#4421
If you get a full identify insight (either exclusively from a throne, or from any source) but everything in your main inventory is already fully identified, all items you are carrying in containers recursively get fully identified as well.
If you get a full identify insight (either exclusively from a throne, or from any source) but everything in your main inventory is already fully identified, all items you are carrying in containers recursively get fully identified as well.
Make the invoke effect of the Tsurugi of Muramasa enhance it to give double damage for a limited time, but also become bloodthirsty during that time. For an immediate effect, it could also cause fear when invoked.
If an illithid hero attempts to use their psionic abilities on a beholder, it fails and they get confused instead, because the beholder’s mind is so alien that they can’t comprehend it.
Chaotic Knights should still have a set of role penalties, not necessarily the same caitiff ones as lawful Knights, and maybe not as many, but still something that emphasizes that a chaotic knight is still a knight and is expected to have some pragmatic self-discipline.
Monsters that attack your displaced image may “miss wildly and stumble forwards” to move into the spot they thought you were standing in, symmetrically with how the player does for displaced monsters.
Bisecting a monster with the Tsurugi of Muramasa should have a chance of scaring nearby hostile monsters into fleeing.
When a magic trap tames monsters, it should give a message beyond “You feel charismatic” - the scroll of taming “neighborhood is friendlier” message probably works fine here.
Magic flutes have a roughly 1% chance of generating as gemstone (or glass).
Dipping a corpse into a potion of polymorph “keys” the potion to that specific monster type: if it is used to polymorph the player or a monster, they will be turned into the same monster type as the corpse used. The corpse and potion are not consumed by being dipped.
If the monster is no-polymorph, nothing happens.
If the potion is used to polymorph an object, it does not do anything unusual, unless the object is a type for which species matters, in which case the potion changes its species to the keyed type, which can be useful for changing a figurine to something specific.
If in a variant that has potions of specific monsters’ blood, this can also be created by dipping polymorph into monster blood or vice versa.
In the owned artifacts patch, wishing for dragon scales or scale mail may instead spawn a dragon of the requested color, who is still wearing the scales.
When a player is killed by a giant spider and leaves bones, there will be a web trap placed on their square, and occasionally one or two giant spider eggs.
If you are illiterate and receive some mail, the mail daemon will offer to read it to you.
Cursed potions of invisibility remove any permanent intrinsic invisibility you have, but still give you the normal cursed duration of temporary intrinsic invisibility, so after that duration you will become visible again. Thus, they are a controllable way to remove the permanent intrinsic and are also still useful for characters without invisibility yet.
Ice devils have a “hellfrost” attack that can damage you even when you have cold resistance (though possibly not if you have extrinsic cold resistance).
Ice devils should have a slowing attack, like they do in D&D. Most likely, this should be like a lichen’s temporary slow in EvilHack, rather than a permanent speed-loss like a shade or skeleton has. Free action could reduce or negate this.
The Longbow of Diana should still provide reflection when it is in the offhand slot and not actively wielded.
Add a unique lich or demon lord enemy who may appear as a side effect of raising the dead with the Book of the Dead. Not specified if this is the only way this monster can ever appear, or whether other mechanics like demon gating could bring them in as well.
When a nasty is summoned by a lich, and its monster type has a zombie counterpart, it will instead be replaced by that zombie counterpart.
If a monster that is capable of summoning nasties has successfully rolled to avert conflict, it will avoid summoning nasties for a little while if conflict remains active (even if it succumbs to conflict itself later on).
“Bowling alley” themed room, a fixed size (either 5 in width or height, longer in the other dimension) with six statues arranged in a triangle at one end of the room as “pins” and one or more rolling boulder traps for the “ball”.
If you have telepathy, you should hear the quest leader’s telepathic summons message more clearly than its current garbled state (perhaps “m..ic transporter”), and if you have extrinsic telepathy, you should hear it with perfect clarity.
Water elementals’ HP (and Pw, if applicable) regeneration is boosted when they are on a water-containing space such as a moat or a fountain. Possibly, they can also suck up the water to regain a large quantity of hit points at once, which removes the water terrain if it is expendable (a fountain or pool or puddle of shallow water will dry up).
In order to make them more interesting in combat, their AI may favor hanging around sources of water and trying to find a path to the nearest water when they are injured.
