#4550
Give a paranoid confirmation prompt when the player is levitating or flying over a liquid and attempts to remove an item that would result in them losing that levitation or flying and falling in.
ais523 is the author of NetHack4
Give a paranoid confirmation prompt when the player is levitating or flying over a liquid and attempts to remove an item that would result in them losing that levitation or flying and falling in.
A game mode that allows you to keep playing after death. There are two ways this could go:
Remove the recharge counter from objects. Most tools can be infinitely recharged, so they don’t need one. For wands, replace the recharge count with a chance of a wand becoming eroded when the wand is recharged, or of exploding if recharged when already eroded.
Not specified what happens for the few items that don’t follow this pattern, such as magic markers and the wand of wishing. For the wand, it will likely work to make the erosion guaranteed the first time, and the explosion guaranteed when it’s already eroded. Magic markers could possibly just be un-rechargeable.
New conduct, permaconflict, which must be enabled by setting an option. If you play the game with this, you constantly generate conflict, which likely makes some aspects of the game much easier and some much more difficult.
Not specified whether the permanent conflict would cause extra hunger like the ring does, or not cause any like artifacts do.
Zapping a wand of polymorph at Master skill gives you control over the form the target monsters polymorph into, whether that is yourself or others. Other monsters still get their chance to resist the polymorph entirely.
It would not give you control over what an object would polymorph into, for obvious reasons.
However, if there are monsters that can use the wand of polymorph at master skill, this has the potential to become very annoying very fast, since they would be able to turn the player into a sessile monster, make them break their armor, or turn themselves into something very threatening and out of depth.
When you unpolymorph, you temporarily keep any intrinsics you had from that form and which you no longer have. How long it is before these intrinsics time out isn’t specified, but probably contains some random component so you can’t plan around when the intrinsic will lapse.
This was suggested for a hypothetical druid role, but noted that it doesn’t have to be a role-specific mechanic and could apply to other roles as well.
Have a small visual element on the screen like a border or a 2x2 area in the corner. When NetHack completes a screen redraw or is otherwise ready for input, update this element with a symbol crawling around the border or bouncing around the corner to provide a visual indication to the player. This is intended for laggy connections, so you can tell whether your input was processed or not.
Aligned priests can use turn undead against undead monsters they want to attack. “Want to attack” is not currently well-defined for priests vs undead in NetHack, but it would probably follow these rules:
Allow some Gehennom filler levels to be non-persistent in a limited manner. They will generate new maps and terrain upon being re-entered, but will retain all the monsters and objects they had, which will be placed in random spots. Since this compensates for the mysterious force by delaying the ascension run and offering more time for harassment and monster spawns, remove the mysterious force as well.
Add some way for the player to spawn a sleeping, non-mindless monster on the magic portal in the Elemental Planes. This provides an alternate method of portal detection, and additionally allows the player to track the moving location of the portal on the Plane of Water.
Conflict should cause monsters to prioritize moving toward and attacking targets they would attack anyway (like the player) over targets they wouldn’t (like other monsters), instead of it being fully random.
The purpose of this is to maintain the offensive use of conflict (monsters deal damage to each other) while nerfing the defensive use of conflict (monsters are too busy attacking each other to worry about or even approach the player), and so make conflict overall not quite as powerful for trivializing tough areas of the game like the Sanctum and Astral.
Remove the ring of levitation. This is because it is too good at solving interesting problems from the player: for the low cost of a ring slot used only situationally, the player can bypass water, lava, most traps, and wield cockatrices with almost total immunity. It can then be taken off when not wanted and put back on whenever situationally needed again.
As an alternative to removing the ring, add some cost to using it, such as requiring them to be invoked to get levitation, subject to a cooldown to use them again, although that is strange and unprecedented for non-artifact items.
The boots of levitation have more or less the same problems as the ring, only slightly less so because they are heavier and swapping out boots takes a little longer. These could also be removed, and replaced with an artifact pair of boots that confers levitation, themed after the talaria winged boots Perseus borrowed from Hermes. (This also has some potential for strangeness, because Perseus’s statue appears in the game and sometimes contains levitation boots; would the boots always be this artifact if it doesn’t exist already?)
Orctown generating should force a temple to be generated somewhere else in the main dungeon, possibly around level 15. Without this, there is a possibility the player’s first opportunity to buy divine protection will be late in the game at the Valley of the Dead.
A ramification of this change is that the game would have to know it is generating Orctown at the beginning of the game, rather than deciding it when Minetown generates by picking among its variants randomly.
An uncursed scroll of enchant armor that targets a +0 (or below?) piece of armor will raise its enchantment the same amount as it would if it were blessed (1 to 3 points).
