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Changes from Vanilla Crawl

Branches

  • Dungeon is shortened to 12 floors.
  • Vaults does not require any runes to enter.
  • Vaults is shortened to 3 floors.
  • Lair Branches (Swamp, Spider, Snake, Shoals) are shortened to 3 floors.
  • Crypt is shortened to 2 floors.
  • Orc is shortened to 1 floor.
  • v1.5.3: Orc doesn't spawn Stone Giants except from vaults.
  • v1.6: To compensate for fewer floors, shops are more likely.
  • v1.6.1: Vaults has fewer orcs.
  • v1.7.3: Out-of-depth monster spawns are changed: centaurs and water moccasins can't appear until D:3, and killer bees can't appear until D:4.
  • v1.9: Hell branches are 2 levels deep and can't be left without their rune.
  • v1.11.5: Orb Guardians can spawn on any level of Zot.
  • v1.13: Each time you enter the Abyss increases the depth of your next entry.
  • v1.13.4: The Lair entrance is on D:7-9 instead of D:7-10.
  • v1.16: Volcano levels will not contain wizards.
  • v1.18: Portals to Pandemonium levels are redirected to the Abyss by the lords of Pandemonium if the player has reached their max experience level. On entering a Pandemonium level, if the player has at least 2 runes, the locations of portals are revealed and the player is notified if the demonic rune is present.
  • v1.20: Early out-of-depth monsters do not spawn with their band. This reduces the number of Orc Priests on D:2.
  • v1.20: Some gods will warn the player about doing Elf or Slime at a low XL.
  • v1.23: Orange crystal statues can appear in Spider.
  • v1.28.5: Players that reached their max experience level can enter Pandemonium while holding the Orb of Zot.
  • v1.30: The Hall of Zot in Zot:5 has a slightly different shape.
  • v1.34.1: Hell branches don't have shafts.
  • v1.36.4: Worker ants can appear in Spider.
  • v1.36.4: Any combination of 2 of (Swamp, Shoals, Snake, Spider) can appear in Lair, instead of (Swamp or Shoals) and (Snake or Spider).
  • v1.39: The Spriggan Forest branch is added. It can appear in Lair, and alternates with the Elven Halls.
  • v1.39: The Elven Halls branch appears in Lair instead of Orc, and alternates with the Spriggan Forest.
  • v1.39: The Slime Pits branch appears in Orc instead of Lair. Its layout is changed, and it has new endings by nicolae-carpathia.
  • v1.39: Warnings about entering dangerous branches at a low XL now ask for confirmation before entering.
  • v1.40.2: Spriggan Forest endings have substantially more loot.

Backgrounds

  • Venom Mage, Arcane Marksman, and Warper are completely reworked. (based on Doesnty's work)
  • Reaver is a melee background that starts the game worshipping Vehumet.
  • Archaeologists start with a crate and a dusty tome. The tome reveals itself to be a random skill manual at XL 3, and when the manual is finished, the crate unlocks and gives the player a related artifact.
  • Necromancers start with Bolt of Draining.
  • v1.1: Skalds have a reworked Ozocubu's Armour instead of Shroud of Golubria.
  • v1.5.2: Assassin and Artificer have been merged into Rogue.
  • v1.9.3: Monks start with an amulet (usually guardian spirit) and a hat.
  • v1.11.3: Sloth Apostles worship Cheibriados and start with a shield.
  • v1.11.3: Transmuters start with a potion of lignification.
  • v1.11.3: Skalds start with a scroll of fear.
  • v1.11.6: Conjurers have Irradiate instead of Dazzling Spray.
  • v1.11.7: Enchanters start with a scroll of fog.
  • v1.11.7: Wanderers start with significantly more spells on average.
  • v1.12: Monks start with 2 Invocations skill.
  • v1.12.1: Wizards start with a plain staff.
  • v1.12.1: Venom mages start with a potion of berserk rage and a potion of degeneration. (This lets slow species kill oozes on D1.)
  • v1.12.1: Archaeologists start with a whip instead of +1 gloves.
  • v1.14.2: Fire Elementalists start with Flaming Arrows.
  • v1.15: Fire Elementalists start with 40 stones.
  • v1.15: Ice Elementalists start with 1 charge of Iceblast.
  • v1.15: Conjurers start with a potion of magic.
  • v1.15: Air Elementalists start with a potion of flight.
  • v1.18.1: Shortbows that characters start with get an extra +1 enchantment.
  • v1.18.1: Summoners start with a scroll of summoning.
  • v1.18.1: Wizards start with Spider Form instead of Slow.
  • v1.19: Wanderers start with more ammo, to compensate for it not being reusable.
  • v1.20: Abyssal Knights start with 40 stones.
  • v1.20.1: Abyssal Knights start with 10 tomahawks of dispersal and 1 Throwing skill.
  • v1.20.1: Wizards start with a potion of brilliance.
  • v1.21: Archaeologist is reworked: they don't get a manual or unrand artefact; instead, they start with a scroll of magic mapping and get a scroll of acquirement at level 5.
  • v1.21: Martial Artists start with Wu Jian, unarmed skill, Confusing Touch, and a potion of agility.
  • v1.21: Spelunkers start with a dagger, leather armor, boots, Corona, Passwall, a wand of digging, a lamp of fire, and a scroll of noise.
  • v1.21: Necromancers start with Animate Skeleton memorized.
  • v1.21: Enchanters start with a potion of invisibility.
  • v1.22: Monks start with a scroll of remove curse.
  • v1.24.2: Chaos Knights are treated as still worshipping Xom if they convert to another deity.
  • v1.26: Warpers start with Apportation.
  • v1.26.2: Ice Elementalists start with Ice Form.
  • v1.27.2: Transmuters start with Passwall.
  • v1.28: Skalds have "good" starting weapons, like Fighters do.
  • v1.28: Gladiators that can wear hats but not helmets get a +1 hat instead of a +0 hat.
  • v1.28: Chaos Knights start with a scroll of teleportation.
  • v1.28: Abyssal Knights start with ring mail instead of leather armour.
  • v1.28.2: Necromancers start with Dispel Undead and Agony instead of Regeneration and Bolt of Draining.
  • v1.28.2: Enchanters start with Cause Fear.
  • v1.28.2: Archaeologists start with a blowgun and 6 curare needles.
  • v1.28.2: Gladiators start with a potion of heal wounds.
  • v1.30.1: Skalds start with Swiftness.
  • v1.31.3: Abyssal Knights have "good" starting weapons instead of +1 "plain" weapons.
  • v1.31.3: Monks, Skalds, and Ent Fighters can start with a quarterstaff.
  • v1.34.2: Earth Elementalists start with 1 Unarmed skill.
  • v1.35.3: Formicid Chaos Knights start with a wand of random effects.
  • v1.36.3: Enchanters start with Slow instead of Corona.
  • v1.36.3: Necromancers start with a +0 dagger of pain instead of a +1 dagger.
  • v1.36.4: Fire Elementalists start with a wand of flame with 4 charges.
  • v1.36.4: Skalds start with an amulet of magic regeneration.
  • v1.37.1: Air Elementalists start with Mephitic Cloud instead of Airstrike.
  • v1.37.1: Air Elementalists start with 1 Charms skill.
  • v1.37.1: Air Elementalists start with a potion of resistance.
  • v1.38.3: When species that can't drink potions have a background that would start with potions, they start with scrolls instead, usually a scroll of teleportation.
  • v1.41: Warpers start with Force Lance instead of Passage of Golubria.
  • v1.41.1: Demigods can be Monks.
  • v1.42.1: Chaos Knights start with a wand of polymorph with 8 charges.

Features

  • All items are automatically identified if the player has a rune.
  • v1.1.1: Like in mainline DCSS, all traps are revealed, but there are no trap effects from exploration.
  • v1.3: To replace traps, when taking stairs there's a 4% chance of being teleported onto the lower floor.
  • v1.7: An "Adventure" mode is added, which is a normal game that starts the player with 2 extra lives.
  • v1.9.3: When in Zot or carrying the Orb, teleports from stairs and traps are replaced by blinks.
  • v1.11: Seeded runs are merged from DCSS.
  • v1.12.1: Taking stairs while on D:1 or D:2 can't teleport players.
  • v1.14.2: Monsters stepping on visible alarm traps will mark the player.
  • v1.18: New default macros: 'p' = melee attack; '[' = melee attack if in range, otherwise throw; ']' = 3x '['.
  • v1.18.1: New default macros: ';' = rest; '"' = ';'.
  • v1.19.2: Taking stairs upwards when no monsters are visible will never teleport players.
  • v1.20: New default macros: '_' = create path around a pillar; space = walk along path. (by marksg07)
  • v1.20: Guaranteed damage reduction percent is shown always, not just in wizmode.
  • v1.24: Weapons show their base damage adjusted by player strength and skills.
  • v1.24.1: Adjusted unarmed damage is shown on the % screen.
  • v1.26: Scoring is changed: scores are now ((2.75*10^11 * sqrt(runes) * (1 + wins) + 3.36*10^7 * sqrt(experience)) / (turns + 1000)); "wins" is 1 for winning games, and 0 otherwise.
  • v1.26.1: Portals and shops no longer have a (small) chance to randomly be mimics.
  • v1.27.3: Players can inspect full item stacks in view, not just the top item.
  • v1.27.8: Monster info has more resolution: "++-" is halfway between "++" and "+++".
  • v1.28: Monster spell damage info (by PleasingFungus) is merged.
  • v1.28.2: During autotravel, players will automatically eat a ration when starving.
  • v1.28.2: Player spells have damage and accuracy info. (by PleasingFungus)
  • v1.28.3: Wands have damage info. (by PleasingFungus)
  • v1.28.3: Displayed player stealth is uncapped. (by hellmonk)
  • v1.29: Manuals no longer take up inventory space. (by PleasingFungus)
  • v1.29.2: There is a new menu for macros. "~" brings up the full menu, while control-M and control-space bring up a simplified menu.
  • v1.29.4: Entering timed portals can no longer teleport the player like normal stairs can.
  • v1.31: If wielding a melee weapon with ammo for a launcher quivered, autofight will automatically swap weapons based on enemy range.
  • v1.34.1: Players get a message any time they take stairs and a teleport could have happened.
  • v1.35.3: Autopickup failing when inventory is full only stops autoexplore instead of forcing a prompt response.
  • v1.35.4: Failed item pickup adds a "pickup" inscription, which is removed if the item is picked up.
  • v1.36.5: Missile attacks are automatically stopped at the targeted square when they could continue to hit a friendly target.
  • v1.36.5: GDR is shown with resistances.
  • v1.40.1: Vampires will drain blood from corpses while autoexploring if their auto_butcher setting is higher than their hunger state but lower than the maximum setting.
  • v1.40.3: Monster speeds are described more precisely.
  • v1.41: The player automatically eats a ration when trying to rest while starving.
  • v1.41: The player will not automatically eat their last ration.
  • v1.42: AC, EV, and SH are randomly rounded to remove breakpoints. Previously, AC was rounded down, EV was rounded up, and SH was rounded to the nearest 1/2. Their decimal values are shown in the overview screen.
  • v1.42.1: Monster descriptions show their maximum damage with their current weapon.

