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{{version031}} | |||
0.31 is a version of Dungeon Crawl Stone Soup. It was released on January 19th, 2024. | |||
==Highlights== | |||
*New skill and background: Shapeshifters, using Talismans to change forms. | |||
*New skill and background: Alchemists, melding Venom Magic and Transmutation. | |||
*A variety of exciting new spells for sorcerers and sword-slingers alike. | |||
*Many dangerous new monsters, from the early Dungeon to the Realm of Zot. | |||
*Major changes to many species. | |||
==Artefacts== | |||
*New unrand: Mule, a +7 flaming hand cannon which sometimes knocks the user backwards when fired. | |||
*The dreamshard necklace now has Acrobat, but only restores the player to 1 HP when they'd otherwise die, rather than healing 50-100% of their max HP. | |||
*Artefact staves and orbs can now enhance other schools of magic, even those which don't have corresponding base enhancer staff types. | |||
*Gyre & Gimble's enchantment is reduced from +12 to +8. | |||
*The macabre finger necklace is now evil, and the amulet of Vitality no longer is. | |||
*Glaive of the Guard no longer gives +5 AC. | |||
==Branches, Environment== | |||
*The Slime Pits now have many new endings, instead of one fixed ending. | |||
*Fast-moving adventurers can find gems at the bottom of many branches. These have no use, but are great for bragging rights. | |||
*Negative energy clouds have been replaced with clouds of excruciating misery, which deal damage based on max HP %. | |||
*The Ecumenical Temple is now fully mapped on entry. | |||
*The lairs of the lords of Pandemonium have been reworked. | |||
*Bazaars now have other (friendly!) patrons. | |||
*Crypt now has a 1/3 chance of containing a talisman of death. | |||
*The Hall of Blades in Elf:2 now holds weapon-enhancing scrolls, and sometimes has a blade talisman. | |||
*'Hard' ice caves are displayed pre-entry as "glacial chasms". | |||
==Character== | |||
*New skill: Shapeshifting, used for talismans. | |||
*New background: Shapeshifter, replacing Transmuter. Shapeshifters enter the dungeon with a beast talisman, a potion of lignification, and an animal skin. | |||
*Merged skills: Poison Magic and Transmutations have been merged into Alchemy. | |||
*Reworked background: Venom Mage has become Alchemist, which has the reworked spells Mercury Vapours and Sticky Flame, along with Sting, Mephitic Cloud, and Olgreb's Toxic Radiance. | |||
*Reworked Hexslinger, which now starts with new spells Jinxbite, Sigil of Binding, and Dimensional Bullseye, along with Inner Flame and Cause Fear. | |||
*Conjurers no longer start with Dazzling Flash. | |||
*Shields no longer degrade in effectiveness with each hit taken per-turn. Instead, they now have a limit on per-turn blocks, based on shield type. | |||
*New mutation: persistent drain, which makes HP drain take more XP to cure. | |||
*Hunters and Chaos Knights now start with scrolls of butterflies instead of immolation and xom's chesspieces, respectively. | |||
==Gods== | |||
*Okawaru now gives exactly one weapon gift and one armour gift as a capstone (chosen by the player), rather than giving many random gifts. | |||
*Ashenzari now gives perfect mapping, but only maps within LOS radius. | |||
*Trog now disables pain brand instead of becoming angry at it. | |||
*Nemelex: | |||
**The Swarm card can now summon higher level bees. | |||
**The Elements card has had its summon set adjusted. | |||
**The Cloud card now produces different types of cloud based on power. | |||
**The Deal Four ability now costs more piety. | |||
*The Wu Jian Council now allows rampaging. | |||
*Cheibriados piety gain now only depends on monsters' base speed. | |||
*The good gods now hate distortion-branded weapons. | |||
*Gozag no longer detects gold. | |||
*Kikubaaqudgha's wrath has been overhauled to be much more dangerous. | |||
==Interface and Options== | |||
*Monsters with unusual items (e.g. distortion) are now highlit in purple by default. | |||
