1 +------------------------------------------------------------------------+
3 +------------------------------------------------------------------------+
5 | Super Lotsa Added Stuff Hack - Extended Magic |
7 | Courtesy of the Slash'EM development team with the efforts and support |
8 | of countless others, especially the slashem-devel mailing list. |
10 +------------------------------------------------------------------------+
11 | Nethack is Copyright 1985-2003 |
12 | By Stichting Mathematisch Centrum and M. Stephenson. |
13 | SLASH'EM and NetHack may be freely redistributed. |
14 | See license for details. |
15 +------------------------------------------------------------------------+
22 Q. What is the Wizard Patch?
23 Q. What are the new commands?
24 Q. Where did feature xxx come from?
27 ------------------------
29 At its very heart and core, it's still good ol' vanilla Nethack,
30 by the illustrious DevTeam (http://www.nethack.org/).
32 The code base from which this was started is SuperLotsaAddedStuffHack
33 (SLASH) 4.1.2E8, ported by Enrico Horn. He took the old SLASH V6 (a
34 variant for Nethack 3.1.3) code by Tom Proudfoot, and ported it to use
35 the Nethack 3.2.2 code. SLASH was probably the most popular variant
38 On top of this is added the Wizard Patch 0.7 by Larry Stewart-Zerba
39 and Warwick Allison (also known for the Qt Nethack port).
41 Enriched with additional tiles by Dirk Schönberger.
43 Knead in Kevin Hugo's Balance Patch.
45 Add half a pound of bugfixes, new spells, tweaked/new special abilities
46 and features as they came to Warren Cheung.
48 Finally, factor in several years worth of development by the Slash'EM
52 ----------------------
54 SLASH originally by Tom Proudfoot
55 SLASH 4.1.2E8 by Enrico Horn
57 SLASH is Super-Lotso-Added-Stuff-Hack. Pretty much, it's Nethack with
58 more spells, monsters, artifacts, character classes and other added
59 features. Originally by Tom Proudfoot.
61 See Ali's source archive for more details:
63 http://avrc.city.ac.uk/nethack/source.html
65 Q. What is the Wizard Patch?
66 ---------------------------------
68 Wizard Patch 1.0 by Larry Stewart-Zerba and Warwick Allison.
70 The Wizard Patch took the skills system in Nethack 3.2.2 and extended it
71 to include spellcasting abilities. It also added some spells. As a note,
72 Warren chose not to include the decreased power regeneration code.
74 Q. What are the new commands?
75 ----------------------------------
77 Please consult the guidebook, a copy of which should be included
78 with all distributions.
80 Q. Where did feature xxx come from?
81 ----------------------------------------
83 Many of the changes from vanilla NetHack are the result of continuing
84 development and improvement of Slash'EM but many others date back to
85 earlier variants and patches. Here is the original documentation of
86 the various bits that went into the original creation of Slash'EM.
90 (Quoted directly from a news post by Tom Proudfoot)
91 The changes from Nethack Plus, except for:
92 * you _can_ wish for artifacts, except there is a chance it doesn't work
93 * the hit point regeneration is completely changed, and is now
94 based on your Con and Max Hp. A side affect of this is a ring/amulet
95 of regeneration is not so easily identified, because it doubles your
96 healing rate, and that may or may not be 1 point/turn.
97 * the magic-weapon-to-hit-a-monster thing is still in there, but
98 significantly toned down
99 * the Doppelganger no longer prompts you "want to change (y/n)?" every
100 couple of dozen turns. This drove me up the wall! If you want to
101 polymorph, use alt-Y and 10 energy.
102 * Warning is now actually useful, instead of annoying.
104 -shopkeepers have extra services
106 -new character classes
108 About 150 new monsters. Some of the more, um, interesting ones:
109 * rot worm -- Causes sickness, and is a low level monster. Fortunately,
110 it's kinda slow. Unfortunately, it hides under things.
111 * rhambusun -- Has a paralyzation gaze (lasts for only a couple of turns)
112 * pyrolisk -- Has a fire-damage gaze
113 * green slime -- Touch causes you to slowly turn into slime unless you
117 a: snow ant, yellow jacket, tsetse fly, giant wasp, black wasp,
118 army ant, spitting beetle, assassin bug, killer beetle
119 b: jiggling blob, lava blob, crackling blob, burbling blob
120 c: chickatrice, pyrolisk
121 d: dingo, fox, coyote, pit bull, rabid wolf, hyena, wolverine,
122 shadow wolf, mist wolf, death dog
123 e: glowing eye, flaming sphere, shocking sphere, bloodshot eye,
124 blinking eye, beholder, gas spore
125 f: lynx, panther, werepanther, weretiger, sabre-toothed cat,
126 displacer beast, hellcat, caterwaul, kamadan
127 g: galltrit, jermlaine
128 h: dwarf thief, duergar, master mind flayer, gnoll
129 i: dretch, rutterkin, nupperibo, blood imp, larva
130 j: red jelly, orange jelly, black jelly
131 k: swamp kobold, rock kobold, kobold wizard, kobold warrior, Kroo
132 l: leprechaun wizard, brownie, quickling, pixie
134 o: orc, war orc, great orc, Grund, snow orc, demon orc
135 p: glass piercer, roper
136 q: scramper, squealer, mangler, mastodon, Jumbo, juggernaut, catoblepas
137 r: rabbit, black rat, pack rat, rabid rabbit, hellrat, the Rat King
138 s: centipede, recluse spider, barking spider, nickelpede,
139 giant scorpion, Girtab, Shelob, werespider, carrion crawler,
142 w: maggot, dung worm, acid worm, tunnel worm, rot worm, bloodworm
143 x: arc bug, spark bug, lightning bug
144 y: red light, blue light
146 B: rhumbat, athol, hellbat, mongbat, mobat, harpy
147 D: shimmering dragon, silver dragon, wyvern, hydra
148 F: disgusting mold, black mold
149 G: gnome thief, deep gnome, gnome warrior, Ruggo
150 H: storm giant, the Largest Giant
155 O: ogre mage, shadow ogre
156 P: moldy pudding, green slime
157 S: king cobra, weresnake, asphynx
158 T: black troll, two-headed troll
165 @: mugger, thief, character classes (at all different levels),
166 jackalwere, gibberling, grimlock, drow
168 &: efreeti, dao, marid
170 :: gila monster, salamander, rhaumbusun, basilisk, komodo dragon
172 There are new spells for the monsters to cast, and they will use a lot of the
173 new items, so be careful of the original monsters as well!
