Race/Slash'EM Extended

From NetHackWiki
Jump to: navigation, search

Slash'EM Extended has all of SLASH'EM's races, as well as added ones not present in other variants. In this variant, every race has maximum stats of 25 for every stat, and every combination of role, race, alignment and gender is possible. Starting with version v108 the player can also opt to play hybrid races: certain races can be added after the player has selected their base race, which means the player character will also experience some of the hybrid races' effects, but this lowers the player's stat gains and starting stats for every hybrid race added. Races in bold letters are eligible for hybridization. The new races are:

  • Addict - Permanently confused, but this character race starts with maximized attributes. The lack of spellcasting ability makes playing the game very difficult, however the player's attacks will rarely miss and deal good amounts of damage, plus the Pw and Hp on leveling up are really high.
  • ak Thief is dead! - Starts with uncurable and uncontrollable lycanthropy; their polymorph form's stats, intrinsics, speed, AC etc. are determined randomly at the start of the game (like shambling horrors). This makes playing this race a bit of a luck-based mission.
  • Albae - Hated by all other races, many monsters that are normally peaceful will be hostile to the Albae. This includes quest friendlies and certain other "always peaceful" monsters. Shopkeepers won't attack them on sight but prevent them from entering. On the plus side, Albae start with magic resistance and will get some useful intrinsics from leveling up, topping off with the otherwise rare energy regeneration.
  • Alchemist - A racial version of the scientist role, they start with a chemistry set, bottles and the chemistry spell, plus they know all types of potions from the beginning. Combined with some other good starting equipment and resistances, this makes them one of the easier races.
  • Alien - Similar to human, but with worse stats, negative starting alignment record and luck and an annoying loadstone that's hard to get rid off. Basically a harder-than-hard race.
  • American - All skills are restricted for them, which means they are a harder-than-hard race. However, when combined with the Gladiator role, they may learn random techniques on leveling up.
  • Ancient - A more powerful human that starts with a random technique, but their items are renamed to gibberish.
  • Ancipital - Unable to wear a helm, and also prevented from having fire resistance. Coming into contact with water has a greater than usual chance of rusting/blanking an ancipital's equipment. They have cold resistance and slow digestion, and are thick-skinned.
  • Angbander - They get level feelings when entering a level for the first time. Negative level feelings cause more monsters and traps to be pre-placed, positive feelings will place random items on a level. Angbanders also start with extra scrolls of teleportation and identify, and those can be found more often too. However, angbanders are unable to have reflection, and breath attacks may instakill them if their HP isn't high enough.
  • Angel - Starts with a vision range of 2 squares, as well as magic resistance, flying and a handful of other intrinsics, but all of their positive intrinsics are deactivated if their alignment record is negative. Angelic beings are usually peaceful to them.
  • Aquarian - This amphibious race uses rusting attacks, and one of their quirks is that every dungeon level has rivers. Eels, flying fish and rust monsters are usually peaceful to them; other swimming or amphibious monsters also have a chance of being generated peaceful.
  • Argonian - Can swim and is unbreathing, as well as use the healing hands technique. Lizards are usually peaceful to them.
  • Asgardian - They get random intrinsics from leveling up, meaning they can get lucky and receive resistances, slow digestion or other good things early. However, Asgardians may also get unlucky and receive intrinsic hunger, polymorphitis or other bad things. Also, they have a 5% chance each turn to move at half speed. Still, they are a good choice for beginner players.
  • Bastard - Starts with additional equipment taken from a random role, which unrestricts the skills for additionally gained weapons/spellbooks/saddles, but none of their starting items start out fully identified.
  • Batman - Starts with good intrinsics and big bonuses to throwing boomerangs, but is penalized for hitting intelligent monsters of the other gender. Bats are usually peaceful to them.
  • Borg - Racial jedi, capable of doing lightsaber action.
  • Breton - Good spellcaster, and starts with resistance to fire, cold and shock.