The purpose of this is to incentivize players using them earlier in the game, and therefore smoothing out the gain in AC over time, rather than hoarding them and only ever using them when blessed and on ascension kit items, which tends to mean a huge gain in AC all at once. This isn’t intended to make using them earlier the clearly best strategy, just to make it a more balanced choice.
If the player is about to be hit with a death ray and has not yet expended their saving grace, the saving grace protects them from the instadeath. Probably by converting the ray hit (and any reflections from the same ray?) into a miss; otherwise the game would have to explain why a non-resistant character got hit by a death ray and failed to die.
Mirrors carried openly in your inventory act as a weak source of reflection: if you have no other source of reflection, they will block an incoming ray (possibly only a death ray), at the expense of breaking and costing you 2 points of luck as breaking a mirror usually does, except if your luck is already negative it won’t be penalized further. Arguably it shouldn’t apply a luck penalty at all unless the player caused the ray; after all, you aren’t punished for a monster zapping a wand of striking and breaking a mirror on the ground.
This would allow better protection against random attack wands early in the game, when mirrors can be found but a permanent reflection source is rare.
The potion of wonder gives both a positive and negative intrinsic when quaffed, and both a positive and negative object property when something is dipped into it.
Reduce the ability of holy water to bless large objects and stacks, by telling the player “Your [item(s)] is too large to dip into one bottle”. From there, it could either prompt “Use X bottles instead?”, tell you you don’t currently have enough potions, or suggest you apply multiple potions instead of dipping.
Small and single objects would still be blessable by using one potion.
HP recovery is faster when your HP is at a lower percentage than it is at a higher percentage (i.e. you heal fast, but it gradually slows as you heal). This would mean it’s an advantage in terms of turns spent to rest only when injured.
There should be some way to enter the Valley of the Dead without requiring fighting through or looping around the Castle, in order to allow a player struggling to get up to the Quest experience level threshold to access the resources in the Valley.
Add a “randomizer mode”, a non-scoring mode enabled by some option you put in the config file that randomly mutates the stats of each monster – for instance, in one particular game, gnomes could have fewer hit dice and thus lower HP, while soldier ants gain an ice attack.
In the spirit of traditional randomizers, this could also randomize loot, for things like artifacts and invocation items being mixed up and findable in regular chests, monsters generating with and dropping gear they shouldn’t have, etc.
Amulet of full healing, which heals you completely (or as much as an uncursed potion of full healing) when your HP drops to 0, but does not stave off non-HP-based forms of death.
Dipping ammo in various potions can endow it with a permanent object property related to the potion.
Change the HP and/or Pw regeneration formulas (natural regeneration, not from external sources) so that it regenerates faster in the early game but more slowly in the late game.
This fixes existing balance problems – that the hero doesn’t regain them fast enough early on, and by later on they regain them so fast it trivializes problems – but would be very strange to justify flavor wise.
Magic markers are made more common of a tool, but they hold fewer charges to compensate.
A new take on a Bard role, generally themed around leading a party of other adventurers through the dungeon, with some other additional ideas:
See also: Bard implementations.
Charm monster is generally considered too powerful and too low-level, and should probably be nerfed. Ideas:
Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.
Falling rock traps can dump multiple rocks onto you at once, up to (depth/4). Damage is taken for each rock. If a trap would drop 4 or more rocks on you, it may instead drop (rocks/4) boulders on your head instead. Helms should be less effective at reducing damage from falling rocks, and almost useless at reducing damage from falling houlders.
If multiple boulders are dropped, they might be dropped on nearby spaces as well, so that a pathway might end up blocked.
Magic traps’ blinding and summoning monsters effects should be split up, since both at once tends to make them much more fatal, especially to early players. Alternatively, make the summoned monster selection with a lower-difficulty pool of monsters.
It’s a problem that utility spells with a high failure rate, such as identify at 95% fail, is a mere inconvenience to players, since they can sit in a closet with a stack of food and wait for their Pw to recharge until they succeed. This is not really a problem with combat spells, since the penalty for failing to cast the spell correctly is a disadvantage in combat, where time and Pw matter. Some possible ways to address it:
real Pw = base Pw / success
rate
. Under this formula, a 15 Pw spell at 95% fail becomes a 300 Pw
spell at 0% fail. This means the Pw cost should be exposed in the spellcasting
menu rather than failure rate, even though failure rate still needs to be
calculated. Maybe use different colors in the spellcasting menu to denote
spells you can cast now, spells you can cast by waiting to recover more Pw,
spells you can’t cast even at your current maximum Pw, and forgotten spells.Instead of books having spestudied charges which leads to a lot of issues with polypiling, you read them once and they disappear, but you get 3 times the spell memory. This is intended to remove tedious spellbook micromanagement.
