All ideas with Demo as a contributor

Demo is the author of notdNetHack and is also a contributor to dNetHack

#5124

 · 
vanilla

Wielding a beam or ray wand and hitting a monster with it should zap it for a distance of 1 in that direction (so the monster gets hit), and there should be a chance that it does not consume a charge.

#5122

 · 
vanilla

Cavemen being illiterate makes a lot of sense, but forcing them to be illiterate is unlikely to make them fun to play when they’re already one of the least fun roles to play. So instead, the role should have mechanics that make them compatible with illiterate and a good choice if one is trying to win an illiterate game in particular. But they can also be prodded towards being illiterate by having them abuse alignment every time they read something (possibly only scrolls and books, not things like fortune cookies).

#5117

 · 
vanilla

If the problem of differentiating cavemen as a role, both in flavor (e.g. having no clear inspiration from outside the game that is realized in the game) and in gameplay (e.g. not being good at anything that some other role isn’t already better at) proves intractable, the role should simply be removed.

#5091

 · 
vanilla

It should be possible to define anti-spawn regions in a level, like how monsters will not generate in the Sokoban hole corridors but more general. It should still be possible for monsters to appear in specific places within such regions that are specified in the level definition, but monsters specified to appear in random places won’t, nor will any monster that generates after the level is created. This could be done by checking the anti-spawn regions in the makemon_rnd_goodpos function.

#5085

 · 
vanilla

Write a Lua script that involves orcs spawning en masse and sacking Minetown - after an ordinary Minetown has already generated, so the attack happens during the game rather than before it. The neat thing about it is that it would be generic enough to be used in any Minetown, rather than being limited to the existing Orcish Town.

#5031

 · 
non-vanilla

In variants that have differently-sized objects and inability to use items of the wrong size: An artifact armor piece, possibly gloves, that allows you to wield things that are one size larger than your current limit.

#5018

 · 
vanilla

A spellcasting buff system for Wizards, in which learning a new spell grants you a point on a metamagic skill tree. Most options available on this tree provide incremental buffs to spells you cast with each point invested, with a maximum of 5 points. There are also capstone buffs that are binary.

The exact shape of the tree is not determined, but a list of potential incremental buffs is:

  • More damage.
  • More explosions.
  • Increased ray or beam range.
  • Reduced Pw cost of casting.
  • Bonus movement points when you cast any spell.
  • Temporary bonus to AC when you cast any spell.
  • Temporary to-hit or weapon damage bonus when you cast any spell.
  • Suffocating magic; shut down dissimilar magic to the spell that you just cast for a few turns.

Possible capstone buffs include:

  • You can smite-target spells without needing to see the space.
  • Elemental casting that substitutes the damage types of certain ray and explosion spells.

#5011

 · 
vanilla

The Nazgul should each have a name and personality that slightly affects its behavior, sort of like the ghosts in Pac-Man.

#4998

 · 
vanilla

Create a pool of unique “miniboss” monsters who do not randomly generate, but are eligible to spawn on the throne in throne rooms of sufficiently high level difficulty. The throne room audience could possibly also consist of monsters themed to whichever of the uniques generates in it.

#4997

 · 
vanilla

When a god smites you, the pool of possible smites should vary according to the god’s alignment. Some examples:

  • Chaotic god: melts your flesh with acid.
  • Lawful god: blinds you with light.
  • Lawful god: your armor gets turned white and cancelled, possibly made nonmagical.
  • Chaotic god: they send an avatar to “seduce” you (unresistably), injuring your legs for several hundred turns.

#4988

 · 
vanilla

Add a “coil of rope” object, a tool which can be used to act like a snare, and is dropped by rope golems.

#4987

 · 
vanilla

Picking up objects manually should be a free, repeatable action. This is because autopickup is a free action, so it is optimal and tedious (but relevant if you are trying for a low-turncount game) to look at what’s on the square you’re about to move to, go into the options menu and adjust pickup_types and autopickup exceptions so you will pick up the things you want on that square, and repeat constantly every time you would have used the manual pickup command.

However, this does not fix the issue where autopickup will still allow you to pick up objects on squares you are going to be forced off, such as the gray stones on levelporters in Mines’ End.

#4950

 · 
vanilla

The Longbow of Diana should put a floor on the amount of multishot arrows fired from it, so you always get a good multishot. The floor should maybe even just be set to the maximum possible multishot you can achieve.

#4822

 · 
vanilla

When you wish for an artifact that already exists and fail to get it, the game should either hint at or outright tell you the location where the artifact was generated so you can go track it down.