Track all alignment violations according to their source, which means when you anger a peaceful you tick up an “angered a peaceful” counter, when you rob a grave you increment “grave robbed”, etc. Enough incrementing in any counter (which may vary based on your role and alignment) starts to make your god angry and priests unfriendly. The idea is that if you have a large number of alignment violations but they’re spread out across multiple causes, you might skate by, but repeatedly and happily doing a bad thing will get you punished (and will allow your god to actually vocalize what you’ve been doing wrong). It would also be nice to show in the dumplog what your worst sins were.
Trollsbane should be the second artifact gift for the Geek role.
Add two dice objects: a magic die and a plastic die. Both appear as “game die” when unidentified, are made of plastic, and weigh 2. Dice can be rolled by applying them or throwing them (upward or downward).
Magic dice are chargeable. They start out with 3-5 charges; uncursed charging adds 1 and blessed adds d3, up to a maximum of 7. The die can only be recharged twice.
Rolling either type of die produces a message “The die spins around and lands on [number].” Plastic dice and non-cursed magic dice use a d20 with even probability; cursed magic dice bias the result towards lower numbers such that the probability of each possible roll is proportional to 20 minus that roll (so there is a 19/170 chance of a 1, an 18/170 chance of a 2, etc.)
The effects are:
Roll | Effect | Message |
---|---|---|
1 | You are hit by a death ray that ignores reflection and possibly magic resistance and possibly even life saving. | “The die blasts you with a death ray!” |
2 | You are stunned, confused, blinded, and deafened for 200 turns, paralyzed for 15 turns, and inflicted with deadly illness. | “You stagger and your vision blurs…” |
3 | You lose a random intrinsic as if a gremlin stole it. | Usual intrinsic loss message |
4 | You suffer amnesia as if you had read a cursed scroll, and lose a point of Intelligence; this can kill you via brainlessness if it’s at 3. | “You feel like your brain is getting sucked out…” |
5 | You suffer a standard curse items effect. | “You feel as if you need some help.” |
6 | You lose one point in d3 different attributes that are not equal to 3, and abuse all other attributes. | Usual attribute loss message |
7 | You gain one point of Luck, unless Luck is already +10. | “You feel lucky!” |
8 | You take d20 physical damage (half damage does not help). | “You feel excruciating pain all over your body!” |
9-10 | Nothing happens. | |
11 | A random item is generated on your square. Unspecified what happens if you are not on solid ground. | “Suddenly, you see an object at your feet!” |
12 | You get the effect of a blessed potion of full healing. | Usual full healing message |
13 | You lose one point of Luck, unless Luck is already -10. | “You feel unlucky!” |
14 | You gain one point in d3 different attributes that are not at their maximum, and exercise the rest. | Usual attribute gain message |
15 | You identify all your possessions. | |
16 | You gain an experience level. | Usual level gain message |
17 | You get enlightenment. | “You feel self-knowledgeable…” |
18 | You gain a random intrinsic that you don’t already have that could have come from a corpse. | Usual intrinsic gain message |
19 | Your inventory is randomly blessed. | “The die emits a light blue aura.” |
20 | You get a wish. | “You may wish for an object.” |
One possible alteration is to do away with both the instadeath and the wish, because it’s been pointed out that nearly all the negative effects are recoverable. The player has an incentive to hold off on rolling the die until they have the wherewithal to recover from most of the negative effects, and then roll it as much as possible in hopes of getting a wish, while suffering few permanent issues. Giving the die a chance to just unavoidably end the game to compensate for wishing abuse may be unsatisfying.
If you open a door that turns out to be a mimic, it “falls on top of you” and deals damage in addition to sticking to you.
Keep a counter on each shopkeeper representing the number of times a pet has picked up a shop-owned item in their shop (or a shop-owned item inside containers they are carrying). Every time this increments, use it as an increasing chance that the shopkeeper will become aggressive towards pets picking up their wares, with messages like “Kabalebo shouts “Hey! Drop that!” at Fluffy. Fluffy drops [item].” Once they are past that point, you can’t use pets to take their items anymore.
The point on the counter at which the shopkeeper stops playing nice should be roughly some fraction of the area of the shop, to strike a balance between large shopkeepers being more lenient and not allowing you to clean out all the tiny shops in Minetown. A rumor could be added for this: “They say that mom-and-pop stores have lower tolerance for thieves.”
