Player resistances: - Instituted a system of incremental resists for the player. The current known resistance percentage is show on the second stat screen. Traps: - All monster trappers get an extra trap at level 25. - Monster trappers with the Extra Trap get an extra trap, as well as learning advanced traps faster and gaining some new advanced traps at high levels: Drain Life [NPP], Unmagic, Dispel Monsters [NPP]. Information for specialty/racial/class abilities: - The "view specialty" interface is now more general, providing information about a variety of racial and class-based abilities as well as specialties. - Cleaned up and color coded the interface. - Got rid of the annoying more on the learn/view abilities prompt. - Removed the specialty information from the self knowledge display. New Specialties: - New specialty: Mana Burn - may reduce monster mana with melee weapon attacks. Mana burned hurts the target. - New specialty: Trap Setting - as the basic Rogue ability, though with lower disarming skill. - New Specialty: Channeling - provides a bonus similar to heighten magic, but depending on the casters current mana level. - New specialty choices: Trap Setting (Warriors and Rangers), Mana Burn (Rogues and Assassins), Harmony (Paladins), Channeling (all spellcasters). Items: - The "bonus" ability for the Green DSM shapeshift is changed from Regeneration to Poison immunity. Classes: - Increased Ranger pseudo-id speed. - Gave Rangers another +1 strength, +1 to hit dice. - Tweaked missile skill and weapon specific bonuses for Rangers. This is a cleanup with little net effect. - Increased the number of starting arrows for Rangers, and gave some shots to Assassins. Misc: - Greatly reduced the distance penalty to accuracy for ranged attacks. All throws/shots have a "point blank" range equal to half their max range (up to 10 squares) over which they incur no penalty. - Unresisted disenchantment attacks now reduce monster and player mana, and dispel magic on the player. - The dispel magic monster spell is more effective at low spell power. - The dispel magic monster spell is slightly more likely to be cast. - Many more high level monsters now cast dispel magic. - The Beorning default shapeshift now requires a player turn to activate. - Added a monster mana bar [NPP]. - Changed windows settings to look nicer by default with "bizarre" windows. Upgrades: - Created p_class.txt; this controlls pretty much everything class-dependant except magic and chest drops. These may be added in a future release. - Removed more magic numbers from code [Christer Nyfalt]. Bugs fixed: - Mushrooms of Poison and Potions of Poison do not identify when eaten. - Aman, Elvenkind, and Permanance ego items fail to generate random high resists. - Enhance Magic is too effective with temporary resists. - Resist Light/Dark from the specialties Holy Light/Unlight is not displayed on stat screen (resistance does work). - Necromancer Orb of Death is bugged - does way too little damage. - Some saving throws are miscalculated. - Damage from weak Light attacks is really screwed up. - No display of heightened magic for necromancers. - Minor rounding inconsistency in heighten magic display vs actual effects. - Sauron is missing the Morgul Magic flag. - Several item descriptions are missing spaces between words. - '/' command still says 'A' symbols represent angels. - Identify/recharge spells drain mana if cancelled. - Help files inconsistent with implementation of Acid Immunity. - Unlight bonuses apply when they should not. - Unlight allows dodging of missiles while blind (added by mistake). - Non-moving monsters may move when the player has superstealth. - Perfect Balance price adjustment was being skiped for items with no pval. - Changed a couple of staff flavor colors.