*Monster descriptions have been compacted and made more informative. | |||
*Monster resists from equipment is now used for display and targeting. | |||
*For many list options, commas can now be escaped with backslash. | |||
*The ctrl-T "toggle travel speed" option has been removed. | |||
==Items== | |||
*New item type: talismans. | |||
**When used, talismans transform the player into a corresponding form. This transformation lasts until the player chooses to end it. It takes five turns to use a talisman. | |||
**Shapeshifting skill increases the power of talismans' forms. Insufficient Shapeshifting skill reduces the player's maximum HP while in a form. Different forms have different min and max Shapeshifting skills. | |||
**Beast talisman: starting talisman for Shapeshifters. Gives +Slay but melds aux armour. | |||
**Flux talisman: starting talisman for Shapeshifters. Over multiple hits, contaminates enemies with magical radiation until they explode. | |||
**Serpent talisman: transforms the player into a big, constricting python. | |||
**Maw talisman: melds the body slot, transforming it into a devouring maw. Launches auxiliary chomp attacks and heals the player by devouring foes. | |||
**Blade talisman: gives the player blade hands and also a blade body, reducing AC from body armour at lower Shapeshifting skill. | |||
**Statue talisman: turns the player into a slow-moving, durable statue. | |||
**Dragon-blood talisman: turns the player into a fire-breathing dragon. | |||
**Storm talisman: turns the player into living lightning. | |||
**Talisman of death: turns the player into an undead abomination, blighting foes on hit and tormenting them to heal. | |||
*New item: sack of spiders, an XP-charged evoker which webs foes and summons creepy-crawlies. Alternates with boxes of beasts. | |||
*Potions of flight replaced with enlightenment, which also give Will+. | |||
*Scrolls of magic mapping replaced with revelation, which also give X-ray vision and sInv for one turn. | |||
*New weapon: orcbow, between a shortbow and an arbalest in strength. | |||
*Hand crossbows are now hand cannons, alchemically belching smoke and death. | |||
*Ranged weapons' damage, delay and accuracy have been adjusted. | |||
*Quick blades now hit twice for every swing, with a higher attack delay. | |||
*Boomerangs of dispersal have been replaced with darts. | |||
*Condenser vanes are now more effective at low power. | |||
*Spectral weapons now share 70% of damage taken (from 50%). | |||
*Staves of earth now check only 1x AC, but deal 1/3rd damage to fliers. | |||
*The 'chaos' brand has a new set of possible effects. | |||
*Wands of light no longer affect undead, plant and nonliving monsters. | |||
*Wands of quicksilver can no longer be self-targeted. | |||
*Troll leather armour now has slightly less base AC. | |||
*Removed books: Sky, Rime and Transfigurations. | |||
*Removed: silver boomerangs and xom's chesspieces. | |||
==Monsters== | |||
*Uniques: | |||
**New: Jeremiah, a peaceful barachi trapped between sleep and waking. Their dreams leak into reality in a stream of beautiful butterflies. | |||
**Returned and revamped: Norris, a death cultist who surfs into battle with a gang of skysharks. | |||
**Maurice is now a vine stalker, with high regen and antimagic bites. | |||
**Erica is now an octopode, with constriction and a more focused spell set. | |||
**Frederick holds an orb, has a new spell set, and is much stronger. | |||
**Boris now sprays clouds of misery instead of casting Invisibility. | |||
**Xtahua and Mnoleg are considerably stronger. | |||
*Other new and returned monsters: | |||
**Arcanists, fairly dangerous vitrifying wizards. | |||
**Bombardier beetles, an early monster that shoots sticky flame. | |||
**Brain worms, which eat magic and minds alike. | |||
**Burial acolytes, masters of the Ossuary. | |||
**Crocodiles, which drag victims backward. | |||
**Formless jellyfish, which constrict and sting for single-turn paralysis. | |||
**Glass eyes, which vitrify victims to make them fragile as glass. | |||
**Kobold blastminers, who blast enemies with alchemical cannons and get sent flying backwards by the recoil. | |||
**Laughing skulls, whose painful laughter grows stronger in numbers. | |||
**Protean progenitors, which split into shapeshifting fragments when slain. | |||
**Weeping skulls, which spray clouds of misery. | |||
*Other changes to individual monsters: | |||