The wield slot is fairly underused among object classes, and there are a number of interesting bonuses we can add to spells if the corresponding spellbook is wielded.
The current resistance system is unsatisfying, because most resistances separate the effects of something into a binary outcome: worse effects with no resistance, totally ignorable effects with it. Most resistances also are get-once-and-be-protected-forever, which is uninteresting in the long term.
Proposed solutions to this generally assume that there will be some distinction between resistance and immunity, which offers better (or total) protection but is not normally obtainable as a permanent intrinsic effect. This also enables partial resistances (as found in SporkHack) to be used, though some ideas still treat them as binary - either you have it or you don’t.
An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.
The invoke effect of the Philosopher’s Stone is heavily debated.
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 it useful for other roles and not just the alchemist, and at the same time not overcomplicating the game with the new additions.
Make the identification game less regimented. Currently, a rational spoiled player (who will not take the risks associated with direct use-ID) is restricted to indirect use-ID (and monster use-ID) of most objects until such time as they can find a general, book, or scroll shop, at which point they can price-ID the scroll of identify and other items. Once identify is known (and could be blessed), the good items (as determined by price ID) can be fully identified. This is problematic because it’s not at all a gradual process, and it feels like it should be.
Some ideas have been floated to remove price ID outright (presumably, a shopkeeper would pay the same amount for each item of an object class as they currently do with amulets). This has some advantages; price ID is tedious, encourages stashing to some extent (because stashing near a shop where you can ID new things is good), and roguelike players who don’t primarily play NetHack tend to hate its price ID system. In this case, either the scroll of identify should start out identified for all characters, so that identification doesn’t take forever to get off the ground, or some other mechanic should be added so identify is easy to pick out for spoiled players (such as retaining price-ID for only that scroll).
A designer may not want to get rid of the price identification system entirely. But there are some options for amending it. Overall, it should become less regimented and predictable, and less necessary of a strategy. NetHack’s entire idea of price tiers doesn’t appear to be based on much of anything, and having items organized into tiers makes it easy to disregard entire sets of items once their base prices are known. Ideas include:
In an effort to make use-testing spellbooks less of a terrible idea, all characters should get a warning when reading a spellbook that’s way out of their comfort zone and they have very little chance of successfully studying it.
Make scrolls and spellbooks in particular partially identifiable outside of a shop without having to formally identify them or guess based on frequency (which are currently the ‘‘only’’ ways to identify them outside of a shop). Ideas:
With respect to other proposals about crafting (involving a craftsmen’s guild or even scattered craftsmen), the process of traveling back and forth to and from it might become busywork. So if players could craft things on their own, that might be better.
Add a Craftsmen’s Guild to the game, as a method of advanced crafting (unlike the player’s simplified crafting such as alchemy crafting potions into other potions, or combining a blank scroll with a magic marker to make magic scrolls). The guild either has its own dedicated special level, or occupies part of a preexisting special level.
Metalworkers are probably the most important sort of craftsman for many characters. There could be multiple types, each specializing in one type of metal, or just one type that does everything.
Cantrips are level 0 spells that cost d2 or d3 power to cast. In order not to let them be unbalancing, they don’t train skill and are mostly useless, except in certain circumstances or for low-Pw spellcasters who can’t do much of the bigger stuff yet. ais523 suggests that good candidates for cantrips might be things that have little combat use, and whose effects could be duplicated by backtracking or other tedious things, but would be useful to avoid boredom. Given their cheapness, they should probably not train skills, and may not even need spell schools.
Most ideas for cantrips seem to be a little too powerful and would do better off as normal spells (and may be listed as independent YANIs for normal spells); however, those that seem like they would fit are listed here.
Address startscumming by introducing a point buy system for starting characters: unrandomizing starting stats and inventory and letting the user spend points on stats and equipment however they like. (Note: dtsund’s class overhaul proposal also addresses unrandomization of starting inventory by simply removing all the random chances to get items, but it doesn’t involve point buy.)
A radically different system from how alchemy currently works, known as “1 + 1 = 2”: no matter how many potions are in the stacks being dipped, only one from each stack is consumed, and two alchemized potions are always produced (unless they explode).
When a nymph steals an armor item, she remains frozen for as long as it takes you to remove it, thereby preventing her from stealing all your other things while you are removing it.
Generate a single out-of-difficulty monster on every level, as an experiment to see how the game balance changes (not necessarily as a permanent feature). Or instead of picking something out of difficulty, generate a monster with the maximum permissible difficulty.
