User:Joes/Fourk
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- scroll of water replaces all amnesia
- can't recharge WoWs, but there are scrolls of wishing in Vlad's Tower, Orcus Town and in the Wizard's Tower
- permaconversion before Quest isn't unwinnable
- The Wizard of Yendor can change your alignment if you are not pious. The main upshot of this is that pre-quest conversion no longer makes the game unwinnable
- dragon scales are cloaks, give a second property instead of AC and are enchanted onto body armour (unwishable)
- flatten experience curve after XL14
- the Amulet of Yendor disrupts teleport control
- track more conducts: conflict, displacement, invisibility, reflection; fountain, sink, potion; nudist, accessory, unihorn, container, tool
- random Elemental Planes order
- different kinds of keys
- armour sizes (gnomes and scurriers are small)
- Gnomes can now see in the dark.
Contents
Race changes
- race adjusts skill caps (and maximum attributes?)
- Attribute maxima are adjusted by role:
| Role | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Arc | 0 | 0 | 0 | 0 | 0 | 0 |
| Bar | +1 | +1 | +1 | -1 | -1 | -1 |
| Cav | +2 | 0 | 0 | -1 | -1 | 0 |
| Hea | -1 | 0 | 0 | 0 | 1 | 0 |
| Kni | +1 | -1 | -1 | +1 | -1 | +1 |
| Mon | +1 | 0 | -1 | 0 | +1 | -1 |
| Pri | 0 | 0 | +1 | +1 | -1 | -1 |
| Rog | 0 | +1 | 0 | 0 | -1 | 0 |
| Ran | 0 | +1 | -1 | 0 | 0 | 0 |
| Sam | +1 | +1 | 0 | -1 | 0 | -1 |
| Tou | -1 | 0 | -1 | 0 | +1 | +1 |
| Val | 0 | +1 | 0 | 0 | 0 | -1 |
| Wiz | -1 | 0 | -1 | +1 | +1 | 0 |
- Giant: Bar, Cav, Sam, Ran. Can single-wield large weapons. Unlocked by ascending with a conduct
- Scurrier: bipedal humanoid rodents -- something like a cross between a rabbit, a squirrel, and a human. They are small, fast, stealthy and can tunnel. They can be archeologists, rangers, or tourists. Unlocked by starting the Wizard Quest.
- Sylph: female; neu/cha; Pri, Rog, Hea; Ran, Wiz. Can see invisible, have unchanging?,
- intrinsics: XL5 stealth and infravision, XL7 displacement, XL16 detect monsters
- regenerate HP and energy and status effects from environment, only cloth/wood armour, not when levitating/polymorphed, less in Gehennom
- small
- unlocked by killing the nemesis or using the passtune
- rename Valkyrie to Shieldmaiden/Hoplite, make Valkyrie a race that can fly, always neutral, can also be Priestess
- human, dwarf, giant, valkyrie; law/neu
- cold resistance
- both unlocked by altar conversion or the invocation ritual
achievement unlocks
in rough order of difficulty:
roles
- Bar/Wiz/hum are always unlocked
- Caveman: dig with a pick-axe
- Ranger: use stairs
- Priest: use an altar to identify an item's beatitude
- Rogue: use branch stairs, raid a vault or enter a leprechaun hall
- Monk: enter the Minetown temple
- Healer: kill Medusa or pray for holy water
- Knight: enter a treasure zoo
- Hoplite/Shieldmaiden: convert an altar or perform the invocation
- Tourist: embark on the Monk or Rogue quest
- Samurai: embark on the Barbarian quest
- Archeologist: ascend (fuck you)
races
- Elf: use stairs within Sokoban or kill the Wizard of Yendor
- Dwarf: reach Mines' End
- Orc: enter a throne room
- Gnome: enter a dragon hall or use a magic portal
- Valkyrie: convert an altar or perform the invocation
- Sylph: kill your quest nemesis or use the passtune
- Scurrier: embark on the wizard quest
- Giant: ascend with a conduct intact
options
- Fruit: eat a melon (i.e., a custom-nameable fruit)
- Permablind: embark on the healer quest
- Permaglib (greasy fingers): embark on the Samurai quest
- Permahallu: embark on the valkyrie quest
- Autowear: embark on the archeologist quest (who requires an ascension)
- Permafumbling: ascend in challenge mode
- Permanconfused: ascend all races
- Permastunned: ascend all roles
- Permalame (wounded legs): ascend with a perma-impairment
- Permabadluck: ascend with a perma-impairment
modes
- Challenge mode: embark on the Tourist or Convict quest
- Polyinit mode: ascend with a non-easy conduct or embark on the druid quest
monster symbol changes
- sea monsters are K, Kops are replaced with soldiers
- move umber hulks and (deep) ettins to X, xorns are red
- move gelatinous cubes and acid and quivering blobs to j, acid blobs are j
- lizards are now l
- piercers are t, rock piercers are t, lurkers above are red t
- manes are now W
- umber hulks are underlined
- leprechauns are i, homunculi are now i
- yellow lights have a larger radius, now on symbol e
Alignment record
- alignment is always between -100 and 100, and killing monsters only gives points to Barbarians
- The alignment record penalties for killing peaceful monsters have been rebalanced (how?)