**Alligators and reapers are a bit weaker, but drag victims backward. | |||
**Ufetubi, tengu warriors, and draconian monks now slip behind their foes before meleeing. | |||
**Tengu reavers now have rMsl. | |||
**'Wizard' has been renamed to 'occultist' and has a new spell set. | |||
**Worms have turned into ribbon worms, doing less damage but ensnaring. | |||
**Great orbs of eyes have a new spell set, and are slightly stronger. | |||
**Cacodemons now Vitrify instead of casting Slow/Confuse. | |||
**Killer Klowns now Vitrify instead of Polymorphing. | |||
**Monsters which cast Energy Bolt now instead cast Bolt of Devastation, which applies Will/2 temporarily. | |||
**Concentrate Venom (from naga mages and Amaemon) is more effective. | |||
**Naga ritualists are much more powerful. | |||
**Nagas' spit is now more powerful. | |||
**Deep Elf Elementalists now cast LRD instead of Awaken Earth. | |||
**Deep Elf Death Mages are tougher and summon many more lost souls. | |||
**Red very ugly things now do direct fire damage instead of sticky flame. | |||
**Sun moths have a different spellset and melee attack effects. | |||
**Wargs are now notably stronger and faster. | |||
**Abominations' speed is no longer randomized. | |||
*Attacks of opportunity have been reworked. | |||
**Monsters now have a chance to attack when moving into melee with a player who just moved away. Previously, this triggered immediately when the player moved away, didn't use any of the monster's time, and couldn't trigger for monsters slower than the player. | |||
**Monsters have a slight chance to fall behind or catch up while following the player. | |||
*Other behavioral changes: | |||
**Giant monsters can now be ensnared by webs and nets. | |||
**Jellies can no longer be netted or constricted. | |||
**Allied undead no longer become angry when damaged. | |||
**Allies match your speed when no foes are nearby. | |||
**Polymorphing monsters no longer heals them. | |||
**Monsters no longer use up charges when zapping wands. | |||
**Monsters can no longer use scrolls or potions. | |||
*Some monsters now have special dialogue after killing the player. | |||
*Flying skulls have been removed. | |||
==Species== | |||
*Ogres have been renamed to Oni. | |||
**They heal twice as much from potions, and launch a 'drunken brawling' melee attack against all adjacent foes when drinking healing potions. | |||
**Some apts have been improved or tweaked. | |||
**They now have Horns 1. | |||
*Armataurs: | |||
**At XL7 and higher, armataurs now regenerate HP and MP when rampaging. | |||
**Their 'double potion' effect has been removed. | |||
**Their max HP is reduced. | |||
*Felids now get an extra life at XL 1, and don't lose XLs on dying. They also have higher base health, but no longer have fast movement. | |||
*Tengu now have inherent Acrobat (+15 EV after moving/waiting) at XL 1. They now gain +4 EV at XL7 instead of a 20% EV bonus and fast movement. | |||
*Humans now heal while exploring, but their XP apt is now average. | |||
*Mummies now get their first necromancy enhancer at XL 1, not 3. | |||
*Vine Stalkers now get regeneration at XL 1, not 4. | |||
*Djinn now use all magic skills, instead of only Spellcasting. Djinn can only choose to train all magic skills or none. | |||
*Ghouls start with an additional +4 Int and +1 MP. | |||
*Formicids can no longer be involuntarily shafted. | |||
*Meteorans have been removed. | |||
==Spells== | |||
*Poison Magic and Transmutations have merged into a new Alchemy school. | |||
