All ideas tagged "erosion"

#4372

 · 
vanilla

Don’t allow items to erode past the point where further erosion stops mattering. For instance, a orcish helm can lose at most 1 AC from eroding, so it should not be allowed to become very or thoroughly rusty, whereas plate mail can lose 3 AC from eroding, so it should be allowed to become thoroughly rusty.

#4245

 · 
vanilla

Rust dragon, a type of dragon which breathes and makes melee rust attacks. It eats all types of metals. As with other metallic dragons, it is lawful.

#4244

 · 
object properties patch

An object property “of rust”, applicable to weapons, which causes its target’s gear to rust and, eventually, get destroyed.

#4243

 · 
EvilHack

If the iron chain connecting you to your ball is corroded or rusted, it is easier for you to break with a hammer.

#4044

 · 
vanilla

Extrinsic sources of acid resistance should protect your weapon from passive corrosion attacks, and extrinsic sources of fire resistance protect your armor from taking fire damage.

#3846

 · 
vanilla

Dragonhide gear naturally deteriorates gradually over time, and the only way to prevent this is to rub large quantities of gold on it, which destroys the gold.

#3805

 · 
vanilla

When a thrown potion of acid hits a creature, it may corrode some corrodable armor of that creature.

#3608

 · 
vanilla

Items in a bones pile, in addition to being cursed, could be subject to additional degradation such as erosion, loss of magical charges, or blanking. (Though since a new player will arrive in the bones level apparently immediately after the death, it could be a bit of a stretch to have the items degrade so much.)

#3521

 · 
vanilla

New erosion type “moldy”, which can be dealt to inventory items (or possibly only weapons) when meleeing fungi. The mold does not appear instantly and maybe does not even provoke a message when it appears. It does not have multiple erosion levels, only the one “moldy”, but at certain intervals of about a couple hundred turns, moldy items in main inventory or carried containers have a chance of turning another erodable item moldy as well.

It can be fixed by either standard methods of erosion removal, being subject to fire damage, or possibly by smashing a potion of booze on oneself.

#3239

 · 
vanilla

Applying a stethoscope to a monster that has a rusting or corroding passive attack erodes it appropriately.

#2154

 · 
vanilla

Weapons and armor that generate in shops can be randomly eroded at any erosion level. Perhaps 10% or 20% of items are eroded, the rest are not.

#2042

 · 
vanilla

Spell of repair: level 3 matter spell. If wielded weapon is eroded, fixes its erosion. Otherwise, target a random piece of worn armor and fix any erosion it has. At Unskilled, the erosion will only be repaired 1 level at a time; at Basic, 2 levels; at Skilled, 3 levels; and at Expert (maybe) the item will be erodeproofed.

#1983

 · 
vanilla

Silver objects are corrodeable but not, of course, rustable.

#1899

 · 
vanilla

Non-erodeproof copper items corrode over time.

#1850

 · 
vanilla

Scroll of repair: uncursed repairs all levels of erosion on an item of the player’s choice; a blessed scroll repairs all erosion in the player’s inventory; cursed scroll attempts to erode one random item in inventory 1d3 times. If confused and non-cursed, will erosionproof an item of the player’s choice; if confused and cursed, will remove erosionproofing from a random item and then erode it 1d3 times.

The scroll of enchant weapon retains its confused effect of erosionproofing a weapon, but it no longer erosionproofs non-weapons or repairs the weapon. Enchant weapon scrolls are also made much less common, with the probability dumped into the scroll of repair instead.

#1531

 · 
vanilla

Artifact unaligned touchstone called Grinder: rubbing it on or applying it to an object repairs one level of rust or corrosion but decreases enchantment by 1 (which can go negative). Invoking it cancels a single object.

#1440

 · 
vanilla

Iron and copper items engulfed by gelatinous cubes get corroded in the process.

#1432

 · 
vanilla

Gloves that are sufficiently burnt or rotted only protect from touching cockatrice corpses some of the time.

Give potions more side dipping effects:

  • Dipping an eroded item in a healing potion repairs erosion on it; 1 level for regular healing, 2 for extra healing, and 3 for full healing. Restore ability will repair all erosion as well.
  • Dipping a negatively enchanted item in a restore ability potion reverts it to +0 if the potion is blessed, adds 1 point if uncursed, and does nothing if cursed.
  • Dipping an enchantable item in a gain ability potion enchants it (by 1 point, always).
  • Dipping an uncharged item (possibly excluding rings) into restore ability has the same effect as uncursed charging it. (Blessed charging cannot be reproduced this way, even if the potion is blessed).

#1160

 · 
vanilla

Add un-eroding a dipped item as an additional fountain dip effect.

#1073

 · 
vanilla

Water elementals have an active rust attack.

#1030

 · 
vanilla

Erosion on rings and amulets makes their effect intermittent.

#865

 · 
vanilla

Enchantments on armor and weapons time out (rather slowly). Also, any erosion damage to a positively enchanted item will be absorbed by that positive enchantment, which then vanishes in proportion to the amount of erosion. Perhaps the enchant scrolls should be made more common or cost less ink to balance this.

Erosion has more than four states, though it still only displays as “eroded”, “very eroded”, or “thoroughly eroded”; different rusting sources can cause different levels of rust (e.g. dipping a long sword in a fountain or getting hit by a rust trap would probably only cause a small amount of rust, whereas a rust monster might cause a lot.) This would enable a more fair way to have things “erode away completely” like they do in Grunthack, since you would be able to disengage any thoroughly eroded piece of gear before it was at serious risk of vanishing.