hack'EM, the chance is weighted by luck.
|% chance of backfire||61.3%||49.1%||36.9%||24.7%||12.5%||0.3%||0.3%||0.3%||0.3%|
scroll of genocide
- Scrolls of Genocide have been renamed to scroll of annihilation (from SpliceHack)
- Changed to UnNetHack behavior:
- An uncursed scroll wipes out a single monster species on the current level
- An blessed scroll wipes out a single monster species globally (throughout the entire dungeon)
- Annihilations from thrones are always dungeon-wide.
scroll of teleport
- A blessed scroll lets you control your destination as if you had teleport control.
scroll of identify
- Reading identify scrolls while confused gives enlightenment
scroll of light
- Uncursed now lights up a radius of 11 squares (xnh)
- blessed light now illuminates the entire level (xnh)
scroll of destroy armor
- blessed scrolls ask which armor to destroy (xnh)
scroll of enchant armor
- Once this scroll is identified, you will be asked which piece of worn armor you want to enchant.
- Reduces the tedium of taking off armor to avoid random enchantment targets.
scroll of amnesia
- Reading a blessed scroll of amnesia allows option to reset accumulated skills. (from EvilHack)
Other magic items
|potion of booze||
|potions of acid||
|potions of oil||
|potions of hallucination||
|potion of gain ability||
|ring of free action||
|amulets of life saving||
|exploding bags of holding||
|bag of tricks patch||
- Most magical tools have had their prices increased (xnh)
|towels||Adjusted to weigh more than blindfolds|
|sling||Strength bonus now applies, potential to instakill H|
General item changes
- Many body armor types have had their weights reduced.
- Many types of potions will have their effects diminished if diluted.
- Monsters can drink restore ability to cure cancellation, or you can hit a monster with a potion of restore ability to forcibly uncancel them.
- All edged weapons can be poisoned (ex: daggers, swords)
- 1/80 of random non-artifact weapons will be generated erodeproof (xnh)
- 1/80 of random non-artifact items will be generated as pre-eroded (xnh)
- Grease will generate on an erodable object every once in a great while - 1 in 1000 chance (xnh/3.7)
- Gloves' enchantment is now added to unarmed damage.
- Example: Fighting bare-handed with +3 gloves adds +3 damage to hits.
- Launchers now contribute to damage
- The enchantment of a launcher applies to missiles shot from it.
- However, the enchantment on a launcher and missiles does not stack.
- This means you only need to enchant the launcher and can save scrolls of enchant weapon for other uses.
- Example #1: You have a +7 bow and +0 arrows. The arrows will act as if +7.
- Example #2: You have a +0 bow and +7 arrows. The arrows will act as if +7.
- Example #3: You have a +7 bow and +7 arrows. The arrows will act as if +7.
- Example #4: You have a +3 bow and +2 arrows. The arrows will act as if +3.
- Strength bonus for two-handed weaponry is x1.5 (EvilHack)
- The standard damage bonus for strength is multiplied 1.5 times when wielding a weapon using two hands, or if you're a giant one-handing a two-handed weapon (they're heavy)
- Many objects and items can spawn made from something other than its base material.
- Object materials have not been altered since being inherited from EvilHack.
- Any item or object that is susceptible to being rusted, corroded, rotted, burned, or fractured can be completely destroyed via those methods unless fixed.
- Any item or object can be fixed (wielding the object and reading a scroll of enchant weapon while confused) if its material allows for it.
- Various weapons and armor are sometimes created with magical properties.
- Object properties have not been altered since being inherited from EvilHack.
- Added scream/sonic property for weapons and armor.
- Added sizzle/acid property for weapons and armor.
Appearance effects (from dnh)
- Combat boots grant +1 AC and attack
- Mud boots make you more resistant to wrap attacks
- Hiking boots grant +100 to carrying capacity
- Jungle boots prevent many types of leg injury
- Padded gloves +1 AC
- Old gloves can't be eroded
- Fencing gloves +2 attack with one handed weapon and no shield
- Locking tools are subject to breaking if cursed with a 1 in 5 chance on each application (evil).