175 I tried to color the new monsters appropriately, and colored people
176 according to their clothing. There are some duplicated colors, now, though,
179 The characters are colored now, according to their preferred dress, so
180 the Tourist is purple, Elf green, Rogue black, Wizard blue, and so on.
181 Call me stupid, but this helps remind me which class I am, since I die
184 Pets only pick up 5 gold pieces out of a pile, and won't pick up a whole
187 New terrain types: graves (you can 'r'ead the headstone, or dig it up)
188 toilets (um, you can sit, kick, drink, all sorts of stuff)
190 New artifacts, like the Eye/Hand of Vecna. I wouldn't use either one of
191 these too often, if I were you. There's also Mirrorbright the silver shield,
192 Whisperfeet the speed boots, and Deluder the displacement cloak. Also,
193 a bunch of weapons, which I don't remember too well.
195 Buncha special levels, like the Rat King level, the Kobold King level, Orc
196 level, Giant level, spider level, etc. Some are side-dungeons, others
199 New rooms, like a Real Zoo (with zoo-like monsters), Leprechaun Throne Room,
200 Giant Throne Room, and stuff like that.
202 Buncha items. I remember these:
204 armor: silver dragon scale mail (reflection)
205 shimmering dragon scale mail (displacement)
206 gauntlets of swimming
207 cloak of poisonousness (don't wear this)
208 lab coat (poison res)
209 asbestos jacket, fire helmet (left over from my Fireman class)
212 amulets: regeneration
216 rings: free action (no paralyzing! cool item!)
220 potions: full healing
221 invulnerability (for a few turns, anyway)
230 create horde (don't use this, unless you're studly)
231 fireball (fortunately, monsters won't zap this one because I
232 couldn't get it to work right)
234 I feel like an idiot. There are certainly more items than these, but I can't
235 remember them. Oh well. Good luck, and try not to get killed by a horde
239 From the Wizard Patch: (Copied from the Wizard Patch Homepage)
240 --------------------------------------------------------------
242 o A read of a spellbook now lasts 5000 turns
243 o A spellbook can now only be read 3 times.
244 o Spell Energy (mana) regeneration has been lowered.
245 o Minor bug fix with spell damage.
246 o Added ifdefs for debugging code.
247 o A binary with Qt NetHack is available on Warwick's home page.
249 o Wizard's starting weapon is now blessed +1 quarterstaff.
250 o Added spell hit bonus and spell damage bonus, similar to weapon
251 hit and damage bonuses.
252 o Skill gained in a spell class is now based on the level of the
254 o Some minor bug fixes.
256 o The percent success of casting a spell is now based heavily on
257 your skill level, and the level of a spellbook.
259 o Protection spell added.
263 o Spell casting now has skills and slots (like weapon skills)
264 o Spell Skill advancement uses nethack 3.2.1 advancement menus.
265 o See below for table of classes, starting and maximum skill level.
266 * Wizard Patch 0.1 the start of it all.
270 (from the spoiler file included with the source)
271 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
273 SEMI-SPOILER FILE FOR NETHACK PLUS
274 Source & Spoiler by: Stephen White (swhite@cs.mun.ca)
275 Release Date: 06/27/94 Release Version: 1.0
277 This file contains information on the following topics:
279 (1) CLASSES: Abilities, Intrinsics and Maximum Stats.
280 (2) OBJECTS: New items list.
281 (3) SHOPS: List of "Special Services" and info on Shopkeepers.
282 (4) ARTIFACTS: List of new artifacts and info on how to get them.
283 (5) GENERAL: Anything not covered above.
284 (6) SPECIAL NOTES: Discalmers and information on Patches and Bugs
286 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
288 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
290 A lot of the classes (new and old) have special abilites as of now, I'll
291 list as many as I can remember:
293 "A" -> Heheh ... when wielding you bullwhip try walking over a
294 trapdoor some time :)
296 That fedora you are wearing .. there's something special
297 about it ... see if you can find out (Hint: Watch your
300 "B" -> This already is a very powerful class! However, you now
301 get the ability to eat rotted corpses with no ill effect.
302 (Note: You are NOT immune to sickness, you can just eat
305 "C" -> Nothing too special, JUST infravision! (You'll know what
306 I mean next time you play.
308 "D" -> Well, the ability to polymorph with out risk of level change
309 or system shock is good enough, in addition you get the
310 ability to polymorph at will (costs 10 energy) at level 6.
312 "E" -> Pretty standard really, High Dexterity and Infravision.
314 "F" -> Ability to polymorph into a baby red dragon gained at level 7,
315 at level 15 you can poly into a full red dragon. Baby dragon
316 costs 25 mana, full costs 50. If you wear red dragon scale
317 mail you can polymorph into a full red dragon at level 7 and
318 above for a cost of 35 energy.
320 "H" -> Spell casting suffers if a shield or body armor is worn.
322 "I" -> See "F" except it's a white dragon.
324 "K" -> Can get Excalibur via dipping a long sword into a fountain.
325 (All other lawful classes have a MUCH lower chanch)
327 "L" -> Hehe .. is EVIL! Can eat humans without penelty (actually,
328 it's GOOD to eat them :), ability to poly into a werewolf at
329 level 3. Is immune to other forms of Lycanropy and doesn't
330 randomly change, you must use the CTRL-Y command (costs 10
331 energy to transform into/out of werewolf form)
333 "M" -> Definatly has the most benifits (and hinderances :). You
334 do 1d3 / 5 levels + 1 / level until 20 damage when not using
335 any weapon (ie, you bare hands), -1 Ac per 2 levels and a
336 chanch of stuning or seriously maiming an opponent with
337 bare hand attacks. Can hit monsters hit only by + level/4
338 weapons. Hinderances, can not wear body armor or a shield
339 (well, you CAN but it's not recomended ... you bonuses are
340 severly diminished) may not eat ANYTHING he kills, if he uses
341 any form of weapon, he suffers a -4 hit and -2 damage (and
344 "P" -> What can I say? Their good enough as is :)
346 "R" -> MUCH better chanch of successfully Stealing gold form someone.
