#3910
Some type of monster that lifesaves you when you die, instead dying itself. This might be a new monster or not, probably something angelic (but not an Angel since you can get one on Astral).
Some type of monster that lifesaves you when you die, instead dying itself. This might be a new monster or not, probably something angelic (but not an Angel since you can get one on Astral).
An option that automatically dismisses the “Where do you want to be teleported?” prompt if you have both teleportitis and teleport control.
If an artifact produces any kind of message which clearly identifies it, it should be automatically identified as such in the discoveries list as if it had been formally identified. (In practice, the artifact will be clearly named, as well, so this just saves the trouble of having to officially discover it.)
Instead of spellbooks having 4 read charges, they store “400% memory” - enough magical power to give a reader full knowledge of the spell 4 times over, which is functionally identical to how many times they can be reread now but more granular. Reading a book to restore memory of a partially forgotten spell only consumes the missing fraction of memory required to bring you back up to 100% retention.
Example: The hero reads a spellbook of knock, bringing themselves to 100% memory and the spellbook down to 300% memory. 10000 turns later, the hero, now with 50% memory, rereads the book. This restores their memory to 100% but the spellbook is only decreased to 250%.
This would allow events that degrade spellbooks (reading it and polymorphing it) to degrade it by a randomized degree instead of a flat, predictable 1/4 of its use every time.
When either you or a creature is brought below 10% HP while wearing an amulet of life saving, it “begins to glimmer”. Note that something should be done to prevent this message from appearing in rapid succession if the wearer heals back up around 10%. Also, ideally, something should be done to prevent the player identifying the amulet of life saving by hurting themselves deliberately until under 10% HP.
Cursed weapons deal bonus damage to all angelic beings, like blessed weapons do to undead and demons.
God gifts come pre-identified: artifacts automatically become known (so that you get “the Giantslayer” rather than “a long sword named Giantslayer”; non-artifacts automatically become type-identified. At the same time, it may be useful to newer players to not hide the artifact’s base type, so perhaps the artifact should not become learned (though identifying its enchantment, etc is still fine).
Barbarians and cavemen get weapons/ammo instead of spellbooks as a prayer boon, or enhancements to their current weapons.
If the Wizard has started to harass you, enlightenment shows “You are being harassed.”
In cases where Vorpal Blade won’t decapitate because the monster is headless, it does double damage instead with the message “Vorpal Blade goes snicker-snack on the foo!”
Blessed harmful potions give resistance to that effect.
If you dip for Excalibur while using a helm of opposite alignment to be lawful and the attempt would succeed, the Lady of the Lake notices that something is wrong. She emerges from the fountain, grabs your sword, turns it into Excalibur, and rips off your helmet. This allows non-lawfuls to get Excalibur, but only by defeating her.
Rope golems sometimes drop leashes, bullwhips, or grappling hooks upon death.
Crystal balls can accept words instead of symbols, such as “dragon” or “trap”.
Blessed gloves of any type allow you to handle cursed weapons without them welding to your hands.
Gauntlets of force guarantee that any #force attempt will succeed, and will not break your weapon or items in the container being forced.
A role whose main mechanic is engraving and carving different magical runes on the ground.