All ideas with mobileuser as a contributor

Change the atlatl into a launcher that throws spears. This means that Xiuhcoatl is no longer a weapon in its own right. Re-buff it by making it give fire damage to all spears thrown from it, and also reduce the weight by half of all spears in main inventory, or make them weigh 10 like daggers.

#4426

 · 
SpliceHack HackEM

If a worm that walks is slain with Sunsword (and is thus disintegrated), it doesn’t dissolve into maggots like it ordinarily would.

#4425

 · 
SLASH'EM

If an Undead Slayer has maintained weaponless conduct by the time they get crowned, their skill cap in martial arts is raised to Grand Master.

#4424

 · 
SLASH'EM

Breaking a wand of healing or extra healing should heal monsters in the 3x3 area around you.

#4423

 · 
vanilla

When running or traveling using the travel command, the hero should not stop to read any engravings or gravestones they happen to pass over.

#4422

 · 
vanilla

“Shambling artifact”, which, similar to a shambling horror, combines random aspects from various different artifacts, and is constant over the course of one game.

#4415

 · 
vanilla

The Wizard of Yendor can only use Double Trouble once per reincarnation.

#4413

 · 
EvilHack

Wearing a shield of mobility should confer SLASH-style free action: rather than paralysis resistance, you instead have a decent chance of freeing yourself if you get grabbed by a monster or attacked by a mind flayer.

#4397

 · 
vanilla

Skills automatically enhance themselves when you have trained them sufficiently. Also, the skill slot system is removed so that you don’t have to worry about training a skill you won’t want later and wasting its slot.

#4295

 · 
EvilHack

Attacking a dead tree with a weapon of fire, or an artifact with fire damage, will burn up the tree.

#4289

 · 
vanilla

Allow downstairs to be marked as “secret” so that they don’t show up unless searched for or by stumbling onto them (in which case you fall down them). Use this specifically for early hidden branches, like Goblin Town in EvilHack.

#4278

 · 
vanilla

When wielding Sting, you should be able to untrap adjacent webs and monsters stuck in those webs with 100% success.

#4165

 · 
vanilla

Monsters should be able to activate statue traps. There’s no reason why they should only trigger for the player.

#4144

 · 
EvilHack

Convicts can sometimes pacify the Rat King by chatting to him, similar to how they can tame rats by chatting.

#4106

 · 
vanilla

Make the Wizard of Yendor naturally magic-resistant, so that he cannot be defeated trivially by a death ray, but compensate by removing his Double Trouble ability. The current state of affairs is somewhat like a lottery in whether you will be facing him with magic resistance or get unlucky enough for him to duplicate, leading to a lot of variance in how hard the ascension run is.

#4069

 · 
vanilla

Cloth golem, which can be created by polypiling too many cloth objects.

#4059

 · 
vanilla

Tortles who have cold resistance don’t stumble when walking on ice, because their feet have claws to give them a good grip.

#4056

 · 
vanilla

Applying Cleaver makes it not attack in an arc, for the rare occasions you know you don’t want to attack in an arc.

#4029

 · 
vanilla

If the Wizard of Yendor has magic resistance and is immune to death rays, he will never cast Double Trouble.

#4018

 · 
vanilla

Wearing a mummy wrapping makes you immune to withering.

#4017

 · 
vanilla

Jumping boots auto-identify once you have used them to jump (though this doesn’t actually solve the problem of trying #jump with every new pair of boots you try on).

#3920

 · 
vanilla

If you defeat a monster that generates with an artifact weapon, that weapon’s skill is unrestricted for you, so that you can actually use it. Possibly only do this for monsters that are guaranteed certain artifacts, like Kas in EvilHack, rather than extending it to any random monster.

#3892

 · 
vanilla

If you kick a boulder as a giant-race hero (or while polymorphed into one), it starts rolling across the ground as if it came from a rolling boulder trap.

#3850

 · 
EvilHack

Zapping a wand with no charges remaining, if it fails to wrest with the usual odds, will cancel it instead of letting it crumble to dust. This allows you to recharge the wand.

#3847

 · 
EvilHack

When you look at a pet’s inventory via the #loot command and it is wearing armor, its AC is shown.

#3834

 · 
vanilla

Peaceful monsters casting spells do not interrupt multi-turn occupations.

#3833

 · 
EvilHack

Worn shields of mobility do not apply a shield-based penalty to spellcasting, since they are by design supposed to aid your mobility.

#3829

 · 
vanilla

Unenchanted pick-axes always miss when used as a weapon, so that you can be sure that you will not accidentally hit a monster with one and break weaponless conduct.

#3806

 · 
vanilla

If you controlled teleport to the same spot as an engulfing monster, there is a chance of teleporting inside it and being instantly engulfed instead of landing somewhere else.

#3787

 · 
SpliceHack

Body armor imbued with a monster’s soul in a forge can convey you some resistances of the monster.

#3779

 · 
vanilla

Once you have learned your role’s special spell, you never forget it.

