#5173
Eating the corpse of a monster that gained intrinsic resistances its species doesn’t normally have by eating things should also have a chance of conveying those intrinsics to you.
Eating the corpse of a monster that gained intrinsic resistances its species doesn’t normally have by eating things should also have a chance of conveying those intrinsics to you.
Cavemen should be able to wear corpses like a pelt, or else be able to obtain an actual pelt object from a corpse which won’t rot away. The effects of wearing one or more of them are unspecified.
New role whose unique game mechanic is that it can dip magical items into corpses to change them into other magical items.
There should be some way to use the corpse of a disenchanter which had in life stolen some enchantment points from gear to “recycle” the magic. Possibly a ritual that recharges or reenchants items, or simply dipping it in a potion to turn it into a potion of gain energy.
Cooking system in which you apply a knife to corpses to turn them into raw ingredients, then combine them over a hot surface such as a campfire or lava to turn them into food items that are superior to raw corpses, whether that’s by having increased nutrition, conferring temporary slow digestion, boosted intrinsic odds, raising attributes, or other benefits. One specific recipe mentioned is combining a cockatrice’s heart and potion of acid to produce a food that cures stoning and gives temporary stoning resistance.
The lack of cooking gear in the game (other than dented pots) means there might have to be some sort of fixed “cookpot” dungeon feature found at various places which acts like the ones in Zelda: Breath of the Wild; a specific place to combine food items together.
If the cooking system uses fixed recipes, there should be cookbooks containing various recipes so they don’t require spoilers to find out.
One major flaw pointed out with a cooking system is that it has to somehow establish itself as better than merely eating corpses, so it either has to deliver amazing benefits from eating the food or nerf corpse-eating, while still allowing it to be practical to play vegan or foodless. One possibility is to remove most roles’ ability to eat raw corpses (Barbarians and Cavemen could retain this ability as a role benefit).
Gauntlets of corpse lugging: with them on, any corpses you pick up have their weight reduced by 90% or 99%.
Add a means of enchanting terrain features to work to the player’s benefit. For instance, enchanted doors could open automatically as you approach them, then lock themselves behind you to stop monsters who are chasing you. Enchanted altars, meanwhile, could move nearby corpses onto themselves so there is no need to carry them or finagle killing very heavy monsters exactly on the altar.
You should be able to wield a disenchanter corpse and hit monsters with it to cancel them.
Since a black dragon disintegrates you if you touch it, you should also disintegrate if you try to do anything with its corpse, like eating, kicking, or tinning it. If you interact with the corpse by doing something where gloves or boots would logically touch it, those disintegrate first instead.
If you somehow manage to acquire a tin of black dragon meat, you can eat it safely to get disintegration resistance, on the general principle of tins that the dangerous part has been removed from the food.
Add vultures, primarily to give druids a wildshape target that is a carrion-eater, meaning it can safely eat corpses of any age. Possibly, the druid or draugr starting pet could be replaced with a vulture, and if so it should have two additional growth stages: condor and giant condor.
Corpses in the Valley of the Dead, or at least corpses created in the Valley of the Dead, should be preserved indefinitely without rotting away. This could be implemented either by simply keeping them fresh and unaging, or they could get completely rotten and bad to eat, halting just before they would have rotted away completely.
Not specified if this would have an effect on wraith corpses from the Valley’s graveyards, which instantly rot away if they produce a “Blecch!” message.
Beholder corpses have a chance of conveying a Charisma increase accompanied, if you are hallucinating, by the message “Beauty is truly in the eye of the beholder.” Alternatively, do not have a message, but add this line as a comment in the source explaining why a beholder would grant Charisma.
Putting a disenchanter corpse into a bag of holding should make it explode.
You should be able to create a sack from a crocodile corpse, similar to how you can turn it into a pair of low boots.
Wearing white dragon scale armor prevents corpses in your inventory from rotting, which enables you to wield a cockatrice corpse indefinitely.
You can apply a shackle to a monster’s corpse. In most cases this does nothing, but if the corpse happens to get revived before it rots away, it will still be shackled.
When something has debuffed you to be vulnerable to a certain type of elemental damage, you should be able to eat a corpse or tin of a monster that conveys resistance to that type of elemental damage to cancel out the debuff.
