#4242
Tortles have a Dex-based chance of avoiding getting decapitated by ducking their head back into their shell.
Tortles have a Dex-based chance of avoiding getting decapitated by ducking their head back into their shell.
The “Construction Patch”:
Note that the two boulder-creation methods above run the risk of being exploited for abusable quantities of food if you have stone to flesh available, and the stone-to-flesh-walls method explicitly invokes this.
If you are a centaur (via polymorph or some variants’ centaur race), you can joust things without needing to ride another monster.
Increase the Charisma cap for elves to 21. Any Charisma score over 18 may automatically frighten monsters via being so unnaturally beautiful.
Elvish players start the game with knowledge of one low-level enchantment spell that is not sleep or charm monster. They do not start with a spellbook of that spell, though. (If they get the same spell in a spellbook as a Wizard, it could either choose a different one or just not count.)
Gnomes, being much smaller than other races, hunger significantly less quickly.
Real-life creatures tend to eat an amount of food proportional to their weight, so the hunger rate in NetHack should depend on your race’s (or your polyform’s) base weight. This mainly helps gnomes by cutting their nutrition rate significantly.
Gnomes (or a potential Tinkerer role) can loot statues without destroying them.
Gnomes get permanent detection of gold and gems within a radius 3. Or possibly the radius can scale with XL.
Elven characters can read the runes on runed objects (which presumably don’t say much of interest, except possibly a runed wand will say what it is).
Archeologists (maybe gnomes too) start the game with all valuable and worthless gems (but not gray stones) identified. If this is too powerful, perhaps they only begin the game with all worthless glass identified.
One of the playable races, possibly halfling, should get a permanent +1 to Luck similar to the full moon effects.
Add some incentive for orc characters to prefer orcish shields over elven ones.
Gnomish characters read spellbooks faster than other races.
Elves get low-light vision, which doubles the radius of light sources, rather than infravision. It also gives them vision on dark squares that are orthogonally or diagonally adjacent to a lit square.
Giant characters or characters polymorphed into a giant should have a boosted carrying capacity.
Dwarven characters always passively see all gold on a level, with the possible exception of gold carried by a monster.
Humans have a slight advantage in their chance of taming creatures.
Elves should be able to squeeze between two trees diagonally.
You can loot trees to get less fruit than you might by kicking it, but the chance of getting bees is much reduced. This might fail, in which case you might fall out of the tree and abuse Dexterity or something similar. If you are polymorphed into a Y, it has a 100% chance of success; if a human or elf, probably 80%; if an orc, 40-50%; if a gnome or a dwarf, 1-5%.
Gnomes get a racial bonus using aklys and crossbow. Should probably be implemented by affiliating an item type with a certain race, adding this as a new object attribute, and only specifying it on racial items (elven armor, orcish weapons, the aklys and crossbow, etc.)