Unspecified whether the counter should increment when a non-pet picks up an item in the shop. Probably not, since this is a fairly rare case.
Special (or themed) rooms in Gehennom containing priest and monk corpses, to correspond to the themed room that contains a bunch of dead bodies with no priests and monks because a comment notes “Moloch has a special fate reserved for members of those classes.”
In variants where you can cast cure sickness directionally as a beam, that beam damages monsters with a disease attack.
Polymorphed monsters appear as “hazy [monster]” in messages, to indicate to the player they will time out and go back to their normal form eventually.
Hitting an earth elemental with a stone to flesh spell currently has no interaction, which is odd. The following possibilities have been proposed:
Xorns hit by the stone to flesh spell are briefly paralyzed, and while paralyzed, either take increased/double damage or are treated as if they have a worse AC.
Pets that know they have reflection (from an amulet, spell, etc) will freely attack floating eyes.
Healers can use a stethoscope on a corpse to usually find out what its cause of death was.
Shopkeepers in delicatessens who are sold corpses should magically turn the corpses into tins of that monster with a random beatitude. As well, delicatessen shopkeepers rarely generate carrying a tinning kit.
Iron golems rust in multiple stages, like iron items, rather than all at once. Each stage cuts its maximum HP by 20 (so a rusty golem has 60 max HP, etc.) Applying a can of grease will remove the rust and restore its max HP to normal, and may prevent further water damage for a little while. The golem may also quaff a potion of oil, which has a similar effect, except it also restores current HP as well as maximum by the amount of erosion removed.
Iron golems that rust to death may rarely leave behind a statue (ideally made of iron material) which is implied to be its rusted husk.
Puffer fish, a monster with a non-poisonous bite but a passive poison attack. Its corpse conveys poison resistance pretty reliably but is always poisonous to eat, even if it’s been tinned.
Variants that give Croesus armor made of gold should also have a small chance that his body armor is replaced with gold dragon scale mail.
Polymorphing a dragon corpse creates a random object made of dragonhide.
An artifact weapon that makes everything it kills explode (for not very much damage).
Snow golems occasionally drop one or more of the following when killed:
Having both intrinsic and extrinsic reflection at the same time should make you fully reflect things as you would in vanilla, until the intrinsic times out.
Since Grimtooth is permanently poisoned, dipping it in an uncursed potion of water should turn it into a potion of sickness, and dipping it into a pool or moat should turn it into sewage.
New monster “Phantom of War”, a powerful player monster style @ that appears on either the Astral Plane or elsewhere on the ascension run, but only if the player has successfully maintained pacifist conduct up until that point.
Dying while turning to slime (but not dying BY turning to slime) leaves behind a large glob of green slime instead of a corpse in your bones file.
A helm of darkness artifact, inspired by the one from Perseus’ myth; when worn it confers invisibility and produces darkness in a radius around the wearer.
MR should cut the duration of temporary elemental vulnerability that you get by having a monster cast it at you.
Croesus may generate disguised as another @, possibly hidden among his soldiers.
A new object or, more likely, an artifact which is a ring of enlightenment. Wearing it increases Intelligence and Wisdom by 1. Additionally, when you perform the #attributes command, you are shown your fire, cold, shock, poison, and sleep resistance statuses. Possibly it can be invoked for full enlightenment.
New artifact Regicider (or Regicide, Usurper or Royalbane): a sword of some type that isn’t already overrepresented in artifacts that has bonuses and warns to monsters with the M2_LORD and/or M2_PRINCE flags. Maybe it would also work on demon lords, depending on if they are considered nobility, or just overlords.
On a somewhat sillier note its attributes could also extend to queen bees and also have some ability to detect royal jelly on the map (invoke effect?)
When polymorphed into a mind flayer (or playing an illithid in variants that have it as a race), you gain additional nutrition when you eat the brain of a spellcasting or telepathic monster.
Spellcasting monsters have a lowish chance of receiving a quarterstaff in their starting inventory.
Freeing any hostile monster from a cage of iron bars has a chance of pacifying it.
Given that erinyes are a near-unique monster, they should be made far stronger than they currently are.
The drain life spell heals you with some of the HP you drained from your target, possibly even increasing maximum HP by one point if it is full (though this is probably too powerful).
