commands, and can be rebound by bindkey options (local tiles/console only) Teleportitis and Berserkitis are reduced to 2-tier mutationsĬommon menu navigation commands are mapped via CMD_MENU_. The Ru sacrifice corresponds to the 2nd tier. The -Scroll and -Potion mutations are now regular 2-tier mutations in the bad mutation pool. Positive stat mutations now give +4 to the primary stat and -1 to the other two, instead of only giving +2 to the primary. Spriggans can no longer wield triple crossbows. Palentongas' base strength is increased by 2, and their roll attack noise is reduced by two-thirds. Mummy necromancy enhancers now arrive at XL 3 and 13.ĭemonspawn demonic touch damage is doubled.įormicids' base dexterity is increased by 3.įormicids can again wield giant (spiked) clubs. Merfolk polearms aptitude is decreased to +3, and long blades aptitude increased to +2. Necromancers start with the new spell Necrotize instead of Animate Skeleton and Pain. They have higher dexterity and lower strength and intelligence.Īrcane Marksmen always start with a +1 sling. Hunters always start with a shortbow, and no longer have a short sword. Most species have aptitudes equal to their best previous ranged aptitude. The Bows, Crossbows, and Slings skills are combined into a single Ranged Combat skill. Ranged weapon skills and starts are streamlined (see also "Items" below): Warpers start with two more dispersal boomerangs (a total of 7).Įnchanters start with a second potion of invisibility. Transmuters start with a potion of lignification. Wanderers get an additional random potion or scroll.Ībyssal Knights start with more piety and standing on the abyss exit. Gladiators add a single throwing weapon (javelin, large rock, or boomerang) to their starting kit.īrigands get an additional poisoned & curare dart.Ĭhaos Knights start with a piece from Xom's chessboard.Īrtificers trade their chesspiece for five iceblast charges. Many backgrounds start with new consumable items:Īll 'mage' backgrounds now start with a potion of magic. Hunted by darkness: only 600 turns per floor until Zot catches them (instead of the usual 6,000). Passive mapping of the dungeon around them. Strong attributes and very strong skill aptitudes.Įxploration healing, regaining HP and MP when viewing new territory. New species: Meteoran, stars fallen to earth in human form. 'Hell effect' events fire on entering floors, instead of on a timer. Otherwise, it applies very heavy draining and refreshes the clock. The Zot clock now only instantly kills the player if they're extremely badly drained. Temple sizes now range from 6 to 21 altars, with a small chance of rare temples with 0, 1, or 22 temple-god altars. Zombies and skeletons are removed from normal Dungeon spawns. When entering the abyss by any means, the player is sent at least as deep as their previous deepest abyss depth.ĭungeon shafts try not to send the player directly into monsters' sight.Īll descents of new stairs and hatches are now fast, not just one per floor. The Abyss is now 7 levels deep, with the depths beyond A:5 continuously swarming the player with dangerous foes. New decorative 'runelight' features now indicate the rune is close by. When the abyssal rune generates, it's announced and appears on the map. Piety and experience are once again awarded in the Abyss.
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