Balance Changes

  • The Paralyse spell duration is reduced to 2-4 turns.
  • Plain unidentified weapons are always +0.
  • Long Blades now give +SH instead of a chance to riposte.
  • v1.4.1: Distortion weapons can't banish on hit.
  • v1.8.6: Starting skills are based on +0 aptitude (-1 for Spellcasting) instead of Human aptitudes.
  • v1.15.1: Guaranteed damage reduction now affects player damage from spells with non-elemental damage.
  • v1.19: The combined effect of wizardry items, Vehumet, and brilliance potions is no longer capped.
  • v1.19.2: Poison on monsters is no longer capped at 4 stacks.
  • v1.20: Magic contamination decreases twice as fast when at full mana and not glowing.
  • v1.21.1: Constriction no longer affects blinking. Instead, being constricted gives players a 50% chance to waste scrolls when trying to read them. (There is a warning for this.)
  • v1.23: Monsters immune to drowning are still silenced by being engulfed by water. (This makes phials of floods better against liches.)
  • v1.23: Shield penalty is multiplied by (8 / (8 + shield_skill)) instead of subtracting skill from shield penalty. This reduction is shown in shield descriptions.
  • v1.23.2: Tree form is giant size, which means potions of lignification break constriction if the source is not giant.
  • v1.23.2: Unbreathing players are not protected from being silenced by being engulfed by water.
  • v1.23.2: Player size increasing can break engulf like how it can break constriction.
  • v1.23.2: Players have double the regeneration rate of health and mana while waiting, except in Hell branches. This represents first aid or meditation, and unlike normal regeneration is not adjusted by time per turn or temporary statuses.
  • v1.23.4: Monster smite damage (such as from orc priests) is changed from 7-17 to 10-12.
  • v1.24.1: The bonus damage % from flaming, freezing, vorpal, and holy wrath brands is no longer randomized, to make branded weapon variance more consistent with unbranded attacks.
  • v1.24.3: Vorpal melee weapons have a minimum bonus damage of (1 + current_mana/25).
  • v1.24.3: Flaming, freezing, and draining brands deal 1/3 more bonus damage. Vorpal brands on ranged weapons deal 1/3 more bonus damage.
  • v1.24.3: Antimagic branded weapons reduce player max mana by 1/2 instead of 2/3.
  • v1.24.3: Unarmed attacks in normal form have higher base accuracy. Claws no longer increase unarmed accuracy. Some transmutation forms have a smaller bonus to unarmed accuracy.
  • v1.25: Unarmed attack speed is changed to (27 / (27 + skill)). This change has no effect at 0 skill or max skill, but increases attack speed by ~12% at 13 skill. This is compensation for the shield penalty rework, for weapon brand buffs, for reduced accuracy of some transmutation forms, and for shorter branches.
  • v1.27: Spell hunger no longer depends on intelligence. The new formula is (135*(level - 1) - 40*spellcasting).
  • v1.27: Hunger adjustments: waiting a turn still costs 3 nutrition, but now regenerating mana is +3, attacks are +27 per 10 auts, rations and chunks give +10% nutrition, and the difference between "hungry" and "very hungry" is larger.
  • v1.27.2: The "MP-powered wands" mutation gives a larger (+1/3 -> +1/2) power bonus.
  • v1.27.8: Storm clouds deal significantly more damage.
  • v1.28: Player wisp form has a weaker but electric-branded melee attack, can cast spells, and has reduced spell failure.
  • v1.28.1: Ice form allows cloaks.
  • v1.28.2: Trove entry fees and spawn locations are adjusted.
  • v1.29: Effectiveness of dexterity is no longer stepped down above 18.
  • v1.29: Attacks no longer have a flat chance to force a hit or miss.
  • v1.34: Players gain full experience for all monster deaths, instead of half experience for kills by summons.
  • v1.34.2: Monsters can't attack immediately after Blink Allies Encircling.
  • v1.34.3: Demons and holy creatures can go berserk.
  • v1.35.1: Archmagi can stack up to 2.
  • v1.36: Weapon damage scaling with strength is simplified to (26 + strength)/36.
  • v1.36: Short blade damage scales with dexterity instead of strength.
  • v1.36: Inner flame explosions no longer anger allies.
  • v1.36.2: Monster breath attacks have a timeout of 2 to 5 turns instead of 1 to 5 turns.
  • v1.36.5: Guaranteed damage reduction (GDR) calculation is reworked. It's now normally proportional to sqrt(dexterity + armour_skill).
  • v1.37.1: Base health regeneration of players is now 0.1 + HP/600 per turn. This is higher than before at low levels.
  • v1.39.2: The chance of player aux melee attacks is now scaled by (25 + dexterity * 2.5)% instead of by ((strength + dexterity) * 2)%.
  • v1.40.2: Large explosions are more circular.
  • v1.42.1: Monster attack damage with a weapon has a smaller penalty. (2-4 -> 2, vs 1 in mainline DCSS)
  • v1.42.1: Damage from slaying and weapon enchantments is no longer affected by monster statuses such as berserk and weakness.

New Species

  • Fairy has great magic aptitudes, -1 MP costs on all spells, bonus defenses, and can't wear armour.
  • Sand Dwarf is small, slow, and has no spellcasting penalty in armour.
  • Oni can't learn spells from books, instead gaining random spells every 2 XL. All Oni spells only use the Spellcasting skill.
  • Halflings have been merged into Kobolds.
  • Deep Elves and Tengu have been merged into Avariel, winged elves with good aptitudes for magic.
  • v1.13: Skeletons have -20% HP, but have good aptitudes, guardian spirit, and heal when casting spells. They also gain reduced encumbrance from armour and health regeneration from kills.
  • v1.13.1: Djinni get Wild Magic, Berserkitis, Blurry Vision, and Blink mutations. After their berserk rages end, they never pass out and get a few turns of Brilliance.
  • v1.29: Ents are large, have plant resistances, +40% HP, and high natural AC. They have an innate Passwall ability that can also go through trees, and can use 2-handed weapons (other than giant clubs) with a shield. They also have an unarmed damage bonus equivalent to 1.5 levels of claws. However, they take 1.4x as long to do all actions, can't transform, can't train Necromancy, and can't wear body armour.
  • v1.38: High Elves have good aptitudes and gain 1 intelligence or dexterity every level, but refuse to train any skill with a level below (experience_level / 3) rounded down. (The required skill level for training is reduced 50% by manuals.)