**Poisonous Vapours has been replaced by Mercury Vapours, which can now inflict Weak on the target and other creatures nearby, but has short range. | |||
**Sticky Flame is now L4 Fire/Alch (was L4 Fire/Cj), does much more damage, but can be shaken off by non-forced movement. | |||
**Ignite Poison is now L4 Fire/Alch (was L3 Fire/Poison/Tmut). | |||
**Leda's Liquefaction is now L4 Earth / Alch (was L4 Earth / Hexes) | |||
**Sting is now Cj/Alch (was Pois/Tmut), and has more range and damage. | |||
**Fulminant Prism is now Cj/Alch (was Cj/Hex). | |||
*New spells: | |||
**Jinxbite (L2 Hex): deals additional Will-checking damage to foes attacked while its duration lasts, but also halves the caster's will. | |||
**Sigil of Binding (L3 Hex): creates two magical traps nearby, which temporarily bind hapless victims in place. | |||
**Brom's Barrelling Boulder (L4 Earth/Conj): creates a boulder, which crushes and knocks back foes and explodes when hitting walls. | |||
*Replaced spells: | |||
**Fugue of the Fallen (replacing Wereblood): Now L3 Necro (was L2 Tmut), triggers on ally kills as well as the player's, inflicts pain on nearby foes at max power, caps at +7 (was +9), and no longer gives minor healing. | |||
**Blazeheart Golem (replacing Guardian Golem): Now L4 Summ/Fire (was L3 Summ/Hex). Now has slow, powerful, self-damaging melee, and blows up one turn after dying. Only functions when the player is adjacent. | |||
**Martyr's Knell (replacing Guardian Golem): L4 Summ/Necro. Summons a shade that absorbs damage taken by other allies. Becomes a flayed ghost on death. | |||
**Dimensional Bullseye (replacing Portal Projectile): targets a foe and teleports all shots fired at other foes to also hit the chosen unfortunate. | |||
**Curse of Agony (replacing Agony). Hexed foes have their health halved after each of the next two melee attacks the caster lands against them. | |||
**Bombard (replacing Iron Shot). Sometimes knocks back the caster. | |||
**Sculpt Simulacrum (replacing Simulacrum). L6 Ice/Alch (was L6 Ice/Necro). Creates simulacra of an adjacent foe after a few turns. | |||
*Call Canine Familiar now summons inugami, dog spirits which scale with power. Recasting the spell heals the dogs and gives them a free cleaving attack, but if the inugami is defeated, it can't be resummoned for some time. | |||
*Passwall is now L3 Earth (was L2 Earth/Tmut). It now has fixed range and gives temporary AC. | |||
*Petrify can now chain two up to two nearby foes. | |||
*Summon Ice Beast is now L3 (was L4). | |||
*Plasma Beam no longer has limited range, but does 10% less damage. | |||
*Arcjolt now initially arcs to foes within two tiles of the caster. | |||
*Static Discharge now does more damage, but checks half AC instead of none. | |||
*Hailstorm does more damage at low power and less at high power. | |||
*Swiftness now works in water. | |||
*Cigotuvi's Dreadful Rot now drains the user much less. | |||
*Borgnjor's Vile Clutch (and Fastroot) now work on invisible enemies. | |||
*Borgnjor's Vile Clutch does less damage. | |||
*Blastmotes now explode when waited in. | |||
*Spellforged Servitor requires conjurations to be <=20% fail (was 50%). | |||
*Many summons now have a shorter duration. | |||
*Removed: Beastly Appendage, Spider Form, Ice Form, Blade Hands, Statue Form, Dragon Form, Storm Form, Necromutation. | |||
==Tiles and Other Art== | |||
*New art for existing game elements: | |||
**Monsters: | |||
***Ancient liches. | |||
***Blink frogs. | |||
***Deep elf death mages. | |||
***Dragons. | |||
***Rakshasas. | |||
***Shrike simulacrula. | |||
***Barachi and Oni (decorative). | |||
**Unrands: Eos, Sniper, Starlight, Dragonskin, Ratskin and the Thief. | |||
**Short sword and eveningstar artefacts. | |||
**All bardings. | |||
**Volatile Blastmotes (spell icon and clouds). | |||
**Dragon form. | |||
**Many mutation icons. | |||
**Stone walls and floors in the Depths. | |||
**Dithmenos's altar. | |||
**The Orb of Zot. | |||
*New Eustachio splash screen. | |||
*Player body variants are randomized at the start of each game. | |||
Revision as of 19:45, 14 January 2024
Version 0.31: This article may not be up to date for the latest stable release of Crawl.
