-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SEMI-SPOILER FILE FOR NETHACK PLUS Source & Spoiler by: Stephen White (swhite@cs.mun.ca) Release Date: 07/26/94 Release Version: 1.1 This file contains information on the following topics: (1) CLASSES: Abilities, Intrinsics and Maximum Stats. (2) OBJECTS: New items list. (3) SHOPS: List of "Special Services" and info on Shopkeepers. (4) ARTIFACTS: List of new artifacts and info on how to get them. (5) GENERAL: Anything not covered above. (6) SPECIAL NOTES: Discalmers and information on Patches and Bugs -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 1: CLASSES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A lot of the classes (new and old) have special abilities as of now, I'll list as many as I can remember: "A" -> Heheh... when wielding your bullwhip try walking over a trapdoor some time :) That fedora you are wearing... there's something special about it... see if you can find out (Hint: Watch your stats) "B" -> This already is a very powerful class! However, you now get the ability to eat rotted corpses with no ill effect. (Note: You are NOT immune to sickness, you can just eat ANYTHING!) "C" -> Nothing too special, JUST infravision! (You'll know what I mean next time you play. "D" -> Well, the ability to polymorph with out risk of level change or system shock is good enough, in addition you get the ability to polymorph at will (costs 10 energy) at level 6. "E" -> Pretty standard really, High Dexterity and Infravision. "F" -> Ability to polymorph into a baby red dragon gained at level 7, at level 15 you can polymorph into a full red dragon. Baby dragon costs 25 mana, full costs 50. If you wear red dragon scale mail you can polymorph into a full red dragon at level 7 and above for a cost of 35 energy. "H" -> Spell casting suffers if a shield or body armor is worn. Healers also are very good when dealing with potions, they can identify all non-magical ones and most of the bad ones without drinking them. They are also better at mixing potions (they ARE alchemists!), in general they have a 1 in 6 chanch of creating water, 1 in 6 chanch of creating sickness potion, 2 in 6 chanch of producing a new potion and a 1 in 6 chanch of destroying both potions. NOTE: If one/both of the potions is cursed it will almost ALWAYS be destroyed. "I" -> See "F" except it's a white dragon. "K" -> Can get Excalibur via dipping a long sword into a fountain. (All other lawful classes have a MUCH lower chance). "L" -> Heheh... is EVIL! Can eat humans without penalty (actually, it's GOOD to eat them :), ability to polymorph into a werewolf at level 3. Is immune to other forms of Lycanthropy and doesn't randomly change, you must use the CTRL-Y command (costs 10 energy to transform into/out of werewolf form). "M" -> Definitely has the most benefits (and hindrances :). You do 1d3 / 5 levels + 1 / level until 20 damage when not using any weapon (ie, your bare hands), -1 Ac per 2 levels and a chance of stunning or seriously maiming an opponent with bare hand attacks. Can hit monsters hit only by + level/4 weapons. Hindrances, can not wear body armor or a shield (well, you CAN but it's not recommended... you bonuses are severely diminished) may not eat ANYTHING he kills, if he uses any form of weapon, he suffers a -4 hit and -2 damage (and gets no bonus). They also suffer the spellcasting hindrances of healers when using armor. The only exception to these armor rules are robes, which they can wear without ANY penalties to their skill of casting. "P" -> What can I say? They're good enough as they are now. They now start out with ALL their equipment blessed (pretty stingy of the temple that it wasn't originally :). "R" -> MUCH better chance of successfully Stealing gold form someone. It's a good idea to wear light (or no) armor while doing so. "S" -> What more do you want?!? "T" -> Couldn't think of anything... "U" -> These guys are a major menace to any undead they may meet. They can affect any undead as if they had a +4 weapon and they do extra damage against them. They also get several unique intrinsics, Sickness Immunity (gained from hanging out in all those graveyards :), Level-Drain Resistance (Pretty hard to survive wrestling and strangling a vampire lord without it) and Undead Warning (*sniff, sniff* "I smell UNDEAD!" *ROAR!