Kandra race, based on the Mistborn books: a shapeless or shapeshifting invertebrate that can eat and imitate creatures with skeletons by “wearing” their bones. Would have the following properties:
A new role (or possibly just a new mechanic attached to something like Infidel) flavored on being a cultist. The key feature is being able to create a summoning circle on the ground and somehow expend corpses inside that circle to summon a pet; better pets can be gained at higher levels or with more powerful monsters’ corpses.
In Cocytus (or possibly any levels with a “cold” temperature), corpses rot more slowly.
Dipping a corpse into a potion of polymorph “keys” the potion to that specific monster type: if it is used to polymorph the player or a monster, they will be turned into the same monster type as the corpse used. The corpse and potion are not consumed by being dipped.
If the monster is no-polymorph, nothing happens.
If the potion is used to polymorph an object, it does not do anything unusual, unless the object is a type for which species matters, in which case the potion changes its species to the keyed type, which can be useful for changing a figurine to something specific.
If in a variant that has potions of specific monsters’ blood, this can also be created by dipping polymorph into monster blood or vice versa.
Human (and possibly humanoid) monsters killed by a vampire’s drain attack (not its weapon or physical bite damage) should have a long timeout set on their corpses to revive them as a vampire. If the player or a pet was the one that killed them, they should revive tame.
Eating a mimic corpse typically makes you mimic some object besides a pile of gold, giving you an opportunity to identify it if you don’t already know it. You get the message “You can’t resist the temptation to mimic a [object]” with that object’s randomized description being appended if it was previously unknown.
The odds of getting an object you haven’t discovered are controlled by your Luck.
Special (or themed) rooms in Gehennom containing priest and monk corpses, to correspond to the themed room that contains a bunch of dead bodies with no priests and monks because a comment notes “Moloch has a special fate reserved for members of those classes.”
Eating a mummy corpse that gives deadly illness uses a different message than other too-old corpses, about it being contaminated with toxic embalming fluids.
Healers can use a stethoscope on a corpse to usually find out what its cause of death was.
If a dwarf sees you eating a dwarf corpse, he grows enraged and gains to-hit and damage bonuses. This may also extend to other races seeing you eat their fellow kin, though orcs might just laugh instead.
Shopkeepers in delicatessens who are sold corpses should magically turn the corpses into tins of that monster with a random beatitude. As well, delicatessen shopkeepers rarely generate carrying a tinning kit.
Polymorphing a dragon corpse creates a random object made of dragonhide.
With respect to other proposals about crafting (involving a craftsmen’s guild or even scattered craftsmen), the process of traveling back and forth to and from it might become busywork. So if players could craft things on their own, that might be better.
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.
Several new objects for aiding in alchemy:
A carrion-eater conduct in which your only source of nutrition is allowed to be corpses. No permafood, juice, prayer or anything else.
Any corpse which has touched sewage is automatically tainted if you try to eat it.
A dead Keystone Kop should be referred to by the game as “Keystone Kop korpse” rather than “corpse”.
When a monster dies and leaves a corpse, they may make some noise that wakes up other monsters. The odds and radius of the sound increase with the size of the monster.
Corpses dropped by zombies are always or often cursed. Removing the curse from them makes them less likely to revive. This could even be made as strict as every time a zombie drops a corpse and a revival timer is actually set on it (as opposed to a rotting-away timer), it is made cursed.
There is some interaction you can do at an altar when you bring a zombie corpse there (not sacrificing it, since it will be too old) that sets the soul of the creature free, which will stop it from reviving.
Give a YAFM for attempting to apply a bullwhip towards an adjacent space containing a horse corpse: “Stop beating that dead horse!”
By wielding a floating eye corpse and either applying it at monsters or hitting monsters with it, you can paralyze the monsters, provided they can see you. As a potential downside, you might paralyze yourself if you stumble or fall into a pit while wielding it while non-blind.
Displacer beasts may drop a hide, which can be enchanted or otherwise crafted into a cloak of displacement. (Or else this could just work with a displacer beast corpse which could be enchanted/polymorphed/crafted, without requiring a new object for the hide).
Bottle of enchanted hot sauce, which you can dip corpses into. If the corpse is unsafe to eat, it will be refreshed for 10 turns.