Do this by saving the X, Y, and Z coordinates at which the artifact was created when it gets generated. If the artifact happens to get uncreated, like as part of level generation, the saved coordinates should be reset, because the artifact is then able to be generated again.

#4812

 · 
vanilla

The game should play sounds (if on a supported platform) or at least provide the hook for playing sounds in several scenarios: wielding a cockatrice corpse, experiencing a psychic blast from a mind flayer, and one that plays constantly at low HP which is supposed to be annoying.

Various proposals for things to happen on St. Patrick’s Day:

  • Leprechauns should get buffed. There are various ways this could be done; probably the easiest is giving them more starting gold but also increasing the damage of their attacks.
  • Leprechauns could spawn with potions of booze (always for individual leprechauns, low percentage chance in leprechaun halls). Ideally, the potion should be green.
  • When random gold piles generate, leprechauns should frequently spawn on them.
  • Random gems should have an elevated frequency of emeralds and green worthless glass.
  • If the game is started on St. Patrick’s Day, the potion of booze is always shuffled such that it’s green.

#4628

 · 
vanilla

You can quiver a wand; firing with the “f” command will then zap your quivered wand instead of throwing the wand.

If you try to teleport or kick the swap chest too many times, it changes from an object to a hostile monster (a green m) that is super strong, but if you somehow manage to kill it, it drops 2 random items that were inside the swap chest.

Archeologists see value indicators on weapons and armor that are not fully identified to get a vague idea of what they are. Examples given are “an extraordinary [weapon]” for a +4 weapon or “an average [weapon]” for a +0 weapon. At higher experience levels they may be able to identify the exact enchantment automatically. This is flavored as appraising the age and quality of antiques.

A slightly different implementation may make it non-guaranteed to see this, with the odds dependent partly on experience level but also on intelligence and luck.

A third proposal is that it doesn’t happen automatically, but they can get this indicator or identify the enchantment of a weapon by rubbing their touchstone on it.

#4580

 · 
vanilla

A “slotlocks” option, taking a string which specifies the inventory letter slots you really do not want newly-acquired items to go into, such as the ones you usually reserve for key pieces of gear.

As an example, if you have OPTIONS=slotlocks:aGHsdy, no inventory items will be placed on any of those letters until they are the only remaining open slots. Once that happens, the first open slot in the string, “a”, will be filled, unless you already put something in that slot, in which case “G” will be attempted, and so on.

Adjusting items to different slots is not affected by slotlocks since it’s presumed you are deliberately putting an item in that slot.

#4566

 · 
vanilla

A cloak which, if worn by a light-emitting monster, blocks them from emitting light. Also applies to the player if they are carrying a light source or polymorphed into a light-emitting monster.

If the Minetown Watch are hostile and subdue you (reducing you to 0 or low HP, or possibly only if you chat to them to surrender), they throw you in jail instead of simply killing you. This probably takes the form of a special jail level where you start out having regained your HP but have lost most or all of your possessions. The jail level is staffed with more watchmen (it could also be guards, but those are specifically guarding vaults).

There could be a variety of ways to escape:

  • solving a special puzzle involving moving iron bars or walls and levers/buttons
  • bribing or seducing the guards
  • using stealth to sneak past the guards
  • or just waiting a certain amount of time without dying.

#4436

 · 
object properties patch

Saddles can have object properties that apply to the animal wearing the saddle.

#4316

 · 
vanilla

Monks are given some benefit or ability that enables them to get more benefit out of the ring of increase damage. This could be:

  • Letting them multishoot projectiles
  • Multiple attacks for martial arts at high levels
  • Other rings of increase damage and accuracy are doubled

#4265

 · 
vanilla

You should be able to jump to the location of a saddled pet, which causes you to attempt to mount it. If you fail the mount check, you fall off to a random adjacent square and may take extra damage on top of the normal amount for failing to mount a steed.

Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.

Various ritual spells that have been proposed:

