All ideas tagged "enchanting"

#4285

 · 
vanilla

New artifact Staff of Agni, a quarterstaff with the following fire-based properties:

  • Can be zapped if its enchantment is positive for the same effect as casting a spell of fireball.
  • Invoking it sets its enchantment to 3 + your skill in attack spells. (No effect if the enchantment is already higher than this.)
  • Grants fire resistance when wielded.
  • Deals double fire damage in melee like Fire Brand.
  • Acts like a robe for reducing spellcasting failure, but only for the spell of fireball (and fire storm, if that is a separate spell).

#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.

#4197

 · 
vanilla

Adjust the AC values of dragon scale mail (or possibly, the maximum amount to which they can be enchanted) to even out their general utility to the player. Specifically:

  • Ones that give powerful extrinsics such as silver and gray should have their AC substantially nerfed.
  • Really underutilized ones that give redundant common extrinsics such as green and orange should have their AC raised.

#3849

 · 
vanilla

Dragonhide gear resists attempts to enchant it a significant percentage of the time, so it takes more resources overall to enchant it up to the same level as a non-dragonhide piece of gear.

#2994

 · 
object properties patch

Armor can no longer be enchanted with a +/- number that affects AC. It always behaves as +0 with regard to AC. Instead, using a scroll of enchant armor on it gives it a random object property. A blessed scroll gives a good property, a cursed scroll a bad one, and an uncursed scroll any possible one (possibly including situational, double-edged properties that are not available as either “good” or “bad”).

#2548

 · 
vanilla

Some mechanic (possibly a ritual spell) that enchants gems by disenchanting other items. Once enchanted, a gem can be used a single-use Pw reserve, magical grenades, or (rarely and lossily) tranfer their enchantment into some other piece of gear. Gem enchantment rules follow ring enchantment rules with respect to exploding when they get too full of magic.

#2534

 · 
vanilla

Dipping a weapon into a fountain can as a random effect raise its enchantment by one, to a maximum of +1.

#1996

 · 
vanilla

Trying to enchant multiple crysknives at once will fuse them together before trying the enchantment.

#1990

 · 
vanilla

If you enchant multiple worm teeth into a single crysknife, the enchantment of the resulting knife is increased by 1 point for each additional tooth involved. This can go up to a maximum of +9, bypassing normal overenchantment dangers.

Assuming a scroll of consecration exists: confused scroll of consecration consecrates your weapon, which blesses and fooproofs it and maxes/increases its enchantment with no possibility of evaporating. Possibly, turn it into an artifact as well.

#1128

 · 
vanilla

Lesser and greater scrolls of enchant weapon. The lesser enchant by 1 point up to a maximum of +2 (uncursed) or +3 (blessed); the greater enchant by 1-3 points to a maximum of +5 (uncursed) or +7 (blessed).

#1058

 · 
vanilla

Vaporizing gear by overenchanting it abuses Wisdom.

#1007

 · 
vanilla

Artifacts occasionally resist being vaporized from overenchantment (however, if they do, they don’t get the extra points of enchantment.)

Resolve the problem of having to double-enchant launchers and ammo and get double bonuses in one of two ways:

  1. Make the double bonuses at higher cost a feature of ammo-based fighting. You can now enchant rocks and flint stones, though all randomly generated ones must be +0.
  2. Make ammunition unenchantable (but still fooproofable), and the launcher enchantment affects to-hit and damage bonuses like normal. This is good because it means that ammo stack management is less annoying.

#345

 · 
vanilla

2-handed weapons can be enchanted up to +7 as normal, but one-handed weapons can only go up to +5. Alternatively, +9/+7.

#2

 · 
GruntHack

Dragon scales can be enchanted into dragonhide gear that is not scale mail.