*). The Undead Warning is simmilar to Sting's effect, if they get near, you are warned. The major difference is that you are also told the apporximate direction (i.e., you sence an evil presence to the north- east)! "V" -> They're good enough already! "W" -> Best spellcasters in the game! See Healer armor restrictions on spell casting. As you may have noticed if you have played the game, the usual stat maximums of 18 have been altered for some classes allowing them to go as high as 21 in one case and as low as 7 in another. Here is a chart containing the information for each class. CLASS: STR: INT: WIS: DEX: CON: CHR: NOTE: Some classes may have "A" 18 19 18 19 17 19 higher maximum averages "B" 20 12 16 18 20 10 than others. This is "C" 20 14 16 18 20 15 done to reduce the power "D" 18/** 18 18 18 18 18 of really powerful "E" 18/50 19 16 21 13 19 classes (Like Barbarian) "F" 15/50 19 17 19 16 18 and to increase weak "H" 14 19 19 19 19 18 ones (Like Healer) "I" 18/50 19 17 19 16 18 "K" 19 17 19 13 18 19 Also, minimum for all classes "L" 20 20 18 18 20 7 are 3 for each stat. "M" 10 20 20 18 20 18 "P" 18/** 17 20 15 18 18 "R" 18/** 17 17 20 17 16 "S" 19 15 15 20 19 15 "T" 18/50 19 19 15 18 19 "U" 18/** 17 17 18 19 18 "V" 20 12 17 16 20 16 "W" 12 20 20 19 16 18 Finally, Intrinsics. Well, they are self-explaining so here's the list. CLASS: LEVEL: INTRINSIC GAINED: "A" 1 Stealth 1 Fast 5 See Invisible 10 Searching "B" 1 Poison Resistance 4 Stealth 7 Fast "C" 7 Fast 15 Warning "D" 1 Polymorph 9 Polymorph Control "E" 1 Sleep Resistance 1 See Invisible 1 Searching 7 Fast "F" 1 Fire Resistance 7 Shock Resistance 13 Cold Resistance "H" 1 Poison Resistance 15 Warning "I" 1 Cold Resistance 7 Shock Resistance 13 Fire Resistance "K" 7 Fast "L" 1 Poison Resistance 7 Fast 13 Sleep Resistance "M" 1 Fast 1 Sleep Resistance 1 See Invisible 3 Poison Resistance 5 Stealth 7 Warning 9 Searching 11 Fire Resistance 13 Cold Resistance 15 Shock Resistance 17 Teleport Control "P" 1 Shock Resistance 15 Warning 20 Fire Resistance "R" 1 Stealth 10 Searching "S" 1 Fast 15 Stealth "T" 10 Searching 20 Poison Resistance "U" 1 Undead Warning 1 Level-Drain Resistance 1 Sickness Resistance 7 Fast "V" 1 Cold Resistance 1 Stealth 7 Fast "W" 15 Warning 17 Teleport Control -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 2: OBJECTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A list of new items: WEAPONS: silver dagger ------. silver short sword | silver long sword |- Pretty standard really, just new silver weapons. silver mace | silver spear ------' heavy hammer (This one is special, like the runesword... just for Mjollnir) wooden stake (Another special one... for the Undead Slayer's quest) ARMOR: robe (Yup, just a robe. Wizards can wear this and cast spells) robe of protection (Gives Protection and same AC bonus as Cloak of Protection) robe of power (Makes spellcasting easier for all classes) robe of weakness (Heheh... Nasty one :) FOOD: holy wafer (healthy holy food ... not recommended for undead :) RINGS: gain constitution (As per ring of gain strength... only for constitution) TOOLS: magic candle (Doesn't give a wish, but gives infinite light) medical kit (Can cure EVERYTHING, but you better be a healer :) orb of enchantment (REALLY powerful and rare, enchants weapons. 2-5 charges) orb of charging (Charges things, but can't be charged :) orb of destruction (I'm not going to tell you, Ha!) SPELLBOOKS: resist poison (Temporary immunity to poison) resist sleep (Temporary immunity to sleep) endure heat (Temporary immunity to fire) endure cold (Temporary immunity to cold) insolate (Temporary immunity to electricity) enlighten (As per potion of enlightenment) enchant weapon (Rarely works, and cost A LOT of energy, but sometimes...) enchant armor (Rarely works, and cost A LOT of energy, but sometimes...) WANDS: enlightenment (As per potion of enlightenment) STONES: stone of health (Lets you naturally heal at a faster rate) stone of rotting (Lets you naturally heal at a slower rate) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 3: SHOPS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Shops and Shopkeepers: SPECIAL SERVICES: All shops now have "Special Services" available to the kind player who may want to purchase them. I will only give a list of them so you know they are there, I want to leave the actual discovery