Dragons and Dragon Scales
EvilHack uses the dtsund patch for dragon scales, which means that dragon scale mail no longer exists - but we can apply dragon scales to any armor. Since robes are now body armor - we can even create dragon scaled robes! Evil introduced some passive effects, I have expanded these so that every dragon scale provides them. I have also switched around or added new abilities. Most of these abilities are from other forks, but some are my own addition. Dragon scales worn on their own only exhibit their primary effect.
|Black||Disintegration res||Slow digestion||Disintegration (!!)|
|Blue||Shock res||Speed||Shock (!!)|
|Deep||Drain res||Stable (hurtling res)||Drain life|
|Gray||Magic res||Cancel protection||Cancellation (!!)|
|Green||Poison res||Sickness res||Poison|
|Orange||Sleep res||Free action||Slow|
|Red||Fire res||+1d6 melee damage||Fire (!!)|
|Sea||Magical breathing||Swimming||Water/rust (!!)|
|White||Cold res||Freeze water/Lava walk||Cold (!!)|
|Yellow||Acid res||Stoning res||Acid (!!)|
!! - Risks item destruction from the type of attack
- Most of the passive attacks only trigger 33% of the time. - Black DSM also protects from engulfing digest attacks (But not engulf "wrap" attacks) - Blue scales passive shock is normally 1d6, but is capable of a critical hit for 2d24 - Acid scales passive acid is normally 1d3, but is capable of a critical hit for (level+1)d6
|spellbook of acid blast||ATTACK||6||
|spellbook of command undead||NECROMANCY||4||
|spellbook of enlighten||DIVINATION||4||
|spellbook of fire bolt||MATTER||1||
|spellbook of flame sphere||MATTER||1||
|spellbook of freeze sphere||MATTER||1||
|spellbook of lightning||ATTACK||4||
|spellbook of passwall||ESCAPE||5||
|spellbook of poison blast||ATTACK||4||
|spellbook of psionic wave||ATTACK||1||
|spellbook of reflection||MATTER||5||
|spellbook of repair armor||MATTER||3||
|spellbook of sonicboom||MATTER||4||
|spellbook of summon undead||NECROMANCY||5||
- Spell memory for books now matches SLASH'EM (10000 turns). The reinforce memory technique can be used to extend your spell memory when it gets low.
- Removed the BODY spell school in SLASH'EM, moved to the ESCAPE spells
- Removed PROTECTION spell school in SlashEM, moved to the CLERIC spells
- Removed CLERIC spell school and created a NECROMANCY spell school to support the new spin on the Necromancer role. The spells from the CLERIC school have been distributed among the other schools as appropriate.
- Increased available max spells by 10 (Added 0-9 for spell list letters)
- Spellbook weights are now based on their level.
- Spellcasting while wearing body armor will negatively affect your spell success rate.
- The exception to this is crystal plate mail, which does not adversely affect spellcasting in any way.
- Casting any spell successfully adds +500 turns to your memory of it (from SLASH'EM)
Existing Spell changes
|spellbook of cause fear|
|spellbook of charm monster||
|spellbook of confuse monster||
|spellbook of cure sickness||
|spellbook of charm monster||
|spellbook of cone of cold||
|spellbook of create monster||
|spellbook of create familiar||
|spellbook of detect food||
|spellbook of detect monsters||
|spellbook of detect unseen||
|spellbook of dig||
|spellbook of fireball||
|spellbook of invisibility||
|spellbook of protection||
|spellbook of remove curse||
|spellbook of restore ability||
|spellbook of sleep||
|spellbook of slow monster||
|spellbook of teleport away||
|spellbook of turn undead||
Monster Mage spells
Touch of death
- if you have MR you'll take damage (8d6) and your maximum hit point level can be reduced slightly.
- Having MR and half spell damage together can reduce those effects even more.
- Acts just like having a wand of cancellation zapped at the player.
- The spellcasting monster must be lined up with the player before it can cast this spell.
Acid blast (new)
- A powerful area of effect spell, does acid damage to its target.
- The damage output is dependent on the level of the monster casting it.
- The acid from this spell also has a chance of eroding any unprotected weapons or armor in open inventory.
- Vanilla behavior – if the player didn't have magic resistance, one piece of armor would be completely destroyed.
- In HackEM, any piece of worn armor can have its fixed status removed, and then deteriorated.
- Even armor that is normally erodeproof is affected.
- Having MR keeps the erosion level at one per cast, otherwise 1-3 levels per cast.
- Armor-based quest artifacts are immune to this spell, as is crystal plate mail.
Fire bolt (new)
- A small area of effect spell, this spell explodes a small fireball upon its target.