Species Changes

  • Hill Orcs use Fighting as their skill for all weapons.
  • Humans have +1 to most aptitudes.
  • Mummies have Clarity, so they can't be confused.
  • Formicids can wield giant clubs, but can't use a shield with them.
  • Ogres have a +2 Maces & Flails aptitude.
  • Vine Stalkers start with Regeneration 1.
  • Demigod's XP modifier is -1.
  • Felids and Octopodes can wear scarves.
  • v1.4: Trolls have natural AC but can't wear body armour, and are slightly better at magic but worse with shields. They gain Regen 1 / Regen 2 / rC+ / rF+ at level 4/12/16/20.
  • v1.4: Deep Dwarves lose their Heal Wounds ability and start the game with Elyvilon if their background doesn't start with a god. They also don't gain HP from vampiric effects.
  • v1.5: Hill Orcs have a +1 Conjurations aptitude.
  • v1.5.2: Ghouls have adjusted magic aptitudes, including +4 Necromancy.
  • v1.6: Vampires are reworked: above Satiated gives Bat Form and regeneration, and below Satiated gives resistances and stealth. Bloodless Vampires still regenerate at half normal speed.
  • v1.8: Demigods have various divine abilities.
  • v1.10: Felids gain half XP for seeing enemies, and no experience for killing them. They have -30% HP instead of -40%, and +0 XP instead of -1 XP.
  • v1.11.5: Spriggans can't train Conjurations, but have some better aptitudes.
  • v1.12: Barachim hop target radius is reduced to 1.
  • v1.12.1: Felids have adjusted aptitudes, including (-1 -> +1) Spellcasting.
  • v1.12.3: Vine Stalker is reworked, evolving into a Mana Stalker, Twilight Stalker, or Jungle Stalker at level 8. Dusk Walker is merged into Twilight Stalker.
  • v1.13.4: Kobolds have some better aptitudes, better stat gain, and the Talons 1 mutation.
  • v1.13.4: Formicids have a +0 bows aptitude.
  • v1.14.2: Spriggans are worse with ranged weapons.
  • v1.16: Fairies have adjusted aptitudes.
  • v1.16: Ghouls start with a chunk instead of a ration.
  • v1.17: Black Draconians have a better Fighting aptitude. (+1 -> +3)
  • v1.19.1: Oni use Spellcasting as magic school skill level for all non-spell magic school skill checks.
  • v1.19.1: Oni can receive Kikubaaqudgha's final spell gifts.
  • v1.24.1: Merfolk have higher aptitudes for long blades (+1 -> +2) and staves (-2 -> -1).
  • v1.26: If a Demonspawn demonic guardian has an adjacent empty space, the player can fire through it, which will cause it to move to an empty space. Otherwise, it cannot be fired through.
  • v1.27: Centaurs have better aptitudes and attributes, but can only eat rations.
  • v1.27.1: Demonspawn have a higher chance (1/10 -> 1/3) of being monstrous. Monstrous demonspawn now get either 3 T2 and 1 T3 mutation, or 2 T2 and 2 T3 mutations.
  • v1.27.1: Characters that don't need food will slowly rot over time instead, and can recover from HP rot by gaining experience. (This should not significantly affect normal gameplay.)
  • v1.27.2: Deep Dwarves that don't start with Elyvilon or Makhleb now start with a potion of ambrosia.
  • v1.27.3: Kobolds have Passive Mapping 2.
  • v1.27.6: The "Thin Skeletal Structure" Demonspawn mutation is replaced by "Flexible Skeleton" which gives +3/+6/+15 dexterity but halves base AC of body armour at level 3.
  • v1.28: Vine Stalkers and their evolutions have a better Dodging aptitude. (+0 -> +1)
  • v1.28.1: Mummies have a better Hexes aptitude. (-1 -> +0)
  • v1.28.1: White draconian breath always hits.
  • v1.30: To balance high scores across species, felid turn counts are treated as 1000 higher than for other species for scoring purposes.
  • v1.31.1: Merfolk gain 1 dexterity every 3 levels, and have -4 Shields aptitude.
  • v1.35.2: Naga can swim.
  • v1.35.2: When an octopode would be paralyzed, it's confused instead.
  • v1.36.3: Mummies have a Hexes enhancer from level 1 instead of gaining a Necromancy enhancer at levels 13 and 26.
  • v1.37.2: Ghouls are reworked: they have half torment resistance, rPois, rN+, 0.8 movement speed, range 4 hopping, adjusted aptitudes, and adjusted attributes. They don't rot randomly, but now have a chance to be mesmerised when they can see something edible and are above 75% health. Their mesmerisation is broken if they fall below 75% health.
  • v1.41: The extra mana of some species is adjusted: fairies have less (2 -> 1), and demonspawn and mummies have more (0 -> 1).

New Spells

  • Summon Scorpions summons one group of 1-4 scorpions.
  • Shackle prevents enemy movement.
  • False Image is a summon that blocks while you shoot through it.
  • Blink Other blinks enemies.
  • Piercing Shot adds the penetration brand to a ranged weapon.
  • v1.8.3: Tree Form (L5 Hexes/Transmutation) acts like a Potion of Lignification with a shorter duration.
  • v1.12.1: Time Stop (L8 Charms/Translocations) lets you instantly cast spells below L5.
  • v1.12.1: Mana Rupture (L7 Conjurations/Hexes) creates an explosion that does damage proportional to the target's magic resistance.
  • v1.12.1: Icicle Burst (L7 Conjurations/Ice) shoots several weak icicles. It's similar to the Scattershot wand, but it shoots icicles (40% cold), it has lower accuracy, and it's less affected by monster AC.
  • v1.14.2: Flaming Arrows (L2 Charms/Fire) adds bonus damage to ranged attacks, at the cost of 2 MP per projectile.
  • v1.15: Steam Barrier (L6 Charms/Fire) creates steam clouds around the player, gives rF+ and rC-, reduces player spell power (-1 enhancer level), and gives an AC bonus proportional to its remaining duration.
  • v1.21: Confusing Touch is re-added as a very different spell. It only works while unarmed without a shield, and has a chance based on your level and enemy HD to confuse hit enemies for 1 to 2 turns. It does not prevent players from dealing melee damage, and does not end when it affects an enemy. Currently, it's exclusive to Martial Artists.
  • v1.39.2: Scorpion Form (L7 Transmutations/Poison) turns the player into a giant scorpion with a powerful stinger aux attack, rPois, +20% HP, and good AC. This form also has a small penalty to spell success and increases spell power (+1 enhancer level) of poison magic.
  • v1.40: Summon Fire Elementals (L7 Fire/Summoning) summons 2 fire elementals. Their HD scales with spell power, which increases their HP, melee damage, and accuracy.
  • v1.40.2: Blight (L7 Necromancy/Poison) causes targets in an area to become drained, slowed or confused, and poisoned. Even undead and nonliving monsters can be drained by this. Poison from this is equal to that from Poison Arrow.

Spell Changes

  • At high spell power, transformations now last forever.
  • Inner Flame doesn't check magic resistance.
  • Corona has a higher accuracy bonus.
  • Yara's Violent Unravelling is level 4.
  • Summon Lightning Spire is level 5.
  • Poisonous Vapours lasts longer at high power.
  • Poison Arrow is more common and less resistible.
  • Bolt of Cold and Throw Frost have +1 range.
  • Lightning Bolt has better accuracy.
  • v1.1: Ozocubu's Armour now works with any armour and freezes melee attackers, but only lasts a few turns and gives a smaller AC bonus.
  • v1.3.1: Lee's Rapid Deconstruction can break rock and stone walls, but not metal walls.
  • v1.3.3: Borgnjor's Vile Clutch is level 6.
  • v1.3.3: Haunt, Chain Lightning, and Fire Storm are more common.
  • v1.3.3: Glaciate is a level 8 Ice/Air/Conjurations spell.
  • v1.4: Statue Form does slightly less damage when unarmed.
  • v1.9.1: Infusion scales much more with spell power.
  • v1.9.1: Song of Slaying starts at +1.
  • v1.9.1: Force Lance is pure translocations, and removed from the Conjurer book.
  • v1.9.2: Spectral Weapon lasts longer at high spell power.
  • v1.9.2: Deflect Missiles is never dispelled by attacks, but can drain mana when it deflects missiles. It drains less mana at higher power.
  • v1.11.3: Slow is level 1.
  • v1.11.4: Ozocubu's Refrigeration now has the same damage formula as Fireball. (Its damage calculation was wrong for several months.)
  • v1.11.6: Iskenderun's Mystic Blast is level 3, and has lower base damage but higher damage scaling.
  • v1.11.7: Irradiate has the same damage formula as Bolt of Fire, which has lower base damage but higher damage scaling.
  • v1.12: Lesser Beckoning has +1 range.
  • v1.12.1: Summon Hydra is level 6, and has a summon cap of 1.
  • v1.12.1: Lesser Beckoning is renamed to Beckoning.
  • v1.12.1: Throw Icicle has longer range at high spell power.
  • v1.12.1: Freeze has a higher power cap. (25 -> 50)
  • v1.12.1: Shock has a higher power cap. (25 -> 35)
  • v1.12.1: Summon Ice Beast has a lower summon cap. (3 -> 2)
  • v1.12.1: Static Discharge is just Air, instead of Air/Conjurations.
  • v1.14.1: Infestation is now a level 6 Hexes/Poison/Transmutation spell that creates Hornets or Spark Wasps depending on spell power.
  • v1.14.1: Freezing Cloud is now Ice/Air.
  • v1.14.2: Regeneration ends when at max HP.
  • v1.14.2: Spellforged Servitors created by players have one spell, which is the spell from its list of possible spells that the player has the highest spell power for. That spell's power affects the Servitor's strength.
  • v1.15: Spellforged Servitors can have spells that are not in the player's spell list.
  • v1.16: Vampiric Draining has lower base damage but scales more with spell power; above 19 power it will now be better. Also, it can now do more damage than the missing HP of the player, and has a 10% chance of draining 1 strength.
  • v1.16.1: Vampiric Draining deals somewhat less damage, but heals players for the same amount.
  • v1.16.1: Pain has a higher power cap. (25 -> 50)
  • v1.16.1: Death Channel is now Charms/Necromancy.
  • v1.17.2: Blink Other has a higher chance to affect monsters.
  • v1.18: Ice Form gives MR++, its AC scales more with spell power, and it has good guaranteed damage reduction.
  • v1.18.1: Shatter no longer damages or angers insubstantial monsters. (This reverses a change made in Nov. 2017.)
  • v1.18.1: Call Imp always summons Crimson Imps at low power, instead of having a fixed chance to summon White Imps.
  • v1.19.2: Searing Ray has an unlimited duration and higher max spell power, but uses 2 mana/turn at full strength.
  • v1.21: Dragon Form increases spell power (+1 enhancer level).
  • v1.21.3: Throw Frost is easy to cast (+1 wizardry level).
  • v1.21.3: Tree Form is level 4.
  • v1.22: Olgreb's Toxic Radiance is reworked: each turn, it has a (power / (HD * 16)) chance of giving a poison level to everything visible. Its direct damage is removed. Poison-resistant monsters have half the chance of being poisoned.
  • v1.22: Song of Slaying now gives +SH equal to twice its slaying bonus if not using a shield.
  • v1.24.1: Dazzling Spray becomes Dazzling Orbs, which fires attacks with low accuracy that deal no damage. If they hit, they stick to the target, which always causes corona and blindness unless the target is immune.
  • v1.24.3: Blade Hands has a smaller base damage bonus, but has increased attack speed as if it has the speed brand. (Cheibriados still allows it.)
  • v1.25: Lehudib's Crystal Spear is penetrating.
  • v1.26: Conjure Ball Lightning has adjusted scaling with power, and ball lightning can be directed like other summons.
  • v1.26.2: Metabolic Englaciation slows enemies for longer, especially cold-blooded enemies.
  • v1.26.2: Iskenderun's Mystic Blast explosions work differently: instead of exploding at short range and potentially missing the target when they explode, shots have a chance to explode that increases linearly with distance to 100%, and only explode when they hit.
  • v1.26.2: Petrify has a spell power multiplier for players.
  • v1.27: If Flaming Arrows is active but the player has insufficient mana, and the player fires, the effect activates one more time and the duration ends.
  • v1.27.2: Controlled Blink is level 7 and its range scales with power^2.
  • v1.28.2: Agony is level 4.
  • v1.28.3: Irradiate damage is affected by monster AC.
  • v1.30: Spectral weapon AC and EV are reworked: AC is multiplied by weapon base damage, and EV is divided by weapon base delay.
  • v1.32: Chain Lightning is reworked: it explodes on each hit, can't target the player, has adjusted damage, and can't loop between 2 targets. It also produces less noise.
  • v1.32: Tornado is a level 8 Air/Translocations spell, and has adjusted damage.
  • v1.32: Virulence is reworked: players can learn it, it's level 7, it has range 5, and it does not check magic resistance.
  • v1.34: Summon Small Mammal gives either a rat, a jackal, or a quokka. The selection is not random and depends on spell power.
  • v1.34: Discord is level 7.
  • v1.34: Shadow Creatures is level 7.
  • v1.34: Several summoning spells have adjusted summon caps.
  • v1.34.2: Statue Form decreases hunger rate by 1/3.
  • v1.34.3: Discord no longer has a power multiplier.
  • v1.34.3: Orbs of destruction no longer have random energy.
  • v1.34.4: Orbs of destruction deal less damage at range 4 or less.
  • v1.34.4: Casting Pain no longer damages the player unless it deals damage.
  • v1.34.4: Bolt of Magma has 25% more damage scaling with power for players.
  • v1.35.2: Enchantments with a power multiplier (such as Agony) no longer have effective power capped at 200.
  • v1.35.2: Virulence is level 6.
  • v1.35.2: Aura of Abjuration is level 6.
  • v1.35.5: Lehudib's Crystal Spear, Bolt of Draining, and Bolt of Fire no longer lose 1 range when hitting a creature.
  • v1.36.2: Dragon's Call ends when moving to a different level.
  • v1.36.2: Battlespheres are immune to clouds.
  • v1.36.3: Pain and Animate Skeleton are replaced for players by Necrotize, which is the same as Pain but creates a zombie when it kills a creature.
  • v1.36.3: The number of simulacra created by Simulacrum no longer depends on corpse properties.
  • v1.37: Borgnjor's Vile Clutch can't affect flying monsters.
  • v1.37.1: Static Discharge is level 1, always arcs to 2 adjacent targets, and always arcs from each initial target to 2 adjacent targets. Its damage is adjusted, and it creates more noise.
  • v1.37.1: Shock is level 2 but has a higher power cap.
  • v1.37.1: Lightning Bolt is level 4 but has shorter range at low power.
  • v1.37.1: Spectral Weapons can see invisible.
  • v1.37.1: Freezing Cloud is level 5 but produces fewer clouds at low power.
  • v1.37.1: Steam Barrier is level 5.
  • v1.37.1: Icicle Burst has lower accuracy (7 -> 5).
  • v1.37.1: Irradiate causes the Sap Magic status for 8 to 12 turns, which increases spell failure chance when spells are cast.
  • v1.37.1: Summon Ice Beast summon duration is always 2, the same as Summon Mana Viper, instead of 2 to 4.
  • v1.40: Fire Storm is just Fire instead of Fire/Conjurations.
  • v1.40: Ignition is Fire/Hexes instead of just Fire.
  • v1.40: Mana Rupture damage is reduced by about 1/3.
  • v1.40: The Invisibility spell has less duration scaling with power. It's now equivalent to a potion of invisibility at 80 spell power instead of 40.
  • v1.40: Scorpion Form gives rF++ and rCorr.
  • v1.40: Spellforged servitors have rF+ rC+ instead of rF++ rC++.
  • v1.41: Spider form gives increased stab damage for unarmed attacks, like Felids have. (by petercordia)
  • v1.41: Iskenderun's Mystic Blast explosions are louder. (10 -> 14)