- non-lawfuls get no penalty for killing peacefuls, reduce always-peaceful penalty for everybody; restore sacrifice gains to vanilla; lawfuls can't go negative with poison
- Gaining alignment record points through sacrifice is now somewhat more difficult (especially for non-chaotics)
- Alignment record now starts at 10 for lawfuls, 15 for neutrals, 20 for chaotics. (chaotics don't have to improve their record at all to go on the quest.) The role-specific differences in starting alignment have been evened out.
- by role:
- Barbarians get only 1 point for killing monsters
- Caveperson: cannibalism, sometimes for catching with pit traps
- Knight: kill hostile adult dragons
- Monk: fasting
- Priest: kill hostile undead
- Ranger: sometimes by catching with traps
- non-lawful Rogues for direct theft
- Tourist: get overcharged (excl. shirt bonus)
- Shieldmaiden/Hoplite: sometimes when catching Mjöllnir
- Wizard: for learning level 3+ spells
- by alignment:
- Chaotic: killing (hostile members of) their own race.
- Neutral: for successful prayer (when not in trouble)
- Lawfuls: always get a point each time they help someone out of a trap, killing hostile chaotic demons
- dwarf: chop down trees (elves lose points)
- temporary bonus for racial equipment, gnomes for gems, giants for gold, Archaeologists for carried artifacts and unique items, Samurai for wielded katana/yumi/tsurugi
trimmed changelog
4.3.0.5
- monsters drop less gold
- invisibility and see invisible are more difficult to get intrinsically
- scroll of fire costs 200
- stinking sphere
- can only get 3 artifacts gifted (1 in challenge mode)
- extrinsics also protect your inventory
- rebalanced power regeneration
- out-of-depth shapechanger forms last shorter
- lightning drains charges instead of destroying wands/rings
- challenge areas in Gehennom fillers
- the fake Towers are in caverns instead of mazes
- any object can be erosionproofed
- benches instaheal and restore energy
- replace potion of see invisible with potion of sight
- hallucination prevents petrification (raisse)
- katana is a separate skill (Basic Bar/Kni/Tou/Val, Skilled Rogue; Sam Basic longsword)
- iron sears elves and sylphs
- can only get 10 protection max
- priests service price scales with number of times bought before
- some items generate more frequently on the first few floors, see below
- change protection from water rules for containers
- add music store, gift shop, rare goods showroom (replaces small deli below DL16)
- make bones on special levels optional
- new rare level topologies
- more special level layouts
- Frost and Fire Brand are dual-wieldable shortswords (only first resistance)
4.3.0.4
- FIQ: light radius depends on beatitude
- object/monster lookup
- incorporate tilesets
- Mjöllnir always returns and doesn't shock you, though you might not catch it. It now always lands safely at your feet. You no longer risk hitting yourself with it.
- show speed in status line
- can twoweapon even if restricted, if Expert in both
- Medusa's statues can contain spellbooks
- more special levels
- the demons demand higher bribes
- Dragonbane is lawful and the first gift for Knights (already an unbreakable lance)
- Knight quest contains hostile gryphons
- polymorphing into snake-likes doesn't break armour
- crystal balls don't check Intelligence
- explore mode gives you a scroll of wishing
- noncursed food is never randomly rotten
- Delphi has 3 hallucination potions
- enchanted weapons may be generated with a name
- Garden of Temptation level
- peaceful gremlins won't split
- FIQ: pets eat only when hungry
- sitting or resting on a bench heals 1HP per turn
- thrones vanish:
- always when giving a wish, or in challenge mode
- 10% if negative result
- 5% if "you feel out of place"
- 33% if positive result, like before
- ghosts are invisible
- sleep doesn't last as long
- increase stinking cloud range by beatitude
- jitterbug: weak, fast, may swap places after getting hit
- Castle variations: Library, Palace, Laboratory
- scroll of consecration:
- removed scroll of food detection
- Potions of gain energy are now significantly more useful for refilling your Pw when it is well below maximum, and slightly less effective at increasing your maximum Pw level.