- Any flammable objects in open inventory are subject to being burned.
- low-level spell, any spellcaster has access to it.
Ice bolt (new)
- A small area of effect spell, this spell explodes a small ice storm upon its target.
- Any non-protected objects in open inventory are subject to being frozen.
- low-level spell, any spellcaster has access to it.
- Creates a shimmering globe around the caster, granting them reflection for several turns.
Create Pool (from SlashEM)
- Affected by displacement and invisibility now.
Call Undead (from SlashEM)
- Enemies have to see you in order to cast this spell now.
- Implemented fix #K669 - 'nasty' monster summoning.
- chain summoning nerf. tldr: "If a replacement creature is a spellcaster it now has to have lower difficulty than the summoner."
Monster Clerical spells
Summon minion (new)
- Summon a type of minion based on its alignment.
- Demons that can cast clerical spells are not given access to this spell (they can already demon-gate).
- A powerful spell that causes a large geyser of water to slam into its target, causing physical damage (8d6).
- What's new: can now rust any unprotected worn armor.
- It's target temporarily becomes vulnerable to either fire, cold, shock or acid-based attacks, dropping its resistance (if any exists) by 50%.
|giant praying mantis||a||
(already present in evil)
|Kroo the Kobold King||k||SLASH'EM|
(Already in evil with her own level)
|Grund the Orc King||o||
|Jumbo the Elephant||q||SLASH'EM|
|rodent of unusual size||r||EvilHack|
|baby deep dragon||D||SLASH'EM|
|baby shimmering dragon||D||
|baby gold dragon||D||EvilHack|
|baby sea dragon||D||EvilHack|
|dungeon fern sprout||F||UnNetHack|
|arctic fern sprout||F||UnNetHack|
|blazing fern sprout||F||UnNetHack|
|swamp fern sprout||F||UnNetHack|
|dungeon fern spore||e||UnNetHack|
|arctic fern spore||e||
|blazing fern spore||e||UnNetHack|
|swamp fern spore||e||UnNetHack|
|Ruggo the Gnome King||G||SLASH'EM|
|hill giant shaman||H||SporkHack|
|The Largest Giant||H||
|hecatoncheire (Hundred Handed One)||H||SpliceHack|
|eye of fear and flame||L||SpliceHack|
|worm that walks||L||
|centaur mummy||M||A Hack'EM|
(already in evil)
|vampire mage (already in evil with minor changes)||V||SLASH'EM|
|centaur zombie||Z||A Hack'EM|
|street thug leader (for village)||@||SlashTHEM|
|mind flayer larva||;||EvilHack|
|killer tripe ration||%||
|killer food ration||%||
|pile of killer coins||$||
|large pile of killer coins||$||
|huge pile of killer coins||$||
|High Flame Mage||@||SLASH'EM|
|High Ice Mage||@||SLASH'EM|
|Chief Yeoman Warder||@||SLASH'EM|
|Robert the Lifer||@||EvilHack|
|Infidel quest leader||@||EvilHack|
|The Jedi Master||@||SlashTHEM|
|Ragnaros (Replaces the Earth Mage, slashem-up)||E||slashem-up|
- Probably the most significant monster change imported from EvilHack.
- Zombies now have two different attack types, one being a poisonous claw attack (effects and frequency are the same as a bite from a rabid rat), the other being a disease-inducing bite attack to the head. The latter is a very serious threat, as the ability to cure oneself from being terminally ill are almost non-existent in the early game.
- If the player becomes ill from a zombie bite, they only have a few turns to cure themselves, or they will die and turn into a zombie.
- This zombie can be encountered by other players if a bones file is generated.
- There is a very small chance that the player will be able to continue playing if they are turned into a zombie; however, they will be stuck in that form for the remainder of the game.
- A zombie's bite attack also has a chance of causing amnesia.
- Eating a zombie corpse will make the player ill and cause them to start turning into a zombie (tins of zombie meat 'cure' the meat and make it safe to eat).
- Attacking zombies at range and wearing a piece of armor that protects your head are highly recommended.
- Zombies can make other monsters terminally ill as well - the same methods used by the player to cure themselves of a terminal illness can be used/applied on monsters or pets also.
In Hack'EM there are a few additional ways to deal with zombies:
- Play as a Convict, Undead Slayer, or Necromancer. They all start with sickness resistance.
- Undead slayers deal extra damage versus undead. In addition, they are able to obliterate zombies so they don't leave corpses.