  • Burninator - They are permanently burned, which prevents natural HP and Pw regeneration completely. In order to survive, burninators need to use their "thirsty" melee attacks on monsters, which will restore some hit points and mana.
  • Centaur - They can tame any non-unique animal by throwing food at it. Also, centaurs gain increased success chances when using unicorn horns, but the horn also breaks more often for them, and centaurs only have half of the usual carry capacity and can't fit into narrow crevices. Centaurs are usually peaceful to them.
  • Chiropteran - Does not fit into narrow crevices, but has greatly increased carry capacity.
  • Clockwork automaton - They can attack thrice per turn, or throw two extra projectiles (including potions and other things that can't normally be multishot), and start with petrification resistance plus some other valuable intrinsics. However, clockwork automatons cannot eat at all. Potions of oil and prayer are among the only ways for them to avoid starvation.
  • Cockatrice - Their active and passive stoning attacks make it easy to kill monsters, however they have a 50% risk of not being able to eat food and a separate 50% risk of bad effects when eating. Also, player characters of the cockatrice race move much slower than they normally would.
  • Cortex - A mix between the cockatrice and vortex races. With their stoning attacks, killing monsters is easy, but they're slow and lack eyes.
  • Curser - A harder-than-hard race, 80% of all items that would have been noncursed will be cursed for them. This includes monster starting inventories. The blessing technique can be used from time to time in order to lift curses (especially if the player's starting two-handed weapon started out cursed), but since most items are unsafe to use if cursed, they will still have a hard time.
  • Dark seducer - They start with intrinsic magic resistance. However, their stats start out low and they have a hard time gaining max HP and Pw.
  • Deathmold - Starts with uncurable and uncontrollable polymorphitis and the ability to #youpoly at will. Whenever they polymorph, they turn into one of about a dozen shambling horror type monsters with randomly generated stats, which may be very powerful early on but the polymorph forms may lack hands, limbs etc., making it harder to interact with the dungeon.
  • Deep elf - Starts with fire and shock resistance, but unlike other elves, they are unable to gain sleep resistance.
  • Developer - Has a seemingly easy start with supertelepathy and higher skill caps. They can also reach Basic in all the skills that their class doesn't get. However, special rooms can have out of depth monsters more often, traps are more common and more likely to be "evil" ones. After 5000 turns the monster respawn rate will speed up considerably, and after 10000 turns Rodney wakes up prematurely! And to top it off, developers are prevented from having speed (both intrinsic and extrinsic).
  • Devil - Good starting intrinsics and the ability to tame demons make this a powerful race. Demons are usually peaceful to them.
  • Dinosaur - High strength and HP growth from leveling up, but they are unable to wear most types of equipment.
  • Dolgsman - Resistant to drain life and blindness, but gain little HP from leveling up, even when picking a role with good HP growth.
  • Dragon - Dragons are usually peaceful to them and can be tamed by throwing food, but dragon characters suffer from the lack of hands.
  • Dryad - Teleportitis race.
  • Dufflepud - Counts as dwarf (eating other dwarves is cannibalism), and they gain half the usual amount of HP/Pw from leveling up. While wearing boots, a dufflepud moves at half speed.
  • Dunadan - A "superhuman" that starts with higher than usual stats, but they train stats and attributes more slowly and have a harder time accumulating spellcasting memory.
  • Elemental - This race starts with resistances to fire, cold and shock, plus elementals can instantly identify the + of a weapon by equipping it, so they can use the appraisal technique on wands or other non-weapon items instead. They can't get the invisibility or see invisible intrinsics though, and monsters will be generated with musable items more often for elementals.
  • Ent - Slow, but strong in melee due to extra attacks and AC.
  • Expert - Starts with psi resistance, but will encounter high-level monsters more often.
  • Fawn - Unable to wear boots, but has increased devices skill.