The healing isn’t intended for anyone who can cast it; it would require you to have a certain amount of attack skill and possibly be chaotic.
If you die to overwhelming cold damage (on the order of 3-4 times your current HP, for instance from Asmodeus’s cold attack), you leave behind a frozen statue (made of ice?) instead of a corpse.
Spellcasting monsters that want to go through a locked door can cast a monster-spell version of knock that unlocks it. Theoretically they should also be able to do this from a distance if lined up with the door, but monster decision-making does not decide to go through a non-adjacent door.
If polymorphed into a sufficiently strong monster, you can force-fight down or kick the ground to cause a shockwave that hits all immediately adjacent ground-bound monsters.
Shields of reflection can be applied in a direction which is equivalent to using a mirror in that direction.
Archeologists should have Skilled skill cap in either darts or spears to nod towards Mesoamerican atlatls and other throwing devices.
Since stone golems don’t actually drop anything except a statue of themselves upon death, clay golems should drop random items made of stone when they are killed, similar to how golems of other materials do.
A new Mines’ End variant that contains a guaranteed scroll of earth, gold golems, and an earth elemental as a reference to some Swiss folklore involving gnomes. Possibly also add a healer statue named Paracelsus, who was one of the first to name gnomes as such.
Zapping directional wands while stuck in a pit restricts the range of the wand to 1, basically shot at an angle to hit something right next to the pit.
If a pet drowns while not in view, the game gives a special message: “You have a sinking feeling for a moment, then it passes.”
A “lignivorous” flag that can be specified on a monster species. Lignivorous monsters can eat wooden objects and doors like metallivores can eat metal objects.
When polymorphed into a monster that has hooves, your kicks deal some extra damage, whether via the kick action or via the polyform’s kick attacks.
You should be able to #loot your steed while riding it to get an item it picked up (or any item in its inventory besides items it has equipped such as its saddle). This requires you to have at least Basic riding skill.
Player monsters who spawn at a certain depth have a very low chance of generating carrying their quest’s artifact. This chance is highest when deeper than the Castle, but is still low.
For giant player characters, huge chunks of meat should weigh the same as boulders (i.e. light enough to pick them up easily).
There should be more variety in the Wizard’s dialogue after he resurrects or levelports to you, rather than the same old “So thou thought thou couldst kill me fool” line every time.
Breaking a wand of wind creates a stinking cloud centered on its space, because it’s “breaking wind”. Possibly only when cursed.
Defeating the quest nemesis causes a “rout”. As a temporary effect, monsters that are part of the normal quest generation flee from you.
Allow playing Infidel as a gnoll. This specific combination does not serve Moloch; instead your goal is to restore Yeenoghu to godhood.
Disenchanters derive additional nutrition from enchanted objects they eat akin to dNetHack disenchanters.
Ring of opening, which unlocks locked doors and boxes instantly while you are wearing it and try to unlock them. If blessed, it additionally untraps doors and boxes when you try to interact with them, but there is a fixed chance it unblesses in the process every time it untraps something.
Monsters that generate in branches associated strongly with an element (e.g. Gehennom, and the Ice Queen’s Realm) should automatically be given resistance to that element, even if they wouldn’t get it normally.
Fix vampires shifting into fog clouds as an escape method because this doesn’t currently work with fog clouds being slow and easily killed.
Amulet versus magic, which gives magic resistance when worn but also makes it difficult for the wearer to use magic, translating to a sharp penalty in spellcasting rates and, depending on the implementation, reducing or nullifying the effects of magic items.
Detect food sources additionally detect potions of fruit juice, and possibly potions of booze.
As a Peter Pan reference, produce “You hear a faint ticking noise” occasionally and prior to the normal output when stethoscoping a crocodile. Alternatively, produce this noise very rarely when a crocodile is anywhere on the level or near the player. Possibly only if the crocodile’s monster ID number matches a rare condition, like being a multiple of 100.
Noxious sphere, a sphere similar to its siblings in that it has an active explosion attack, but the explosion is of poison and creates a 3x3 (or larger) stinking cloud centered on the sphere.