347 It's a good idea to wear light (or no) armor while doing so.
351 "T" -> Couldn't think of anything ...
353 "V" -> Their good enough already!
355 "W" -> Best spellcasters in the game! See Healer armor restrictions
358 As you may have noticed if you have played the game, the usual stat maximums
359 of 18 have been altered for some classes allowing them to go as high as 21
360 in one case and as low as 7 in another. Here is a chart containing the
361 information for each class.
364 CLASS: STR: INT: WIS: DEX: CON: CHR: NOTE: Some classes may have
365 "A" 18 19 18 19 17 19 higher maximum averages
366 "B" 20 12 16 18 20 10 than others. This is
367 "C" 20 14 16 18 20 15 done to reduce the power
368 "D" 18/** 18 18 18 18 18 of really powerful
369 "E" 18/50 19 16 21 13 19 classes (Like Barbarian)
370 "F" 15/50 19 17 19 16 18 and to increase weak
371 "H" 14 19 19 19 19 18 ones (Like Healer)
372 "I" 18/50 19 17 19 16 18
373 "K" 19 17 19 13 18 19 Also, minimum for all classes
374 "L" 20 20 18 18 20 7 are 3 for each stat.
375 "M" 10 20 20 18 20 18
376 "P" 18/** 17 20 15 18 18
377 "R" 18/** 17 17 20 17 16
378 "S" 19 15 15 20 19 15
379 "T" 18/50 19 19 15 18 19
380 "V" 20 12 17 16 20 16
381 "W" 12 20 20 19 16 18
383 Finally, Intrinsics. Well, their self explanitory so here's the list.
385 CLASS: LEVEL: INTRINSIC GAINED:
391 "B" 1 Poison Resistance
401 "E" 1 Sleep Resistance
406 "F" 1 Fire Resistance
410 "H" 1 Poison Resistance
413 "I" 1 Cold Resistance
419 "L" 1 Poison Resistance
435 "P" 1 Shock Resistance
448 "V" 1 Cold Resistance
455 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
457 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
462 silver dagger ------.
464 silver long sword |- Pretty standard really, just new silver weapons.
467 heavy hammer (This one is special, like the runesword ... just for Mjollnir)
470 robe (Yup, just a robe. Wizards can wear this and cast spells)
471 robe of protection (Gives Protection and same AC bonus as Cloak of Prot.)
472 robe of power (Makes spellcasting easier for all classes)
473 robe of weakness (Hehe ... Nasty one :)
476 gain constitution (As per ring of gain strength ... only for constitution)
479 magic candle (Doesn't give a wish, but gives infinite light)
480 orb of enchantment (REALLY powerful and rare, enchants weapons. 2-5 charges)
481 orb of charging (Charges things, but can't be charged :)
482 orb of destruction (I'm not going to tell you, Ha!)
485 resist poison (Temperary imunity to poison)
486 resist sleep (Temperary imunity to sleep)
487 endure heat (Temperary imunity to fire)
488 endure cold (Temperary imunity to cold)
489 insolate (Temperary imunity to electricity)
490 enlighten (As per potion of enlightenment)
491 enchant weapon (Rarely works, and cost A LOT of energy, but sometimes...)
492 enchant armor (Rarely works, and cost A LOT of energy, but sometimes...)
495 enlightenment (As per potion of enlightenment)
498 stone of health (Lets you naturally heal at a faster rate)
499 stone of rotting (Lets you naturally heal at a slower rate)
501 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
503 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
505 Shops and Shopkeepers:
508 All shops now have "Special Services" avaliable to the kind player who may
509 want to purchase them. I will only give a list of them so you know they are
510 there, I want to leave the actual discovery of them to you :)
512 For starters, to "activate" them simply try to pay for something when you
513 owe nothing (in case you wondering, this is done so you just don't pick up
514 everything in the shop and identify it BEFORE paying for it :)
516 Services: (Varies with shop)
518 Identify, Rustproofing/Enchant Weapons, Rustproofing/Enchant Armor,
519 Charge Wand/Ring/Tool, Poison Weapons, Remove Curse, Apprase (This
520 doesn't work very well)
522 PLEASE NOTE: I didn't write this code, but I can not find the name of person
523 who did anywhere in the source he gave me (It's been about 6
524 months since I talked to him and I lost his address when my
525 systems mail was purged). However, I have done MAJOR revisions
526 to it in my source to help balance this version, so please
527 refere all question and comments to me.
530 A brief note on shopkeepers, they are CONSIDERABLY more powerful now. This
531 was done because of possable shopkeeper abuse due to the "Special Services"
532 they provide. You will now find it nearly impossable to kill these buggers,
533 they are now level 24 rather then level 10, have an 4 attacks per round, are
534 very fast AND immune to sleep, poison and death rays (Ha!) If you can kill
535 one now, you TRULY deserve the abuse you can extract from them :) This
536 power enhancement is also done to ensure fewer pets can kill shopkeeper by
539 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
541 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
546 Serpants Tongue: TYPE: Dagger ALIGN: Chaotic CLASS: Rogue
547 Doomblade: TYPE: Orcish Short Sword ALIGN: Chaotic CLASS: Lycanthrope
548 Elfslayer: TYPE: Orcish Spear ALIGN: Chaotic CLASS: None
549 Disrupter: TYPE: Mace ALIGN: Neutral CLASS: Priest
550 Luckblade: TYPE: Short Sword ALIGN: Neutral CLASS: Tourist
551 Giantkiller: TYPE: Dwarvish Mattock ALIGN: Neutral CLASS: None
552 Skullcrusher TYPE: Club ALIGN: Lawful CLASS: Cave Man
553 Quick Blade TYPE: Elven Short Sword ALIGN: Lawful CLASS: Elf
554 Fire Dagger TYPE: Dagger ALIGN: Lawful CLASS: Healer
555 Holy Sword TYPE: Long Sword ALIGN: Lawful CLASS: None
558 Gauntlets of TYPE: Gauntlets of Dex. ALIGN: Neutral CLASS: Monk
562 Medallion of Shifters (Doppelgangers)
563 Candle of Ever Burning (Flame Mage)
564 Storm Whistle (Ice mage)
565 Staff of Withering (Lycanthrope)
566 The Mantle of Knowledge (Monk)
568 Sacrificing for artifacts:
570 This are has been changed to make it harder to obtain artifacts through
571 sacrifice. My reasoning for this is all the people who say "Aww ...
