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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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In this version there are 6 new classes: Doppelganger, Flame Mage, Ice Mage
Lycanthrope, Monk and Undead Slayer.

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.
                Heals faster than normal. Has a better chanch of successfully
                mixing potions. Can automatically identify some potions.

        "I" ->  See "F" except it's a white dragon.

        "K" ->  Powerful as is, no (major) changes made.
                
        "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  ...

        "U" ->  These guys are REALLY good at killing (and detecting) undead.
                They get several special (and unique at this point in time)
                intrinsics: Sickness Immunity (total invundrability to ALL
                forms of sickness!), Level-Drain Resistance (total immunity
                to level draining attacks ... wow!) and Undead Warning.
                The undead warning is similar to the effect of Sting's 
                warning, if undead come near you will be notified in advance.
                In addition, they can affect ANY (except Shade) type of undead
                no matter what weapon they use (in other words, you are able
                to literally strangle and punch that Vampire Lord into a 
                bloodless pulp ;)

        "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  
  "U"    18/**  17    17    18    19    18  
  "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
  
  "U"        1      Level-Drain Resistance      
             1      Sickness Resistance      
             1      Undead Warning    
             1      Stealth      
             7      Fast
             9      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)
wooden stake (Another special one ... it's for the Undead Slayer artifact)

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)

FOOD:
holy wafer         (Doesn't do anything ... yet. Its for the Undead Slayer)     

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!)
medical bag        (DO NOT WISH FOR THIS UNLESS YOU WANT TO CRASH THE GAME!     
                    The item is there but not implemented.)

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: -C-  CLASS: Rogue
Doomblade           TYPE: Orcish Short Sword ALIGN: -C-  CLASS: Lycanthrope
Elfslayer           TYPE: Orcish Spear       ALIGN: -C-  CLASS: None
Disrupter           TYPE: Mace               ALIGN: -N-  CLASS: Priest
Luckblade           TYPE: Short Sword        ALIGN: -N-  CLASS: Tourist
Giantkiller         TYPE: Dwarvish Mattock   ALIGN: -N-  CLASS: None
Skullcrusher        TYPE: Club               ALIGN: -L-  CLASS: Cave Man
Quick Blade         TYPE: Elven Short Sword  ALIGN: -L-  CLASS: Elf
Fire Dagger         TYPE: Dagger             ALIGN: -L-  CLASS: Healer
Holy Sword          TYPE: Long Sword         ALIGN: -L-  CLASS: None
Holy Spear of Light TYPE: Silver Spear       ALIGN: -L-  CLASS: Undead Slayer

ARMOR:
Gauntlets/Defense   TYPE: Gauntlets of Dex.  ALIGN: -N-  CLASS: Monk

QUEST:
Medallion of Shifters    (Doppelgangers)
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 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 250 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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