Wraith corpses should function as a potion of gain level does, of the same beatitude as the corpse. I.e. a blessed wraith corpse will gain a level and then some fraction of experience points towards the next level.
When you are hit by a digestion attack, any corpses you are carrying in open inventory may be instantly digested by the monster and disappear, or else become partially eaten. (If the corpse is a cockatrice corpse, it might stone itself, or maybe that wouldn’t happen because of all the stomach acid?)
Eating the corpses of mummies may cure terminal illness (though they may also still give terminal illness, being old corpses), because powdered mummy has been used as a healing agent.
Mimics can mimic corpses.
If you eat a corpse of a monster that drank a potion just before dying, you have a chance of getting some effect from the potion too.
When a corpse (possibly only a fleshy, blood-bearing corpse?) falls into water, any nearby sharks and/or piranhas become “frenzied”, gaining bonuses, for some time. Possibly they could also try to converge on the space containing the corpse and maybe eat it.
5% of killing hits with Fire Brand, on a monster that can leave a corpse, never do leave a corpse. This is accompanied by the message “The [monster] freezes solid and shatters!” or “The [monster] burns to ash!”
Note that this idea is NOT for the Brands to instakill monsters 5% of the time. It just blocks a corpse drop 5% of the time.
Corpse traps, which act like statue traps but instead revive a corpse that is on that square when the player steps onto it or otherwise interacts with the corpse.
If you throw a corpse at a pet that would normally eat it, they immediately eat it as if it were a treat food thrown to them. It does not increase apport, though. (This is particularly relevant in variants where pets can gain intrinsics from corpses and it’s desirable to make them eat something.)
Corpses dropped by mummies take much longer than other corpses to rot away, since they are all dried out. (They are still unsafe to eat and unable to be sacrificed from the moment they drop, though.)
Aligned priests in a coaligned temple attempt to pick up corpses lying around and sacrifice them.
While you are hallucinating, any parrot corpses you come across are rendered as “ex-parrot” instead of “parrot corpse”.
Add more sources of nausea, particularly in the late game, because it’s an underutilized debuff that only really is relevant early. Proposed sources:
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.
The corpses of monsters killed by cold effects take longer to rot. (Maybe they should also be fresh for sacrifice longer than usual.)
When an undead turning beam is zapped over the corpse of an undead monster that’s set to revive, the corpse is either destroyed outright or the revive timer is canceled so it won’t revive. (In this second scenario, zapping the corpse again with no revive timer set on it could resurrect it like normal.)
You can bash things with a wielded acid blob corpse. This inflicts acid damage to both you and the target and has a fixed, lowish chance of destroying the corpse.
If you try to sell a zombie corpse to a shopkeeper, they get angry. Or maybe they merely won’t let you into the shop if you’re carrying a zombie corpse, the same way it works with digging tools.
Sharply cut the frequency of lizards spawning (possibly even lower than 1/7), and possibly remove the special case that makes them always leave a corpse. This is because a player will usually accumulate enough of their corpses to be easily safe from any delayed stoning effect for the whole game. This won’t much affect reverse genociding them, if the player really wants a lizard corpse.
Also, possibly elevate their monster difficulty to something higher than 6; not because they are that difficult, but to make them appear only later on in the dungeon.
Alternatively, simply make lizard corpses rot, so that a player who wants to carry around a stoning defense must use other items, such as tins of lizard or acidic monsters, or potions of acid.
Eating corpses gives you a temporary “queasy” intrinsic, which is a debuff on par with being burdened. This is aimed at fixing the irrelevance of the game’s hunger clock.
Apply the digging-a-grave-up behavior (summoning undead, alignment penalties, etc) when a gravestone is kicked over, as well as digging it up. (The substitute for “You unearth a corpse” is to silently create a corpse buried under where the grave used to be.)
Barbarians get extra nutrition from eating corpses, since they have practice in how to eat them properly. Possibly up to 1.5x the nutrition.
Spell of necromancy that turns a corpse you’re standing on (or possibly adjacent to you) into a tame undead. Probably in the clerical school, though a case could be made for matter (and certain variants have a school of necromancy which this would much more directly fit into). It will work on corpses of undead that you have killed. Casting this spell would have some sort of penalty for lawfuls; there would be some sort of warning before trying to cast it.