572 Dragonbane! Thats junk! I'll throw that away and wait for something better"
573 or "Hmm ... Magicbane is good for a Wizard, but I'd rather have Mjollnir"
575 Now if you get an artifact, be happy! I mean, think about it ... to get
576 something SO powerful from just sacrificing a newt on level 2 is crazy!
577 The gods don't have an infinite supply of artifacts to throw around, if
578 you are good enough to get one you deserve it but you HAVE to be GOOD enough
579 There's only one Mjollnir, only the mightiest will get it!
581 Ok, here's how it works:
583 If you make a sacrifice and it qualifies to give you an artifact
584 as it used to (ie. high luck, high align) you get 1 point.
586 If that sacrifice just converted an altar, you get 5 points. The
587 same applies to sacrificing a unicorn of an opposing color.
589 You then have a chanch, based on the number of points you have
590 obtained and the number of artifacts in the game, of being granted
591 an artifact. A number from 1 to 100 + 25 per artifact in existance,
592 (ie. no artifacts -> 1 to 100, 1 artifact -> 26 - 125, etc) is
593 compared to your points. If your number is higher than the number
594 picked, you get an artifact!
596 Now, this may seem like a good deal _BUT_ it has a few drawbacks.
598 If you piss your god off, your points are reset to 0.
599 (This of course includes changing alignments)
601 Every 200 moves one point is deducted from your points. In other
602 words, the gods like it when you constantly sacrifice ... not
603 just a sacrifice now and then.
605 So there you have it! Simple isn't it? Mind you, this is about the only
606 way to get artifacts in the game at present. There are four others:
608 (1) Find them. (Yes, it DOES happen :)
609 (2) Become the Hand/Envoy/Soul Taker (or #dip for Excalibur)
610 (3) Kill something that has one (like an Archon)
611 (4) Wish for them (However, most generaly powerful ones have been
612 disabled, such as Vorpal Blade, Stormbringer. But "minor" ones
613 such as Dragonbane or Ogresmasher are still avaliable via wish)
615 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
617 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
619 (1) Spells and Spellcasting: I have totally overhalled the spellcasting
620 system, certain classes are better than others and use different stats
621 in determining sucess (ie. Wizard uses INT, Priest uses WIS). Instead of
622 a flat success or fail, there is now a percent chanch of casting a spell
623 based on class, level, spell level and for some classes armor worn.
625 (2) Magical Creatures: Certain creatures can only be hit by magic
626 weapons (or spells) of various power. Simallarly, some powerful creatures
627 strike as if they had magical weapons of various power. Ex: Unicorns are
628 now +2 or better to hit, and stike as if they had a +1 weapon. Another
629 "common" monster hit only by +2 or better weapon is the Ghost
631 (3) Monster Improvements: Powerfull monsters are now harded to kill,
632 including Shopkeepers. Some important monster may be immune to Wands of
633 Death (new monster intrinsic, no Mr. Barbarian you CAN'T get it by eating
634 him! :) ... players arn't the ONLY all-powerful force in THIS dungeon!
636 (4) Two New Commands: There are two new commands avaliable in the game now,
637 Steal (CRTL-B) and Polymorph (CTRL-Y). Anybody can attemp to steal, but
638 the chanchs of a non-Rogue succeding is very low. Only four classes can
639 attempt to Polymorph: Doppelgangers (of course!), Flame Mages, Ice Mages
640 and Lycanthropes (Duh!)
642 (5) XP and Levels: There has been a drastic change in the ammount of
643 experence you need to gain a level, you now need a lot more. Many people
644 have asked "Why so much? It's TOO hard!", the answer is simple: Power.
645 There are two main reasons this was done: (A) To offset the powerful
646 affects gain at the higher levels, like with Barbarians with a 20
647 con ... they could have ~50 HP at level 4! So I made advancement slower
648 to curb the rate of power increase, you will still have ~50 HP at level
649 four, but it will take a long time to get there. (B) You will now
650 appriciate gaining a level, rather than "Oh, great. Level 7" it will
651 be "YESSSS! I finally made Level 6 and it only took me three days, that
652 must be a new record!" ... (Well, maybe not THAT bad :)
654 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
655 SECTION 6: SPECIAL NOTES
656 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
658 The Patch fo the "Special Services" has been included in this version
659 but has been drastically altared. If the author is out there reading
660 this, please contact me.
662 Also the Patch for the "Black Market" has been INCLUDED but not enabled
663 in both the source and the executable. It turns out that it's a weee bit
664 too buggy (Well, anything that has even ONE bug is too buggy. But thats
665 another topic all together) to be used in my version. Again, if the
666 author is out there please contact me.
668 There is (as far as my vast knowledge can see) only ONE bug contained
669 within the source code. It have to do with dwarves with pick-axes not
670 being restored properly, you will run into this problem. Just ignore it,
671 the game will tell you the program is in disorder any perhapes you should
672 quit but you don't need to as the problem is very minor and will have
673 no effect on the outcome of the game. If anyone knows what might cause
674 this, PLEASE let me know
677 DISCLAMER: I am NOT responsable for any damages this program may cause
678 on you computer, socal life, job or sanity. It is mostly
679 bug free and shouldn't have any major problems, however if
680 you descover what you think may be a bug, please report it
681 to me, Stephen White (swhite@cs.mun.ca).