  • Fenek - Capable of using claw attacks when unarmed.
  • Fiend - A vampiric race that can also drink blood from some monster types that don't actually have blood.
  • Gastly - Starts with many intrinsic resistances, but can only eat old corpses (no fruits, rations or other types of food).
  • Gelatinous cube - Capable of eating organic items, and they start with a ton of resistances but lack eyes and limbs.
  • Gigant - Can pick up and throw boulders. Hungers rapidly. Giants are usually peaceful to them.
  • Golden saint - They start with intrinsic reflection. However, their stats start out low and they have a hard time gaining max HP and Pw.
  • Gremlin - Fire resistant, their melee attack can cancel monsters at night, but if the player stands on a lit tile, HP regeneration is disabled and there's a chance of being struck by temporary blindness.
  • Grid bug - They get a lot of HP/Pw on leveling up, as well as a melee shock attack, but cannot move diagonally.
  • Haxor - Steroids mode: if the player chooses this race, monsters will respawn twice as fast, the dungeon will generally be filled with more monsters, items and traps, hit point regeneration is faster both for monsters and players, pets level up twice as fast, special dungeon features show up more often etc.
  • Hemi-doppelganger - A weaker version of the doppelganger, this race enables players to #youpoly at will but they don't get polymorph control by leveling up. On the other hand, they don't suffer from the doppelganger's lower chances of getting death drops.
  • Hemophage - Difficult race that suffers from random blood loss.
  • Herbalist - A racial version of the healer role, they start with lots of items suitable for healing, plus they can use medical kits without the large chance of failure that other roles suffer from.
  • Heretic - Similar to human, but they can pray and convert altars even in Gehennom. Trying to convert Moloch's high altar on the Sanctum is still a very Bad Idea though.
  • Homicider - A gameplay-changing race for which monsters don't normally spawn, though they will still appear in special rooms, special levels and other predetermined places. Whenever the game would normally spawn a monster for a homicider player character, a random trap is created instead. This makes it much harder to level up or get food, plus death-dropped items will be more rare, but even on the occasion that they do level up, homiciders only have a 50% chance of getting a HP/Pw boost, making them very frail. It might be a good idea to look for scrolls, wands or especially spellbooks of create monster for some farming.
  • Hidden elf - An elf race that can hide under items.
  • Illithid - Their brain-sucking attack will quickly kill monsters that have brains, plus illithids also start with some useful intrinsics, but they have a much lower chance of getting intrinsics from eating corpses.
  • Immunizer - Effects that temporarily disable in/extrinsics don't affect them, but they randomly lose alignment record points whenever monsters are generated, making it much more risky to pray.
  • Imp - Starts with fire resistance and regeneration, but also teleportitis.
  • Imperial - Can pacify monsters by chatting to them, but is more likely to encounter out-of-depth monsters and cannot pray successfully no matter what.
  • Incantifier - Starts with magic resistance, freeing an equipment slot for other ascension kit items, but can't eat normal food. Instead, incantifiers can only eat metallic and lithic objects.
  • Inka - Permanently dimmed, which will negatively affect their armor class. They gain extra AC when wearing inka armors, can take off inka rings/amulets without bad effects and are also otherwise better at using inka items. Also has higher than usual magic cancellation. Their starting items are replaced with inka ones where applicable, and they gain boosts to the occult spells and spirituality skills.
  • Insectoid - Can summon insects, starts with poison resistance and flying, and uses a poisonous sting in melee. Their lack of hands is a huge disadvantage though. Insects are usually peaceful to them.
  • Jelly - They can eat metal, stone and organic materials, but are blind, making them harder than hard to play.
  • Khajiit - Their unarmed melee attack does extra damage.
  • Kobolt - Poison resistant, starts with some stacks of throwing weapons. They will fall asleep every so often though, which can be very bad if they stand next to Demogorgon.