Removed Spells

  • Summon Guardian Golem
  • Gell's Gravitas
  • Excruciating Wounds
  • Death's Door
  • v1.1: Shroud of Golubria
  • v1.8.3: Hydra Form
  • v1.9.1: Confusing Touch
  • v1.12.1: Disjunction
  • v1.15: Ring of Flames
  • v1.17.1: Alistair's Intoxication
  • v1.21.3: Leda's Liquefaction
  • v1.40.2: Borgnjor's Revivification

Gods

  • Ashenzari now curses items for free, but uncursing items loses a large amount of piety.
  • Qazlal's Upheaval has a much lower piety cost.
  • Makhleb's Major Destruction is now more powerful.
  • Lugonu appears in the Temple.
  • Yredelemnul allows Statue Form and worship from Gargoyles.
  • v1.1: Wu Jian is reworked: abilities require less piety, Serpent's Lash only costs drain (scaling down with piety), Whirlwind does full dmg but only pins with Serpent's Lash, and Heavenly Storm starts out weaker but costs much less piety.
  • v1.2: Fedhas is reworked: piety is gained by killing natural and undead monsters, and abilities cost piety instead of rations.
  • v1.3: Sif Muna has faster piety gain.
  • v1.3.2: Nemelex decks now exist in an ability menu instead of your inventory. (based on ebering's work) Decks have a max size of 20, Triple Draw doesn't cost piety, and Deal Four doesn't destroy decks.
  • v1.4: TSO's Cleansing Flame has 1/3 less damage scaling with invocations.
  • v1.4: Elyvilon's self-healing abilities are better.
  • v1.5: Dithmenos is reworked: Actions aren't mimicked at high piety, but Shadow Step is much cheaper and makes a short-lived shadow clone of the player.
  • v1.6.1: Sif Muna gives Divine Energy at 0* and book gifts starting at 1*.
  • v1.6.1: Okawaru and Trog no longer give needles as gifts.
  • v1.10.1: Nemelex's Degeneration card reduces enemy HP at high power.
  • v1.11.5: Kikubaaqudgha prevents miscasts from any spell including Necromancy, not just from pure Necromancy spells, and gives full protection at 3* piety.
  • v1.12: Uskayaw's Line Pass ability no longer costs piety.
  • v1.12: Zin's Vitalisation gives a much bigger attribute bonus, but costs more piety.
  • v1.12: Lugonu's self-banishment costs much less piety. (About half as much.)
  • v1.13.1: Nemelex card changes: Pain casts Torment instead of summoning a Flayed Ghost, and Clouds creates a cloud under each enemy instead of clouds around enemies. (by sdynet)
  • v1.13.3: Trog no longer gifts ammo.
  • v1.13.3: Lugonu gives armour and ammo gifts.
  • v1.13.4: Lugonu's Banish ability costs less (3-4 -> 2-3) piety.
  • v1.13.4: Ogres and Trolls can worship Beogh, but can only convert at an altar.
  • v1.13.4: TSO gives ammo gifts.
  • v1.13.4: Gozag shop costs don't increase with number. Instead, shop and potion costs increase with time taken.
  • v1.13.5: Fedhas no longer gives piety for kills by oklobs or mushrooms.
  • v1.14: Hepliaklqana's Transference ability costs much less piety, but doesn't gain the effect of draining enemies.
  • v1.14: Hepliaklqana's Knight ancestor's first level gets a war axe of flaming instead of a flail.
  • v1.14: Hepliaklqana's Idealise ability is replaced by Incarnate, which gives +20% max HP, healing and/or mana, and increases some skills to at least your Invocations skill. Knights give HP, Fighting, Armour, Shields, and Axes; Battlemages give HP, MP, Conjurations, Earth Magic, Fire Magic, and Staves; Hexers give MP, Spellcasting, Hexes, Charms, and Evocations.
  • v1.15: Demigods can walk through plants at lower (** -> *) piety.
  • v1.17: Jiyva is reworked: a Jiyva altar always appears near the entrance to Slime; Jiyva gives piety for killing monsters; Slimify creates friendly slimes and can act on multiple enemies, but only has a chance (based on damage done vs enemy HP) to work, and loses duration when it works; jellies do not randomly spawn; off-level items are not eaten; jellies eating items does not give piety or restore player HP or MP or satiation; Jiyva grants bonus AC for having mutations, equal to max(mutation_count - natural_AC, mutation_count/2).
  • v1.17.1: Instead of adjusting player attributes automatically, Jiyva gives players an ability that swaps 2 attribute values.
  • v1.17.2: Jiyva gives * piety on conversion.
  • v1.17.2: Some gods respect certain other gods, and will not punish followers for converting to them. Check the wrath info in god descriptions to see if this is the case.
  • v1.18: Vehumet's wrath at low experience levels is stronger.
  • v1.18: Kikubaaqudgha can brand ranged weapons with pain, not just melee weapons.
  • v1.18: Yredelemnul is adjusted: gifted ally strength is based on your location and current piety, not on number of gifts received so far; no piety is given for killing undead; there is no cap on the number of strong gifted allies.
  • v1.18: Vehumet passives are rearranged: miscast reduction at * and mana gain from kills at **.
  • v1.19: Some Nemelex cards are changed: Velocity can slow any monster and can haste the player, and Elixir at power level 1 always gives a moderate amount of both health and mana.
  • v1.19: Lugonu is changed: Bend Space at *; Banish at **; all unbranded melee attacks become distortion-branded at ***; Translocation spell miscast chance is reduced at ***.
  • v1.19: Qazlal's Elemental Force ability is changed: instead of turning player-created clouds into elemental up to a cap based on Invocations, it affects every cloud with a chance based on Invocations. Also, the duration and strength of the elementals created scales with Invocations. Also, it has a chance (based on Invocations) to give creatures an Inner Flame status which will not anger allies if it triggers. Also, it causes exhaustion.
  • v1.19: Qazlal's Disaster Area ability causes exhaustion. Also, it can destroy rock walls at 13 Invocations, and stone walls at 17 Invocations.
  • v1.19: Qazlal's Upheaval ability costs more (4 -> 5) mana. Also, it can destroy rock walls at 13 Invocations, and stone walls at 17 Invocations.
  • v1.19: Qazlal worshippers can regain mana by standing in a cloud.
  • v1.19: Xom has higher minimum levels for banishment. (6 -> 8 when bored, 9 -> 14 otherwise)
  • v1.19: Nemelex's Triple Draw ability is now available at **.
  • v1.21: Trog gives torment immunity while berserk at 3* piety.
  • v1.22: Jiyva's pseudopod mutation no longer reduces body armour AC.
  • v1.22: Makhleb's Greater Servant ability failure chance scales less with piety and more with Invocations.
  • v1.22: The Wu Jian Council hates evil actions, but still allows all species.
  • v1.23: Ashenzari gives Evocations skill for staves with an active evoked ability, and some Staves and Spellcasting skill for all other staves.
  • v1.23.2: Nemelex cards that are individually drawn can be cancelled.
  • v1.23.4: Deep Dwarves that convert to Ru start at 3* piety.
  • v1.23.4: Monks that convert to Uskayaw gain 800 to 1200 turns of agility status.
  • v1.24: Throwable ammunition gifts are less likely to be branded.
  • v1.26: If a Hepliaklqana ancestor has an adjacent empty space, the player can fire through their ancestor, which will cause it to move to an empty space.
  • v1.26: Yredelemnul's Injury Mirror ability has lower piety costs that are linear with damage and decrease with Invocations, to make it less of a trap. (Previously, the piety cost was sqrt(dmg)). It also costs (damage/3) mana.
  • v1.26: Yredelemnul's Drain Life ability causes exhaustion.
  • v1.26: The hunger costs of some god abilities are removed.
  • v1.26.2: Vehumet spell gifts are more biased towards what the player has skills for.
  • v1.27.2: Ashenzari restores mana when you explore.
  • v1.27.5: Uskayaw's Line Pass ability causes 5 to 7 turns of exhaustion.
  • v1.27.5: Uskayaw's Grand Finale ability fully refills mana.
  • v1.28.2: Trog summons are adjusted to not become weaker at maximum piety.
  • v1.29.3: Lugonu gives monsters created by Corrupt a Corona enchantment, to avoid the player angering invisible monsters.
  • v1.30: Elyvilon's Divine Vigour ability now gives an absolute bonus to HP and MP instead of a percent bonus. This new bonus is (6 + Invocations)*10/3 for HP and (6 + Invocations)*5/4 for MP.
  • v1.30.1: Kikubaaqudgha worshippers at ** piety can get brief Might and Brilliance effects by standing in miasma.
  • v1.31: Player shadows created by Dithmenos's Shadow Step ability act once immediately when created.
  • v1.31: Cheibriados's Bend Time Ability lasts longer and its success scales with monster movement speed.
  • v1.31.1: Gozag's gold distraction effect expires when taking stairs.
  • v1.31.1: Makhleb gives Minor Destruction at * piety. Its damage scales more with Invocations, and its acid effect is replaced by Throw Frost.
  • v1.31.1: Ashenzari's Scrying ability costs less piety.
  • v1.32: Nemelex's Foxfire card has a different set of summons, and now always creates some flying allies and an equal number of weaker flying enemies.
  • v1.33: Zin no longer cleanses potions of mutation. Instead, Vitalisation has a 1/3 chance to remove a mutation.
  • v1.33: Zin gains the Manna ability, which creates 1 ration.
  • v1.33: Cheibriados's Slouch ability is replaced by Defer, which costs half as much piety. Defer blinks all hostile monsters to locations farther from the player.
  • v1.33: Cheibriados's Step from Time ability costs less mana and slightly less piety, but causes exhaustion.
  • v1.33: The Temporal Distortion ability of Cheibriados and Demigods now costs no piety but causes exhaustion.
  • v1.33: At * piety, Cheibriados doubles the duration of potions of might, agility, brilliance, resistance, and ambrosia.
  • v1.33: At * piety, Cheibriados grants clarity.
  • v1.33: Ammunition gifts from gods become smaller as you receive gifts, gradually approaching half their original size.
  • v1.33: Calling food shops with Gozag has half the cost of calling other shops.
  • v1.33.1: Uskayaw's piety gain is reworked to balance weapons somewhat better and eliminate piety gain breakpoints.
  • v1.33.1: Uskayaw grants lunge attacks (the same as Wu Jian's) at ** piety.
  • v1.33.1: Uskayaw grants immunity to silence at *** piety.
  • v1.34: Uskayaw grants piety for attacking summons as if half the actual damage was done, instead of no piety.
  • v1.34: Uskayaw's pain bond can't recursively share damage.
  • v1.34: Grand Finale resets Uskayaw's timers for paralysis and pain bond.
  • v1.34: Instead of a random chance for earlier paralysis and pain bond, gaining piety reduces Uskayaw's timers for paralysis and pain bond.
  • v1.34: Ashenzari grants an amulet of see invisible on joining.
  • v1.34: Ashenzari skill boosts are slightly higher at lower aptitudes. They are larger than before at below +4 aptitude.
  • v1.34.1: Uskayaw's pain bond is reworked: instead of enchanting every visible enemy once, every enemy the player attacks gains the pain bond enchantment with a greater duration, and every such enemy takes full shared damage regardless of distance.
  • v1.34.1: Uskayaw's powers are rearranged: Stomp at *, pain bond and lunge attacks at **, Line Pass and silence immunity at ***, paralysis at ****, and Grand Finale at *****.
  • v1.34.1: Uskayaw grants 50% more piety, but Uskayaw piety constantly decays at a rate proportional to its current value.
  • v1.34.3: Frenzied enemies are not considered neutral for the purposes of conduct.
  • v1.34.4: At ** piety, Mahkeb multiplies melee attack delay by (current_hp + max_hp) / (2 * max_hp).
  • v1.34.5: Makhleb's attack speed bonus multiplier applies before shield penalty, instead of after it.
  • v1.34.5: Makhleb's Lesser Servant ability is replaced by Hew, which makes the player pass through a line of enemies and attack each of them one time. Cleaving can only apply to the first attack.
  • v1.34.5: TSO abilities are available earlier: Divine Shield at *, ammo gifts at **, and Cleansing Flame at ***.
  • v1.35: Yredelemnul's Animate Remains ability is replaced by passively animating corpses when the player moves off of them.
  • v1.35: Trog always stops the player from fainting after berserk ends, even at low piety.
  • v1.35: Trog no longer extends berserk rages on killing monsters.
  • v1.35: Trog's Hand removes -Berserk but doesn't provide MR++.
  • v1.35: Trog grants MR+++ while berserk at ***.
  • v1.35: Trog's torment protection while berserk comes later, at ****.
  • v1.35: Trog's Brothers in Arms ability gives exhaustion.
  • v1.35: Using Wu Jian attacks while starving gives a warning.
  • v1.35.1: Trog's Hand regeneration scales with player XL, and is increased on average.
  • v1.35.1: Makhleb won't punish followers for converting to Trog.
  • v1.35.2: Fedhas's Rain ability is removed.
  • v1.35.2: Fedhas's Spawn Spores ability comes later, at *****.
  • v1.35.2: Fedhas's Fungal Bloom ability restores mana, with the amount per corpse increasing with Invocations.
  • v1.35.3: Fedhas won't punish followers for converting to Elyvilon.
  • v1.35.3: Kikubaaqudgha's torment protection is a flat 75% reduction instead of randomized and based on piety.
  • v1.35.3: Kikubaaqudgha's Torment ability costs less piety.
  • v1.35.3: Elyvilon's Heal Other ability costs less piety.
  • v1.35.5: Dithmenos's Shadow Form ability costs less piety.
  • v1.36: Dithmenos's Shadow Form ability no longer has a spell power penalty.
  • v1.36.1: Sif Muna's Divine Energy is used for spell mana costs even if the player has mana.
  • v1.36.1: Sif Muna gains the Moment of Magic ability at *****, which allows the player to cast one spell instantly and causes exhaustion.
  • v1.36.2: Kikubaaqudgha's Receive Corpse ability costs less mana (3 -> 2).
  • v1.36.2: Sif Muna's Divine Energy automatically ends when used.
  • v1.36.2: Sif Muna's book gifts happen less often but don't reduce piety gain.
  • v1.37: Ashenzari gives skill boosts at *, and gives scrying and mana regeneration from exploration at **.
  • v1.37: Ashenzari skill boosts are based on the percent of equipment slots cursed, and affect all skills equally. Empty slots have a smaller penalty. Weapon, body armor, and non-octopode ring slots have a higher weight.
  • v1.38.1: Hepliaklqana gains HP regeneration from exploring at ***. The HP recovered is proportional to Invocations skill.
  • v1.38.2: Makhleb's Hew ability never misses.
  • v1.38.2: Qazlal's Disaster Area ability is replaced by Become The Storm. The player first does a Blinkbolt that always hits, then a smaller Disaster Area in a smaller area is done.
  • v1.38.2: Qazlal's Upheaval ability is always 3x3, instead of its size scaling with Invocations.
  • v1.38.3: Qazlal's Become The Storm ability still works when the player can't teleport.
  • v1.39: Uskayaw's Grand Finale ability fully refills health as well as mana.
  • v1.39.2: Hepliaklqana ancestor recall no longer fails in the Abyss.
  • v1.40: Hepliaklqana ancestors now respawn immediately when Incarnate ends.
  • v1.40.1: Lugonu's Bend Space ability is changed: mana cost is increased (1->2), it blinks monsters adjacent to the player's destination instead of their origin, and it has a (Invocations - 5)/25 chance to not cost a turn.
  • v1.41: Trog's Brothers in Arms ability can be used while berserk.
  • v1.41: Multiple items can be given to Beogh's allies.
  • v1.41: The Recall ability granted by Beogh and Yredelemnul only recalls some allies, not all of them. The number of monsters recalled is based on player level and monster HD.
  • v1.41: Uskayaw's Grand Finale ability causes exhaustion.
  • v1.41: Jiyva's Slimify ability has a higher success rate on monsters with lower HD.
  • v1.41: While worshipping Jiyva, friendly slimes no longer eat items, but neutral slimes still can.
  • v1.41: TSO gives ammunition gifts earlier, but gives less ammunition at high piety.
  • v1.41: Fedhas is no longer displeased by the player attacking plants.
  • v1.42: Umbra (such as from Dithmenos) no longer affects chance to hit or stealth. Instead, it halves all noise produced within it.
  • v1.42: Elyvilon provides water walking at ******.
  • v1.42: Zin is more likely to protect the player from polymorphs, and provides full protection at ****.