683 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
685 Tsanth's Modifications
686 ----------------------
690 Added code to support CONTAINER(silver wallet).
691 Bounded by "# ifdef WALLET_O_P".
693 Added code to handle WEPTOOL(spoon).
694 Bounded by "# ifdef P_SPOON".
696 .\ARTIFACT.C - WAC not added. Undergoing modification
698 Added code to make the chance to behead with the Vorpal Blade increase
699 with your level. (The Vorpal Blade gets more user-friendly when used
700 by more experienced adventurers. ;)
701 Bounded by "# ifdef TSANTH".
703 ..\INCLUDE\ARTILIST.H
705 Added Wallet of Perseus
706 From the mythology - Perseus, when sent to kill Medusa, was given
707 a silver wallet that could hold anything put into it; I've modified
708 it somewhat, to be able to hold anything, multiplying by 4 the
709 weight of everything in it if cursed, reducing by 1/8 the weight of
710 everything in it if uncursed, and _negating_ the weight of
711 everything put into it if blessed.
712 Bounded by "# ifdef WALLET_O_P".
716 Added prototypes for wiz_gain_ac(), wiz_gain_level(), and
717 wiz_toggle_invulnerability().
718 Bounded by /* xxx TSANTH'S CODE */
720 Added code to allow wizard mode users to increase their AC.
721 Bounded by /* xxx TSANTH'S CODE */
723 Added code to handle the control-sequence for increasing AC in wizard
725 Bounded by /* xxx TSANTH'S CODE */
727 Added code to handle the control-sequence for toggling invulnerability
728 in wizard mode. (Ctrl-N)
729 Bounded by /* xxx TSANTH'S CODE */
731 .\DOTHROW.C /* WAC */
733 destroy spoon after hit.
737 Added #define's for various mods.
741 Added several quotes, just for fun.
745 Added a line to support 4DOS
746 I had some minor trouble compiling SLASH (the levels would not
747 compile correctly with and without DLB enabled), due to 4DOS's DIR;
748 it lists two columns of data, unless you add the /z switch. So I
754 Added code to support Wallet of Perseus, no comments.
758 Added code to support Wallet of Perseus, comments.
759 Bounded by "# ifdef WALLET_O_P".
762 Lines 186-194, 208-211
763 Added WEAPON(dimsaber).
764 Bounded by "# ifdef D_SABER".
766 Added CONTAINER(silver wallet) to support Wallet of Perseus, no
768 Bounded by "# ifdef WALLET_O_P".
770 Made CONTAINER(sack) probability == 40. To fix the 1005% over problem.
772 Added WEPTOOL(spoon). (In homage to Final Fantasy 2.)
773 Bounded by "# ifdef P_SPOON".
777 Weight correction calculation
779 Added weight correction for WALLET OF P
781 Added weight correction for WALLET OF P
785 ..\WIN\SHARE\OBJECTS.TXT
787 Edited tile for WEAPON(lightsaber); I made it green. (Tile 46)
789 Added tile for WEAPON(dimsaber). (Tile 46)
791 Edited tile for WEAPON(darksaber); I made it red. (Tile 47)
793 Added tile for CONTAINER(silver wallet). (Tile 222)
795 Added tile for WEPTOOL(spoon). (Tile 271)
798 Lines 2032-2034, 2037-2039
799 Added code to allow wishing for unique monster tins in wizard mode.
800 Bounded by "# ifdef WIZARD".
801 Lines 2044-2046, 2049-2051
802 Added code to allow wishing for unique monster corpses in wizard mode.
803 Bounded by "# ifdef WIZARD".
804 Lines 2062-2064, 2067-2069
805 Added code to allow wishing for unique monster figurines in wizard mode.
806 Bounded by "# ifdef WIZARD".
808 ..\INCLUDE\PATCHLEV.H
810 Changed VERSION_COMPATIBILITY to 0x0000020AL (was previously
814 Lines 145-147, 154-156, 164-166, 172-174, 309-311, 313-315, 601-604,
815 608-610, 615-617, 619-621
816 Added code to handle teleportation in wizard (debug) mode; you should
817 now be able to teleport anywhere, anywhen, provided you're in wizard
819 Bounded by "# ifdef WIZARD".
821 ..\WIN\SHARE\TILEMAP.C
823 Added conditional statements to support WEAPON(dimsaber).
824 Bounded by "# ifndef D_SABER".
825 Added conditional statements to support CONTAINER(silver wallet).
826 Bounded by "# ifndef WALLET_O_P".
827 Added conditional statements to support WEPTOOL(spoon).
828 Bounded by "# ifndef P_SPOON".
832 Added code to make WEPTOOL(spoon) "flash brightly" when hitting any
834 Bounded by "# ifdef P_SPOON".
838 Added code to handle WEPTOOL(spoon) damage; it does 9999 damage.
839 Bounded by "# ifdef P_SPOON".
841 Added code to make throwing WEPTOOL(spoon) count toward DART skills.
842 Bounded by "# ifdef P_SPOON".
846 Added code to support WEAPON(dimsaber).
847 Bounded by "# ifdef D_SABER".
849 ..\WIN\TTY\WINTTY.C - WAC removed
851 Added text to the opening screen.
852 Bounded by "# ifdef TSANTH".
856 Added text to the wizard-mode help screen.
859 Added text to the wizard-mode help screen.
862 Additions from Kevin Hugo's Balance Patch
863 -----------------------------------------
866 amulet of flying [tile from removed amulet]
867 (instead of amulet of free action, which is a ring again)
868 Worn: You can fly at will.
872 amulet of unchanging [tile from removed amulet]
874 You won't change into the form of another creature, whether
875 accidentally, intentionally, or periodically. This includes
876 polymorph traps and rays, the polymorph intrinsic, lycanthropy
877 (were-creatures), turning to slime, becoming a "new man", or
878 returning to your normal form. If you were polymorphed, you
879 stay polymorphed and will permanently die when you lose all
880 hit points. Lycanthropy may be purified, but you will remain in
881 creature form. However, you can turn into another material;
882 namely, turning to stone, mimicing gold, or conversion/destruction
883 as a golem. It also does *not* stop the sliming process once it
885 Note: Magic resistance and/or polymorph control sometimes serve
887 You have to be a metallivore (xorn would be best) to eat it.
888 Then you would be stuck in that form, which probably isn't a
890 ? Should the Doppleganager's quest artifact be this type of amulet?