An invisible displacer beast that you can’t see should not be able to use its displacement abilities in combat with you. (If you have see invisible, it should still be able to use them.)

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?)

Ghosts can possess other monsters. When a possessed monster is killed, the ghost pops out again.

#3506

 · 
object properties patch

Object properties, one per spell school, which each give you a casting boost in their spell school when the item is equipped (it only generates on equippable items). Should be rare compared to other object properties, and unwishable.

#3349

 · 
vanilla

A potion or spell of free action, which gives it as a temporary intrinsic, and exists solely for the rare case where you are in a demonic or vampiric form and the ring of free action is silver.

The quest leader either sometimes or always asks for the quest artifact back when you return with it, to replace the weird flavor in most quests that the leader is desperate to get the artifact back but is then completely fine with you adventuring off with it after retrieving it.

If you refuse to give them the artifact back, they turn hostile. If it’s a chance-based system, the chance might be dependent on your alignment record, so a character that has misbehaved is less likely to be found worthy of keeping the artifact. However, since you must have +20 alignment to enter the quest and get a massive amount of alignment from killing the nemesis, it’s questionable whether anyone’s alignment will ever be in a bad enough state to increase the chances. Luck has also been suggested as a variable that influences the chance, but most players will already have maxed their luck by the end of the quest.

In order to keep the player from just dodging the quest leader on their way out of the quest so that they can keep the artifact, various enforcement mechanisms have been proposed:

  • Incentive-based; returning the artifact gives you +5 alignment record (and set to 0 if negative) and +3 to luck. Rewards should be better than the incentive of killing the quest leader to get the artifact back, or else penalties applied if you kill them (e.g. the artifact blasts you even though it’s your own quest artifact).
  • Strict: you must show the artifact to the quest leader and have the quest marked completed in order for the invocation to work. Alternatively, the quest leader has the Bell of Opening and will only surrender it when you present the artifact, whether or not they demand it back. Or the quest nemesis has cursed the Bell and the leader will lift the curse after you show them the artifact.
  • Delayed: you don’t have to go without the artifact forever, but the leader demands it back for some time so that they can fix whatever problem the artifact needed to solve. This could manifest as either a variable number of turns, or a requirement to go explore a certain number of new levels/area, before they’re done with it.

#3332

 · 
EvilHack

The Master Key of Thievery can be used to lock and unlock iron safes despite them not having a keyhole.

#3326

 · 
vanilla

The Eyes of the Overworld (or perhaps anything that grants astral vision) allows you to see anything invisible within the astral vision radius.

#3142

 · 
vanilla

Artifacts can always hit shades (and ghosts in variants which treat them similarly), even when non-blessed.

#3110

 · 
vanilla

Archeologists should start the game recognizing mattocks.

#3047

 · 
vanilla

Deliberately dipping a bag into water wets all of its contents with no random chance of failing.

#3040

 · 
vanilla

Wielding Sunsword protects you from being blinded by an Archon’s radiance.

#2988

 · 
UnNetHack

Chromatic dragon scales or scale mail, rather than providing all resistances at once, can be invoked to choose which one resistance it will provide. This resistance remains active until the next time you invoke it.

While you are carrying the Master Key of Thievery, all door and container traps that you would have triggered are automatically removed without any triggers and probably not even any message indicating a trap was disarmed. If you actually want to trigger these traps for some reason, you can drop the Key or put it in a bag.

Possibly, these effects are suppressed when the Key is cursed (for rogues) or non-blessed (for non-rogues).

#2963

 · 
EvilHack

Put an attended temple to Moloch in the Orc Temple Mines’ End, and guarantee generation of the Orc Temple if Minetown has already been generated and is Orcish Town, so that an aligned priest always exists (unless the player’s unlucky enough to generate a non-Orc Temple Mines’ End prior to generating Minetown, and then visits Minetown and gets Orcish Town).

Instead of a human priest of Moloch, it might be possible to have one of the orc shamans generate with an epri struct attached, so it tends the altar like a normal priest.

You can wish for specific text on a wished-for T-shirt by specifying “t-shirt which says xxxxx”.

#2940

 · 
vanilla

New artifact, the Ears of the Underworld. They enable you to hear even if you’re deaf and block all sound-based attacks.

#2929

 · 
vanilla

Non-fire-resistant creatures have a very small chance of spontaneously combusting in Gehennom.

#2925

 · 
vanilla

Applying an axe or pick-axe, and then specifying a direction where there is a monster, makes you swing the implement through the air, because applying tools is not intended for attacking, and it helps avoid weaponless conduct breaking.

Alternatively, when autodig is off and a digging tool wielded, you must use F to attack monsters.

#2893

 · 
vanilla

Giant players can apply grease to their bodies to squeeze through diagonal choke points.

#2889

 · 
object materials patch

If you have a silver non-reflection shield, a towel, and grease, you can turn it into a shield of reflection by polishing it.