All ideas with Arseniy as a contributor

#4981

 · 
vanilla

Disenchanters should have a non-zero monster magic resistance, because it’s weird that they’re a magic-draining tough enemy to beat… unless you have a wand of polymorph or cancellation, in which case they become trivial.

Wand of jumping. When you zap it in a direction, the beam finds the first square in that direction you can’t occupy because a monster, boulder, wall, or edge of the map is blocking it, and moves you to the square right before it. There is no maximum range, meaning the “jumps” could be very long and might be better off flavored as teleports at a certain distance. Liquids count as a square you can occupy, so zapping it at e.g. a wall on Medusa’s level with water preceding it would result in you falling into the water and possibly drowning. Not specified what the behavior would be if you tried to zap it diagonally through an open door.

There is the potential issue of using this wand on the Astral Plane to zip around much faster than usual and without needing to spend resources on jumping boots or the spell. One possible solution is to make this wand very rare, about as rare as the wand of enlightenment, so you find about 0-2 of them per game.

#4935

 · 
vanilla

Invert the behavior of the “context.nopick” flag for better pacifist play, which basically makes the game act as if you are prefacing every movement you make with the m prefix. It’s not perfect, as there are some odd corner cases with digging, but it works great at preventing you from accidentally attacking monsters.

#4449

 · 
vanilla

Juiblex has a spit attack, but due to his covetous warping mechanics he hardly ever uses it. Therefore, special case his spit attack to be capable of hitting any target on the level, not necessarily following a line-of-sight path.