# FIQHack/YANIs
Lines that have a strikethrough have been vetoed.

Contents

1 Bugs
2 Monster/player symmetry
3 FIQhack YANIs
4 YANIs that are OK'd
5 Work in progress ideas

5.1 New #monster abilities

Bugs
Please submit bugs in the #hardfought IRC channel on Libera Chat, or on the Roguelikes discord.

Monster/player symmetry
Monster magic mapping: every monster has a flag denoting whether it knows the layout of current level.  Monsters that are generated on level creation, or appear randomly, start knowing the current level; those that migrate or are summoned do not, and need some form of magic mapping to obtain this knowledge.  (Or possibly just to spend enough time on the level: while the player's away, the monsters may as well explore it.)  Amnesia attacks may remove the flag.  Not knowing the level prevents warping to the stairs, and teleporting to the player may fail if there are walls around you.  The flag may also improve the monster's ability to track you.  Named demons should probably start with some magic mapping scrolls (or the spell), to preserve their ability to escape.  -Tomsod
FIQhack YANIs
Phasing spell could be targeted on other creatures as well. -flump
Smarter searches would help when trying to find, for instance, all headgear and not specifically "helms". -flump
You can wish for object properties in FIQhack, but only on items that aren't inherently magical. -aosdict
YANIs that are OK'd
Stunning currently works quite differently on players and monsters. -shping
Work in progress ideas
New #monster abilities
Primary for roles (and player monsters), and demons.
In both cases, the reasoning is to make roles and demons respectively more distinct from each other by giving each of them an unique ability
A lot of demons currently blend together. Giving each of them an unique ability could serve to make them more distinct. This isn't necessarily the only change that can be made to demons (maybe they should also have more unique attacks), but is meant to be the primary differentiator between them.
The cost should probably be designed so that abilities can be powerful without being spammable. Perhaps max Pw drain? Max HP drain for demons (for flavour reasons, monsters typically don't stay around for long so it mostly wouldn't matter in their case).
Player role ideas. Not final, need to figure out if something is too weak or too strong
Arc: Identify enchantment and BUC of all items carried and on the dungeon level. Does not identify base type
Bar: Temporary cleaving ability on their weapon. Stacks with Cleaver if they use it (into a 5-wide arc).
Cav: Primal rage. Grants a +1d20 attack bonus on weapon damage for a time
Hea: Full healing
Kni: Gives their mount a free attack each time they attack, for a time
Mon: Cumulatively doubles martial arts damage until they miss or don't attack
Pri: Turn undead (already exists)
Rog: Jump to a foe and hit them in melee, doing backstab damage and dazing them (paralysing) for a turn. If already paralyzed or asleep, backstab damage is tripled
Ran: All projectiles fired pierce foes for a time, allowing them to hit several foes in a line
Sam: Juke a target, displacing them and performing a melee attack at the same time. Works even if the player is standing in water or lava (but not while levitating)
Tou: Throw a party. Pacifies all monsters within a 8-radius range. If *any* pacified monster, or the player, is hurt during this period, the party is considered over and all pacified monsters revert to their prior state
Val: Gain flight, a +25% speed boost and never misses weapon attacks, for a time
Wiz: Sap energy in the vicinity. All monsters within a 8-tile radius loses Pw equal to the ability user's level. Half of the lost energy is given to the ability user