- martial arts does more damage with skill
- Healers now start with a collection of healing herbs (eucalyptus, wolfsbane, garlic).
- More new Sokoban levels have been added. [1]
- Combining potions of healing and speed now results in potions of full healing. Combining potions of full healing and gain level results in potions of gain energy.
- potions of extra healing only increase your maximum to 250 (other potions don't increase it) potions of full healing raise you to your max health or 250, whichever is less.
- balance some spell levels
- In Sokoban, monsters that would ordinarly generate peaceful for your character because of alignment or race will instead generate hostile, unless they have the M2_NASTY flag (in which case they have their usual chance of being peaceful). In practice, this means no more peaceful garter snakes, gnomes, orcs, etc. clogging up the boulder paths in Sokoban.
- Kicking open secret doors and corridors is easier
- If hand cramping, blindness, confusion, hallucination, or being stunned would have caused your hand to slip while writing, distorting the message, but if your base constitution is more than 3, the engraving will be completed successfully, draining a point of constitution.
- Hand cramping due to excessive engraving has been made more consistent. It no longer matters as much what you've written (exception: writing a single "x" also does not cause cramping), but it matters much more how recently you've written it. In addition to gradually healing naturally over time, cramps can also be reduced by drinking blessed potions of healing, extra healing, and full healing.
- The chance for an engraving to be successfully written now starts higher but falls off if you write Elbereth too many times. The number of times you can write Elbereth and still keep a good chance is proportional to experience level and is also better for forms of engraving that use up resources. Players who use Elbereth sparingly in emergencies are likely to notice a positive effect on its reliability (if they know enough not to smudge it after writing it, write one at a time, etc.); players who abuse Elbereth extensively will definitely notice that it is less reliable now. Failure is accompanied by messages about your hand cramping up.
- When chargeable rings are generated, the game now tries even harder than before to avoid +0 ones.
- The Priest quest artifact is now the Sceptre of Might. Its #invoke power is an energy boost, similar to the one the Mitre (which is now removed from the game) had, but buffed somewhat: it can boost your Pw by up to 240 now, and the limit on taking you to maximum has been bumped up as well. Meanwhile, the Caveman quest artifact, Big Stick, was given the conflict #invoke effect.
- Levitation no longer places you at maximum carry capacity.
- The odds of failure when wishing for an artifact are now higher if the artifact is cross-aligned
- The name of Elbereth only scares monsters if it is the only thing engraved there (although you can also use the more complete form of the name that Frodo used at Weathertop).
- Most creatures that are not afraid of Elbereth can still be frightened by a scroll of scare monster. Exceptions are Rodney, lawful minions, Angels (specifically, not all A), and Riders.
- The name Elbereth now works to frighten most humans (except shopkeepers, vault guards, the Minetown Watch, and the Wizard of Yendor). Elves still don't fear the name of this Vala of light.
- Your quest nemesis is not afraid of Elbereth.
- Added a new random-appearance cloak, the cloak of endurance. It does not provide MC but does grant half physical damage.
- More special levels have been updated or changed
- When skilled in wand use, the player may learn the number of remaining charges when zapping a wand.
- Prayer is now shown in the history.
- Wielding an quarterstaff now improves spell success rates. When spell success rates are low (but not zero), enchanting the staff will generally improve them further. However, quarterstaves now do less damage in melee than before.
- Quest guardians may now be displaced.
- Knights may now reach Expert in shield skill. Barbarians may not.
- Certain of the more pointless and/or redundant artifact weapons have been removed from the list. Sunsword has been superseded by the improved Trollsbane.
- Monsters now regenerate hitpoints somewhat faster than before.
- Giant spiders now have a web-spinning attack, which causes temporary slowness, as well as causing you to be stuck in the web
- Merged the DYWYPISI patch, by Jafet.
- Dwarves in the Gnomish Mines now sometimes carry candles.
- Quantum mechanics are now considered humanoid (h).
- The formula for how many moves you get per turn has changed. Some factors: your "base speed", which is based on your race, and whether you are temporarily slowed. These all stack; but individually some of them don't do as much as before.
- Wielding Stormbringer now causes peaceful and tame monsters to attack you. It also stops conflict from working. However, the interface problems it creates in 3.4.3 are not present: you have the normal amount of control over your actions
- The life cycle for D has been extended. They now start life as a dragon egg, hatch into a baby dragon, then grow progressively into a young dragon, a dragon, an elder dragon, and finally into an ancient dragon. The top two levels, elder and ancient, are not generated randomly.
- The shallow water portion of the L terrain patch has been merged. This changes a number of existing special levels and also adds a new version of Minetown.
