Here are the differences between NH+ and vanilla NH that I noticed in the course of this game. None of these are in the official spoilers, so we may need to start another. 1. Wraith corpses don't always raise you a level. Instead, there are a number of possible outcomes. a. You lose a level ("You feel that was a bad idea. Goodbye level 10") b. Your max HP and max EP go down by about four ("You don't feel so good...") c. Unknown ("You feel physically and mentally stronger!") d. Unknown ("You feel something strange") e. You gain a level ("You feel that was a smart idea. Welcome to level 12!") I ate enough wraith corpses to put me at level 30 in NH even before reaching the Sanctum but only reached level 29 in the end. 2. An AC of -18 no longer prevents rays from hitting you. In fact, even at my final AC of -45 rays still hit me at least half the time. This makes reflection both useful and in many cases necessary. 3. Intrinsics are much harder to obtain from monster corpses. When you eat a corpse and the game decides to give an intrinsic, you only get that intrinsic temporarily. To make it permanent, you must get that intrinsic again while the temporary intrinsic is still there. A tinning kit really helps here. Giant corpses don't always boost your strength, and they don't boost it by much when they do. I didn't get a strength of 18/** until I was in the Endgame. 4. Tinning kits have a finite number of uses/charges, but it is fairly high, so I never ran out of charges on mine. 5. Magical cancellation is largely ineffective against level-drain attacks. Even when wearing an elven cloak, a vampire lord drained two levels in one attack. This also happened when I was wearing a cloak of protection. Excalibur was the only thing I could depend on to prevent being drained down to level 1. I pity the neutral character with no level-drain immunity and no scrolls of genocide. 6. When I reached level 14, the message line started displaying the amount of damage I was doing to monsters in addition to the damage being done to me, e.g. "You hit the minotaur <23 pts.>" This is much more convenient than using the stethoscope between each hit and doing the math in my head. 7. The level 14 minimum for starting the Quest seems to have changed, because I was admitted while on level 12. Personally, I like this since my characters are usually ready before level 14 and really could use that Quest artifact, whatever it happens to be. 8. Unicorn horns aren't as durable as they used to be. They seem to have a small chance of disintegrating whenever you a)pply them, much like keys, picks, and credit cards. They also don't restore lost stats, so keep those potions of restore ability! Unicorns themselves are pretty rare; I didn't encounter one until Vlad's Tower, having fought off Juiblex twice without the benefit of one. 9. The formula for damage to monsters is somewhat odd. There appear to be several types of monsters. Elementals, for example, can only be hit by an enchanted artifact weapon. Higher level monsters, like Vampire Lords and unique demons (Asmo, Beelz, etc.) only take 8 HP of damage from a +1 Excalibur, despite the silver bonus. A +4 ToM and a +4 Excalibur, however, do full damage (about 30 HP) against them. 10. The formula for determining spellcasting ability is also somewhat mysterious. Even at level 29, with INT 12 and WIS 15 and maximum luck, all my failure probabilities were 100%. There were times during the game, though, that the failure probabilities for some spells dipped as low as 62%. Oddly enough, spells of the same level sometimes had different percentages listed next to them. The end result was that my Samurai never cast a spell in the entire game. 11. What are the maximum safe enchantments for weapons and armor? I destroyed my ToM without any warning by enchanting it at +4. I didn't dare risk any of my armor, since the shops seems to handle it more reliably and at a reasonable cost. 12. Potions of healing and extra healing only increase your max HP when blessed, and then only by 1 and 2 HP, respectively, instead of 2 and 5. 13. Lots of enemies are immune to death rays now, including the Wiz, the High Priest, and shopkeepers. The Wizard is what caused me the most problems, obviously. 14. Blessed scrolls of teleportation now give controlled teleport, making them much more useful. I used them to simulate teleport control as I was leaving Gehennom for the Astral Plane and for beating the Wiz to the up staircase. 15. Obtaining weapons by sacrificing really is as hard as claimed. I only received one artifact this way, though I always kept my god well-pleased and sacrificed well over a hundred corpses after receiving my initial artifact. Most of these changes are, incidentally, things that make the game more interesting for the high level characters as well as the low level ones. One "problem" with vanilla NH is the way all characters can become, for all intents and purposes, all-powerful. As an expert fighter and spell- caster, with an inventory full of infinitely usable tools and wands to eliminate nuisances, and having acquired all intrinsics before even entering the Quest, the game becomes an exercise in patience even before dungeon level 20. The NH+ dungeon is a much less friendly place, and the entire game is a challenge from start to finish. The shopkeeper functions are also very useful, and I hope some of their functions make it into the next official release of NH.