891 Fully coded but partially tested.
893 amulet versus stone [tile from removed amulet]
895 You are resistant to turning to stone.
896 ? Each time you are stoned, the blessing changes from blessed ->
897 uncursed -> cursed -> turns to dust.
898 The stoning process stops if it has started.
899 Eaten: Stops a stoning process which has already started.
902 kiwifruit [standin from asian pear]
903 (Intended for starting inventory of new Zoutherner class)
904 Same cost ($7), weight (2), and nutrition (50) as an apple.
905 Random probability 3/1000.
908 eucalyptus leaf [standin from sprig of wolfsbane]
909 (Intended for starting inventory of new Zoutherner class)
910 Cost $6, weight 1, nutrition 30, random probability 4.
911 Cures food poisoning, sickness, and nausea.
912 Koalas (a future creature) will only be able to eat this food.
913 Coded and tested. You can even wish for them in plural!
915 scroll of earth [standin from another scroll]
916 (Derived from an idea by Virtanen <jajvirta@cc.helsinki.fi>)
917 Blessed: Drops one rock on your head.
918 Uncursed: Drops 2 to 6 rocks on your head.
919 Cursed: Drops a boulder on your head.
920 Confused: Drops the objects as above on the 8 surrounding squares
922 Note: No effect on the Rogue level or in the endgame (except Plane
923 of Earth). The objects aren't dropped where the terrain won't permit
924 it (e.g., no objects will be stuck in walls). Amorphous, unsolid,
925 and wall-passing monsters are undamaged.
926 Cost $200, random probability 15/1000, marker charges 8.
929 potion of acid [tile from removed potion]
931 "This tastes sour." (non-hallucinating)
932 "This tastes tangy." (hallucinating)
933 Blessed: d4 damage and abuse constitution if not acid-resistant.
934 "This burns a little!"
935 Uncursed: d8 damage and abuse constitution if not acid-resistant.
937 Cursed: 2d8 damage and abuse constitution if not acid-resistant.
939 Hits monster: Same damage as above.
940 Vapors: Abuse constitution.
941 Can be quaffed by players and monsters to stop the stoning process.
942 Thrown by monsters as an attack.
944 # Dip: Non-blessed removes erosionproofing. Explodes with d10
945 damage when dipped into any water or mixed with other potions.
946 Cost $250, probability 20/1000.
949 ring of sustain ability [tile from removed ring]
950 Worn: Your statistics (Str, Con, Dex, ...) will neither increase
951 nor decrease (e.g., by attack, poison, gain ability, or restore
952 ability). The adjustments are lost forever, and they don't appear
953 after you remove the ring. Does not affect changes due to worn
954 items (e.g., ring of adornment, gauntlets of power).
955 Eaten: No effect. (Would be too powerful late in the game.)
956 Sink message: "The water flow seems fixed."
957 Notes: You can still accumulate exercise and abuse, although it
958 won't result in changes in your attributes while the ring is
960 # You are not protected from other attack effects such as mind
961 flayer amnesia or instant-kill poison.
963 Fully coded but partially tested.
965 saddle (tool) [no tile]
966 Can be found randomly and in pet stores.
967 You can ride certain pets. Try the following:
968 Apply a saddle to various monsters.
969 Kick or whip your steed.
970 Try the above at various experience levels and monster tameness.
971 Try getting on when polymorphed or impaired.
972 Move around while riding.
973 Try picking up or manipulating objects in the floor.
974 Polymorph yourself (or your steed).
975 Climb or descend stairs.
976 Generate a bones file.
977 # You are considered flying when you ride a flying monster.
978 Dismount by applying the saddle.
979 Partially coded and tested. I don't think there are any game-
980 stopping bugs, but there are several known inconsistencies:
981 Your steed does not yet attack or get attacked.
982 ? Use your steed to carry things as a pack animal?
983 Although I have attempted to compensate for the speed of the
984 saddled pet, it is far from perfect. To do an adequate job,
985 I would have to completely rehaul NetHack's speed system.
986 Traps, pools, and wounded legs are not properly handled.
987 More inconsistencies as they are discovered.
988 Conditionally coded by #ifdef YEOMAN, which is commented out be
989 default. You may experiment with it if you like, but the game
990 should be distributed with it commented out for now.
991 In the future, Knights and Yeomen will start with a pony, a saddle,
992 10+ apples, and 10+ carrots.
994 fishing pole (weapon-tool in polearm category) [standin from pickax]
996 When you apply any polearm,
997 You can't use apply a polearm if swallowed.
998 You try to wield the polearm. If you can't, no further effect.
999 You are asked to select a square within a 3 square radius.
1000 You have to see the spot (hence no barriers permitted).
1001 There is a 1/6 chance of each of the following:
1002 1. If using a fishing pole, you hook yourself with 10+d10 damage.
1003 2. If using a fishing pole to attack a monster in water, you
1004 reel it in adjacent to you.
1005 3. If you are using a fishing pole and there is an object on
1006 the floor of that spot, you snag the topmost object.
1007 4. If using a fishing pole in water, you snag a low boot.
1008 # (Only occurs once per game.)
1009 5. If using a fishing pole in water, you snag a cram ration.
1010 6. Untraps (not yet implemented because the untrap code
1011 currently assumes you're on or adjacent to the trap).
1012 If the action selected above does not apply, but there is a
1013 monster on the square, it is attacked.
1014 Otherwise, nothing happens.
1017 healthstone [tile from removed stone of health]
1018 (Replaces stones of health and rotting)
1019 Each stone in your main inventory adds a bonus (+2 blessed, +1
1020 uncursed, -2 cursed) to the experience level and constitution used
1021 in determining your healing rate. In no case will the effective
1022 experience level or constitution exceed their natural ranges.
