User:Metanite64/nndnhSandbox
- Not to be confused with notdnethack.
notnotdNetHack is a variant developed by User:Noisytoot, built on top of notdNetHack.
Contents
Race/role changes
- Barbarians can be chiropterans.
- Gnomes get +400 carrying capacity.
- Wizards learn their special spell at level 14.
- Etherealoids can get shields as sacrifice gifts.
Octopode race
A user has suggested improving this page or section as follows:
"what does magenta armor do?"
Octopodes are a medium sized race of aquatic creatures, based on the real life octopus. They don't have traditional hands or feet, but their 8 tentacles can do most things that hands and feet should be able to do. They can wear a ring on each tentacle, but their unique body shape restricts them to certain armor: barded helmets and soft hats; cloaks; dragon scales (but not dragon scale mail), waistcloths, and living armor; and shields. To compensate, they gain a +level/10 bonus to natural DR, and a +level/2 bonus to natural AC. Octopodes can be any alignment, and can play as a Binder, Convict, Illithanachronounbinder, Monk, Pirate, Rogue, Tourist, or Wizard.
Attribute caps:
Str | Int | Wis | Dex | Con | Cha |
---|---|---|---|---|---|
18/** | 20 | 18 | 20 | 16 | 16 |
The octopode's special spell is poison spray, and they get an extra 1d8 tentacle wrap attack in melee (which can drown over water). They have HP and energy growth on par with humans, and can see 2 squares away in the dark. From the start of the game, they also have stoning resistance, poison resistance, stealth, swimming, magical breathing, and waterproofing, as well as being immune to glib effects and having rings put on them by seduction.
Octopodes can use #monster to spray a radius 5 cloud of magenta ink centered on the player, spending 15pw to:
- Blind non-octopode monsters with eyes for 8 turns and while they remain in the cloud;
- Block monsters within from using scent;
- With a 1/20 chance, recolour a random piece of worn armour to magenta each turn (resisted by being waterproof or being an octopode)
Parasitized Android Illithanachronounbinder
The Clockwork Automaton is now an available race for the Illithanachronounbinder role, flavored as a mind flayer parasite infecting an Android and mirroring the parasitized android monster. Unlike a regular Android, the Android Acu is not nonliving, and doesn't get cold resistance, stone resistance, or unbreathing. However, like parasitized android monsters, the player does have see invisible, R'lyehian sight (telepathy that is blocked by a monster existing in water), and can fly from the start. Parasitized Androids can and must eat (feeding the parasite) as well as sleep (recharging the android).
Clockwork Automaton materials
A user has suggested improving this page or section as follows:
"clarify the sear damage"
Player Clockwork Automata now have materials, similar to the ent's species effects. The player can pick between bronze, iron, and green-steel at the start of the game, with more options becoming available mid-game: the player can use a Silver Flame boon to smelt themselves into silver, platinum, or mithril, and Mammon's breath attack will smelt the player into gold instead of petrifying them into a golden statue. All sear damage bonuses only occur on direct contact with the monster (i.e. unarmed and ungloved, or kicking without boots)
- Bronze: 2x bonus damage dice from overheating your stove
- Iron: can rust, your attacks deal +1d(defender's level) sear damage to iron-hating monsters
- Green-steel: can rust, your attacks deal +2d9 sear damage to unholy-hating monsters (? nndnh changelog just says "sear damage (+2d9 unholy)")
- Silver: attacks deal +1d20 sear damage to silver-hating monsters
- Platinum: attacks deal +1d5 to +1d20 sear damage to platinum-hating monsters (i think?)
- Mithril: the player gains a -3 bonus to AC and a +3 bonus to DR
- Gold: at an alignment record above 3, attacks deal +1d20 sear damage to holy-hating monsters. At an alignment record below -3, attacks instead deal +1d20 sear damage to unholy-hating monsters. In between -3 and 3, nothing special happens.
Item changes
The cloak of flight from SpliceHack is implemented, identical to the cloak of magic resistance except for providing flight instead of MR. The new mist projector is added, a chargeable tool with similar charge counts to a can of grease. It weighs 50 aum, is made of metal, and is never randomly generated, instead being given to most Migo monsters' starting inventory. The mist projector replaces the migos' gaze attack, creating a cloud of cold that deals a flat amount of cold damage per turn (the amount of damage scales based on firearm skill for players, or the type of migo the monster using it is). The size of the cloud scales with BUC.
Two items from an old version of notdNetHack were also implemented, being force armor and the night vision goggles. Force armor provides 3 AC, 3 DR, and MC 3. It's a heavy armor made of gemstone, and counts as future tech. Anachrononaut half-dragons start with it, and it can passively retaliate at attackers, knocking them back and stunning them. Night vision goggles occupy the blindfold slot, count as future tech, and provide extramission (the player can see anywhere in their usual line of sight, regardless of light level).
- Fire Brand and Frost Brand can now additionally generate as rakuyos, crow talons, crow quills, crystal swords, or mirrorblades.
- Rings of cold, fire, and shock resistance, magic and tin whistles, and dunce caps will auto-identify upon being worn or used.
- Vorpal Blade is an isamusei, gaining additional effects as the player's insight increases.
- Item stacks will still merge even if BUC is unidentified.
Misc changes
new options
- QUERYTYPE is similar to MSGTYPE, but lets you set whether a prompt is y/n or yes/no.
- usersound_regex, menucolor_regex, and querytype_regex toggle whether user sounds/menu colors/query types use regex or pmatch to match against the user-defined message patterns.
- paranoid_wand_break forces a full yes/no prompt when breaking a wand, as opposed to just y/n. This is redundant with QUERYTYPE, but added for compatibility with vanilla.
Other changes
- Pets don't untame on the Village level.
- The Rogue level does not appear.
- R'lyehian sight is implemented for players (as detection rather than vision) (what does this mean)
- Default ghost and shade symbols are now 8 and 6 respectively.
- Sokoban guilt no longer occurs, due to it being replaced with Lokoban.
- New Ludios levels from UnNetHack.
- Brainlessness does not bypass lifesaving. Instead, lifesaving will set your intelligence to 5 if you die of brainlessness.
- User sound support (from 3.4.3) re-added for Unix
- This page is a stub. Should you wish to do so, you can contribute by expanding this page.