Dipping an item into any fountain may erodeproof it with low probability. (Or else have this only apply to magic fountains with somewhat higher probability.)
Several elaborations on a system for more reliable (and less tedious) gifts from altars:
Any item can be dipped into a potion of levitation to permanently reduce its weight by 20%. This uses up the potion, and it will only affect the item’s base weight, not the weight of any contents (i.e. a bag of holding thus dipped will weigh 12 + contents instead of 15 + contents). If the object is canceled at a later point, it loses this property and reverts to its normal weight.
The effect cannot be stacked; attempting to dip an already-levitated object into another levitation potion will have no effect and will not use up the potion.
A possible variation is to also confer this effect for potions of enlightenment, since “enlightening” the item could be interpreted as making it physically lighter.
Dungeons levels generate random, small Sokoban “rooms” - actually themed rooms, never on a path between the two stairs, possibly using “diagonaloban” rules which permit boulders to be rolled in any direction. There is a minor prize in each room at the end of the puzzle.
Internally, rooms like this should have their own room type, which will help with putting in anti-cheating measures:
It’s unclear what the methods to prevent the standard forms of cheating (breaking boulders, reading scrolls of earth, carrying boulders as a giant, etc) should be. Possibly they will just carry cheating penalties like normal.
Track the amount of time the player has spent on a given dungeon level. As it increases, random monster spawns gradually get less frequent (unless you have the demigod flag set, which overrules this) and more difficult, starting at one or two thousand turns spent on the level.
Faction system, which lays the groundwork for more complex monster interaction rules:
Make indirect identification more common and reliable through the game, but make the scroll of identify less likely to identify multiple items and impossible to identify your entire inventory. Thrones can still identify your whole inventory as a random effect.
Make more monsters immune to magic missiles.
Make magic cancellation not work with a fixed rate versus all types of attacks it works on throughout the entire game. Instead, scale a monster’s ability to penetrate your magic cancellation based on its level, base level, maximum HP, or hit dice.
Hit dice and base level are nice if it’s desirable for all monsters of the same species to have the same MC penetration, but hit dice and maximum HP are a little weird since they aren’t meant as offensive stats. Maximum HP and actual monster level are nice because they can be discovered with a stethoscope.
Make it so that dying in a polyform carries a severe, possibly permanent penalty, such as losing some Constitution, maximum HP, or forcing you to a low percentage of current HP regardless of what you had when you first polymorphed.
Since lycanthropy is an “abnormal” polymorph, dying while in your wereform kills you completely. (This closes off the silliness of turning into your wereform and throwing your weapon at yourself until you die and turn back to normal).
Possibly, weak lycanthropes such as wererats and werejackals should be removed so that getting infected by one isn’t essentially a death sentence.
Make lycanthropy less random in when it triggers, allowing the player to know clearly when an episode is approaching, but make the effects when transformed more dangerous to the player. While transformed, the player is overtaken and controlled by an animalistic AI, giving no control to the player until they untransform.
Player monsters on the Astral Plane can be named after people on the top ten list (note that they don’t all have to be; some can use the same names they have now). Possibly, pick a different name if a player monster would be generated with the player’s own name, in order to avoid problems on single-user installs where everyone on the top ten list could have the same name as the player. Then again, that could be cool.
Fix the effective level difficulty of all Sokoban levels to either the level past the one with the stairs, or the level with the stairs, or a constant 9.
It’s a common refrain that Sokoban was too easy in 3.4.3 with its easier difficulty as you progress through it, and that it was too hard in 3.6 with its harder difficulty. Fixing it at a constant difficulty is a popular middle ground.
Damage reduction from AC happens before half physical damage instead of afterward.
Every time you use a unicorn horn to cure a problem, the chances of any unicorn horn curing that problem in the future slightly and permanently decrease. Effectively building up an immunity to the effects of unicorn horns.
Challenge mode in which all non-sessile monsters are faster.
Whenever the Wizard of Yendor revives, he has immunity to whatever he was killed with the last time.
When you are turning to slime, higher luck increases the odds of a container trap or magic trap being a tower of flame, and increases rather than decreases the odds of any tower of flame trap (container, magic and fire) hitting you.
All spheres should explode in a 3x3 explosion like gas spores do. They should do this regardless of whether they died by attacking or some other method, so they should have an appropriate AT_BOOM attack.
Allow multiple randomized item descriptions to correspond to the same actual item identity (e.g. a yellow potion and a red potion might both be healing).
Some limited way to charge rings that isn’t the general-purpose magical charging that also charges wands and tools. Maybe add a “scroll of enchant ring” that, like armor and weapon scrolls, only works on rings.