1023 Regeneration is still a better effect.
1024 Same cost ($60), weight (10), and probability (10/1000) as a
1026 Always generated cursed; a target for uncursed scrolls of remove
1033 These following objects each convey a property that is obtainable in
1034 another way. This reduces the chance of getting a useful item in the
1035 same item class, and none of these contribute _new_ ways to solve
1036 situations. They have been eliminated for the balance patch.
1039 amulet of regeneration
1042 scroll of trap detection
1043 potion of fire resistance
1045 I see little use for pan pipes. Although some of them generate monsters
1046 which could be helpful for sacrificing, the probability of other methods
1047 (bags of tricks, wands of create monster) have been reduced. In the
1048 balance patch, pan pipes have been eliminated and the probability of the
1049 other methods have been restored.
1051 pan pipe of summoning
1052 pan pipe of the sewers
1054 These new orbs make crystal balls more difficult to identify (they're
1055 already not very useful), and I consider them a potential source of
1056 charging/polypiling abuse. Apparently they make up for the lower
1057 probabilities and chance of success of their respective scrolls. Why
1058 not just keep the old scroll mechanism, which seemed to work well?
1063 The following items now exist in a different form. See above.
1064 cloak of drain resistance
1065 ring of drain resistance
1072 Mixed case is now supported for the automatically-generated file
1073 names (i.e., you can use "Slash-EM", "SLASH-EM", or "slash-em").
1074 See patchlevel.h, makedefs.c, and file.h.
1076 Added "skills.h" and moved code into it. Zero is used to represent
1077 no skill; positive numbers represents wielded items, launchers, and
1078 spells; negative numbers are used for ammunition and projectiles.
1079 Note that weapon_type() converts negative skill numbers into positive
1080 ones, and spell_skilltype() never returns a negative skill.
1082 Skills are now embedded in the object table, using the oc_subtyp
1083 field. The field size was increased to an schar. This also makes
1084 the order of items (esp. weapons) in the object table less critical.
1086 Updated the following macros to reflect the above changes:
1101 Incorporated these macros into the code as an alternative to the
1102 WEP_ and WP_ constants.
1104 Fixed some prototypes and invalid string constants.
1106 Consolidated all worn and intrinsic bits to obj.h, and rewrote them
1107 in hexadecimal for readability. We have now exhausted all 32 bits.
1109 Needed to move blkmar_guards() within shk.c so it will compile for
1110 older 68k Macintoshes.
1112 Repaired two bugs from NetHack. If you carry nothing but gold, are
1113 stressed, and fall into water, the game will no longer crash with a
1114 divide-by-zero bug. A line in uhitm.c, steal_it() had read
1115 mdef->misc_worn_check &= !otmp->owornmask;
1117 mdef->misc_worn_check &= ~otmp->owornmask;
1119 The Macintosh distribution is built with a fat binary. This means
1120 it will run on both 68k and PowerPC machines.
1125 Entrance to Gnomish Mines moved to levels 2-4 (same as NetHack).
1127 # You once again have 7 chances to start your quest, not one.
1129 The Silver Wallet of Perseus now has an 85% chance of appearing in
1130 either variation of Medusa's isle. It used to only appear in one
1133 Chance of generating a bones level increases with dungeon depth
1134 (same as NetHack), not decreases. No bones levels at depth 1 to 3.
1135 You are once again asked if you want to create bones files in debug
1136 mode (you couldn't make any at all, which made testing difficult).
1138 If "your pack shakes violently" while stepping on a magic trap,
1139 some of your inventory letters are jumbled. Totally harmless to
1140 the character, yet deliciously evil.
1141 (Idea by Wolfgang von Hansen <wvh@geodesy.inka.de>)
1142 # If fixed inventory letters are set, you instead get 2 hp damage
1143 for each item that would have been jumbled.
1145 # The number of experience points needed for each level, and the
1146 level required to start the quest (*), has been adjusted again:
1147 LEV NETHACK SLASH BALANCE : LEV NETHACK SLASH BALANCE
1148 ~~~ ~~~~~~~ ~~~~~~ ~~~~~~~ : ~~~ ~~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~
1149 1 0 0 0 : 16 320 000 31 000 300 000
1150 2 20 50 40 : 17 640 000 38 500 350 000
1151 3 40 100 80 : 18 1 280 000 48 000 400 000
1152 4 80 200 160 : 19 2 560 000 60 000 450 000
1153 5 160 500 320 : 20 5 120 000 76 000 500 000
1154 6 320 1 000* 640 : 21 10 000 000 97 000 550 000
1155 7 640 1 750 1 280 : 22 20 000 000 125 000 600 000
1156 8 1 280 2 750 2 560 : 23 30 000 000 163 000 650 000
1157 9 2 560 4 250 5 120 : 24 40 000 000 213 000 700 000
1158 10 5 120 6 250 10 000*: 25 50 000 000 279 000 750 000
1159 11 10 000 8 750 20 000 : 26 60 000 000 365 000 800 000
1160 12 20 000 11 750 40 000 : 27 70 000 000 476 000 850 000
1161 13 40 000 15 500 80 000 : 28 80 000 000 617 000 900 000
1162 14 80 000* 20 000 150 000 : 29 90 000 000 798 000 950 000
1163 15 160 000 25 000 250 000 : 30 100 000 000 1 034 000 1 000 000
1165 Hit-point healing algorithm now the same as NetHack's, with addition
1166 of healthstones and a healing limit of 15:
1167 LEVEL TURNS HEAL RANGE : LEVEL TURNS HEAL RANGE
1168 ~~~~~ ~~~~~ ~~~~~~~~~~ : ~~~~~ ~~~~~ ~~~~~~~~~~
1169 POLY 20 1 : 13 3 1 to 4
1170 1 15 1 : 14 3 1 to 5
1171 2 11 1 : 15 3 1 to 6
1175 6 6 1 : 19 3 1 to 10
1176 7 5 1 : 20 3 1 to 11
1177 8 5 1 : 21 3 1 to 12
1178 9 4 1 : 22 3 1 to 13
1179 10 3 1 : 23 3 1 to 14
1180 11 3 1 to 2 : 24+ 3 1 to 15
1182 Your healing rate depends upons your experience LEVEL, plus any
1183 bonuses/penalties due to healthstones in your main inventory.