New Items

  • The 'Ring of Insulation' gives rElec.
  • Iron Dragons may drop 'Iron Dragon Scales' on death.
  • Scarf of Stasis
  • v1.16: Iron trolls drop iron troll leather armour. (8 AC, 16 encumbrance, rF+ rC+ Regen)

Changed Items

  • Missiles are always lost when fired, and have a proportionately higher spawn rate.
  • Morningstars and Eveningstars are 2-handed for small species.
  • Potions of mutation are more common.
  • Centaur and Naga bardings have been merged.
  • Staves of Earth have a +3 AC bonus.
  • v1.1: Players can use a Wand of Polymorph on themselves repeatedly.
  • v1.4: Some thrown weapon types are consolidated.
  • v1.5.3: Wands of random effects have fewer charges, and a new spell set: Inner Flame, Malmutate, Sleep, Slow, Shackle, Petrify, Teleport Other, Iceblast, Fireball, Bolt of Draining, Venom Bolt.
  • v1.7.1: Wands of digging are partly un-nerfed, getting 8 average charges.
  • v1.8.3: Removing an amulet of faith drains 1/4 your piety instead of 1/3.
  • v1.8.5: Changed base damage for weapons: bardiche (18->20), glaive (15->16), triple sword (17->18).
  • v1.11.5: Shadow dragon armour has (10->11) base AC, and storm dragon armour has (15->13) encumbrance.
  • v1.12: Lightning rod damage scales more with Evocations.
  • v1.12: Randart crossbows of penetration are 2x as likely.
  • v1.12: Changed base delay for weapons: falchion (13->12), long sword (14->13).
  • v1.12.1: Staves of energy are removed. A staff of power can be used to channel mana, and enhancer staves remove spell hunger for their spell school.
  • v1.12.1: Boots of stealth and rings of stealth give 2x the stealth bonus.
  • v1.12.1: Great maces have a different brand set, including the speed brand.
  • v1.13.2: Great swords have higher (15 -> 16) base damage.
  • v1.13.5: Changed wand max charges for acid (15 -> 12) and polymorph (15 -> 20).
  • v1.14: Blowguns use Fighting skill instead of Throwing skill.
  • v1.14.1: Potions of flight give a Swiftness effect in addition to flight.
  • v1.14.2: Thrown stones have a lower base delay (1.1 -> 1) and min delay (0.7 -> 0.5).
  • v1.15.1: Giant clubs and giant spiked clubs now cleave.
  • v1.17.2: Lamps of fire scale somewhat better with Evocations skill.
  • v1.17.2: Blowguns have higher base delay. (10 -> 12)
  • v1.18: The fustibalus has higher base damage (10 -> 11) and base delay (14 -> 15).
  • v1.18: Executioner's axes have lower base delay. (20 -> 19)
  • v1.19.1: Bucklers can be equipped and unequipped in 1 turn.
  • v1.19.1: A staff of power gives less (15 -> 12) extra max mana.
  • v1.20: Scrolls of acquirement give a choice of specific items instead of categories.
  • v1.21.3: The medium-size shield type is renamed to "medium shield".
  • v1.22: Wearing an amulet of the gourmand lets players heal from eating chunks like ghouls do.
  • v1.22: Amulets of regeneration give health regeneration equal to 3% of current mana instead of a flat amount.
  • v1.22: Amulets of rage let players drink potions and throw items while berserk. They also remove the berserk duration penalty for actions other than melee attacks.
  • v1.23: Good stat rings are +2 to +8 instead of +2 to +6.
  • v1.23: Scarves "of cloud immunity" are now scarves "of clouds", and can be evoked to create fog.
  • v1.23: Potions of blood are no longer considered evil items.
  • v1.23: Giant spiked clubs have lower base delay. (20 -> 19)
  • v1.23: Great maces have higher base damage (17 -> 26) but higher base delay (17 -> 20) and higher min delay (0.7 -> 1.0).
  • v1.23.1: Lajatangs have lower min delay. (0.7 -> 0.6)
  • v1.23.1: Wands of disintegration cause an Inner Flame explosion when they kill a non-summoned monster.
  • v1.23.1: Lightning rod damage is flat instead of increasing with continuous use.
  • v1.23.1: The fan of gales holds 2 charges.
  • v1.23.1: Higher base damage for quick blades (5 -> 6) and rapiers (8 -> 9) as compensation for the 1.23 shield changes.
  • v1.23.2: Higher maximum enchantments for bucklers (+3 -> +4) and medium shields (+5 -> +6).
  • v1.23.2: Health regeneration from potions of ambrosia scales with experience level, with an increased amount over level 8.
  • v1.23.4: Some bows have the new Seeking brand, which makes weapons as accurate as if the user has 50 skill and 50 Fighting.
  • v1.24: Silver javelins are no longer generated.
  • v1.24: Exploding ammunition has higher explosion damage. (2d5 -> 3d8)
  • v1.24: Steel ammunition is changed: instead of having 30% higher item base damage, it has 80% higher total base damage, but has a higher base delay (15 -> 20) and min delay (0.7 -> 1.2).
  • v1.25: Daggers have a bonus of (unarmed/3) to base damage.
  • v1.26.2: Plain tomahawks are replaced by poisoned tomahawks.
  • v1.26.2: The sack of spiders now recharges with experience instead of being consumable. It summons a number of spiders proportional to (Evocations + 7)^2 on average.
  • v1.26: Rings of attention give stealth-- instead of stealth-.
  • v1.26.1: Scrolls of identify are identified when touched.
  • v1.26.7: Phantom mirrors have a chance to not break, based on target HD and player level.
  • v1.28: Wands of polymorph will confuse transformed monsters for 1 to 7 turns.
  • v1.28.2: Whips (not demon whips) have a lower min delay (0.5 -> 0.3) and higher base delay (11 -> 12).
  • v1.28.2: Evocable invisibility has lower failure chance but lower duration and significantly less duration scaling with Evocations skill.
  • v1.30: Robes can have the new "magic recovery" ego, which doubles natural mana regeneration.
  • v1.33.1: Scrolls of noise mark the player.
  • v1.35.2: Phantom Mirrors no longer copy divine enchantments such as Uskayaw's Pain Bond.
  • v1.35.2: Wand effects are rerolled if they would cause penance.
  • v1.36.4: Amulets of magic regeneration give 0.02 * (player level + 1) mana regeneration instead of a flat 0.25 mana regeneration.
  • v1.36.4: Lightning rods have a chance to blind hit monsters, based on HD and damage before resistances.
  • v1.36.5: Evoked flight no longer expires.
  • v1.37.1: Hand crossbow damage scales with dexterity instead of strength.
  • v1.37.1: Hand crossbows have higher base damage. (12 -> 13)
  • v1.38.1: Scarves can be randarts.
  • v1.39: Crystal plate armor encumbrance is reduced. (23 -> 22)
  • v1.39.1: Scrolls of magic mapping become scrolls of revelation, which also let the player see through walls for 1 turn.
  • v1.39.2: Large shields have a lower base shield penalty. (16 -> 15)
  • v1.40.1: Phials of floods never miss.
  • v1.42: Amulets of the gourmand prevent player satiation from going above "Very Full".
  • v1.42.1: Hostile polymorphs of monsters (such as from wands of polymorph) briefly cause magic vulnerability in addition to confusion.

Removed Items

  • Amulet of Harm
  • Needles of Sleeping
  • Scrolls of Random Uselessness
  • v1.3.2: Crystal Ball of Energy
  • v1.4.2: Scrolls of Holy Word
  • v1.13.5: Needles of Paralysis