  • Kop - Keystone Kops are usually peaceful to them, and chatting to a peaceful K can tame them. All randomly generated monsters also have a low chance of starting out tame to a Kop character.
  • Leprechaun - Starts with uncurable and uncontrollable teleportitis, and they get increased chances of success with the #borrow command plus the ability to steal gold by attacking in melee. Leprechauns are usually peaceful to them.
  • Levitator - Their starting equipment includes tools to pick up items, which they need since levitators start with uncurable levitation. They also begin with telepathy and some other intrinsics, and they can use downstairs even while levitating, but they're still very hard to play.
  • Lich - Lots of resistances and intrinsics, including controlled teleportitis right from the start plus a guaranteed athame means the lich will have a very easy early game. Their downside doesn't become apparent until much later in the game, where high-level monsters have a greatly increased chance of spawning. A lich character is guaranteed to be bombarded with nasty, hard-to-kill monsters in the Gehennom and on the ascension run.
  • Lizardman - Resistant to petrification.
  • Maia - Starts with uncurable and uncontrollable teleportitis. They also cannot teleport at will, but their starting inventory contains a wand of teleportation (10 charges).
  • Mazewalker - Instead of rooms-and-corridors levels, they get nothing but mazes. The mazewalker also has a digestion melee attack that occasionally instakills monsters.
  • Mimic - Using the #monster command, they can turn into a dungeon feature to make monsters forget they're there. This can allow the mimic to take a breather and regenerate.
  • Minimalist - Items only have a 1 in X chance of being generated for players of this race, with X usually being something from 2 to 5, but sometimes it can be higher. The value of X is determined at game start.
  • Missingno - Starts with uncurable and uncontrollable polymorphitis. They will also polymorph with a 20% chance whenever they eat food, and will transform into random glitch monsters whenever they polymorph. This might still be crashy but unless the player deactivates the "missing_safety" option it should be mostly stable. Since the glitch monsters are actually random bits of (non-monster) data being read as monster data, similar to the missingno glitch in the actual Pokemon games, they're usually very bad polymorph forms which usually have no usable attacks and a movement speed of 0. However, every once in a while the game may polymorph the player into a semi-useful glitch monster; the random number generator is set up so it has thousands of glitch monsters to randomly choose from.
  • Monkey - Strong but not terribly bright, a monkey's strength can never fall below 4, preventing them from being unable to cast spells. However, their effective intelligence can't go higher than 9.
  • Monster - Lower skill caps, but they have two melee attacks per round, more multishot with ranged attacks and need less mana for spellcasting.
  • Moon elf - An elf race whose properties depend on the phase of the moon. If it is full, they have intrinsic flying. On a new moon they are amphibious, and if the moon is waxing or waning, they have stealth.
  • Mould - Starts with uncurable and uncontrollable polymorphitis. No risk of system shock or a polymorph level draining them below experience level 1 though. They have some crippling weaknesses while not polymorphed, but they can #youpoly at will.
  • Mummy - Lots of resistances and intrinsics, and they can try to tame undead monsters by chatting to them. Mummies also receive some of the Necromancer's bonuses to undead-related spells like summon/command undead, which means the undead monsters are more likely to become tame.
  • Naga - Starts with hungerless spellcasting. Naga are usually peaceful to them.
  • Nastinator - They start with random nasty effects that cannot be cured. This can make the game much harder, depending on which effects they get.
  • Navi - Does extra damage with spears, and their kick does extra damage if they wear wedge sandals (which they start with).
  • Nord - Cold resistant and sturdy.
  • Null - A harder-than-hard race that starts with no role-specific inventory, plus they get no race-specific HP/Pw boost on leveling up.
  • Nymph - Can steal items by attacking in melee, but starts out chained to a heavy iron ball. The #monster command can't be used to remove the ball, and even if the player somehow gets rid of it, a new ball will appear after a while. Also starts with teleportitis.
