All ideas with cathartes as a contributor

Make enchantments on launchers relevant without making them overpowered by adding their enchantment to damage (because projectiles already add their enchantment to damage): the enchantment determines the likelihood of getting +1 to multishot, unaffected by role or skill. This chance is given as either enchantment/(enchantment + 1), or enchantment/8.

If the enchantment is negative, the same formula is used on the absolute value of the enchantment to determine if multishot should be decreased by 1. If it is decreased to 0, you fail to shoot anything and waste your action.

#4280

 · 
vanilla

Strangulation protects you from drowning, since you cannot inhale water if you can’t inhale at all. It also prevents potion vapor inhalation effects and the inhalation effects of gas clouds. Basically it works like magical breathing except you die in 6 turns.

#4155

 · 
vanilla

The Heart of Ahriman should do instakill when it is slung and hits a monster with a head who is not wearing a hard helmet. To encourage this, Barbarians should get Basic skill in sling.

To compensate for inevitable cheap deaths, any monsters that are too important to cheaply instakill via this method need to be given hard helms of some sort.

Artifact ring that provides a cocktail of basic resistances all at once (fire, cold, shock, poison, maybe sleep, maybe acid). This is interesting primarily because it is very useful early in the game and then becomes progressively less useful later on as the hero gets intrinsic resistances.

Could be named “The Ring of Everything Resistance” or “The Chromatic Ring”.

#3857

 · 
vanilla

Attempting to put on an eye-slot item such as a towel, lenses, or a blindfold when one is already equipped autoremoves the worn one (if not cursed) before wearing the new gear.

#3855

 · 
vanilla

The dunce cap inhibits spellcasting (on top of the low intelligence it provides; not specified if it should entirely block spellcasting or just make it very difficult) but also provides magic resistance when worn. This is to add diversity of non-artifact magic resistance builds for non-spellcasters, and also to allow people to give magic resistance to pets that are incapable of wearing cloaks.

#3758

 · 
vanilla

When you are sufficiently far along in the process of turning to slime (no more than a few turns away from converting completely), barehanded and barefooted attacks you make will be treated as sliming attacks and will turn enemies to slime as if you are already a green slime.

There should be a way to tell what the acquired resistances of a monster are. This could be by zapping a wand of probing at it, by breaking a potion of enlightenment on it, feedback gained from a stethoscope, or (less likely) a new spell exclusively for pet diagnostics.

Note that it may not be considered “fair” for any of these methods to work on pets, but not work to tell the player’s resistances when they do it to themselves.

#3591

 · 
vanilla

Add a quiver item. Ostensibly in the tool class, could either take up a new equipment slot, or take up the shield slot to prevent you from wearing a shield at the same time the quiver is equipped. It’s not actually a container, and just “holds” whatever is in your existing in-game quiver. While equipped, it adds +1 to your multishot, possibly +2 if it is blessed but this may make it too powerul.

Also change the Ranger quest artifact to the Quiver of Diana, a quiver which gives telepathy and reflection when equipped and possibly also prevents ammo from breaking, though it can still erode. When invoked, all projectiles on the level that you threw or fired are magically returned to your inventory, even if they’re being carried by monsters or buried or whatever.

#3558

 · 
vanilla

When you controlled levelport to level 0, Nowhere, monsters that normally follow you through a levelport will do the same here (because they don’t know where you’re going). This will kill all of them and make them cease to exist, the same as you, but you can survive as usual with an amulet of life saving. This effectively allows you to controlled levelport to 0 to dispose of any monsters that would follow you.

Note: because it depends on levelporting to level 0, it won’t work when carrying the Amulet or in the End Game.