Artefacts

  • The 'Fists of Thunder' unrandart gives electric-branded unarmed attacks.
  • The scimitar of Flaming Death and the dagger of Chilly Death have returned.
  • v1.5.2: The skin of Zhor gains +4 slaying.
  • v1.6: The dagger of Chilly Death is stronger, can slow enemies, and is renamed to the sapphire dagger.
  • v1.7: The gauntlets of War are +1 with +6 slaying.
  • v1.7: The salamander hide armour is +8, rF++ rC-, and can be evoked to make fog.
  • v1.7.1: Morg has +12 int, but curses itself.
  • v1.8.5: Kryia's mail coat has Repel Missiles.
  • v1.11: The serpentine sling can petrify enemies it hits.
  • v1.11.2: Scorpio is a hand crossbow that does high damage and pulls enemies towards you.
  • v1.11.2: The butterfly sword attacks quickly and summons neutral butterflies.
  • v1.12: Bloodbane is reworked, doing high damage but causing teleports.
  • v1.12: The storm bow is reworked, and can conjure ball lightning.
  • v1.12.3: The Majin-Bo is reworked, providing a huge stat bonus instead of a spell enhancement level.
  • v1.12.3: Spellbinder miscasts are no longer blamed on the player, so they won't anger allies.
  • v1.13.2: The Sword of Power has an enchantment level of (your strength - 10).
  • v1.13.4: The Fencer's Gloves give more (+3 -> +6) dexterity.
  • v1.16: The Robe of Folly is reworked.
  • v1.16: The Robe of Misfortune no longer has *Drain and *Contam.
  • v1.16: The Sceptre of Torment has a higher base delay. (15 -> 18)
  • v1.16: The Vampire's Tooth has a lower enchantment. (+12 -> +10)
  • v1.17.1: The Staff of Battle is a +6 vorpal lajatang with 6 min delay, and it makes a spectral weapon when enemies are nearby. It also gives +12 max mana.
  • v1.17.3: The Glaive of Prune now transforms the user into a tree when it hits.
  • v1.18: Punk is a hunting sling instead of a fustibalus.
  • v1.18: The Scythe of Curses applies random debuffs to enemies hit, instead of miscast effects.
  • v1.18.1: The Singing Sword gives invisibility and a Song of Slaying instead of damaging visible creatures.
  • v1.20: Maxwell's Etheric Cage is reworked: it gives 1 mana/turn and doesn't affect contamination, but increases spell costs by 2.
  • v1.20: The moon troll leather armour gives rCorr.
  • v1.21: The Amulet of Vitality has a larger (+15 -> +25) health bonus.
  • v1.21: The Wrath of Trog has +3 base damage.
  • v1.21: Unrand artefact weapons and armor are somewhat more common.
  • v1.23: The Cloak of the Thief has evokable invisibility.
  • v1.23.1: The Elemental Staff is a quarterstaff.
  • v1.23.1: The Sword of Cerebov has higher base damage (17 -> 20) and delay (17 -> 19).
  • v1.23.2: The Robe of Vines gains +7 strength.
  • v1.27.6: Hendrick's Axe is a +6 battleaxe of distortion giving +6 dexterity that makes noise and can frenzy enemies it hits. The frenzied enemies have a chance to also be blinded briefly.
  • v1.28.2: Skullcrusher is reworked: +1, 38 base dmg, 1.9 base delay, antimagic, -Cast *Drain rN+ MR+ AC+6.
  • v1.34: The Plutonium Sword is now a +8 triple sword that drains 4 mana to cast a weak Irradiate on what it hits. If the target survives, it has a 1/12 chance to be polymorphed. Also, the sword can be evoked to gain mana and contamination.
  • v1.35.1: The Ring of the Mage is reworked: it now gives MR+ and Archmagi.
  • v1.35.1: The Ring of Shadows now gives rN+.
  • v1.35.5: Devastator now has enchantment equal to Maces & Flails skill. Its explosions are now less common but stronger, with chance scaling with Maces & Flails skill.
  • v1.35.5: The Captain's Cutlass is a scimitar instead of a rapier.
  • v1.36.1: The Staff of Wucad Mu is reworked: it's a +9 vorpal staff with +20 mana and *Drain, and it can be evoked to regain mana by abjuring hostile summons.
  • v1.36.2: The Fencer's Gloves have a higher riposte chance. (1/3 -> 2/3)
  • v1.38.1: Hendrick's Axe no longer has a chance to frenzy on hit. Instead, it can be evoked for 1 mana to make noise and cast a weak Discord with power based on Axes skill. It keeps the chance to blind on hit.
  • v1.40.1: Eos can corona or blind monsters it hits.
  • v1.40.3: The Autumn Katana is reworked: it's now a vampiric long blade with 13 base damage and 0.6 min delay at 14 skill, and grants the Wu Jian walljump ability to players that don't worship the Wu Jian Council.
  • v1.40.3: Leech is reworked: it's now an antimagic short blade with 12 base damage and 0.5 min delay at 16 skill, gives MR+, and restores large amounts of mana when it deals damage.
  • v1.41: Wyrmbane is adjusted: it has more base damage (8 -> 9) but no longer gives +3 AC.
  • v1.41.2: Undeadhunter is replaced by Sharur, a +7 great mace of venom with cleaving, *Drain, +Fly, and +5 intelligence.

Normal Monsters

  • The monster spell 'Twisted Resurrection' has been removed. Deep Elf Death mages now get the spell 'Haunt'.
  • Hornets don't Paralyse anymore.
  • Naga Mages have the 'Dimensional Anchor' spell that stops the player from Teleporting.
  • Death Drakes may spawn in Swamp.
  • The new 'Orb Demon' enemy appears in Zot.
  • New monster spell: Freezing Blast, a cold equivalent to fireball that Frost Giants and Wizards can cast.
  • v1.3.2: Neqoxecs and Shining Eyes have Corrupting Pulse instead of Malmutate.
  • v1.4.1: Gnolls no longer sometimes spawn with nets.
  • v1.5: Nagaraja get a new spell set that includes Fireball.
  • v1.5: Orc Priests cast more often, but take longer to cast.
  • v1.5: "Orc Wizard II" gets a Cantrip spell.
  • v1.5.2: Sphinxes have Sentinel's Mark instead of Confuse.
  • v1.5.3: Skeletons now resist electricity.
  • v1.6.1: Vault Guards can now use Battlecry when injured.
  • v1.8.4: Killer Klowns carry branded weapons, and have a new spell set: Blink, Monstrous Menagerie, Corrupting Pulse, Dig, Silence.
  • v1.11.5: Orb Guardians get a magical gaze, with Lesser Beckoning, Sleep, and Lightning Bolt.
  • v1.12: Reapers can seal doors like Vault Wardens do.
  • v1.12: Juggernauts are tougher, hit faster, and knock their foes back.
  • v1.12.1: Golden eyes sometimes teleport away.
  • v1.13.5: Player ghosts have higher (50 -> 100) max damage.
  • v1.13.5: Monsters can use iceblast wands, but will only use wands if 1000 < HD*charges^2 < 5000.
  • v1.14: Bullfrogs and black bears are slightly stronger.
  • v1.15: Liches and ancient liches have reworked spell sets.
  • v1.15.1: Some naga warriors carry javelins.
  • v1.16: Balrugs deal much more melee damage, and have a simplified spell set.
  • v1.16: Brimstone Fiends deal more melee damage.
  • v1.16: Green deaths have a simplified spell set.
  • v1.16: Hell knights have reworked (more dangerous) spell sets.
  • v1.16: Some wizards can cast Ensnare.
  • v1.16: Ancient champions deal more melee damage.
  • v1.16: Toenail golems are somewhat stronger.
  • v1.17.2: Iron dragons deal more melee damage.
  • v1.17.2: Golden dragons have a strong poison bite instead of poison breath, and have significantly more HP.
  • v1.18: Ice beasts have higher magic resistance, to match the transformation.
  • v1.18.1: Shadow Fiends have Shadow Creatures.
  • v1.19: Dithmenos shadows, Nemelex player illusions, and friendly lightning spires are not angered by attacks from players.
  • v1.19: Draconian knights have a reworked spell set.
  • v1.19.1: Crocodiles can sprint.
  • v1.19.2: Player ghost damage is calculated differently, making weapon base damage less important.
  • v1.20: Deep trolls and iron trolls are slightly stronger.
  • v1.22: Sea snakes are somewhat stronger.
  • v1.22: Ironheart preservers have a stronger heal but can't use it as often.
  • v1.23: Leopard geckos move faster but no longer attack quickly.
  • v1.23: Swamp drakes have a stronger bite that can slow and poison.
  • v1.23: Demonic crawlers have somewhat higher melee damage.
  • v1.23.2: Deep elf casters will sometimes attempt to maintain range to the player.
  • v1.23.4: Lurking horrors are less likely to move towards the player.
  • v1.24.1: Ogre mages have reworked spell sets. Changes include Paralyse being replaced by Ensnare.
  • v1.24.1: Human wizards move less and cast their weakest spells more often.