If a digesting engulfer eats an e monster that explodes (either actively or upon death) or potentially any monster with an explosion attack, the monster is assumed to explode inside the engulfer, who takes double damage from that attack (or 8 times damage, if the explosion is considered to have hit them 8 times) and is stunned and immobilized for a few turns, unless they resisted the explosion’s damage type in which case they only suffer that for 1 turn.
This should also extend to other explosions inside engulfers (most of these would be player-created: e.g. reading a scroll of fire or breaking a wand while engulfed).
Aurochs, a “golden bull” like angelic creature that is similar to a ki-rin, but not quite as powerful. It is in the A monster class rather than q because the name sounds like “aura”.
Boxing glove trap, a trap that hits the victim with a boxing glove (for stunning, potentially?). When untrapped, it can produce a random pair of gloves, biased towards normal leather gloves and maybe away from fumble gloves.
If you polymorph uncontrolled while wielding a unicorn horn, you may become a unicorn corresponding to your alignment.
Reading create monster while confused has a small chance of creating a trapped large box, which when triggered will say “The box bursts open!” and create monsters like the scroll of the same beatitude would.
If you would receive your first sacrifice gift, but it already exists in the game somewhere, your god will inform you of where it is (or possibly that it no longer exists, if something destroyed it).
Reading a noncursed scroll of amnesia while confused “clears your mind”, which cures the confusion and sometimes gives you enlightenment, but the regular amnesia effects still happen too.
Knights should not receive caitiff penalties against undead.
Invoking the Tsurugi of Muramasa causes a fear effect similar to reading scare monsters and gives a temporary effect equivalent to increase damage (possibly only on hits made with the Tsurugi, possibly with any weapon).
It was also pointed out that triggering a temporary effect by invoking could get tedious. Another suggestion was to give it some sort of passive fear-causing effect when wielded (in addition to the one-time scare when invoking it).
Loadstones operate more subtly: they increase their weight every time you pick up a new item (one that you haven’t touched yet in the game). At some weight threshold, it autocurses and becomes undroppable.
The Tsurugi of Muramasa should allow Samurai to use additional “techniques” besides just bisection, with more becoming available with greater two-handed sword skill.
Upon reaching the Astral Plane while crowned and with very high alignment record, you are granted a free artifact pair of gloves that give you an additional touch or weapon attack when worn.
A foocubus generated by kicking a sink should have a small chance of wearing an apron (as it is the “dish washer”).
The Staff of Aesculapius should be made out of copper, since that is the antibacterial effective-against-disease material.
Rat corpses are treated as “treats” (highly desired food) for the purpose of feeding them to cats.
Engraving with a wand of probing should produce the same “You probe beneath the floor” effect that you get when zapping probing at the floor, and should likewise automatically identify the wand.
If you chat to a peaceful spellcaster creature who is carrying a spellbook while carrying or wielding a spellbook yourself, it may offer to trade.
This might be of limited utility since only aligned priests in vanilla normally carry spellbooks, or it might be well suited to a variant like FIQHack where spellcasters usually have a book or two.
If you are a werecreature in your were form, you can chat to monsters of the same form to tame them.
Split Gehennom into two different branches - Hell, which contains devils and the lawful “demon” lords like Asmodeus, and the Abyss, which contains demons and the chaotic demon lords. Either only one of these generates in a given game, or the player gets a choice of which one to go to in the Valley of the Dead. Alternatively, they’re sequential parts of Gehennom, with the Abyss being deeper.
Reduce the spell level of magic mapping, but also reduce its utility: instead of mapping the entire level at once, you choose a point to center your divination on and a circular or square area, with a radius dependent on your divination skill, gets mapped. After this change, it might be similar enough to clairvoyance to be merged with that spell (the difference with clairvoyance is that it currently always centers on the player; perhaps the new merged spell could instead scale with skill by having a fixed mapping area, but the distance you can target it at increases with skill level.)
This does not change the scroll of magic mapping behavior, which still maps the whole level.
Displacer beasts may drop a hide, which can be enchanted or otherwise crafted into a cloak of displacement. (Or else this could just work with a displacer beast corpse which could be enchanted/polymorphed/crafted, without requiring a new object for the hide).
Revamp the Oracle: move it lower in the dungeon, add level variants that make it look like a real temple instead of a small room inside a big room, and make the Oracle act as a real priestess, providing consultations along with regular priest services.