  • Ball spells which consume a gem as focus and create a ball of elemental power that hits surrounding squares but not you. (Long casting times would probably make rituals infeasible for combat though.)
  • Temporarily increase your carry cap by a great amount. (Other new intrinsics as required.)
  • Resurrect a corpse as a tame monster (necromancy).
  • Grant temporary intrinsic life saving.
  • Single controlled polymorph with a greatly increased duration.
  • Summon a demon, demon lord, or demon prince. Requires 5 cursed candles and a marker (to draw the classic pentagram). If summoning a named demon lord, it’s either random or there’s some expensive way to control who shows up. The demon lord could be peaceful, but with current behavior this is useless. Possibly summoning them allows you to make a pact with them.
  • Remove the graveyard status from a level (would need to be expensive, and perhaps involve the Book of the Dead, and multiple different headstones).
  • Grow a tree. This consumes at least a piece of fruit. For anti-farming the tree should probably not produce fruit or bees when kicked.
  • Create a portal between two levels of your choice (doesn’t work with the Amulet obviously, but otherwise works)
  • Create an artifact (that is, you somehow imbue an item with properties it can’t normally get).
  • Bless items. Consumes a blessed scroll of remove curse.
  • Genocide a genocidable monster. Consumes a figurine of that monster plus other costly things.
  • Reverse genocide a monster. The monster may or may not have to be normally reverse-genocidable. Consumes a figurine of that monster plus other moderately expensive things.
  • Charge something. Requires a rare ingredient - perhaps a dilithium crystal.
  • Summon tame elemental(s). Among other things, ingredients include: a potion of water, any beatitude (water); a rock (earth); lit candles, a lit oil lamp, or a lit potion of oil (fire); an amulet of magical breathing (air).
  • Create a magic lamp. Needs an oil lamp (of course) and a figurine or mask of a djinni (or possibly a nearby live djinni).
  • Make the current level non-teleport. Requires a scroll of teleportation and that the caster be standing on an anti-magic field at either the start or the end of the ritual.
  • Create a fountain. Requires a statue of a medium-sized or larger monster, which gets destroyed (by turning it into the centerpiece of the fountain). There may be potential for wishing abuse; perhaps the fountain should be flagged so that it can’t produce a wish-granting water demon.
  • Turn a regular knife into an athame. Components include other bladed weapons with positive enchantments adding up to 20 or something; all of these charges will be drained to +0 in the creation of the athame. The resulting athame is +0, regardless of the charges on the component weapons or original knife.
  • Create a tame golem or golems. Requires a large amount of total weight of objects made out of the golem’s material.
  • Summon a coaligned angel or other minion of your deity as a pet.
  • Create a tame wood nymph from a tree (only once per tree).

Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.

Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.

In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.

Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.

An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.

  • The main form of combat is to create phials of potion (where 1 potion splits into many phials), which can be tossed at enemies to cause potion effects on them. The main potions used are things like acid, paralysis, (lit) oil, and confusion.
    • Phials come in all the same types as normal potions but have somewhat weaker effects.
    • You can dip a stack of empty phials into a potion to fill them with that potion (up to some maximum).
    • Thrown phials have the same exact splash damage effect on things as throwing the potion would produce, but drinking it is a small enough dose to only cause the splash damage effects to the drinker. Requires some balance so that splash damage is useful against monsters but not useful for the player to drink for beneficial phials.
    • Phials can be dipped into potions, but nothing can be dipped into phials.
  • The quest artifact is the Philosopher’s Stone.
    • The quest leader is Nicolas Flamel and the nemesis is an Avatar of Death (like Death, but weaker).
    • Fun possibilities for transmuting materials here if the object materials patch is in effect.
    • Its base item type could be a ruby (but perhaps not because dnethack makes the Heart of Ahriman a ruby) or a garnet, based on its color in Harry Potter, or an opal.
  • Can also create alchemic gizmos: smoke bombs from potions of blindness, firebombs from potions of oil, all lighter and more numerous and useful than the base potions.
  • Start with all potions identified.
  • Could start with an alchemy kit, which is a rare tool find for other roles. NeroOneTrueKing proposed a set of mechanics for an alchemy kit:
    • Has 3 compartments. The first accepts only potions/phials of polymorph (or perhaps it just has charges and you can recharge it by using potions of polymorph).
    • The other compartments must each only contain items of the same material.
    • A success chance is displayed based on the amount of polymorph potion available, the weight ratio of the two compartments, and the materials themselves (metal can transform into metal relatively easily).
    • A successful use swaps all of the materials of the two compartments.
  • Needs mechanics such that in an Alchemist’s hands, no potion is useless.

The invoke effect of the Philosopher’s Stone is heavily debated.

  • It creates potions of the Elixir of Life. This potion cures disease and restores lost attributes, but most importantly it grants temporary intrinsic lifesaving. If you die with intrinsic lifesaving, you lose the remaining time for the intrinsic.
  • Creating potions is way too powerful since the player will be able to bank them, so nerf this: perhaps you can only get Elixir of Life by dipping the Stone into a potion of full healing, or something. Or Elixir goes bad after a while and reverts to water, making it usable for before a fight but not for stashing.
  • The Elixir should not be more powerful than a potion of full healing, or the invoke effect of the Staff of Aesculapius - healers should be the best at actual healing. Probably, getting lifesaved from intrinsic lifesaving will only restore enough HP to stay alive a little longer.
  • The Elixir gives a large temporary boost to HP regeneration.
  • No Elixir of Life; it instead turns potions of sickness into (extra? full?) healing.
  • The Stone can turn metal objects into gold or can turn rocks into gold pieces when rubbed on them.
  • When dipped into gain level or gain energy, transforms the potion into polymorph.