of them to you :) For starters, to "activate" them simply try to pay for something when you owe nothing (in case you wondering, this is done so you just don't pick up everything in the shop and identify it BEFORE paying for it :) Services: (Varies with shop) Identify, Rustproofing/Enchant Weapons, Rustproofing/Enchant Armor, Charge Wand/Ring/Tool, Poison Weapons, Remove Curse, Appraise (This doesn't work very well) PLEASE NOTE: I didn't write this code, but I can not find the name of person who did anywhere in the source he gave me (It's been about 6 months since I talked to him and I lost his address when my systems mail was purged). However, I have done MAJOR revisions to it in my source to help balance this version, so please refer all question and comments to me. SHOPKEEPERS: A brief note on shopkeepers, they are CONSIDERABLY more powerful now. This was done because of possible shopkeeper abuse due to the "Special Services" they provide. You will now find it nearly impossible to kill these buggers, they are now level 24 rather then level 10, have an 4 attacks per round, are very fast AND immune to sleep, poison and death rays (Ha!) If you can kill one now, you TRULY deserve the abuse you can extract from them :) This power enhancement is also done to ensure fewer pets can kill shopkeeper by themselves. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 4: ARTIFACTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- New Artifacts: WEAPONS: Serpents Tongue: TYPE: Dagger ALIGN: Chaotic CLASS: Rogue Doomblade: TYPE: Orcish Short Sword ALIGN: Chaotic CLASS: Lycanthrope Elfslayer: TYPE: Orcish Spear ALIGN: Chaotic CLASS: None Disrupter: TYPE: Mace ALIGN: Neutral CLASS: Priest Luckblade: TYPE: Short Sword ALIGN: Neutral CLASS: Tourist Giantkiller: TYPE: Dwarvish Mattock ALIGN: Neutral CLASS: None Skullcrusher TYPE: Club ALIGN: Lawful CLASS: Cave Man Quick Blade TYPE: Elven Short Sword ALIGN: Lawful CLASS: Elf Fire Dagger TYPE: Dagger ALIGN: Lawful CLASS: Healer Holy Spear of TYPE: Silver Spear ALIGN: Lawful CLASS: Undead Slyr Light Holy Sword TYPE: Long Sword ALIGN: Lawful CLASS: None ARMOR: Gauntlets of TYPE: Gauntlets of Dex. ALIGN: Neutral CLASS: Monk Defense QUEST: Medallion of Shifters (Doppelganger) Candle of Ever Burning (Flame Mage) Storm Whistle (Ice mage) Staff of Withering (Lycanthrope) The Mantle of Knowledge (Monk) The Stake of Van Helsing (Undead Slayer) Sacrificing for artifacts: This are has been changed to make it harder to obtain artifacts through sacrifice. My reasoning for this is all the people who say "Aww... Dragonbane! Thats junk! I'll throw that away and wait for something better" or "Hmm... Magicbane is good for a Wizard, but I'd rather have Mjollnir" Now if you get an artifact, be happy! I mean, think about it... to get something SO powerful from just sacrificing a newt on level 2 is crazy! The gods don't have an infinite supply of artifacts to throw around, if you are good enough to get one you deserve it but you HAVE to be GOOD enough There's only one Mjollnir, only the mightiest will get it! Ok, here's how it works: If you make a sacrifice and it qualifies to give you an artifact as it used to (ie. high luck, high align) you get 1 point. If that sacrifice just converted an altar, you get 5 points. The same applies to sacrificing a unicorn of an opposing color. You then have a chance, based on the number of points you have obtained and the number of artifacts in the game, of being granted an artifact. A number from 1 to 100 + 25 per artifact in existence, (ie. no artifacts -> 1 to 100, 1 artifact -> 26 - 125, etc) is compared to your points. If your number is higher than the number picked, you get an artifact! Now, this may seem like a good deal _BUT_ it has a few drawbacks. If you piss your god off, your points are reset to 0. (This of course includes changing alignments) Every 200 moves one point is deducted from your points. In other words, the gods like it when you constantly sacrifice... not just a sacrifice now and then. So there you have it! Simple isn't it? Mind you, this is about the only way to get artifacts in the game at present. There are four others: (1) Find them. (Yes, it DOES happen :) (2) Become the Hand/Envoy/Soul Taker (or #dip for Excalibur) (3) Kill something that has one (like an Archon) (4) Wish for them (However, most