  • Octopode - Cannot wear any armor pieces at all, but is able to eat rings with a 100% chance of getting their effects as an intrinsic.
  • Ogro - Does extra damage with clubs. They aggravate monsters though. Ogres are usually peaceful to them.
  • Peacemaker - Racial version of the Activistor role, they start with random intrinsics (good or bad) and have a chance per turn to lose them again. The starting extra items (including a spellbook of charm monster) can be very useful.
  • Phantom - Like ghasts, these start with many intrinsics and can only eat old corpses, but unlike ghasts they aren't penalized for eating humans.
  • Poisoner - For this race, all weapons are permanently poisoned, making it much easier to kill monsters that lack resistance. However, immunizers can't ever be poison resistant themselves, leaving them vulnerable to instakills.
  • Problematic - A difficult race that gets random permanent nasty effects upon leveling up.
  • Race X (aka X-Race) - Starts with a spellbook of lightning, some frag grenades and the ability to do lightning damage in melee. For Race X characters the rne randomization routine is more likely to generate higher numbers, and thereby rnz will generate higher numbers on average too, which means that enchanted items are more likely to get generated with higher enchantments, prayer/technique timeouts will generally be longer, etc.
  • Randomizer - A race that causes the player's starting equipment to be randomized; instead of the actual role-specific inventory, the player starts with the inventory of any randomly chosen role. All weapons, spellbooks and saddles generated this way will enable their respective skills if the player can't normally get them; they will start at Basic level and can always be advanced at least to Expert. This means the randomizer race is a way to reach Expert level in skills normally unavailable to a role; for example, if a Healer randomly starts with the Barbarian skill level, it's possible to use two-handed swords at Expert level, something that healers normally can't do.
  • Redditor - Starts with stun resistance, but as soon as they reach XL10 they will also be permanently stunned. Thanks to the resistance this will not make them hit their pet or step into lava though.
  • Redguard - Resistant to poison and sickness, and starts with energy regeneration making them very easy to play.
  • Rodneyan - Playable Rodney mode. Rodneyans start with controlled teleportitis and can Ctrl-T to teleport at will for 30 Pw, even on no-teleport levels, and their Pw recovers much faster than usual. Also, rodneyans do extra damage with all attacks, and Rodney starts out peaceful and happily allows the player to pick up the Book of the Dead. The rodneyan starts with many spellbooks and a high chance of receiving more on leveling up. However, they also have disadvantages. Monsters respawn four times faster for rodneyans, and with a greatly increased chance of higher-level ones, too, plus they are automatically generated hostile. Rodneyans suffer from levelteleportitis that bypasses teleport control.
  • Rohirrim - Starts with fast speed and finds phase door scrolls more often, but always aggravates monsters. They are prevented from having stealth.
  • Satre - Very good at using devices, but cannot wear suits, shirts, cloaks or boots and cannot use light sources.
  • Scurrier - Their main property is the ability to eat walls.
  • Sea-elf - Can breathe underwater, and contact with water will not rust/blank their items. They also resist cold and are not affected by water turbulences, however sea-elves cannot be fire resistant, and fire effects are much more likely to destroy their scrolls/potions/spellbooks.
  • Senser - Similar to human, but sometimes they get a notification if a monster is spawned. The chance of getting this notification goes up as the player reaches higher experience levels.
  • Sinner - Resistant to confusion, but this comes at a price: their starting alignment is negative, and it will take a long time until the max alignment (which also starts out negative) will become positive again. Not only that, but sinners also receive 10x heavier penalties for performing actions that reduce alignment.
  • Skeleton - Powerful in melee, because monsters need a +2 or higher enchanted weapon to hit them reliably. They also start with lots of intrinsics. However, skeleton player characters can only eat old corpses, and their to-hit is much lower, their kicks deal way less damage, their spellcasting chances are worse and ranged attacks will often misfire. Skeletons take very long to train their skills and attributes.
