All ideas tagged "charging"

#4347

 · 
vanilla

Wands of wishing always start at 0:1, but now uses the standard recharge and explosion odds of normal wands: it can be recharged multiple times with an increasing chance of exploding, rather than allowing only one recharge and always exploding on the second recharge. Recharging a wand of wishing only gives it 1 charge back, regardless of whether blessed or uncursed charging was used.

The practical effect is that it becomes an interesting choice for the player whether they should wrest the wand when it is x:0 (which gives 1 more wish guaranteed, but that’s it) or risk recharging the wand (with its standard increasing chance of exploding, so it could either give no more wishes at all or give 1 plus the same choice of whether to recharge again.)

#4241

 · 
vanilla

Add two new elemental planes, those of Positive Energy and Negative Energy.

The Plane of Positive Energy:

  • The full level is lit.
  • Has lots of yellow lights, trees, and whatever plant-based monsters exist in the game.
  • Everything is treated as if it has regeneration. The player can regenerate current HP past its maximum, but if this gets too far past the maximum, they instantly die from being unable to contain the energy (there are warning messages to this effect as you approach this point).
  • Items in the player’s and monsters’ inventories can randomly get blessed, enchanted, or charged - even if this runs the risk of overenchanting and destroying them.
  • Eating any food restores HP as well as nutrition.
  • All exercisable attributes are exercised at regular intervals.
  • All sleep effects are negated.

The Plane of Negative Energy:

  • The full level is dark.
  • Contains lots of undead.
  • Everything constantly loses hit points. If you have regeneration, it either nullifies or only partly nullifies this effect.
  • Items in the player’s and monsters’ inventories can randomly get cursed or lose enchantment or charges (going negative on things which are capable of being negative).
  • You lose several times as much nutrition per turn as normal.
  • All abusable attributes are abused at regular intervals.

#4183

 · 
vanilla

Charging a wand of wishing adds 1-3 charges (if uncursed) or 3 charges (if blessed) regardless of how many charges are in it. This means you could turn a 0:3 wand into a 1:6 wand, but since the only-charge-once restriction still applies, this doesn’t grant you more wishes or anything.

#4169

 · 
vanilla

Make the ring of conflict chargeable, with the enchantment serving as a timer: when worn, the enchantment slowly ticks back towards +0, and the ring ceases to provide conflict when it’s +0. Negatively enchanted rings tick up in enchantment towards +0. Being cursed doesn’t affect this, it only prevents you from removing the ring as is standard.

Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.

Various ritual spells that have been proposed:

  • Ball spells which consume a gem as focus and create a ball of elemental power that hits surrounding squares but not you. (Long casting times would probably make rituals infeasible for combat though.)
  • Temporarily increase your carry cap by a great amount. (Other new intrinsics as required.)
  • Resurrect a corpse as a tame monster (necromancy).
  • Grant temporary intrinsic life saving.
  • Single controlled polymorph with a greatly increased duration.
  • Summon a demon, demon lord, or demon prince. Requires 5 cursed candles and a marker (to draw the classic pentagram). If summoning a named demon lord, it’s either random or there’s some expensive way to control who shows up. The demon lord could be peaceful, but with current behavior this is useless. Possibly summoning them allows you to make a pact with them.
  • Remove the graveyard status from a level (would need to be expensive, and perhaps involve the Book of the Dead, and multiple different headstones).
  • Grow a tree. This consumes at least a piece of fruit. For anti-farming the tree should probably not produce fruit or bees when kicked.
  • Create a portal between two levels of your choice (doesn’t work with the Amulet obviously, but otherwise works)
  • Create an artifact (that is, you somehow imbue an item with properties it can’t normally get).
  • Bless items. Consumes a blessed scroll of remove curse.
  • Genocide a genocidable monster. Consumes a figurine of that monster plus other costly things.
  • Reverse genocide a monster. The monster may or may not have to be normally reverse-genocidable. Consumes a figurine of that monster plus other moderately expensive things.
  • Charge something. Requires a rare ingredient - perhaps a dilithium crystal.
  • Summon tame elemental(s). Among other things, ingredients include: a potion of water, any beatitude (water); a rock (earth); lit candles, a lit oil lamp, or a lit potion of oil (fire); an amulet of magical breathing (air).
  • Create a magic lamp. Needs an oil lamp (of course) and a figurine or mask of a djinni (or possibly a nearby live djinni).
  • Make the current level non-teleport. Requires a scroll of teleportation and that the caster be standing on an anti-magic field at (?) either the start or the end of the ritual.
  • Create a fountain. Requires a statue of a medium-sized or larger monster, which gets destroyed (by turning it into the centerpiece of the fountain). There may be potential for wishing abuse; perhaps the fountain should be flagged so that it can’t produce a wish-granting water demon.
  • Turn a regular knife into an athame. Components include other bladed weapons with positive enchantments adding up to 20 or something; all of these charges will be drained to +0 in the creation of the athame. The resulting athame is +0, regardless of the charges on the component weapons or original knife.
  • Create a tame golem or golems. Requires a large amount of total weight of objects made out of the golem’s material.
  • Summon a coaligned angel or other minion of your deity as a pet.
  • Create a tame wood nymph from a tree (only once per tree).

Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.

Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.

In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.

Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.

#3598

 · 
vanilla

You can magically charge up a credit card, which when you take it into a shop makes it good for a certain amount of store credit. Alternatively, applying a credit card with charges just spits out some zorkmids and uses up a charge.

#3512

 · 
vanilla

A way to transfer charges from one ring to another, within reasonable limits (such as, probably, the ring gaining charges has to roll for an explosion the same way as if a charging scroll was used on it).

#3147

 · 
vanilla

Make the ring of warning chargeable. A higher enchantment increases the radius in which you are warned, with a +0 ring giving around half to two-thirds of the radius it currently provides.

#2123

 · 
vanilla

Artifacts whose base item type isn’t chargeable can be charged; this will clear or reduce any invoke timeout remaining.

#2033

 · 
vanilla

Revamp ring explosion on charging them: a ring enchanted to a positive value has a enchantment in 7 chance of “vibrating unexpectedly” or something similar. This is a warning and, like weapon vibration, does not hurt the ring. If you get this message, the ring’s otrapped flag is set. Charging a ring with otrapped set always explodes it.

There is no other way to ascertain the otrapped value of a ring, other than getting this message. A ring that generates at +4 or above has an enchantment in 10 chance of already having otrapped set. Discharging the ring via cursed charging or drain life has a 50% chance of removing the otrapped flag per point lost.

#2014

 · 
vanilla

Make magic whistles a charged tool. When out of charges, it behaves like a tin whistle. Its initial amount of charges and the amount it gets back by recharging are in the “high” tier like a tinning kit or camera, generating with 30-99 charges.

#2012

 · 
vanilla

Some charged tools (such as horns of plenty, crystal balls, and other charged tools, NOT magic markers) slowly recover charges over time on their own up to a reasonable maximum.

#1961

 · 
vanilla

Athames are a chargeable weapon-tool, or just a tool. Has tinning kit levels of charges and recharging. Once out of charges, it can’t be used to make a semi-permanent engraving anymore.

#1849

 · 
vanilla

Wand of charging: non-directional wand that uncursed-charges an item in inventory. Will explode if an attempt is made to recharge it.

#1452

 · 
vanilla

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.

Assuming bhaak’s bag of tricks proposal is implemented, allowing an empty bag of tricks to function as a sack:

When the bag is recharged, don’t destroy the contents. Instead, just make the contents inaccessible until it becomes empty again. Also, add a possible random effect to using the bag while charged: it spits out one of its contents at random.

Another proposal is to place the items in the bag into the inventories of the monsters created by the bag. It could even influence which monsters get created (e.g. a monster who will receive an orcish helm from the bag is likely to be an orc).

#1219

 · 
vanilla

You can apply an empty expensive camera at a yellow light to recharge it.

#1197

 · 
vanilla

Instead of being perpetually rechargeable (that opens up a lot of exploits and farming like smoky potion farming and infinite altar farming with the Platinum Yendorian Express Card), horns of plenty now stop being rechargeable after 7 recharges.

#1076

 · 
vanilla

Rings of regeneration are chargeable. While positively enchanted ones drain nutrition to increase your life, negatively enchanted ones sap your life to increase your nutrition.

#900

 · 
vanilla

Dipping mundane tools into potions of gain energy charges them with the same beatitude as the scroll would. Possibly extend to magical tools and wands, but only allow the uncursed charging effect.

Make most if not all rings chargeable:

  • Hunger / slow digestion: merge, and the positive and negative enchantment work different ways.
  • Stealth works in a radius / makes monsters have to roll higher to detect you.
  • Warning increases or decreases its regular radius.
  • Aggravate monster works in a radius, or affects monsters’ rolls for being aggravated.
  • Invisibility / see invisible: work in a radius, possibly.
  • Searching: radius or have it affect your chance of finding something
  • Polymorph / teleportation: affect the frequency at which it triggers
  • Conflict: radius or affect monster rolls
  • Most other rings that confer binary trinsics like teleport control or free action or sustain ability are difficult to make chargeable.

#351

 · 
vanilla

Blessed charging can select a nonmagical instrument, converting it into a (uncharged?) magical version of the same instrument.

#312

 · 
vanilla

Add a few more sources of the uncursed charging effect, because charging resources are rare enough as so that things like common wands never get recharged by players.