All ideas with elenmirie as a contributor

Change dipping into existing water to a standard multiturn action. If you are on top of water that you can dip into, you are now asked immediately after typing #dip if you want to dip things into it. If you say no, you are prompted for items to dip into each other like normal. If you say yes, you are presented with an inventory selection menu that allows you to select multiple items. Then you dip each of those items once into the water, handled automatically as an occupation. If something interesting happens, like a fountain effect or a monster moves nearby, the occupation is interrupted like normal.

Unspecified how the player should communicate their intention to dip items multiple times. For instance, when diluting potions in a fountain which might dry up, it’s desirable to double-dip all potions one by one in case it dries up part way through, but it’s unclear how the interface should handle this.

#3841

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vanilla

The Helm of Terror: an artifact which is some unspecified type of helm, which automatically frightens all living creatures that have eyes.

#3268

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vanilla

When you read a Hawaiian shirt, it should describe the pattern on the shirt. This has been implemented as a pull request, which may have been merged since this was posted.

Eating too much food can give you a ‘hiccuping’ intrinsic, where you sporadically hiccup and wake up monsters. Drinking more than two potions of booze in quick succession can also do this. You can cure the intrinsic by drinking a fizzy potion.

Add more sources of nausea, particularly in the late game, because it’s an underutilized debuff that only really is relevant early. Proposed sources:

  • Certain types of demons or the presence of certain demon lords such as Baalzebub or Juiblex.
  • When you are hit with a disease attack but for some reason don’t get deathly sick, or are already deathly sick.
  • Stepping over a rotting corpse.
  • Some smallish chance every turn you are in a cockatrice nest.

Most of these increased sources of nausea should be subjected to some sort of (low-chance) Constitution saving throw so that characters with better Constitution have an advantage.

Magic collar, an amulet without a randomized appearance, which you can apply to a pet to make it wear it, assuming it has a neck. The pet then becomes visible to you at all times while it’s on your level (similar to seeing it with telepathy) and possibly tracked in #overview if it’s not on your level. Farlooking a pet wearing a magic collar shows HP and other additional information as if you had used a stethoscope on it.

Not specified what effects there would be, if any, if the player wears the magic collar.

Lava gremlins: a different gremlin species that reproduces in lava instead of water. It has at least one physical damage attack and at least one fire attack, and the regular gremlin intrinsic-stealing attack, except they steal intrinsics during any time that is not night.

Giants can rip doors off their hinges, by picking them up, to use them as weapons. They do a lot of damage, and can only actually be wielded by giants. Possibly, kicking a door with excessive strength (and/or being a giant) not only breaks it off the hinges, but sends it flying to hit anything unlucky enough to be in its path.

There isn’t really an obvious object class for a ‘door’ object to be in, though WEAPON_CLASS is probably the most straightforward.

Possibly also allow this with sinks or trees. All of these heavy improvised weapons should probably use club skill.

If Aeglos/Aiglos, the Spear of Gil-galad, is ever implemented, it should have cold-related effects, because it means “Snow-point”.

Healers start with higher Intelligence (perhaps at the cost of their high starting Charisma, which they don’t need as much). Priests could stand to have guaranteed a bit more Int and monks a bit more Wisdom, as well.

Ring or amulet that causes your spellcasting to draw on HP instead of Pw, possibly only when your Pw is zero, or possibly not requiring a ring. Each point of HP is worth 2 Pw points. If cursed, doubles spell Pw costs. If blessed, energy regeneration will regenerate HP until full before regenerating Pw. Casting from HP too much may decrease your HP maximum. If implemented as an artifact, possibly flavor it as an evil counterpart of the Eye of the Aethiopica.

Note that a couple variants have implemented this as a “ring of blood magic” or similar items.

You can put rocks into a sack, oilskin sack, or bag of holding and then wield it and swing it at enemies. (This uses flail skill.) Damage depends on the total weight of the rocks.

More marginal corner-case uses for gems (similar to the amethyst/booze interaction):

  • Throwing a diamond (or a diamond ring) at an opposite-sex foocubus will tame it.
  • Rubbing an amber stone generates electricity, perhaps giving you a static charge that will add a bit of damage to your next melee attack.
  • Hitting a demon with obsidian traps it as if it were a bear trap: it can’t move or teleport, though it can still attack. This also destroys the obsidian.
  • Moonstone allows you to control lycanthropic shapeshifting. (Moonstone exists only as a ring in vanilla, not as a real gemstone.)
  • Rubies and sapphires provide some very marginal protection against cold and fire respectively.

All Sokoban levels add extra spaces to the corridors to let you push spare boulders all the way into the room if you so wish, which lets you handle monsters zapping wands of digging in the doorway or corridor.

You can invoke a ring of hunger to make yourself more hungry immediately so you can eat dragon or giant corpses. (You have to be wearing it and have it identified.)

Maybe rather than having all rings of hunger capable of doing this, have it be a single artifact ring of hunger. Suggested names for this artifact include Overeater, Bottomless Pit, Cookie Monster, Glutton, and The Hungering.