0.31 is a version of Dungeon Crawl Stone Soup. It was released on January 19th, 2024.
Highlights
- New skill and background: Shapeshifters, using Talismans to change forms.
- New skill and background: Alchemists, melding Venom Magic and Transmutation.
- A variety of exciting new spells for sorcerers and sword-slingers alike.
- Many dangerous new monsters, from the early Dungeon to the Realm of Zot.
- Major changes to many species.
Artefacts
- New unrand: Mule, a +7 flaming hand cannon which sometimes knocks the user backwards when fired.
- The dreamshard necklace now has Acrobat, but only restores the player to 1 HP when they'd otherwise die, rather than healing 50-100% of their max HP.
- Artefact staves and orbs can now enhance other schools of magic, even those which don't have corresponding base enhancer staff types.
- Gyre & Gimble's enchantment is reduced from +12 to +8.
- The macabre finger necklace is now evil, and the amulet of Vitality no longer is.
- Glaive of the Guard no longer gives +5 AC.
Branches, Environment
- The Slime Pits now have many new endings, instead of one fixed ending.
- Fast-moving adventurers can find gems at the bottom of many branches. These have no use, but are great for bragging rights.
- Negative energy clouds have been replaced with clouds of excruciating misery, which deal damage based on max HP %.
- The Ecumenical Temple is now fully mapped on entry.
- The lairs of the lords of Pandemonium have been reworked.
- Bazaars now have other (friendly!) patrons.
- Crypt now has a 1/3 chance of containing a talisman of death.
- The Hall of Blades in Elf:2 now holds weapon-enhancing scrolls, and sometimes has a blade talisman.
- 'Hard' ice caves are displayed pre-entry as "glacial chasms".
Character
- New skill: Shapeshifting, used for talismans.
- New background: Shapeshifter, replacing Transmuter. Shapeshifters enter the dungeon with a beast talisman, a potion of lignification, and an animal skin.
- Merged skills: Poison Magic and Transmutations have been merged into Alchemy.
- Reworked background: Venom Mage has become Alchemist, which has the reworked spells Mercury Vapours and Sticky Flame, along with Sting, Mephitic Cloud, and Olgreb's Toxic Radiance.
- Reworked Hexslinger, which now starts with new spells Jinxbite, Sigil of Binding, and Dimensional Bullseye, along with Inner Flame and Cause Fear.
- Conjurers no longer start with Dazzling Flash.
- Shields no longer degrade in effectiveness with each hit taken per-turn. Instead, they now have a limit on per-turn blocks, based on shield type.
- New mutation: persistent drain, which makes HP drain take more XP to cure.
- Hunters and Chaos Knights now start with scrolls of butterflies instead of immolation and xom's chesspieces, respectively.
Gods
- Okawaru now gives exactly one weapon gift and one armour gift as a capstone (chosen by the player), rather than giving many random gifts.
- Ashenzari now gives perfect mapping, but only maps within LOS radius.
- Trog now disables pain brand instead of becoming angry at it.