- Wear a tinfoil hat or a dunce cap protect you from the brains eating attack.
- Wearing a Ring of Psychic Resistance will also protect you from the amnesia attack, but not the sickness.
- Playing as an illithid will protect you from the brain eating attacks.
- Significantly enhanced, they spawn with many more hit points (especially in the end game).
- Can engulf and digest creatures smaller than them.
- Can now bellow a frightful roar that causes Afraid status.
- Since they can roar, All adult dragons resist sonic damage.
- Only half of dragons are capable of roaring, and the engulf attack has been removed from half of the dragons.
- To offset their powerful abilities, dragons periodically slumber. Running from a dragon and hoping it decides to rest is a valid strategy (SpliceHack).
- A couple of things will now protect you from dragon roars:
- Being a knight (they are naturally trained to fight dragons)
- Wearing Dragonbane or Pridwen
- Being confused
- Having Psychic Resistance
- Yellow dragons get a passive acid attack instead of corrosion to mirror the YDS behavior.
- The new elementals (from SpliceHack) can engulf creatures smaller than them.
- Some elementals can be zapped and transformed depending on the ray type.
- Ex: Zapping a water elemental with a wand of cold turns it into an ice elemental.
- All elementals (except ice elementals) resist sonic damage.
- Ghosts and all incorporeal monsters can only be hit with blessed, silver, or bone objects.
- They can also turn invisible and reappear - scaring (and paralyzing) the player for a few turns.
- Ghosts now cannot be renamed (xnh).
- Amphisbaena resists stoning.
- Angels and Aleaxes can generate with harps.
- Deep/er/est ones are vulnerable to fire.
- Dragons and Xorns eat hard gems.
- Dust devils also resist shock.
- Dwarves have a 6/7 chance to be generated with a potion of booze (Outside of the mines).
- Elves are lawful instead of chaotic
- Fungi and Migos now hate copper and receive an extra d6 damage from copper.
- Copper also does extra damage vs monsters with disease, decay, and pestilence attacks.
- Team a, most members are now vulnerable to acid.
- The EvilHack gnolls have been merged with the SLASH'EM gnolls.
- Gnolls still use the G symbol and the base attributes of the SLASH'EM version.
- Gnolls use the EvilHack weight and size, and get poison resistance, infravisible, and berzerk.
- Baby gray dragons get MR20 (twice the other baby dragons).
- Gremlins always gremlin. Midnight is irrelevant. Applies to both polymorphed player and dungeon monsters. (fiq)
- Giant beetles and giant spiders had their weight increased.
- Gnome Kings have been raised to lvl 9, gnome warriors to 7.
- Gnomes outside the Mines have a chance of generating with a few gems
- Golems now drop more items related to their material (ie: rope golems drop leashes, etc).
- Green slimes now have engulfing attacks.\
- Hellcats and hellminths get fire resistance.
- Hobbits may carry some healthy snacks.
- Ice Devils get an additional slow attack.
- Imps now hate iron. (splice)
- Imps and others cussing the hero wake up nearby monsters
- Keystone Kops can no longer be genocided and may generate with firearms and daggers or knives.
- Lichens got a weak slow touch attack.
- Leprechauns will steal anything made of gold.
- Lynx, panthers, and jaguars can now jump.
- Mind flayers/Master mind flayers color changed to bright magenta.
- Mumakil and mastodons/woolly mammoth have increased difficultly level and can attack with their trunks, grabbing onto and crushing their target.
- Nurses have a chance of dropping pills on death.
- Nymphs and mermaids will introduce themselves when seducing you (splice)
- Nymphs now hate iron (splice)
- Olog Hai are now poison resistant
- Orcs are immune to poison
- Orc captains now are lords and have speed 9. (xnh)
- All piercers resist sonics.
- Paper golems can be insta-killed by decay attacks.
- Rabid monsters can no longer be tamed
- Rats can tamed with cheese.
- Rock trolls are now stoning resistant. (xnh)
- Salamanders can grab onto the player and pull them into lava.
- Serpopards resist poison.
- Shopkeepers are double their vanilla base level and usually spawn get a shotgun and shells (from SlashEM)
- Shriekers have sonic resistance.
- Skeletons rarely drop skeleton keys. (xnh)
- Stone golems, gargoyles, winged gargoyles are now vulnerable to digging rays, which will half their HP on each shot.