See also L’s Scroll of Enchantment patch, which merges ring, weapon and armor enchanting into a single scroll.
Whenever you arrive on a level through a portal, either the portal moves a short distance or you appear a few spaces away from it. Or turn all 2-way portals into paired 1-way portals which can have different arrival coordinates defined.
Move Sokoban much later in the dungeon, and make time not pass there. This Sokoban would consist of larger levels, but the boulder puzzles don’t cover the whole level.
Rather than making weapons train 1-to-1 on all successful hits, make them train differently:
The mysterious force triggers every certain amount of turns; this sends you either back to the downstairs of your current level or the upstairs of the level below. Changing levels resets the timer.
Monks get a small amount of free bonus movement points when they kill a monster bare-handed, and also gain a small amount of free bonus movement points while making movement actions and not wearing body armor.
Whenever a lich is created, a special phylactery amulet is created somewhere on the level. When the lich is killed, the phylactery begins a timer to resurrect into the lich again. The player can somehow destroy it to finish the lich off once and for all.
Weapon differentiation - possibly a replacement of the old D&D “damage vs. small / damage vs. large” system currently in use. Weapons would do the same damage regardless of what size the target is, but might get a damage bonus or penalty based on if the target is vulnerable or resistant to piercing, slashing, or whacking/blunt weapons. Being resistant to this weapon type means that the damage is halved; being vulnerable to it means that the damage is multiplied by 1.5. Some obvious examples:
While wielding a polearm, moving orthogonally towards an enemy that is 3 spaces away (making it 2 spaces away, after the move) makes a free attack on that monster.
A bunch of scattered ideas for handling candles, given that the hero almost always wants to have only one lit at a time:
The portal on the Plane of Fire moves around, one space in a random direction each turn. Never onto lava or another trap.
Special candle found generated in Gehennom. While one is lit on a level, it suppresses spawn rates and makes the difficulty about what it is now (without the candle lit monsters will generate at a much higher difficulty). They should be fairly nonrenewable, perhaps wishable but not polymorphable. This limits your duration of time in “easy Gehennom” before it gets harder. The candles work the same outside Gehennom, but are less useful (maybe they specifically suppress demon spawns).
Playing a wooden harp (and possibly a wooden flute) near intelligent peacefuls may cause them to give you some money or items from their inventory, but there’s also a chance that they become hostile (without an alignment penalty though).
Structure player speed on a four-tier system: normal, fast (available intrinsically), very fast (available extrinsically via speed boots), and extremely fast (temporary and available only via consumables).
Unconsecrated or minor altars. They are either to some unnamed lesser god, or to no one in particular. They can be converted to your god like normal, but don’t have any penalty for kicking or attempting to engrave or anything while still unconsecrated.
Losing alignment makes it permanently harder to regain alignment. Do this by instead of using a linear scale where current alignment equals alignment gained minus alignment lost, use a ratio where current alignment is alignment gained divided by alignment lost (probably with some constant factor in there somewhere).
Weight the probability of Orcish Town down lower than 1/7. Possibly as a starting point, reintroduce Frontier Town as minetn-8 so that the probability will become 1/8.
When you throw ammo without the proper launcher, the game makes it clear that you’re doing it wrong, e.g. “You clumsily throw the arrow”. This also abuses Wisdom.
Silence auras that prevent both you and monsters spellcasting. Maybe also a directed silence spell, which silences an individual monster. While silenced, monsters can’t be chatted to, and nothing they do will make noise (possibly only if in a silence aura).
While under the effect of silence, the player’s stealth is elevated.
Spellcasters who curse items also have a separate way to remove your knowledge of items’ beatitude, so you don’t know what might have just been cursed.
Instead of instakilling, death rays cause a delayed instadeath that require consumables or prayer to fix. Touch of death should also probably fall under this.
An unaligned alignment quest.
Rebalance multishot damage so that multishooting +7 projectiles doesn’t give a massive damage bonus over a single +7 melee weapon. Possibly only apply the damage bonus to the first projectile.
Enchantments on armor and weapons time out (rather slowly). Also, any erosion damage to a positively enchanted item will be absorbed by that positive enchantment, which then vanishes in proportion to the amount of erosion. Perhaps the enchant scrolls should be made more common or cost less ink to balance this.
A “reset button” for Sokoban, which restores all the original holes and resets all the original boulders, and places the player on the downstairs (or is reachable only from the downstairs). Probably not activatable after the level is solved. Flavored as some sort of mechanism.
