User:Bluescreenofdeath/Appearance aptness

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The appearance aptness was introduced in version v170 of Slash'EM Extended or there-abouts, and means that certain types of armor with randomized appearances will have special attributes. Such attributes can be good or bad, and may influence the player's decisions when building their ascension kit. In almost all cases the randomized appearance of items will only have their special effect if the player is actually wearing them.

  • angelic cloak: All A have a 99% chance of spawning peaceful.
  • chilling cloak: Occasionally freezes the player solid for some turns.
  • deadly cloak: The player will randomly take damage while wearing it.
  • demonic cloak: All & have a 50% chance of spawning peaceful.
  • electrostatic cloak: Deals passive electricity damage to monsters that try to melee the player, but can also sometimes cause numbness or confusion to the player.
  • energizer cloak: The player recovers a small amount of Pw upon killing a monster.
  • ghostly cloak: Can randomly spawn hostile ghosts of deceased players and terrify the player character.
  • godless cloak: Whenever the player tries to pray, even if everything's alright there's still a slight chance of the prayer failing and angering their god.
  • greek cloak: Speeds up both the player and all monsters if the player puts it on.
  • homicidal cloak: Randomly spawns traps on the current dungeon level.
  • jarring cloak: Causes annoying sounds sometimes, aggravating nearby monsters.
  • mantle of coat: Worth 5 extra points of AC, and therefore offering much more protection than what the base type normally would. However, wearing it can also randomly cause temporary nasty trap effects.
  • mysterious cloak: Occasionally pseudo-identifies items in the player's main inventory.
  • opera cloak: Vampires will always spawn with these. This means that a sizable amount of them can be collected in graveyards, which translates to "whatever cloak happens to be an opera cloak will be very abundant".
  • petrified cloak: If the player "hears the cockatrice's hissing!", the chance of turning to stone is reduced by 75%.
  • politician cloak: Makes the player appear so unlikable that all monsters will be generated hostile. This does not apply retroactively to monsters that already exist, though.
  • shrouded cloak: Grants 10% displacement while worn.
  • straitjacket cloak: Heavily curses itself when worn.
  • vampiric cloak: Grants 10% drain resistance while worn.
  • void cloak: Monsters attempting to cast spells will fail more often.
  • weeb cloak: Most characters won't receive any special effects from this, but the Mahou Shoujo gains a significant decrease in the amount of mana required to cast spells.


  • aluminium helmet: Prevents telepathy.
  • anti-government helmet: Kops spawn in lower numbers, especially when the player commits acts that summon a bunch of them. It also reduces the chance of kops respawning somewhere on the level when they're killed.
  • bug-tracking helmet: Alerts monsters to the presence of the player, and also sometimes summons random 'x'.
  • celtic helmet: Newly generated golems will have more hit points than usual.
  • complete helmet: Provides immunity to beheading from the Vorpal Blade and similar artifacts.
  • filtered helmet: Provides 50% gas resistance, i.e. gas-based bad effects only affect the player every other time.
  • frequent helmet: More likely to get generated, which is especially noticeable if its base item type normally has a very low chance of spawning.
  • internet helmet: Allows you to connect to the internet, where some webcams are trying to capture the monsters' movements. This means you will detect some of the monsters on the current level.
  • narrow helmet: The player becomes more susceptible to mind flayers' psychic blasts, which is good because it makes it more likely to be alerted to their presence in time, but is also bad because the blasts might lock on to the player's mind, causing damage and bad effects.
  • orange visored helmet: Protects from blindness attacks.
  • radio helmet: Listening to the Dungeons of Doom's radio broadcasts can be educational, and occasionally the locations of some of the traps will be given.
  • RNG helmet: Very low chance of random bad effects happening.
  • scuba helmet: The player's entire inventory is protected from getting wet. Take note that this does not necessarily allow the player to survive in water!
  • visored helmet: Protects from blindness attacks.
  • water-pipe helmet: Player gains 10 (more) points of nutrition when quaffing anything.
  • weeping helmet: Confers uncontrollable levelteleportitis. If the helmet tries to make the player levelport but cannot for any reason, it will instead drain an experience level, ignoring drain resistance.


