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1994-06-26
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SEMI-SPOILER FILE FOR NETHACK PLUS
Source & Spoiler by: Stephen White (swhite@cs.mun.ca)
Release Date: 06/27/94 Release Version: 1.0
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
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SECTION 1: CLASSES
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A lot of the classes (new and old) have special abilites as of now, I'll
list as many as I can remember:
"A" -> Heheh ... when wielding you 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 poly 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.
"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 chanch)
"L" -> Hehe .. is EVIL! Can eat humans without penelty (actually,
it's GOOD to eat them :), ability to poly into a werewolf at
level 3. Is immune to other forms of Lycanropy and doesn't
randomly change, you must use the CTRL-Y command (costs 10
energy to transform into/out of werewolf form)
"M" -> Definatly has the most benifits (and hinderances :). You
do 1d3 / 5 levels + 1 / level until 20 damage when not using
any weapon (ie, you bare hands), -1 Ac per 2 levels and a
chanch of stuning or seriously maiming an opponent with
bare hand attacks. Can hit monsters hit only by + level/4
weapons. Hinderances, can not wear body armor or a shield
(well, you CAN but it's not recomended ... you bonuses are
severly 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)
"P" -> What can I say? Their good enough as is :)
"R" -> MUCH better chanch of successfully Stealing gold form someone.
It's a good idea to wear light (or no) armor while doing so.
"S" -> No change.
"T" -> Couldn't think of anything ...
"V" -> Their 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
"V" 20 12 17 16 20 16
"W" 12 20 20 19 16 18
Finally, Intrinsics. Well, their self explanitory 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
"V" 1 Cold Resistance
1 Stealth
7 Fast
"W" 15 Warning
17 Teleport Control
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SECTION 2: OBJECTS
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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)
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 Prot.)
robe of power (Makes spellcasting easier for all classes)
robe of weakness (Hehe ... Nasty one :)
RINGS:
gain constitution (As per ring of gain strength ... only for constitution)
TOOLS:
magic candle (Doesn't give a wish, but gives infinite light)
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 (Temperary imunity to poison)
resist sleep (Temperary imunity to sleep)
endure heat (Temperary imunity to fire)
endure cold (Temperary imunity to cold)
insolate (Temperary imunity 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)
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SECTION 3: SHOPS
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Shops and Shopkeepers:
SPECIAL SERVICES:
All shops now have "Special Services" avaliable 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, Apprase (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
refere all question and comments to me.
SHOPKEEPERS:
A brief note on shopkeepers, they are CONSIDERABLY more powerful now. This
was done because of possable shopkeeper abuse due to the "Special Services"
they provide. You will now find it nearly impossable 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.
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SECTION 4: ARTIFACTS
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New Artifacts:
WEAPONS:
Serpants 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 Sword TYPE: Long Sword ALIGN: Lawful CLASS: None
ARMOR:
Gauntlets of TYPE: Gauntlets of Dex. ALIGN: Neutral CLASS: Monk
Defense
QUEST:
Medallion of Shifters (Doppelgangers)
Candle of Ever Burning (Flame Mage)
Storm Whistle (Ice mage)
Staff of Withering (Lycanthrope)
The Mantle of Knowledge (Monk)
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 chanch, 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 existance,
(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 generaly powerful ones have been
disabled, such as Vorpal Blade, Stormbringer. But "minor" ones
such as Dragonbane or Ogresmasher are still avaliable via wish)
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SECTION 5: GENERAL
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(1) Spells and Spellcasting: I have totally overhalled the spellcasting
system, certain classes are better than others and use different stats
in determining sucess (ie. Wizard uses INT, Priest uses WIS). Instead of
a flat success or fail, there is now a percent chanch 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. Simallarly, some powerful creatures
strike as if they had magical weapons of various power. Ex: Unicorns are
now +2 or better to hit, and stike as if they had a +1 weapon. Another
"common" monster hit only by +2 or better weapon is the Ghost
(3) Monster Improvements: Powerfull monsters are now harded 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 arn't the ONLY all-powerful force in THIS dungeon!
(4) Two New Commands: There are two new commands avaliable in the game now,
Steal (CRTL-B) and Polymorph (CTRL-Y). Anybody can attemp to steal, but
the chanchs of a non-Rogue succeding 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 ammount of
experence 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
affects gain 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
appriciate 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 :)
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SECTION 6: SPECIAL NOTES
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The Patch fo 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 weee bit
too buggy (Well, anything that has even ONE bug is too buggy. But thats
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 have 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 perhapes 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
DISCLAMER: I am NOT responsable for any damages this program may cause
on you computer, socal life, job or sanity. It is mostly
bug free and shouldn't have any major problems, however if
you descover what you think may be a bug, please report it
to me, Stephen White (swhite@cs.mun.ca).
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