Float stone, a gray stone which has negative weight. Non-stacking, and rare. If you get enough float stones to more than cancel out your own weight and the weight of any possessions you’re carrying, you levitate. Possibly doesn’t work when put into containers, or at least doesn’t get multiplied by the effect of a cursed bag of holding. May gain positive weight when cursed, or greater negative weight when blessed (or vice versa).
More harassment effects: the chance of respawning the Wizard is a fixed 1/7 and the rest of the effects are equal probability. Multiple non-duplicate effects may happen at the same time.
Make fireballs like old-school D&D: the explosion isn’t a certain radius; instead it has a defined volume, and will expand out from its origin point via random breadth-first search. This makes it dangerous to use in confined areas.
The confused scroll of identify, if non-cursed, identifies a random unknown object class and adds it to your discoveries list, even if you’ve never seen any of that object.
Make death messages more diverse and flavorful. Base it on the attack type of the monster and possibly the weapon used, so that “killed by a jackal” becomes “clawed/mauled/shredded by a jackal”, “killed by a gnome” becomes “bludgeoned to death by a gnome” if it was wielding an aklys, “stabbed to death by a gnome” if it was wielding a dagger, etc.
Note that this creates a headache for tournaments that track unique deaths.
Iron chains are given either whip or flail skill. Probably flail, since they’re heavy.
Artifact whose invoke power creates attack wands.
Escape as its own key should be used as an actual escape command, so you can do things like try to get out of pits and engulfers with it.
More variety in ranged unreflectable elemental attacks, as a sort-of-nerf to reflection (all ranged elemental attacks currently in the game are reflectable). For instance, have enemies shooting fire arrows at you.
Modify Sokoban maps so that a monster can never get stuck in an awkward place except by the player doing something foolish. Possibly make the corridors leading to the goal double-sized or have alcoves off to one side where a monster can move.
Saltwater or murky water, intended as a nerf for “just dilute most potions”:
Alternatively, don’t actually make saltwater a separate potion; just use saltwater as a flavor reason for why the player can’t intentionally dilute potions to water. (Can use a separate flavor argument, that potions are generally corked while not used, to explain away the lack of dilution for water damage.) Also, make most potions cancel into non-water base potions (such as confusion and hallucination to booze), with the notable exception of polymorph. It’s also harder or impossible to get water from random alchemy or polymorph.
A third option is naming blessing-capable potions “purified water” and leaving the mundane potion of water as it is. Things such as unicorn horns can neutralize toxins but can’t actually remove them, so the resulting water isn’t purified.
Entering the Valley and entering the second level of Gehennom (as well as possibly entering other branches) give the hero an automatic level up.
In shops, picking up an item spawns a peaceful monster that vanishes once you pay for the item properly. If you make any attempt to steal, it turns hostile. (The general principle: the more you want to steal, the harder it is to do so.)
Special room that is lined (not filled) with statues of you, and contains no monsters, items, traps, or anything else interesting. All doors in contain traps that will make them lock behind you. Intended only to make the game more creepy.
You can attack yourself by using the F command and selecting . for yourself.
Ammunition that is +X will break if and only if it scores a hit on a monster above a certain difficulty. The formula suggested was that it can only break when 5X+3 < difficulty, but this is just a wild guess at the numbers and isn’t balanced.
Change the color of the player’s @ when their HP gets low or decreases sharply.
Determining whether you escape or dodge trap effects should be based on stats like Dexterity and maybe role and XL, rather than Luck.
Wands may generate pre-recharged.
Elves get low-light vision, which doubles the radius of light sources, rather than infravision. It also gives them vision on dark squares that are orthogonally or diagonally adjacent to a lit square.
Find some justification for making the flavor of Sokoban a branch where the ceiling collapsed and opened up pits and dropped rocks everywhere.
Make death magic resistable by an amulet or ring. Possible names and corresponding exact effects vary:
Restore the Amulet Delivery Service to the game: demon lords in the Sanctum, but not the Wizard, will fight the current holder of the Amulet of Yendor for it. Only do this if lugging a demon lord down to the Sanctum is considerably harder than just fighting through the Sanctum is itself, and no demon lord is actually guaranteed to win against the High Priest.
Keys only work on locks in one dungeon branch.
Fort Ludios is a visit-once level: once you leave by the exit portal, the Dungeons of Doom portal disappears and the level becomes inaccessible forever. (Maybe if you leave any of the invocation items or the Amulet there, the portal refuses to let you out so the game doesn’t become unwinnable.)
Single-level branches whose portals, found in vaults, disappear after one use; they are subdivisions of the Magic Memory Vault, and modeled after ADOM “vaults”. These are basically challenge levels, smaller and less rewarding than Fort Ludios (the master branch), that contain some nice loot and harder-than-usual monsters. Portals to them can also be found in vaults in Gehennom.