- Stealth is no longer binary. Examples of things that are good for your stealth: being an elf (this is especially good), a sylph, or a gnome; having basic or better skill in stealth; being below half carry cap. Being burdened or worse hurts your stealth. Stealth decreases the odds that sleeping monsters will wake up
- Monsters are now generated asleep in a wider variety of situations, especially at level generation time.
- Protection from rings of protection, the spell of protection, and cloak of protection now add into your magic cancellation level. From armor alone you can reach MC3 and with protection up to MC5.
- The odds of completely canceling an attack are now 22%, 44%, 65%, 87%, or 98% for levels 1-5. Even if the attack is not completely canceled, the worst effects may still be blocked. The odds of your inventory being protected from destruction are 61% at MC1, 86% at MC2, 94% at MC3, 98% at MC4, 100% at MC5. A sleep or paralysis attack that isn't blocked completely does have its duration shortened. Brain eating attacks can now have their worst effects nerfed, though this is not totally guaranteed even at MC5. At MC4 or better, drain attacks cannot take your last three experience levels and xans cannot wound your legs. Higher MC may give you extra turns when subject to delayed instadeath or protect you from attribute loss or deadly poison (sometimes) or your armor from rusting or corrosion. MC3 or higher may delay drowning attacks and protect you from attribute loss due to seduction. This list is not exhaustive.
- Cornuthaums now improve your wisdom and intelligence by their enchantment, as a helm of brilliance does.
- Monster starting inventory has been further adjusted for flavor and balance.
- Lances now get the same "kebab" bonus as spears.
- Dragonbane is now a lance. Knights can get it by crowning.
- Gryphons have been added to the game; they may be useful as steeds in the midgame, since they can fly but are rather faster than dragons, easier to get than jabberwocks.
4.3.0.3
- Healers can see monster wounds, L's varied whack messages
- bhaak's Advent Calendar
- conflict ignores Elbereth
- weaponless characters are gifted books, rings or armour
- more special level versions
- you slow down temporarily instead of choking
- show total inventory weight
- you can start the quest at exactly XL1, but not higher
- new artifact: Valerian, a dagger with sleeping poison. First Rogue gift. Chaotic, intelligent, blasts all other roles.
- Added Quickpick, an artifact pick-axe with improved digging speed; it also gets a bonus against all deep rock dwellers (X).
- new special room: dragon hall
- add Slash'Em Sokoban layouts
- Priests start with more Int and Wizards with more Wis (for better power regeneration)
- Wisdom is harder to exercise/abuse
- all roles cast with Int
- martial arts damage bonus scales with skill
- magic chests (from DynaHack)
- not cheating in Sokoban gives experience
- wands balance patch (FIQ)
- amulet of flying from Slash'em
- revert corpse and death drop rates
- shield skill
- buff Vlad
4.3.0.2
- add Geoduck tileset
- Excalibur is easier to get for Knights, harder for others
- Gehennom is now cavernous
- #enhance shows maximum skill levels
- racial skills:
- dwarves have at least Skilled pick-axe, or boosted to Expert
- gnomes get Skilled crossbow and aklys, and get two more ranks (max Expert crossbow/Master club)
- orcs get Skilled scimitar, two more ranks, maximum Master
- sylphs get Basic in healing spells, or boosted to Skilled
- Int drain doesn't cause amnesia
- add silver nuggets as sling ammo
- Sokoban tries to give you something you don't have
- Rogues can backstab in more circumstances
- Grimtooth is poisoned, gives poison resistance and warns of and does extra damage to elves
- Barbarians Skilled in axes also attack adjacents, even more with Master
- Differentiated nymphs: Wood nymphs are now slightly slower; water nymphs are a little tougher, and mountain nymphs are now the highest-level and most difficult nymphs. They do not grow up into each other. However, water nymphs and especially mountain nymphs should now start showing up a little later in the game than before.
- nymphs blink in a straight line when stealing, only mountain nymphs can teleport and give teleportitis
- the latter are rarer but generate in groups
- add high-level island nymphs
- Gehennom mazes can have other widths and materials
- reduce number of polearms
- adjust Cavepeople race and alignment options (to what?)
- The Caveman quest artifact is now Big Stick, an artifact club. It grants stealth when carried and magic resistance when wielded. The bonus is +5 to-hit, +1d12 damage.
4.3.0.1
- if you want to kill a peaceful without an alignment penalty, throw gauntlets at it
- you get one of Asmodeus/Baalzebub (2 versions each) and one of Yeenoghu’s Plaza/Dispater’s Gauntlet
- Slings now get a small damage bonus. Cavemen get a multishot bonus. Flint and hard gems are less likely to break. Dual-wielding two slings lets you fire twice as many projectiles. this uses your sling skill, not two-weapon skill.