1184 The POLY rate applies if you are polymorphed into another creature
1185 or if your effective level is less than one. You regain your hit
1186 points once every given number of TURNS, or every turn if you have
1187 regeneration. However, you don't heal if you are stressed or worse,
1188 don't have regeneration, and try to move that turn. The amount of
1189 healing is a random number between 1 and (effective constitution -
1190 12); this value is adjusted so that it falls within the HEAL RANGE
1191 for your effective level. You won't heal beyond your maximum
1192 number of hit points.
1194 Many changes to the cost, probability, armor bonus, and marker
1195 charges of many items. Many have been restored to the values found
1196 in vanilla NetHack. Some points of interest:
1197 Polearms are about 1/3 as likely.
1198 Ammunition is more likely. This works well with Warren's
1199 improvements to ammunition.
1200 Magical armor was very rare and gave no AC bonus. Restored.
1201 Containers and unlocking tools are more common.
1202 Musical instruments are now very rare.
1203 (Note: Soldiers often carry bugles anyways.)
1204 Tin openers are less common.
1205 Scrolls (especially enchant ___) were too expensive. Restored.
1206 Potions were too cheap. Restored.
1207 The most useful spells are now the most common books.
1209 Amulets are no longer randomly generated on the main dungeon floor,
1210 although their probability in boxes and Gehennom are increased.
1211 # Note that they will still be found in shops, boxes, chests,
1212 monster starting inventories, and preplaced locations -- just not
1213 on the floor before Gehennom.
1214 Their effects generally do not overlap with other worn objects.
1215 This means that some of the rarer intrinsics won't appear until
1218 # Free action is once again (only) a ring, since it is most useful
1219 earlier in the game. Eating it conveys only sleep resistance.
1221 # You cannot get drain resistance by eating its amulet.
1223 Polearms can be applied to attack within a 3-square radius.
1224 Monsters do not yet take advantage of this feature.
1226 You can no longer apply a bullwhip at an incubus/succubus to make
1227 it your pet. This variant code didn't allocate memory for the pet
1228 information, which will eventually crash the program. Since there
1229 is no easy fix for this "feature", it was simply eliminated.
1231 # A dwarvish mattock can be used to dig, by players and monsters.
1232 Shopkeepers also recognize them as picks.
1234 Talking artifacts (e.g., Magic Mirror of Merlin) are finally
1237 Robes are the preferred dress of the clergy. They are not generated
1238 randomly, but priest(esse)s are found wearing them (they used to wear
1241 Lab coat gives _both_ poison and acid resistance.
1242 (Idea by Manzilla <manzilla@aol.com>)
1244 # Note that yellow dragon armor still gives a better AC, but NOT acid
1245 resistance. Yellow dragon corpses are still acidic, but do NOT grant
1246 acid resistance. The player must make the critical decision between
1247 better AC or getting an intrinsic.
1249 # The extremely unpopular effect of getting temporary intrinsics from
1250 corpses is discontinued; all effects are permanent. Although several
1251 alternatives were proposed, this solution is least likely to lead
1252 to arguments or misunderstandings by players.
1254 Eating a non-cursed, non-rustproof trident is "pure chewing
1255 satisfaction" (idea from "Tommy the Terrorist") and exercises wisdom.
1256 Eating a non-cursed flint stone is "Yabba-dabba delicious" and exercises
1259 # Scrolls of enchant armor/weapon have the same success rate as in
1260 vanilla NetHack. To offset this, there will be a new disenchantment
1261 attack; it is not yet implemented and will only be used by monsters
1262 generated only in Gehennom (see below).
1264 Engraving with a wand of enlightenment now zaps the wand, as expected.
1266 Zapping yourself with wands of invisibility and speed monster behave
1267 as in vanilla NetHack. Invisibility is temporary if not yet invisible,
1268 or permanent if you already are. Speed monster is permanent, but note
1269 that it does not convey "very fast".
1271 Unlocking tools no longer break in locks when they are blessed or are
1274 Dipping a tool in a potion of gain level upgrades it to another tool:
1276 ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1277 sack bag of holding (20%) or oilskin sack (80%)
1278 oilskin sack bag of holding
1279 bag of holding oilskin sack
1282 lock pick, credit card skeleton key
1283 skeleton key lock pick
1284 tallow candle wax candle
1285 wax candle tallow candle
1286 oil lamp brass lantern
1287 brass lantern oil lamp
1288 tin whistle magic whistle
1289 magic whistle tin whistle
1290 wooden flute magic flute
1291 magic flute wooden flute
1292 tooled horn fire/frost horn, horn of plenty (equal chances)
1293 other horns tooled horn
1294 wooden harp magic harp
1295 magic harp wooden harp
1298 tin opener tinning kit
1299 tinning kit tin opener
1300 crystal ball magic marker
1301 magic marker crystal ball
1302 (Based on an idea by Dylan O'Donnell <dylanw@demon.net>)
1303 # Note that gain level is now the only potion that causes these
1304 transformations, and the transformations work both ways.
1306 Some classes (mostly BCVS) had significantly reduced chances of using
1307 magic items such as scrolls, spellbooks, potions, and wands. This
1308 penalized the classes that newer players are likely to play (BVS).
1309 Caveman (a moderately difficult class) is now the only class restricted
1310 from using magic items, and all classes can quaff potions. Of course,
1311 players can still voluntarily place their own restrictions on their play.
1313 Statistic maxima for all classes are now no less than 18 strength, 12
1314 intelligence and wisdom, 18 dexterity and constitution, and 12 charisma.
1316 New intrinsics include unchanging and fixed abilities. Flying, stone
1317 resistance, and acid resistance previously existed for some polymorph
1318 forms and are now a full intrinsic.
1320 Pets now pick up 10 times their level in gold, not just simply $5.
1322 Tsetse flies changed from level 1 to level 3, so they appear later.
1324 There are no new attacks or monsters. However, some will be added in
1325 the future Zoutherner class.
1328 A life saver is not the fresh maker.
1329 As Crom is my witness, I'll never go hungry again!
1330 # The pen is mightier than the sword.
1332 They say that archeologists find more bones piles.