Potions that you can drink from multiple times.
Applying or invoking the Candelabrum with insufficient candles prompts you to attach more candles to it rather than lighting it.
Luck ideas:
New unaligned artifact dagger Almagest: uses the powers of scrolls to augment itself, and bears a scroll label signifying which scroll ability it is imbued with. Opinions vary on whether this label should be randomly generated by the dagger (and the player may choose to read it, upon which it gives the uncursed scroll effect and disappears for 1000 turns, eventually returning with another label) or whether the label should be deliberately imbued by the player by rubbing it on a scroll. It gains +d4 to damage and +d4 to hit when it has an inscription.
There are additional special effects if the player has formally IDed the scroll whose label is on the dagger:
Amplification trinsic which is a counterpart to reflection: an attack that hits you will be amplified and continue past you (greater range and greater effects).
Statues block line of sight.
New slot for belts:
Zombies always try to path in a straight line towards the player (assuming they can see or otherwise are aware of the player), and get stuck on terrain.
If you have all three invocation items and have not yet performed the invocation, the Oracle always gives you the message about going to the bottom of Gehennom and performing the invocation. If you are missing one or two of the items, she will give you a message focused on (one of) the missing items. If you have the Amulet, she will give you an otherwise unreceivable message about continuing upward through the Elemental Planes.
Rename the potion of gain level to “potion of level up”.
Dwarven characters always passively see all gold on a level, with the possible exception of gold carried by a monster.
Reduce the base price of the scroll of blank paper to something low and unique. It should probably cost less than the scroll of identify, but not be incredibly cheap.
Instead of having Sokoban as a branch, generate occasional Sokoban puzzles in the Dungeons proper. It must not be mandatory to complete them to pass through the level.
Falling rock traps are flavored as unstable ceiling (so that the flavor doesn’t get weird for situations like large open levels) and the message changed accordingly. Alternatively, create a separate unstable ceiling trap for that purpose.
You can break and destroy a loadstone in inventory by applying a pickaxe to yourself, or rubbing the pickaxe on the loadstone.
Give a YAFM when confused and trying to read a scroll of blank paper: “Being confused, you mispronounce the lack of words…”
Polymorph traps, when they polymorph the player, always choose a form considered to be “playable” - i.e. has hands, or is fast enough to run from threats, or is well-defended enough to sustain damage until transforming back, must have speed > 0 - but you do not re-form with your original HP when your polyform is killed, you merely die.
“Omnicidal” monster attribute: it attacks peaceful, hostile, tame, and possibly other omnicidal monsters. Suggested in relation to monsters reading cursed genocide or creating monsters.
Include a kitchen sink at the top of the Sokoban branch (so that anyone wearing a cursed levitation item on that level has some recourse to get back down).
Alignment record changes: chaotics get -1 penalties over time for failing to do any chaotic behavior, neutrals get +1 alignment bonuses more slowly over time by not doing anything, and lawfuls get neither of these and need to get their bonuses on their own. Alternatively, lawfuls accumulate bonuses by doing nothing (not breaking the law).
Farlook allows you to see a list of all items on a square as if each were the only item on that square. Items hidden under others are not obscured. Also works if there is a monster standing on the square; you can still see the items under it.
Cut all map sizes in special level files down to at most 20 lines tall, so that there is extra space for messages and status line in an 80x24 terminal. Few levels currently use all 21 lines.
Make permaconverting harder to do by accident, since confusing the actions of rededicating an altar and rededicating yourself seems unlikely. Maybe make it happen if you sacrifice or pray on a crossaligned altar while confused.
Decide once and for all whether alignment record should be god-specific or god-agnostic, because NetHack currently tries to do both and fails. Things like the massive penalty for killing a Quest leader make way more sense for lawfuls than chaotics.
In variants or proposals where you can kill your quest leader to get the Bell of Opening, if you have permanently converted alignment already, killing your Quest leader does not give you a massive alignment penalty.
Blessed potions of polymorph, when quaffed, grant you immediate polymorph control over just that one polymorph either 50% or 100% of the time. To compensate, cursed potions of polymorph will ignore changing into a dragon and will try several times to roll a monster that will make you break out of your armor. Or the cursed potion could have a wildly variable duration, so you have no idea when it will end and cannot rely on it.
Knights start mounted, or else are trained enough to mount their horse from turn 1.
Make candle stacking for more light actually useful and realistic: the number of candles required for another square of radius increases quadratically instead of exponentially, so 1 candle gives radius 2, 4 give radius 3, 9 give radius 4, 16 give radius 5, etc.