- multiple bones pools, also for different game modes (normal, explore, wizmode, setseed, polyinit) (NAO)
- Fixing status ailments with a unicorn horn is now mostly free; it can only become uncursed. Blessed horns fix at least one trouble. Restoring lost attributes disenchants it.
- Unicorn horns are now a technically finite resource. Cursed unicorn horns and the "Nothing happens" case are unchanged.
- You get messages when losing or regaining alignment
- Engraving Elbereth doesn’t exercise Wisdom.
- Engravings are no longer degraded by walking, and the probability that random actions will erode an engraving is greatly reduced. However, engraving additional text degrades what is already there.
- Lizards (specifically), acid blobs, F, P, and T are guaranteed to drop corpses for the first hundred kills per monster type.
- skill has more effect on to-hit (Restricted is worse)
- The chance for thrown projectiles to break now depends primarily on your skill. (and on enchantment)
- You can now #untrap falling rock traps
- more spears in monster inventories
- Rings that are dropped down a sink end up buried. They can be reclaimed by destroying the sink, drying up the resulting fountain, and digging up the rings, which will now be identified.
- The backstab bonus now scales with your weapon skill. The bonus potentially goes as high as 28 per hit at expert but falls off significantly at lower skill levels. This change probably gives rogues a very powerful mid-game, without making them overpowered in the late game.
- The Wizard of Yendor gets more starting inventory now. Some of it might actually be useful at that stage of the game.
- Cherry-picked the "monsters get better equipment in Gehennom" feature from the Gehennom Fun Patch. Also, arrow traps in Gehennom may yield silver arrows.
- new Sokoban levels (removed 2a) Add one new version of Soko-4, "'Ring 'em Around", with the prize being a ring of polymorph control.
- The Oracle additionally sells enlightenment. Prices are lower early on.
- Additional rocks are sometimes generated on the floor of rooms. for sling users and flavour
- Role rebalances:
- Starting inventory has been slightly adjusted
- Several new role/race and role/alignment combinations are permitted, and in one case vice versa. (which?)
- The Barbarian role has had its melee skill options buffed. The Heart can be invoked to remove curses.
- Valkyries, Knights, and Samurai are now worse than Barbarians in melee
- Valkyries now start with different inventory and can find a spellbook of cone of cold on quest home. Also, Valkyries fly now.
- Knights can now get Expert in crossbow, can find spare lances and a spare saddle on quest home, will not fall off and die when mounting their pony on turn 1, and will not break their lance while jousting if at least devoutly aligned (how?).
- Samurai are guaranteed a longsword, replacement ya and a saddle on the quest, and the Tsurugi now provides extrinsic speed when wielded.
- The Luck penalty in Sokoban can now be avoided by carrying a non-cursed luckstone or by hallucinating. It will never take your luck below -3.
- The Statue of Perseus always contains the shield of reflection, the sack and the scimitar.
- The differences between the different versions of Minetown have been enhanced. Only College Town might not have a general store, but it has a book shop
- The Mimic of the Mines level has been made more interesting, bringing it somewhat closer to the other Mine's End levels in terms of both difficulty and loot.
- Certain normally rare items are supplied in small numbers early in the game as floor items. Specifically, filler levels at depth 2-6 in the main dungeon each have an 80% chance to get one of these items, which is most often a scroll of scare monster but can also be wolfsbane, eucalytus, or a wand of enlightenment.
- whatever HP damage you do to the floating eye you also sustain yourself, proportionally to your own experience level.
- poison instadeath will now only drain a level, if you are at least XL3 or before 500 turns.
- The supply of rocks (embedded within the rock) has been increased for sling users
- from the Gehennom Fun Patch: Falling rock traps are no longer generated on levels 1-3 in the main dungeon, and when a monster is changed by a polymorph trap, there is now a chance for the trap to be used up. The probability of this drops off deeper into the dungeon. To be able to use the same polymorph trap on pets indefinitely, you must find one at dungeon level 35 or deeper.
- The formula for the player's odds of hitting monsters has been adjusted significantly. Luck and experience level are now only added in on a logarithmic scale (together), meaning that always hitting everything no matter what is hopefully no longer a foregone conclusion in the late game.
- To compensate for the reduced death drops as you kill many monsters of the same kind, the base death drop probability has been adjusted upward. Thus, the first few monsters you kill of any given type are now more likely to leave death drops than before.
- you stop getting death drops around 80 kills, and you stop getting corpses around 225 kills