#4625
Searching (whether manually requested via the “s” command or automatic from the intrinsic) should automatically search any chests or large boxes on your current square for traps in addition to searching the 8 squares around you.
Searching (whether manually requested via the “s” command or automatic from the intrinsic) should automatically search any chests or large boxes on your current square for traps in addition to searching the 8 squares around you.
A themed room that is a dragon’s hoard: a big pile of money and gems (and possibly a couple chests) spanning multiple spaces with a single sleeping (or waiting) dragon on top of it all.
Cantrips are level 0 spells that cost d2 or d3 power to cast. In order not to let them be unbalancing, they don’t train skill and are mostly useless, except in certain circumstances or for low-Pw spellcasters who can’t do much of the bigger stuff yet. ais523 suggests that good candidates for cantrips might be things that have little combat use, and whose effects could be duplicated by backtracking or other tedious things, but would be useful to avoid boredom. Given their cheapness, they should probably not train skills, and may not even need spell schools.
Most ideas for cantrips seem to be a little too powerful and would do better off as normal spells (and may be listed as independent YANIs for normal spells); however, those that seem like they would fit are listed here.
Metal and stone chests can’t be kicked open to break their lock.
It’s harder to force the lock on chests or large boxes made of metal, and increases the chance your weapon breaks. Additionally, the material of the weapon used to force the lock affects the result, if it’s used to pry rather than bash:
The castle chest containing the wand of wishing requires a special unique key to open (it can’t be opened any other way). The key is carried by a random lieutenant or captain generated on the level.
Pets will never pick up large, bulky containers, like large boxes, chests and ice boxes. For one, picking up a heavy bulky object is unrealistic for many humanoid pets; for another, usually when pets pick up large containers they are doing something annoying like moving around a stash container.
A certain type of chest (not a new object, just a specially flagged chest) that is magically protected; it cannot be opened, unlocked, be forced open, or destroyed until a certain monster on the level is either killed or leaves the level. Once it’s gone, the chest opens normally.
Special “cell” room. Only valid if one end of the room has no doors. It generates a line of iron bars across this end of the room, with a locked (iron if possible) door somewhere in the line. Independently, it may contain: a prisoner, a sink, a bed (if those exist), and 1-2 chests with random contents.
Jars, which are like tins except made of glass (or possibly, tins made of glass material, in object materials implementing variants). Generate quite often as chest contents. Possibly, what is in the jar is apparent just by looking at it.
Mimics are very likely to mimic chests, instead of random items most of the time.
Unless you are blind, all boxes are obviously locked or unlocked once you see them. There is no need to first loot a chest only to learn that it’s locked.