All ideas tagged "confuse monster"

#4700

 · 
vanilla

If you have a melee combat buff that causes a visual effect, such as from a confuse monster effect (or other ones in variants, such as the burning hands spell) it should be readily visible in either the #seeweapon ()) command if you are non-blind as e.g. “a - a dagger (weapon in hand). Your hands are glowing red.” or in the #attributes (ctrl-x) command as e.g. “You are able to confuse monsters that you hit.”, or both. Possibly, if implementing both, the effect should not be provided in #attributes, but only in feedback from enlightenment.

#2464

 · 
vanilla

If you have confusion charges from the scroll or spell (meaning your hands are glowing red), the Z menu will gain a “confuse” spell option that always has a 0% failure rate, with the associated key being “-“. Casting this allows you to “zap” a confusion charge in any direction, confusing the first monster it touches.

#1332

 · 
vanilla

Confuse monster scrolls grant more charges than castings of the spell do. This means that the uncursed scroll should grant several charges, and the blessed one even more.

#1331

 · 
vanilla

If the player has glowy confuse-monster hands, ranged projectile attacks also work to confuse monsters, not just melee attacks.