- Nemelex:
- The Swarm card can now summon higher level bees.
- The Elements card has had its summon set adjusted.
- The Cloud card now produces different types of cloud based on power.
- The Deal Four ability now costs more piety.
- The Wu Jian Council now allows rampaging.
- Cheibriados piety gain now only depends on monsters' base speed.
- The good gods now hate distortion-branded weapons.
- Gozag no longer detects gold.
- Kikubaaqudgha's wrath has been overhauled to be much more dangerous.
Interface and Options
- Monsters with unusual items (e.g. distortion) are now highlit in purple by default.
- Monster descriptions have been compacted and made more informative.
- Monster resists from equipment is now used for display and targeting.
- For many list options, commas can now be escaped with backslash.
- The ctrl-T "toggle travel speed" option has been removed.
Items
- New item type: talismans.
- When used, talismans transform the player into a corresponding form. This transformation lasts until the player chooses to end it. It takes five turns to use a talisman.
- Shapeshifting skill increases the power of talismans' forms. Insufficient Shapeshifting skill reduces the player's maximum HP while in a form. Different forms have different min and max Shapeshifting skills.
- Beast talisman: starting talisman for Shapeshifters. Gives +Slay but melds aux armour.
- Flux talisman: starting talisman for Shapeshifters. Over multiple hits, contaminates enemies with magical radiation until they explode.
- Serpent talisman: transforms the player into a big, constricting python.
- Maw talisman: melds the body slot, transforming it into a devouring maw. Launches auxiliary chomp attacks and heals the player by devouring foes.
- Blade talisman: gives the player blade hands and also a blade body, reducing AC from body armour at lower Shapeshifting skill.
- Statue talisman: turns the player into a slow-moving, durable statue.
- Dragon-blood talisman: turns the player into a fire-breathing dragon.
- Storm talisman: turns the player into living lightning.
- Talisman of death: turns the player into an undead abomination, blighting foes on hit and tormenting them to heal.
- New item: sack of spiders, an XP-charged evoker which webs foes and summons creepy-crawlies. Alternates with boxes of beasts.
- Potions of flight replaced with enlightenment, which also give Will+.
- Scrolls of magic mapping replaced with revelation, which also give X-ray vision and sInv for one turn.
- New weapon: orcbow, between a shortbow and an arbalest in strength.
- Hand crossbows are now hand cannons, alchemically belching smoke and death.
- Ranged weapons' damage, delay and accuracy have been adjusted.
- Quick blades now hit twice for every swing, with a higher attack delay.
- Boomerangs of dispersal have been replaced with darts.
- Condenser vanes are now more effective at low power.
- Spectral weapons now share 70% of damage taken (from 50%).
- Staves of earth now check only 1x AC, but deal 1/3rd damage to fliers.
- The 'chaos' brand has a new set of possible effects.
- Wands of light no longer affect undead, plant and nonliving monsters.
- Wands of quicksilver can no longer be self-targeted.
- Troll leather armour now has slightly less base AC.
- Removed books: Sky, Rime and Transfigurations.
- Removed: silver boomerangs and xom's chesspieces.
Monsters
- Uniques:
- New: Jeremiah, a peaceful barachi trapped between sleep and waking. Their dreams leak into reality in a stream of beautiful butterflies.
- Returned and revamped: Norris, a death cultist who surfs into battle with a gang of skysharks.
- Maurice is now a vine stalker, with high regen and antimagic bites.
- Erica is now an octopode, with constriction and a more focused spell set.
- Frederick holds an orb, has a new spell set, and is much stronger.
- Boris now sprays clouds of misery instead of casting Invisibility.
- Xtahua and Mnoleg are considerably stronger.
- Other new and returned monsters:
- Arcanists, fairly dangerous vitrifying wizards.
- Bombardier beetles, an early monster that shoots sticky flame.
- Brain worms, which eat magic and minds alike.