Later extended into a more general idea allowing light sources of any type to stack: candles each give 5 lumens (because a single candle’s light reaches up to sqrt(5) squares from the center), lamps give 10 lumens, potions of oil 2, and the full Candelabrum gives 20. To compute your total light radius, add up all the lumens and take the square root. (Note that this exact formula might scale too fast: 4 candles equals the Candelabrum).
Elaborations on the Fort Ludios minesweeper proposal by ais523:
A Barbarian rage mechanic (possibly an effect on Cleaver replacing its current damage bonus) where a damage bonus is assessed based on how long ago you last killed a monster. Originally a buff to Vorpal Blade where it beheads anything it hits if the last behead was N turns ago, but this is unbalanced.
Reduce the cost of a major Oracle consultation; the current price could be too high for unspoiled players to consider it worth it.
Potion equivalent of extra healing for magic power, or else some consumable way to recover 20-40 power in one go; the normal potion of gain energy is currently more useful for raising maximum power than it is for restoring it. This new thing need not be more effective than gain energy is at raising maximum energy. (Perhaps “potion of restore energy”, which does not raise maximum at all.)
Thrones will not disappear in a puff of logic unless at least one interesting effect from sitting on them has happened.
Remove the bell from the list of musical instruments that Elf characters can receive at the start of the game. This is because it’s atonal and its only half decent use is to attract pets (note that elves can’t get tin whistles, so clearly summoning pets is not important enough to qualify something for initial inventory).
Invisibility works completely when the invisible monster and the detecting monster are far away. When within 5 (or 4?) squares of each other, its location is known to within 1 space (fuzzing the real location by 1 space in all directions). When the invisible monster takes a direct offensive action, or with some probability when it is adjacent, its position becomes known. It still appears as I, but the I will move wherever the monster goes until it becomes 5 or more spaces away, at which point invisibility once again works fully. This could work differently if the invisible monster is stealthy.
Lycanthropy fixes:
Ideas around a system in which you can cook corpses:
Race and polyform should not be distinct; they should be merged into a single permonst or corpsenm-like variable. Role is independent of race, and perhaps every monster should be described with a monster/role pair, with the role being null for most monsters (i.e. gnomish wizards are just gnomes that are also wizards). This might eliminate the entire concept of player race, internally, but transferring some of the racial effects on players (e.g. elves’ sleep resistance at XL 4) might be tricky.
Have a record in the xlogfile of whether the game was likely a startscum, for analysis purposes. It’s easier for the game to track things like fountain quaffing and using obvious dangerous items. How exactly this would happen is not determined; the game probably shouldn’t try to make a decision itself, there will be some false negatives and positives, but storing fields for everything like “number of times quaffed from a fountain” is probably bad too. Also, if players are aware of a scum-detecting algorithm, some will deliberately work around it.
More monsters should be locked to the grid and can only move orthogonally, like grid bugs.
A Word of Recall spell, which after a sizeable delay (3d5 or 5d6 turns) levelports you to one of several possible locations: Minetown, dungeon level 1, the Oracle, the Castle, the Quest. You will not travel anywhere you have not already visited. Does not work if you have the Amulet.
Rays should reflect erratically or not at all from non-wall rock terrain, Walls are smooth, but rock is rough.
Silver weapons should be rarer than they currently are outside Gehennom and fairly common inside it.
Add a silvery potion, either as a random appearance or a dedicated potion like dNetHack’s potion of silver starlight, which will silver ammunition dipped into it, perhaps temporarily. It might also silver other weapons (spears, daggers) or other items. Random appearances have the possible problems of the potion potentially having a defined dip effect already (polymorph, for example), and it potentially not appearing in the game if there are extra random appearances. Dipping fragile silver items, like silver arrows, into a potion of acid could create a silvery potion.
Armor should make use of its corpsenm (monster index) for efficiency and to do interesting things that are not currently done. For example, this would allow dragon scales and scale mail to be merged into two items that use the various dragon monster indexes to figure out its special effects, and it would allow for fireproof low boots created from polypiling a crocodile corpse to be flavored differently. In variants where applying dragon properties to other pieces of armor is being considered or planned, this would provide an easy way to do so.
Also see dtsund’s dragon scale mail proposal.
You can jump over swimming monsters in water, and over tiny monsters.
Blessing a corpse prevents it from being tainted or rotten (the “Blecch! Rotten food!” effect).
More acid resistance sources in FIQHack, to balance yellow dragons’ exploding acid breath. Possibly a ring or amulet of acid resistance.