  • Skillor - Starts with one random extra skill that can be trained, or if it's a skill that the chosen class already has, its skill cap is increased. They gain less HP and Pw from leveling up than other races.
  • Snakeman - They can swim and wrap enemies, possibly drowning them or preventing them from moving away. Lack of feet prevents them from kicking. Snakes are usually peaceful to them.
  • Sokosolver - This race gets Sokoban levels instead of regular dungeon levels, and the Sokoban rules apply everywhere. So, breaking boulders or other forms of cheating will cause luck penalties.
  • Soviet - A gameplay-altering race that makes many parts of the game behave like SlashTHEM, and also renames most items to Russian names. Characters of this race suffer from lower speed.
  • Specialist - For this race, all normal dungeon levels are replaced with special levels.
  • Spiderman - They are poison resistant and can poison monsters. Spiders are usually peaceful to them.
  • Spirit - Lots of resistances and intrinsics, including the very powerful phasing while in their natural form makes this a useful race; however, they always move quite a bit slower than other characters.
  • Spriggan - Can't be fire resistant, but they start with regeneration, speed, as well as half physical/spell damage. However, spriggans have a much harder time increasing their max HP.
  • Sticker - Can prevent monsters from fleeing by attacking them in melee and is good at using wands, but needs to wield them before they can be zapped.
  • Suxxor - A harder-than-hard race that starts with -13 luck and no way to improve it. The standard monster spawn rate is halved for this race.
  • Sylph - They eventually gain permanent detect monsters from leveling up, but their HP and Pw regenerate at half the usual rate, plus they can't have regeneration or energy regeneration. Sylphs are supposed to be vegetarian, losing alignment if they eat meat.
  • Thunderlord - Starts with flying and fire resistance, but always aggravates monsters and is prevented from having stealth. They don't fit through diagonal passages.
  • Trainer - Can train skills more quickly, but needs much longer to train stats.
  • Transformer - Starts with uncurable and uncontrollable polymorphitis, however they will not experience the negative effect of polymorph forms without limbs or otherwise handicapped ones. So a Transformer can wield weapons, put on a splint mail or kick a locked door etc. even when polymorphed into e.g. a lichen. They don't drop or break their equipment on polymorphing either. Still, especially the early game is very dangerous for a Transformer since unlike other polymorphitis races, they have no protection from system shock or bad polymorphs.
  • Trapper - Traps on the current dungeon level are sometimes revealed for them. However, they get struck with random nasty trap effects every so often.
  • Trollor - They get very little HP and mana boosts from leveling up, but start out with sickness resistance and regeneration. A trollor has a 75% chance of auto-reviving on death if they're at least XL 3, which makes them a great choice for beginner players.
  • Tumblrer - Perma-stunned, a.k.a. harder than hard mode, but all of their skills start out already maxed, so weapons will deal lots of extra damage and have good to-hit, while spells will probably have 0% fail rate.
  • Turtle - A defensively solid race that gets a level-dependant AC boost, plus they can use the monk's martial arts techniques meaning they will possibly be very strong in combination with a role that usually fights bare-handed (e.g. pokemon or politician). However, turtle characters move much more slowly than other races, allowing monsters to get extra turns.
  • Unalignment thing - This race gets feedback whenever their alignment record changes in any way, plus their max alignment record increases four times faster and they get extra melee attacks, but the lack of limbs and inability to pick up items makes them a very difficult way of playing the game.
  • Undefined - Their starting inventory is a lot more random.
  • Ungenomold - Starts with uncurable and uncontrollable polymorphitis, instantly polymorphs into a random monster upon starting the game, and permanently dies (as opposed to reverting back to ungenomoldic form) upon running out of hit points with no chance of life saving. No risk of system shock or feeling like a new ungenomold, and their polymorphs can't time out either. They can use #youpoly at will. Also starts with warning, searching and lots of techniques as well as a wand of death.