- Burial acolytes, masters of the Ossuary.
- Crocodiles, which drag victims backward.
- Formless jellyfish, which constrict and sting for single-turn paralysis.
- Glass eyes, which vitrify victims to make them fragile as glass.
- Kobold blastminers, who blast enemies with alchemical cannons and get sent flying backwards by the recoil.
- Laughing skulls, whose painful laughter grows stronger in numbers.
- Protean progenitors, which split into shapeshifting fragments when slain.
- Weeping skulls, which spray clouds of misery.
- Other changes to individual monsters:
- Alligators and reapers are a bit weaker, but drag victims backward.
- Ufetubi, tengu warriors, and draconian monks now slip behind their foes before meleeing.
- Tengu reavers now have rMsl.
- 'Wizard' has been renamed to 'occultist' and has a new spell set.
- Worms have turned into ribbon worms, doing less damage but ensnaring.
- Great orbs of eyes have a new spell set, and are slightly stronger.
- Cacodemons now Vitrify instead of casting Slow/Confuse.
- Killer Klowns now Vitrify instead of Polymorphing.
- Monsters which cast Energy Bolt now instead cast Bolt of Devastation, which applies Will/2 temporarily.
- Concentrate Venom (from naga mages and Amaemon) is more effective.
- Naga ritualists are much more powerful.
- Nagas' spit is now more powerful.
- Deep Elf Elementalists now cast LRD instead of Awaken Earth.
- Deep Elf Death Mages are tougher and summon many more lost souls.
- Red very ugly things now do direct fire damage instead of sticky flame.
- Sun moths have a different spellset and melee attack effects.
- Wargs are now notably stronger and faster.
- Abominations' speed is no longer randomized.
- Attacks of opportunity have been reworked.
- Monsters now have a chance to attack when moving into melee with a player who just moved away. Previously, this triggered immediately when the player moved away, didn't use any of the monster's time, and couldn't trigger for monsters slower than the player.
- Monsters have a slight chance to fall behind or catch up while following the player.
- Other behavioral changes:
- Giant monsters can now be ensnared by webs and nets.
- Jellies can no longer be netted or constricted.
- Allied undead no longer become angry when damaged.
- Allies match your speed when no foes are nearby.
- Polymorphing monsters no longer heals them.
- Monsters no longer use up charges when zapping wands.
- Monsters can no longer use scrolls or potions.
- Some monsters now have special dialogue after killing the player.
- Flying skulls have been removed.
Species
- Ogres have been renamed to Oni.
- They heal twice as much from potions, and launch a 'drunken brawling' melee attack against all adjacent foes when drinking healing potions.
- Some apts have been improved or tweaked.
- They now have Horns 1.
- Armataurs:
- At XL7 and higher, armataurs now regenerate HP and MP when rampaging.
- Their 'double potion' effect has been removed.
- Their max HP is reduced.
- Felids now get an extra life at XL 1, and don't lose XLs on dying. They also have higher base health, but no longer have fast movement.
- Tengu now have inherent Acrobat (+15 EV after moving/waiting) at XL 1. They now gain +4 EV at XL7 instead of a 20% EV bonus and fast movement.
- Humans now heal while exploring, but their XP apt is now average.
- Mummies now get their first necromancy enhancer at XL 1, not 3.
- Vine Stalkers now get regeneration at XL 1, not 4.
- Djinn now use all magic skills, instead of only Spellcasting. Djinn can only choose to train all magic skills or none.
- Ghouls start with an additional +4 Int and +1 MP.
- Formicids can no longer be involuntarily shafted.
- Meteorans have been removed.
Spells
- Poison Magic and Transmutations have merged into a new Alchemy school.
- Poisonous Vapours has been replaced by Mercury Vapours, which can now inflict Weak on the target and other creatures nearby, but has short range.
- Sticky Flame is now L4 Fire/Alch (was L4 Fire/Cj), does much more damage, but can be shaken off by non-forced movement.