  • v1.26: High level player ghosts are less likely to have low level spells.
  • v1.26: Water nymphs swim very quickly instead of teleporting to water near players, and have Primal Wave.
  • v1.26: Ice statues can regenerate.
  • v1.27.2: Ufetubi have Blink Close.
  • v1.27.2: Cacodemons have a corrosive melee attack.
  • v1.27.2: Blizzard demons have a freezing melee attack.
  • v1.27.2: Green deaths have a poison melee attack.
  • v1.27.6: Goliath frogs (made by PleasingFungus) are added. They move quickly, have an acidic reaching attack, and can appear in the Swamp.
  • v1.27.7: Eidolons are reworked, and now have Phantom Mirror and Bolt of Draining.
  • v1.27.7: Shadow wraiths are faster and do more damage.
  • v1.27.7: Hippogriffs have Wind Blast.
  • v1.27.7: Crimson imps blink when hitting instead of randomly, and have a low chance to cast Flame Tongue.
  • v1.27.7: Bats have lower evasion.
  • v1.27.8: Hippogriffs have both Wind Blast and Beckoning as instant abilities.
  • v1.28: More monster spells use the breath timer: crimson imps casting Flame Tongue, and all crab breath abilities.
  • v1.28: Insubstantial wisps are replaced by will-o'-wisps, which are batty enemies with a weak electric melee attack and have a low chance to cast Haunt and Mesmerise.
  • v1.28.1: White draconian breath always hits.
  • v1.28.4: The sleep ability of dream sheep does not affect unbreathing players, such as players in tree form.
  • v1.28.4: "Human" monsters often have weapons.
  • v1.28.4: Moths are no longer immune to webs.
  • v1.28.4: Water elementals and elemental wellsprings are treated as being insubstantial.
  • v1.29: Hellwings can blink away, taking the player with them.
  • v1.29: Greater mummies have fewer spell sets, including one with Summon Greater Demon.
  • v1.30.1: Killer Klowns have a chance to drop a potion of mutation.
  • v1.30.1: Azure jellies have fewer but stronger attacks.
  • v1.30.1: Death oozes act slower but move faster and can constrict.
  • v1.31: Ironbrand convokers are renamed to ironheart convokers.
  • v1.31: The new "ironheart beastmaster" enemy appears in Vaults. They have a reaching melee attack, spawn together with dire elephants, and can make nearby beasts act more often.
  • v1.31: The new "rockslime" enemy appears in Depths and Zot. They are not true slimes, but rather, similar to gargoyles and elementals. They are very tough and fast, and can trample, but get confused briefly when their attacks miss. They can also burrow through walls.
  • v1.31: Yaktaurs and yaktaur captains shoot more quickly.
  • v1.31: In Vaults and Depths, ugly things now appear together with wizards.
  • v1.31.1: Rockslimes have more HP.
  • v1.31.1: Ironheart beastmasters carry better whips and attack faster.
  • v1.31.1: Eyes of devastation are reworked: they move slowly, have Force Lance, Blink Close, and Repel Missiles, and can cast 3 times per turn.
  • v1.31.1: Great orbs of eyes are reworked: they have Energy Bolt, Disintegrate, Draining Gaze, and Confuse, and can cast 2 times per turn.
  • v1.31.1: Naga ritualists have Summon Mana Viper, Summon Vermin, Olgreb's Toxic Radiance, and Virulence.
  • v1.31.1: Salamander mystics have Force Lance, Bolt of Magma, and Haste Other, and cast more often.
  • v1.31.2: Worker ants can burrow through rock walls.
  • v1.31.2: Soldier ants have rebalanced stats and are overall stronger.
  • v1.32: Elemental wellsprings have Summon Water Elementals instead of creating water elementals when they use Primal Wave.
  • v1.33: Plants have lower AC.
  • v1.33: Flying skulls deal more melee damage and have a small chance to cast Haunt and Sentinel Mark.
  • v1.33: Deep elf knights have a reworked spell set and deal more melee damage.
  • v1.33.1: Hellephants have stronger melee attacks and don't blink.
  • v1.33.1: Purple ugly things and very ugly things deal more damage.
  • v1.33.1: Red very ugly things have bonus fire damage instead of sticky flame attacks.
  • v1.33.1: Brown very ugly things have corrosive attacks instead of acid attacks.
  • v1.34: Deep elf mages have adjusted spell sets. All sets include one conjuration spell, one related summoning spell, and Blink.
  • v1.34: Orc priests have less HP.
  • v1.34: Iron golems attack faster, deal more melee damage, and cast Quicksilver Bolt when at long range.
  • v1.34: Mana vipers are immune to electricity.
  • v1.34.2: Draconian scorchers have a reworked spell set: Bolt of Magma, Fire Summon, and Hurl Hellfire.
  • v1.35: Scorpions are edible.
  • v1.35: Giant cockroaches are inedible.
  • v1.35.2: Naga monsters can swim.
  • v1.35.2: Soul eaters are insubstantial.
  • v1.35.2: Dart slugs use their ability slowly.
  • v1.35.2: Angels cast Minor Healing instantly.
  • v1.35.2: Daevas cast Smiting instantly.
  • v1.35.4: Moths of wrath and ghost moths are vulnerable to fire.
  • v1.35.5: Eyes of draining are fast and can cast Vampiric Draining.
  • v1.35.5: Green deaths are immune to poison.
  • v1.36: Electric golems have fewer but stronger melee attacks, including one that can blink away, taking the player with them. They can cast Blinkbolt at long range.
  • v1.36: Green deaths can cast Virulence.
  • v1.36.1: Centaurs and centaur warriors move and shoot quickly instead of being fast.
  • v1.36.1: Friendly zombies and skeletons aren't angered by player attacks.
  • v1.36.3: Tengu conjurers have simplified and slightly stronger spell sets.
  • v1.36.3: War gargoyles have higher AC, higher melee damage, and no spells.
  • v1.36.4: Tarantellas deal more melee damage. (19 -> 20)
  • v1.36.4: Wolf spiders are slightly faster. (15 -> 16)
  • v1.36.4: Jumping spiders are no longer fast, deal more melee damage (20 -> 34), have a poison attack instead of an entangling attack, use Blink Close instantly, and have higher HD.
  • v1.36.4: Redbacks are no longer fast, but gain an additional melee attack that entangles.
  • v1.36.4: Apocalypse crabs deal more melee damage. (15 -> 25)
  • v1.36.4: Big kobolds are renamed to kobold brigands.
  • v1.36.5: Friendly torpor snails can slow hostile monsters.
  • v1.37: Apises are fast. (10 -> 14 speed)
  • v1.37.2: Ghouls are fast. (10 -> 12 speed)
  • v1.38: Neqoxecs no longer fly.
  • v1.38.1: Jiangshi act more quickly instead of moving quickly.
  • v1.38.1: Wretched stars have low magic resistance instead of infinite magic resistance.
  • v1.39: The new "ancient automaton" enemy appears in the Slime Pits. It has a strong melee attack that tramples, and casts Orb of Destruction and Steam Ball.
  • v1.39: The new "wendigo" enemy appears in the Spriggan Forest, Depths, and Swamp. Its bite can cause players to become mesmerized by a visible edible monster.
  • v1.39: The new "greenwood witch" enemy appears in the Spriggan Forest. It can cast Sleep, Polymorph, and Bolt of Draining.
  • v1.40: Scorpions have rF+.
  • v1.40: Emperor scorpions have rF++ and rCorr.
  • v1.40: Naga mages have more HP and a reworked spell set: Mystic Blast, Spectral Cloud, Dimension Anchor, and Haste.
  • v1.40: Fire elementals are immune to Fire Storm.
  • v1.40.3: Friendly simulacra aren't angered by player attacks.
  • v1.41: Orcs and merfolk carry less thrown ammunition.
  • v1.41: Classed demonspawn spells are reworked. Black suns cast instantly and have Sap Magic instead of Black Mark. Warmongers have no spells but can summon phantasmal warriors on melee hits.
  • v1.41: Red devils no longer move backwards when attacking. Instead, they can summon crimson imps on melee hits.
  • v1.41.1: Crocodiles, alligators, and emperor scorpions can drag their foe backwards on melee hits.
  • v1.41.2: Mutant beast constriction attacks deal less damage.
  • v1.41.2: Death ooze constriction attacks deal less damage. (32 -> 26)
  • v1.42: Frenzied slime monsters can only merge with other frenzied slime monsters, and are less likely to merge.
  • v1.42: Mesmerization from wendigos is blocked by clarity.
  • v1.42: Ancient automatons can be targeted by Lee's Rapid Deconstruction.
  • v1.42.1: Orc priest cast delay is increased again. (16 -> 17)