You can normally only create zombies or mummies when an undead monster exists for the kind of corpse you are animating (i.e. a jackal can’t be turned into undead but a gnome can turn into a gnome zombie/mummy). For intelligent monsters that have no counterpart, the spell can create ghosts.
At a high enough skill or caster level, you can create skeletons from the corpse of any vertebrate, and maybe even vampires from humanoids. You can also create wraiths and shades from monsters that have no undead counterparts.
When generating a corpse during level creation, pre-age the corpse a la zombie and mummy corpses so that it’s not weirdly fresh.
Polymorphing a corpse does not turn it into random food, but instead turns it into the corpse of a random level-appropriate monster. Discards any oextra information about the previously existing monster.
Almost-rotten corpses, those that give the “You feel sick” message, may cause you to vomit.
Wielding and hitting enemies with a pyrolisk corpse deals fire damage.
When you zap a wand of undead turning at a corpse that has an undead form, unless there is a ghost above it, it will resurrect the corpse as that undead. Also do this for living monsters that have undead forms, subject to monster magic resistance.
Skeletons for vertebrate monsters. Corpses turn into these when they rot away. They cannot be undead turned into their monster; trying to do this will create a skeleton monster instead. Lawfuls might get an alignment boost for burying a skeleton in a pit and filling it.
Some consumable object that lets you freshen a corpse (for eating or sacrifice) that doesn’t require resurrecting it with undead turning.
Corpses dropped by aligned priests or priest player monsters are always blessed.
Corpses dropped by mummies are always cursed.
Ghouls eat rotten corpses they find on the ground.
Purple worms eat corpses in 1 turn, because they can eat the monster in 1 turn so why not the corpse?
Zombies destroyed by turning never leave corpses, or the corpses they do leave are incapable of reviving.
Add a TDTTOE message about swinging your dead cat if you start hitting things with a wielded cat corpse. Also have a separate message “There isn’t enough room to swing your dead cat” if there are 4 or more walls adjacent to you.
Pets eat corpses incrementally, not all at once, and you can interrupt their eating by moving them off the corpse (e.g. swapping places). The corpse becomes progressively partly eaten as they eat it. Interrupting their eating deducts tameness points from them equal to how many they would have gained if they had been allowed to finish eating normally.
Tinning huge corpses produces the tin as usual, but just makes the corpse partially eaten instead of destroying it.
Alter the player’s corpse weight based on how hungry they were when they died.
Fountains can be contaminated by letting corpses rot on top of them. This makes them more dangerous to use.
Inflicting poison damage on a monster, or killing it by poison, makes the corpse poisonous to eat.
F corpses can be dipped into potions to make different potions: juice + violet fungus = booze, juice + yellow mold = sickness, water + green mold = acid. (Note the existence of the Brewing Patch, which dissolves most F in juice to produce confusion, hallucination, booze, sleeping, and healing.)
Later suggested recipes which involve dipping a corpse in acid to dissolve it:
All acidic corpses, not just acid blobs, never get tainted (but do eventually rot away).
You get a small Pw boost (similar to newts, or perhaps not boosting max Pw)? by eating the corpse of a spellcasting monster.
Mummy corpses never rot away.
Most corpses have sharply decreased amounts of nutrition (from the current values). They may also be too mangled to be good for a sacrifice, randomly based on their object ID. Their intrinsic-conveying chances are unchanged, though.
Wraith corpses cannot give food poisoning, though they can still rot away.
There is some sort of way to store a soul (ghost, or monster’s or pet’s soul from its corpse before it rots) in an item, and later release it into a freshly killed corpse to make the soul inhabit that body. Possibly this could be a ritual spell.
Unicorn corpses are never tainted from age, though they do eventually rot away.
Zapping a corpse with a cold ray should increase its decomposition timer (making it take longer to rot). If the corpse is already rotten, it only gets reset back to rotting age.
If you eat the corpse of something and a monster of that same class sees you eating it, it should become angry. (This is from ADOM).
Ideas around a system in which you can cook corpses:
Blessing a corpse should prevent it from being tainted or from giving you the “Blecch! Rotten food!” effect when eaten.