- Tigers are now orange and may rarely drop a tiger eye ring when killed. (xnh)
- Trappers and lurkers above are now mindless (now they cannot be detected with telepathy).
- Were-monsters summon a wider (and more dangerous) diversity of brethren.
- Whirling spheres resist almost everything
- Zouthern animals now have a small chance of death-dropping boomerangs.
- Monsters with sonic attacks get sonic resistance.
- Player monsters:
- can be encountered throughout the game.
- They covet the Amulet of Yendor, and attempt to steal it.
- Any monster, should it get a hold of the Amulet of Yendor, can and will sacrifice it on an endgame altar.
- Priests, soldiers, the watch, and player monsters can also be a variety of different races.
- Pets that explode will attack anything. This includes flame spheres and freezing spheres for flame and ice mages.
Monster Mechanic Changes
- From EvilHack
- Monsters with this property have the M3_BERSERK tag.
- When berserkers are below 1/3 of their health, they go into berserk mode.
- When berserking, monsters totally ignore Elbereth or Scare Monster. If they are usually skittish or trying to keep away, they will instead actively approach.
- A berserking monster also has a 1 in 3 chance of dealing their max possible damage when hitting you.
- They will also lash out at random monsters to get at you.
- This property has been added to many monsters: all rabid animals, all dwarves, most orcs, all bears, all badgers, all gnolls, most giants, and other monsters where it seems appropriate.
- From SLASH'EM
- Monsters with this property have the M3_TRAITOR tag.
- If tame, monsters with the traitor property have a small chance to betray you on each turn.
- In SLASH'EM this used to depend on the monster's HP being lower than yours, but that condition has been removed and the chance of betraying has been significantly increased.
- Also in SLASH'EM, the chance of a pet betraying was quite low. There was a 1 in 850 chance per turn of the betray check even occurring. The chance of this check has been increased to 1 in 250 each turn.
- All monsters that were traitorous in SLASH'EM/THEM have kept it, and it has been added to various new monsters as appropriate.
- Migos, gargoyles, any thieves, any illithids, any pirates, deep ones, most imps, all kobolds, all orcs, all gnolls, and other various conniving creatures.
- Also closely related is the "untameable" property, which as also been imported from SLASH'EM.
- Necromancers will never be betrayed by their undead pets.
How does the betrayed check work?
All these conditions must be true:
- The pet is not a minion
- The pet is less than 4 squares away from you.
- The pet is capable of treachery.
- The pet is not mindless.
- Hitting a 1 on a d3 roll.
- Hitting a d22 roll that is greater than the pets tameness (means that the lower the tameness, the higher chance of succeeding)
- Hitting a d(pet's abuse + 2) that isn't 1 (means that even if your pet has not suffered any abuse, there is a 50% chance of the roll succeeding.)
If all these conditions and rolls are met, your pet will become hostile and turn on you. The implications of this mechanic are to be more careful around polytraps - carefully monitor what your pet is polymorphing into, or abandon it if it could threaten you with betrayal.
A new trainable skill from EvilHack - using shields. This section has been adapted from the EvilHack commits.
Shield skill gives the player a new avenue of defense (and even offense) to train up. Roles that can highly train shields will benefit from much higher AC and gain some nice offensive bonuses.
- Being unskilled/restricted in shield skill, there is no extra AC bonus for wearing one.
- To get these bonuses, you must be wearing a shield and have the required skill.
- BASIC skill: adds 1AC
- SKILLED skill: adds 3AC
- EXPERT skill: adds 5AC
- MASTER skill: adds 8AC
- If your role allows for it, you can train up your shield skill while wearing a shield.
- If you block an attack outright with your shield, that automatically trains shield skill.
- Otherwise, there's a 33% chance of training shield skill while wearing one and a regular miss event occurs.
- If shield skill is basic or higher, and a shield is being worn, there's a chance the player will receive an extra 'shield bash' attack along with their regular attack
- The greater the shield skill, the greater the chance of the extra shield bash attack occurring.
- Small shields do 2-4 damage, Tower shields do 2-13 damage.
- All other shields do 3-8 damage (not counting material hatred, which is factored in).
- Expert skill or higher gets an extra small damage bonus
- Expert/master skill in shields gives a chance to stun your target with a shield bash
- If expert skill or higher in shields., your shield will be prevented from being taken away via dwarvish bearded axe attack.