  • boxing gloves: Increases martial arts damage by 1.
  • brand-new gloves: Highly resistant to erosion, which means this pair of gloves will get eroded 75% less often.
  • clumsy gloves: Projectiles fired by the player will occasionally misfire, and always have a -3 to-hit penalty.
  • comfortable gloves: Prayer timeout reduces more quickly, so the player may pray more often.
  • english gloves: Beam attacks, wands, breaths etc. and also attacks that shoot invisible beams like wands of striking have their range increased. This goes both ways, and monsters will happily breathe at the player from their new maximum distance.
  • fatal gloves: Occasionally removes all iron items from the player's inventory and scatters them around the player. If any potions or other fragile items are hit by the iron objects, they will break and potentially subject the player to their vapors. Also, this effect can cause dire consequences if water or lava squares are nearby!
  • fencing gloves: Grants bonus damage if the player is attacking with swords. Fencers get double bonus damage compared to all other roles, and the base damage bonus depends on the player's skill with whatever sword they happen to be using.
  • fingerless gloves: Unlike other gloves, these do not protect the wearer's fingers, making the cockatrice very dangerous! On the other hand, they also allow switching rings even when the gloves are cursed.
  • graffiti gloves: The player randomly drops their weapon.
  • grey-shaded gloves: Certain nasty monster-versus-player attacks will trigger more often.
  • mirrored gloves: Monsters' gaze attacks are less likely to affect the player.
  • polnish gloves: Higher chance of success for the #borrow command.
  • riding gloves: Improves the chances of saddling a steed.
  • runic gloves: Reading spellbooks while wearing these will give a greater than usual boost to the spellcasting memory.
  • slippery gloves: The player may sometimes slip free from monsters' holding attacks.
  • spanish gloves: Autocurse when worn.
  • vampiric gloves: Occasionally drains some experience points, but not if they're very low already so it's never fatal.


  • ankle boots: Count as high heels.
  • battle boots: +5 kicking damage.
  • beautiful heels: Count as high heels, and the player receives a +5 boost to charisma while wearing them.
  • block-heeled boots: Count as high heels.
  • castlevania boots: Randomly turns areas around the player unlit.
  • chess boots: Monsters may sometimes be unable to walk diagonally.
  • clunky heels: Count as high heels.
  • combat boots: The player's kicks are much less likely to be "clumsy".
  • explosive boots: This footwear will eventually self-destruct, dealing large amounts of damage to the player wearing them.
  • fin boots: Prevents drowning instadeaths.
  • fleecy boots: Cold attacks cannot freeze and shatter potions. This also applies to potions in enemy's inventories though.
  • hot boots: Allow the player to survive in lava.
  • hugging boots: The player will trigger heaps of shit even while flying or levitating.
  • irregular boots: Count as high heels, and the turn counter increments half as quickly while the player wears them. However, walking in them isn't actually very easy, and so the player may occasionally fumble.
  • jungle boots: The player can kick trees without the large chance of hurting their legs.
  • korean sandals: The player gains 33% fire resistance and 33% displacement from wearing them, but monsters can sometimes completely ignore the player's AC in melee and get a guaranteed hit.
  • persian boots: A sentient piece of footwear that can sometimes badly hurt the wearer, but very occasionally they also grant a bonus to the player's maximum health.
  • plateau boots: Kicking a monster may stun it.
  • platform boots: Kicking a monster may stun it.
  • profiled boots: Stepping into a heap of shit will speed up the player instead of the usual plethora of bad effects.
  • rainbow boots: Monsters are more likely to move towards the player instead of in a random direction.
  • riding boots: Improve the chances of saddling a steed.
  • roman sandals: They slow the player down when worn.
  • snow boots: The player can walk on ice without slipping.
  • velcro boots: Autocurse when worn. Kicking a monster will always stun it. Every now and then, worn velcro boots will randomly hurt the player's legs and deal damage.
  • wedge boots: Count as high heels.
  • winter boots: The player can walk on ice without slipping.
  • winter stilettos: Count as high heels, and the player can also walk on ice without slipping.