  • Vamgoyle - A vampiric race that can also eat normal food, but lacks most of the vampire's intrinsics.
  • Veela - If the showdmg option is on, a veela always gets feedback telling them how much damage they do to monsters. Also, humans (everything represented by @) are usually peaceful to them, and they always recognize the BUC status of all items. However, the veela always has to follow the knight's code of conduct; every time they break it, they are hit by a random bad effect.
  • Venture capitalist - They start with a large supply of gold, and randomly spawned gold is sometimes generated in much larger quantities. However, for a venture capitalist all shopkeepers start out hostile and will actively seek the player to attack; paying them 1000 zorkmids will usually calm them and allow the player to use the shop normally.
  • Vortex - Starts with a big load of useful intrinsics including flying, unbreathing and some resistances, plus the otherwise unobtainable "unsolid warning" and "limbless warning" abilities. They can also #chat to any vortex to tame it, and vortices are usually generated peaceful, plus vortex characters learn quite some powerful techniques from leveling up. However, their big disadvantage is that they're permanently blinded, so they either need to polymorph into a form that has eyes or use the search command a lot.
  • Warper - Starts with uncurable and uncontrollable polymorphitis. They are protected from system shock and instadeath by being drained below experience level 1, and they can #youpoly at will; every time they polymorph, they will polymorph into any random monster, including ones that are no valid polymorph forms. This means the warper may randomly polymorph into a Demogorgon, Famine, Master Kaen, Wizard of Yendor or other very powerful being, but their polymorph duration is halved and since they can't control it (putting on an amulet of unchanging doesn't work either), they should try to make the most of any polymorph form they get. A warper can also eat corpses for a 20% chance of polymorphing into the eaten monster, and every monster can leave a corpse, so it's possible to e.g. kill the Wizard of Yendor and temporarily become him by eating his corpse. While in their natural form, warper characters also have teleportitis and a teleporting melee attack. Random rooms-and-corridors levels are more chaotic for a warper, sometimes generating rooms inside each other, and on entering a new level there's a sizable chance of a tension spawn that fills the level with themed monsters. To top it off, enemy spellcasters will cast spells twice as often for a warper character.
  • Wind inhabitant - Difficult race that starts with intrinsic nasty effects, which periodically get swapped out for other nasty effects.
  • Wisp - Can #monster to breathe lightning, #sit to lay eggs, and gets lots of mana from leveling up, but has difficulties eqiupping weapons and armor.
  • Worm that walks - Starts with uncurable and uncontrollable polymorphitis. They are protected from system shock and instadeath by being drained below experience level 1, but unlike moulds and ungenomolds, they cannot #youpoly at will. Instead, the worm that walks has to eat corpses to polymorph into the eaten monster, so if they e.g. kill a black dragon, eating its corpse will polymorph them into a black dragon. There is always a 20% risk of polymorphing into some other random monster, and eating non-corpse food also has a 20% chance of causing a random polymorph. A worm that walks has no hands while not polymorphed, making it much harder to interact with certain dungeon features, but in their natural form they can hide under items which will cause monsters to wander randomly instead of approaching.
  • Wraith - They start with a ton of intrinsics and get big boosts to their AC from leveling up, plus they start with the passwall spell and most undead monsters are usually peaceful to them, however wraiths permanently lose maximum HP whenever they equip any weapon or armor.
  • Xorn - Can only eat metal and is able to walk through walls. They cannot wear body armor.
  • Yeek - Starts with all skills at unskilled (except those that their role doesn't get, which are obviously restricted), even for the starting inventory items. They gain very few hit points and mana upon leveling up, but will level up twice as fast.
  • Yokuda - A variant of the redguard race, with fire resistance added on top of sickness and poison resistance as well as higher starting stats but less HP growth per level.
  • Yuki-onna - They take a little extra damage whenever something damages them, but have extra melee power.
This page is a stub. Should you wish to do so, you can contribute by expanding this page.