Unique Monsters

  • Ijyb always has a Polymorph wand, and gets a sling and branded dagger.
  • Xtahua can drop unrand fire dragon scales, and Xtahua's breath applies rF-.
  • v1.3.1: Harold has Bolt of Fire, Blink, a branded trident, and a shield.
  • v1.3.2: Boris has Haunt instead of Iron Shot, and casts spells more.
  • v1.4.1: Psyche is reworked to be as dangerous as Erica, with a new spell set including Deflect Missiles, Sleep, and Poison Arrow. (Read the lore.)
  • v1.5.3: Margery has +4 AC and +4 EV.
  • v1.6.1: Natasha no longer appears on D:2.
  • v1.6.1: Gastronok casts faster, and has summoning instead of Airstrike.
  • v1.7.2: Fannar is more dangerous, getting Freezing Cloud.
  • v1.7.2: Psyche, Fannar, and Sojobo sometimes drop a spellbook.
  • v1.11.7: Bai Suzhen now summons drakes and then goes berserk, making her significantly more dangerous.
  • v1.12: Agnes is much harder to hit.
  • v1.12.1: The royal jelly is giant. (Giant creatures can't be netted.)
  • v1.13.3: Jory and Frederick have reworked spell sets.
  • v1.13.5: Jorgrun has Awaken Earth instead of Dig.
  • v1.15.1: Vashnia has a reworked spell set, casts extremely quickly, and always carries a wand of digging.
  • v1.16: Arachne is reworked.
  • v1.17.2: Gastronok acts faster and casts much faster.
  • v1.19: Nikola is reworked, losing Chain Lightning but gaining Deflect Missiles and a rapier of distortion.
  • v1.19.2: Louise has higher-level conjurations.
  • v1.20: The Moon Troll loses its acid spit, and is now a fast-moving corrosive melee enemy similar in strength to 2 caustic shrikes.
  • v1.20: Xtahua has Fire Storm and Fear instead of Paralyse, and more HP.
  • v1.22: Antaeus has rPois.
  • v1.22: Dispater is giant.
  • v1.23: Urug is slightly stronger.
  • v1.26: Dispater and Asmodeus have higher HD.
  • v1.28.3: Maurice is reworked: he has Invisibility, Blink Other, Blink Away, Portal Projectile, a blowgun, and a wand of flame, and his melee attacks while invisible deal extra damage but reveal him.
  • v1.34.4: Asmodeus gains Haste and Summon Illusion.
  • v1.35.2: Grum gains Smiting and Druid's Call, and is fast.
  • v1.35.3: Frances is stronger and only casts Summon Demon.
  • v1.35.5: Zenata (by PleasingFungus) is merged. She summons dancing weapons, and can also cast Awaken Earth and Resonance Strike.
  • v1.36: Zenata can see invisible.
  • v1.36.1: Kirke's pigs no longer give experience.
  • v1.36.1: Crazy Yiuf becomes friendly if the player has the Orb of Zot.
  • v1.36.2: Tiamat is giant, has much stronger breath attacks, is no longer cold-blooded, and changes color after using a breath attack instead of having a 1/3 chance each turn.
  • v1.36.5: Erica has a reworked spell set: Fireball, Mystic Blast, Slow, and Berserker Rage.
  • v1.37: Ignacio appears more often, and has higher melee damage but fewer attacks.
  • v1.37: Sonja has more HP, higher magic resistance, higher damage but fewer attacks, and carries an enchanted hand crossbow instead of a blowgun.
  • v1.38.1: The Enchantress is reworked. She now casts: Haste, Might Other, Slow, Dimension Anchor, Mass Confusion, and Deflect Missiles. Her melee attacks now cause magic vulnerability. She now acts quickly instead of moving quickly, deals slightly more melee damage, and always has a wand of digging.
  • v1.41: Mnoleg has adjusted melee attacks and slightly more HP.