The roles that can train in shields are:
- Knights and valkyries start at basic skill.
- Out of all the primary caster roles, only priests can train shield skill, since they already start with one and are typically seen as tank spellcasters.
- From SpliceHack
- Monsters with this property have the M2_FLANK tag
- Monsters with flanking are "tactical" and known as "outflankers", they will actively seek opportunities to flank the player.
- Monsters gain a large bonus to hit when flanking the player (located on opposite sides of the player's position).
- Flanking now scales with monster level (this used to be a flat +4 AC penalty):
- AC penalty = 4 + (mdiffulty - 4) / 2
- Flanking has been applied to many appropriate monsters in Hack'EM.
- Using a pet, you can also take advantage of flanking. Simply place yourself and your pet in such a way as to "sandwich" the monster. You (and your pet) will each get a +4 to-hit bonus on the victim.
- You cannot flank if hallucinating, afraid, confused, punished, fumbling, wounded, or stunned. You must also be able to see the monster you want to flank.
- Monsters cannot flank if sleeping, fleeing, confused, trapped, being stoned, sick, diseased, or stunned.
Monster hit point generation
- is now determined by their size as well as what level they are.
- They also have the same armor class damage reduction that players enjoy.
- Mostly from evil, but a fair amount of monster usage code has come from Splice, Un, and xnh
- Intelligent monsters/pets can use many more items against the player or for their own benefit, including:
- stashing objects into bags and taking them back out
- unlocking and looting locked containers
- activating any figurines it may have
- wearing most rings
- reading scrolls of remove curse to uncurse items in its inventory
- scrolls of charging to recharge wands in its possession
- utilizing powerful wands against the player
- If an intelligent monster is lucky enough to get a wish from a smoky potion - it WILL wish for something to use against the player.
- From EvilHack
- Player monsters are now technically their own class of monster and are separate from how the actual player is defined in src/monst.c, and were purposely left out of the new monsters table as it would unnecessarily inflate that list.
- Player monsters differ here from vanilla NetHack in that they can spawn outside of the Astral Plane, are yellow in color, and are kitted out in player-like gear starting at level 10, and then can be kitted out with ascension-level gear starting at level 20.
- Their hit dice and difficulty level roughly matches that of the actual player (this is based off of what experience level the actual player is when the player monster spawns).
- Their abilities closely match their role as well (wizards and priests can cast spells, rogues can steal items from inventory, etc).
- Player monsters from EvilHack covet the Amulet of Yendor and will attempt to steal it, and if they steal it while on the Astral Plane, will attempt to sacrifice it themselves. As you can imagine, if that happens, it is a game-ending event.
- (except for vampires and were-creatures) will revert back to their original form when their polymorphed form dies.
- They cannot change form again once this happens.
Other behavior that needs documentation
M3_ACCURATE M3_SKITTISH M3_DISPLACES M4_VULNERABLE_FIRE M4_VULNERABLE_COLD M4_VULNERABLE_ELEC M4_VULNERABLE_ACID M4_STATIONARY MR_PSYCHIC MR_CLOB MR_SONIC M2_JUMPER
Unique Monster Changes
- The Oracle sometimes gets a potion of hallucination. (xnh)
- Medusa has been enhanced; she is no longer an easy kill.
- Her hit points and level have been boosted.
- She spawns wielding an enchanted orcish bow with a quiver full of enchanted and poisoned orcish arrows.
- The snakes on her head can attack (poisonous bite) and her own bite causes slow-stoning.
- Her gaze is still of the instant petrification type.
- Having reflection is no longer a guaranteed kill, she resists most of the time.
- When defeated, a pegasus will arise from her body (From SLASH'EM)
- along with which lair they may appear in, has been completely randomized.
- Your experience in Gehennom can be a very different experience per game.
- enhanced, and has many more acid-based attacks at its disposal.
- can cast wizard-based monster spells, and wields the artifact weapon Lifestealer.
The Wizard of Yendor
- can use any artifact weapons or armor that he steals against the player.
- Color changed to bright magenta.
- The frequency of Rodney's harassment of the player now slightly depends on luck.
- Lower Rodney's AC from -8 to -6 (from EvilHack)
- Identity of the Riders hidden via farlook or 'More info about' prompt. (from evil, Un)
- Hack'EM Frequently Asked Questions
- Hack'EM monsters (Complete unabridged listing)
- Hack'EM items (Complete unabridged listing)