A really great Alchemist implementation would probably involve a full alchemy overhaul which adds herbs and fungi, harvesting ingredients from corpses, cooking, and interesting ways to combine everything. The challenge with making this is how to make the other stuff useful for other roles and not just the alchemist, and at the same time not overcomplicating the game with the new additions.

#3909

 · 
vanilla

A Rogue-aligned artifact (either a first gift or a crowning gift) that is some sort of small blade whose invoke effect allows you to teleport behind nearby enemies and attack them, perhaps with bonus backstab damage for a short time. Or more powerfully, you instantaneously warp behind and backstab several different enemies within a radius of 10 or 12 from you all at once.

Horror Brand, an artifact weapon whose stats (including presumably its base item type) are randomly generated each game or even combines random aspects from various artifacts, like shambling horrors.

#3814

 · 
vanilla

When an artifact wish fails due to the artifact already existing, communicate this clearly to the player, and then let them use the wish for something else.

#3696

 · 
vanilla

You can buy indulgences from coaligned priests, which will remove or reduce god anger or negative alignment.

#3641

 · 
vanilla

New clerical monster spell (possibly also a player spell) that creates a region of black storm clouds between the caster and target and moves across the map towards the target. The clouds block vision, can strike anything in or near them with lightning (though not intelligently), wet items on the floor beneath them and in the inventories of monsters beneath them, hit things with gusts of wind if those are implemented, and can spawn temporary lightning monsters that vanish when the cloud does.

Another variant of this idea is as a static cloud that can be targeted like a stinking cloud, probably as a level 7 spell (depending on how bad the lightning is).

#3559

 · 
vanilla

Wearing gauntlets of dexterity allows you to quick-draw a wand (zapping any wand in your inventory as a half action, similar to applying a stethoscope - it costs no time but can only be done once per action).

Also, they allow you to use a container in inventory as a half action. For balance, you should probably only be able to do one half-action thing per turn.

#3551

 · 
vanilla

If you get crowned on an altar, it becomes a throne which will give you one guaranteed wish, and then has no effect other than to make you feel very comfortable there. Not specified what will happen if the altar is in a temple with a priest tending it.

#3532

 · 
vanilla

Some way to do a giant mass-cancellation which cancels every monster on the level without a chance of resistance or a saving throw, but also uncontrollably cancels every item on the level, including the player’s inventory and items in containers.

#3443

 · 
vanilla

Dipping Frost Brand into water potions (or possibly any freezing-eligible potion, which is most of them) should freeze and shatter the potion. Likewise for Fire Brand, which should boil potions and ignite (but not explode) oil it’s dipped into.

By wielding a floating eye corpse and either applying it at monsters or hitting monsters with it, you can paralyze the monsters, provided they can see you. As a potential downside, you might paralyze yourself if you stumble or fall into a pit while wielding it while non-blind.

#2868

 · 
vanilla

New artifact short sword, which is the first sacrifice gift for Rogues. It does extra damage based on the amount of gold carried in your inventory (or possibly your opponent’s inventory, though this would make it no better than a normal short sword on many monsters). The damage bonus eventually runs into diminishing returns so that the damage bonus doesn’t get too ridiculous.

#2824

 · 
vanilla

A dungeon feature that massively improves your spellcasting success rates while you are standing on it.

#2812

 · 
vanilla

Change the Rogue’s special spell to knock rather than detect treasure.

In variants that have the Pirate role, this would free up the spell of detect treasure to be their special spell.

#2789

 · 
vanilla

Remove the player’s Intelligence as a factor in determining the outcome of a foocubus interaction. Instead, use Intelligence (or possibly Wisdom) rather than Charisma as the determining factor in whether they are able to say no to having a piece of armor removed.

#2779

 · 
object materials patch

Croesus generates wearing a random gold amulet (probably not change or strangulation, though).

#2748

 · 
vanilla

Add whales, which can engulf you. Several of them spawn on the Plane of Water.

#1606

 · 
vanilla

Sustain ability also gives stun and confusion resistance, and prevents you from studying books.

#1598

 · 
vanilla

An artifact T-shirt that provides free action when worn, but only if no armor is worn over it.

#1563

 · 
vanilla

Drinking booze reduces your memory retention of spells.