- Ignite Poison is now L4 Fire/Alch (was L3 Fire/Poison/Tmut).
- Leda's Liquefaction is now L4 Earth / Alch (was L4 Earth / Hexes)
- Sting is now Cj/Alch (was Pois/Tmut), and has more range and damage.
- Fulminant Prism is now Cj/Alch (was Cj/Hex).
- New spells:
- Jinxbite (L2 Hex): deals additional Will-checking damage to foes attacked while its duration lasts, but also halves the caster's will.
- Sigil of Binding (L3 Hex): creates two magical traps nearby, which temporarily bind hapless victims in place.
- Brom's Barrelling Boulder (L4 Earth/Conj): creates a boulder, which crushes and knocks back foes and explodes when hitting walls.
- Replaced spells:
- Fugue of the Fallen (replacing Wereblood): Now L3 Necro (was L2 Tmut), triggers on ally kills as well as the player's, inflicts pain on nearby foes at max power, caps at +7 (was +9), and no longer gives minor healing.
- Blazeheart Golem (replacing Guardian Golem): Now L4 Summ/Fire (was L3 Summ/Hex). Now has slow, powerful, self-damaging melee, and blows up one turn after dying. Only functions when the player is adjacent.
- Martyr's Knell (replacing Guardian Golem): L4 Summ/Necro. Summons a shade that absorbs damage taken by other allies. Becomes a flayed ghost on death.
- Dimensional Bullseye (replacing Portal Projectile): targets a foe and teleports all shots fired at other foes to also hit the chosen unfortunate.
- Curse of Agony (replacing Agony). Hexed foes have their health halved after each of the next two melee attacks the caster lands against them.
- Bombard (replacing Iron Shot). Sometimes knocks back the caster.
- Sculpt Simulacrum (replacing Simulacrum). L6 Ice/Alch (was L6 Ice/Necro). Creates simulacra of an adjacent foe after a few turns.
- Call Canine Familiar now summons inugami, dog spirits which scale with power. Recasting the spell heals the dogs and gives them a free cleaving attack, but if the inugami is defeated, it can't be resummoned for some time.
- Passwall is now L3 Earth (was L2 Earth/Tmut). It now has fixed range and gives temporary AC.
- Petrify can now chain two up to two nearby foes.
- Summon Ice Beast is now L3 (was L4).
- Plasma Beam no longer has limited range, but does 10% less damage.
- Arcjolt now initially arcs to foes within two tiles of the caster.
- Static Discharge now does more damage, but checks half AC instead of none.
- Hailstorm does more damage at low power and less at high power.
- Swiftness now works in water.
- Cigotuvi's Dreadful Rot now drains the user much less.
- Borgnjor's Vile Clutch (and Fastroot) now work on invisible enemies.
- Borgnjor's Vile Clutch does less damage.
- Blastmotes now explode when waited in.
- Spellforged Servitor requires conjurations to be <=20% fail (was 50%).
- Many summons now have a shorter duration.
- Removed: Beastly Appendage, Spider Form, Ice Form, Blade Hands, Statue Form, Dragon Form, Storm Form, Necromutation.
Tiles and Other Art
- New art for existing game elements:
- Monsters:
- Ancient liches.
- Blink frogs.
- Deep elf death mages.
- Dragons.
- Rakshasas.
- Shrike simulacrula.
- Barachi and Oni (decorative).
- Unrands: Eos, Sniper, Starlight, Dragonskin, Ratskin and the Thief.
- Short sword and eveningstar artefacts.
- All bardings.
- Volatile Blastmotes (spell icon and clouds).
- Dragon form.
- Many mutation icons.
- Stone walls and floors in the Depths.
- Dithmenos's altar.
- The Orb of Zot.
- Monsters:
- New Eustachio splash screen.
- Player body variants are randomized at the start of each game.