If you approach a demon lord with a low amount of gold, they automatically become hostile.
Wraith corpses should function as a potion of gain level does, of the same beatitude as the corpse. I.e. a blessed wraith corpse will gain a level and then some fraction of experience points towards the next level.
If the player permanently converts their alignment, they get Wizard-style harassment for the rest of the game by their original god. (This stacks with the Wizard’s harassment; after killing the player will begin to be double-harassed.) The only difference between god and Wizard harassment is that the Wizard won’t spawn. All the other effects remain the same.
Turn the Rogue level into its own branch, all levels of the branch operating under the same rules as the Rogue level. At the end of the branch is one of the defunct NetHack bosses such as the Goblin King.
Eating the brains of a spellcasting monster should restore some magic energy, and perhaps even have a chance of learning a spell from its brain. (This latter part would work better in variants such as FIQHack where monsters have a list of player spells).
Have some water demons, moccasins and nymphs appear on the Plane of Water, in order to imply that this is the dimension from which they’re being summoned into fountains.
Paper golems can grow up into “paperback golems”, which are at least twice as strong. When defeated they drop a couple blank spellbooks. Note however that some objection has been raised over nonliving golems being able to “grow up” in the first place.
Increase the Charisma cap for elves to 21. Any Charisma score over 18 may automatically frighten monsters via being so unnaturally beautiful.
When you cause a monster’s mount to become scared, there is a chance that the rider gets thrown off, possibly taking some damage. This also happens to the player if their steed gets scared.
Based on Dracula’s association with rats, Vlad’s Tower should have a horde of r monsters somewhere in it, and/or increase the spawn rate for r monsters.
Master Kaen should be able to smash boulders in his way, so that the player can’t easily defeat him with a boulder fort.
Mimics can mimic corpses.
Shimmering dragon scales or scale mail should grant half physical damage in addition to displacement because anything that hits you is likely a glancing blow due to the displacement.
Using #monster when polymorphed into a demon allows you to call for hell-p from other demons directly, without needing to hit an enemy in melee. This uses up some Pw. It may not work 100% of the time, but will cost Pw regardless of whether or not it works. Another possible restriction is that you need to be next to a known enemy for it to work.
Polymorph forms should give intrinsic magic cancellation corresponding to the monster magic resistance stat of that species: 1 MC for 25+ monster MR, 2 MC for 50+ monster MR, and 3 MC for 75+ monster MR.
Troll statues, including those created by petrification, can spontaneously unpetrify and become living trolls again. Possibly, this should be restricted only to rock trolls.
Quest guardians which match your own race.
When you first open an ice box that generated cursed, it may spawn a gelatinous cube or a group of P monsters.
The ring of sustain ability also confers level drain resistance.
If you feel worried about your pet or sad for a moment over their death while sleeping, you wake up immediately.
Cavepeople can safely sacrifice same-race monsters to “give them to the ancestors”, but only if the monster wasn’t killed by the player.
If you bribe a demon lord with less than 1000 gold pieces, a Wizard-style periodic timer is started, except that every time the timer triggers random demons will be spawned around you. The demon lord itself may return, hostile this time.
Add lamias, which are very similar to nagas, but have hands and consequently can use items.
When you cause a Yendorian Army monster to flee, nearby lower-ranking monsters may also flee. Possibly extend this to other ‘pack animals’ such as orcs or ants.
Bronze or brass golem. It would be either ’ or ’, depending on whether trying to avoid color conflicts with the gold golem.
Croesus generates wearing a random gold amulet (probably not change or strangulation, though).
If teleportation fails because there is a trap or monster on the destination square, and there is an adjacent free square, you get placed on that square, possibly with a message explaining why you didn’t end up exactly where you wanted.
Vault guards have specific responses to other names you might give them, such as “the Wizard of Yendor”.
Spring trap, like the reverse of a trapdoor: stepping on it bounces you up through the ceiling into a higher level, or alternatively just makes you crack your head on the ceiling.
Give all mimics acid resistance, because they have that in D&D.
Wearing sea dragon scale mail grants extrinsic swimming.
In variants where you can kill the quest leader to gain access to the quest: implement alternative dialogue for the quest guardians after you kill the leader.
Monsters can zap a wand of probing at you, which inflicts the studied debuff on you.