Lightning spells:

  • The most common suggestion is for a level 5 attack spell that creates a lightning bolt, implemented as a simple ray. Possibly, it causes an electrical explosion on the first target it hits if cast at Skilled and Expert.
  • Alternatively, a spell of lightning bolt could be a melee range spell that deals heavy shock damage.
  • Chain lightning is a spell that forks off and hits adjacent targets in a breadth-first search (see here for how it might work). Possibly, the lightning bolts can only chain off at 135 or 180 degree angles (maybe 90, too). Chain lightning can still be reflected, but becomes a straight ray.
  • Lightning storm, which causes an electrical explosion centered on every monster in your line of sight (possibly with a decreasing chance of doing so as it gets further from you). Or if this is too overpowered, just strike these monsters with an individual lightning bolt that does not cause an explosion.

Give potions more side dipping effects:

  • Dipping an eroded item in a healing potion repairs erosion on it; 1 level for regular healing, 2 for extra healing, and 3 for full healing. Restore ability will repair all erosion as well.
  • Dipping a negatively enchanted item in a restore ability potion reverts it to +0 if the potion is blessed, adds 1 point if uncursed, and does nothing if cursed.
  • Dipping an enchantable item in a gain ability potion enchants it (by 1 point, always).
  • Dipping an uncharged item (possibly excluding rings) into restore ability has the same effect as uncursed charging it. (Blessed charging cannot be reproduced this way, even if the potion is blessed).

#1292

 · 
vanilla

Gillyweed: comestible that grants temporary intrinsic magical breathing when eaten.

#1257

 · 
vanilla

Resistance rings, if worn while using barehanded ungloved combat, get a damage bonus of the elemental type they provide resistance to.

#1253

 · 
vanilla

Generalize health food stores into a special type of role-specific shop. This shop isn’t an actual shop; it signals the level generator to transform it into a different specific type of shop depending on the player’s role. The role-specific shops contain role-helpful items like health food does for Monks. They can be found randomly generated with probability around 5%. If a role doesn’t have a specific type of shop associated, the shop becomes a general store instead.

#1239

 · 
vanilla

Spell that creates temporary weapons and armor made of energy: good base stats, but no magical properties, and vanish after some amount of time. Not defined whether they should be enchantable; probably they should but the enchantment will vanish along with the rest of it.

New artifact: The Trident of Poseidon. Chaotic (only because Poseidon is in-game). While carried, grants magical breathing, swimming, and protects items from water damage. When wielded, confers water walking. Double damage versus aquatic monsters, and gets a damage bonus versus all that scales with the amount of water squares adjacent to you. Invoke to get an UnNetHack-style flood.

#1199

 · 
vanilla

Give a YAFM when near or chatting to a hallucinogen-distorted leprechaun: “They’re after me lucky charms!”

Homemade tins give the minimum of the corpse’s nutrition and 50 nutrition. This is to prevent silliness like a killer bee corpse giving 5 nutrition when eaten but magically giving 50 after being tinned.

#756

 · 
vanilla

Status effect that temporarily lowers all attributes to 3.

Frost lamp, a tool which gives out a radius 3 cold aura. Water and lava within the radius freeze and then revert once out of the radius. Fiery monsters take damage from being in the radius. Eventually runs out and has to be recharged.

#594

 · 
vanilla

Very powerful artifact armor that cannot be removed without dying. If you take it off, polymorph out of it, or have it removed by a monster, you die.

Reflavoring of Heaven or Hell mode: everything explodes when it gets hit by anything. A.k.a. “HackSplosion”.

#576

 · 
vanilla

Demon lords that accept a bribe don’t actually go anywhere. They get out of the way to the stairs if they were previously in the way, but otherwise they have their movement points set to 0 and cease warping for as long as they are peaceful.

#539

 · 
vanilla

Artifact shield of reflection that reflects thrown or fired projectiles.

#519

 · 
vanilla

Add a mechanic like applying a scalpel to a monster to cure its ills to give healers a way to heal monsters that isn’t tied to magic.

#504

 · 
vanilla

Kicking a lightweight object into a wall will cause it to “rebound” or “clatter” (for wooden objects) off the wall, not just “Thump!”. The object might move a couple spaces.

Monster spell that creates a wall, or possibly just a boulder, to block the hero’s progress.

#13

 · 
dNetHack

A Necromancer role which includes: creating skeleton armies, binding the undead via rituals similar to the Binder, launching rocks that contain small petrified animals that transform into undead animals, bone chains, and encrusting undead minions with different jewels to grant them different powers.

#3

 · 
vanilla

The Watch should start with a small amount of gold, and throw it at a player of the opposite gender while the player is disrobing.

#2

 · 
GruntHack

It should be possible to enchant dragon scales into dragonhide gear that is not scale mail.