generally powerful ones have been disabled, such as Vorpal Blade, Stormbringer. But "minor" ones such as Dragonbane or Ogresmasher are still available via wish) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 5: GENERAL -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (1) Spells and Spellcasting: I have totally overhauled the spellcasting system: certain classes are better than others and use different stats in determining success (ie. Wizard uses INT, Priest uses WIS). Instead of a flat success or fail, there is now a percent chance of casting a spell based on class, level, spell level and, for some classes, armor worn. (2) Magical Creatures: Certain creatures can only be hit by magic weapons (or spells) of various power. Similarly, some powerful creatures strike as if they had magical weapons of various power. Ex: Unicorns are now +2 or better to hit, and strike as if they had a +1 weapon. Another "common" monster hit only by +2 or better weapon is the Ghost. (3) Monster Improvements: Powerful monsters are now harder to kill, including Shopkeepers. Some important monster may be immune to Wands of Death (new monster intrinsic, no Mr. Barbarian you CAN'T get it by eating him! :)... players aren't the ONLY all-powerful force in THIS dungeon! (4) Two New Commands: There are two new commands available in the game now, Steal (CTRL-B) and Polymorph (CTRL-Y). Anybody can attempt to steal, but the chances of a non-Rogue succeeding is very low. Only four classes can attempt to Polymorph: Doppelgangers (of course!), Flame Mages, Ice Mages and Lycanthropes (Duh!). (5) XP and Levels: There has been a drastic change in the amount of experience you need to gain a level; you now need a lot more. Many people have asked "Why so much? It's TOO hard!", the answer is simple: Power. There are two main reasons this was done: (A) To offset the powerful effects gained at the higher levels, like with Barbarians with a 20 con... they could have ~50 HP at level 4! So I made advancement slower to curb the rate of power increase. You will still have ~50 HP at level four, but it will take a long time to get there. (B) You will now more appreciate gaining a level, rather than "Oh, great. Level 7" it will be "YESSSS! I finally made Level 6 and it only took me three days, that must be a new record!"... (Well, maybe not THAT bad :) (6) Polymorph Revision: Polymorphing has been changes in two respects, the first being that certain monster's special abilities now take energy to use (werewolves summoning wolves or a mind flayer's mind blast, for example). The second change is to the actual polymorphing code itself. It applies only to Dopplegangers (and sort of to Lycanthropes). Now when you are wearing armor and/or a cloak and you polymorph into a large creature you will not break your armor, but simply remove it. This allows a 'D' to wear armor without risk of destroying it, which in turn enhances their chance of survival. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SECTION 6: SPECIAL NOTES -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Patch with the "Special Services" has been included in this version but has been drastically altared. If the author is out there reading this, please contact me. Also the Patch for the "Black Market" has been INCLUDED but not enabled in both the source and the executable. It turns out that it's a wee bit too buggy (Well, anything that has even ONE bug is too buggy. But that's another topic all together) to be used in my version. Again, if the author is out there please contact me. There is (as far as my vast knowledge can see) only ONE bug contained within the source code. It has to do with dwarves with pick-axes not being restored properly, you will run into this problem. Just ignore it, the game will tell you the program is in disorder any perhaps you should quit but you don't need to as the problem is very minor and will have no effect on the outcome of the game. If anyone knows what might cause this, PLEASE let me know! DISCLAIMER: I am NOT responsible for any damages this program may cause on you computer, social life, job or sanity. It is mostly bug free and shouldn't have any major problems, however if you discover what you think may be a bug, please report it to me, Stephen White (swhite@cs.mun.ca). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-