Attacking a queen bee immediately awakens and aggravates all killer bees on the level.
A potion or spell of searching: it doesn’t give you the regular searching intrinsic, but rather it detects any traps you move adjacent to with a 100% chance (regular searching isn’t guaranteed to find these, and this effect won’t find other things that searching is able to find).
Alternatively, just make it give you temporary intrinsic searching as currently implemented, but make it so that timing-out intrinsic searching (available only from this) is guaranteed to find everything.
Orcish Town, but it’s a relatively normal Minetown, just with all the gnomes and dwarves replaced by peaceful orcs.
Wishing for the Amulet of Yendor doesn’t fail and give you a fake if you have ever held it in the past. In that case, a wish for it will reclaim it from wherever it was. The monster who was currently holding it may appear, too, however.
If you release a djinni whose response is to say “It is about time” and vanish, the djinni will at least teleport you somewhere safe if you are in danger (not specified what defines danger; perhaps stuck in lava/rock or if there are a number of nearby hostile monsters).
Certain monsters will seek out certain types of items and pick them up even when peaceful. For instance, hobbits will find and pick up rings, especially rings of invisibility.
Artifact morning star, chaotic aligned, with an allusion to Lucifer.
Gods should react in some way when the corpse of one of their own priests is sacrificed. They currently don’t (unless it’s a same-race sacrifice) and this is weird.
Occasionally, when generating a level 6+ spellbook, set its opoisoned flag to true. You get “The book was coated in contact poison!” not as a random spellbook reading failure effect, but when you try to read a book whose opoisoned is set to true. Triggering the contact poison usually (but not always) clears the opoisoned flag, so it won’t be poisoned if you try to read it again.
Dipping a poisoned spellbook in any healing potion will neutralize the poison and use up the potion. Possibly, dipping it in a potion of sickness will poison the book, though this would be useless unless monsters read spellbooks.
New Biologist role, which revolves around polymorphing monsters, brewing potions (probably non-alchemically), and possibly collecting samples from monsters.
Possibly, they start with a number of potions of booze, but are penalized for drinking booze; it’s intended to use for brewing with samples. They also possibly have a guidebook describing recipes (other roles can do this too, but lacking a guidebook they won’t be able to do it very well).
Starting equipment may contain:
One take on the quest: it sees you fighting the Black Mold (a mold that constantly multiplies itself and attacks with random elemental damage, including possibly disintegration, when touched). The quest artifact is the Elixir of Immortality, but this is not possessed by the nemesis; instead you have to brew it yourself using an ingredient found on the goal level and which will be destroyed by the Black Mold if you don’t get there first. The Elixir isn’t needed; the quest is counted complete if you destroy all the Black Mold.
They can get Expert in only a few skills, including knife.
They are penalized for “animal testing”, which is polymorphing or otherwise abusing living peaceful or tame monsters. Or possibly it’s okay as long as the subject isn’t killed. However, they are rewarded for other forms of experimentation.
When a mail daemon delivers a scroll of mail and you have kept illiterate conduct so far, it offers to read the message to you rather than just giving you the scroll which you can’t read.
Change how drowning attacks work, by making them pull you into a water square that is adjacent to both you and the attacker, and then sticking to you so you can’t move out of the water. This requires that the hero be allowed to survive (with a suffocation timer) underwater for several turns without magical breathing. If there are no mutually adjacent water squares, the attacker can’t use their drowning attack (it would either do nothing or you’d still be held but not get pulled anywhere). Unlike regular drowning, this wets your items each turn.
You can somehow weaponize globs of green slime to forcibly transform other monsters into slime. Possibly this could be as simple as throwing or flinging the globs at them, perhaps subject to a monster magic resistance check for the transformation to work.
Any comestibles death-dropped by an F monster are rotten when eaten.
In an effort to make unicorn horns not infinitely usable but also preserve their other good qualities: Split the unicorn horn into two items, the horn, a simple tool which now has a number of charges, and a “unicorn spear” / “hardened unicorn horn” which is a weapon.
Both items have the same base damage, are two-handed, and use the unicorn horn skill, but reading a scroll of enchant weapon while wielding a unicorn horn will transform it into the weapon version like how crysknives work. The weapon cannot be used to cure ailments.
Rope golems sometimes drop leashes, bullwhips, or grappling hooks upon death.