All ideas tagged "gravestone"

#4423

 · 
vanilla

When running or traveling using the travel command, the hero should not stop to read any engravings or gravestones they happen to pass over.

#3902

 · 
Biodiversity Patch

Gold bugs have some interaction with graves if there is one on the level. Perhaps they are found hiding near graves, or will try to pathfind to a grave and dig it up.

#3789

 · 
SpliceHack

Add another dig-up-a-gravestone effect that creates a bunch of maggots around the player with the message “The grave is full of maggots!” If maggots are genocided or extinct, either produce a YAFM or defer to one of the other effects.

#3079

 · 
vanilla

New special room “cursed graveyard”. Its initial generation is the same as a regular graveyard. The difference is that it generates undead monsters on open spaces in the graveyard (with messages like “A zombie claws out of the ground!”) at a much higher frequency than normal, so long as there is still a gravestone existing within the graveyard. When all gravestones in the graveyard are destroyed, the room converts to a normal graveyard and undead stop spawning.

Gravestone texts in a cursed graveyard don’t draw from the regular pool of gallows-humor messages. They instead use a separate pool of ominous, vengeful, and threatening messages.

Regular gravestone-destroying penalties do not apply if the gravestone being destroyed is in a cursed graveyard.

Priests can destroy a headstone in a cursed graveyard by #turning while standing on it.

#2524

 · 
vanilla

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.)

#2445

 · 
vanilla

Change gravestones to display as white instead of gray to help distinguish them from walls.

#2203

 · 
vanilla

You get an alignment penalty for digging up a grave if you are a Priest.

#2147

 · 
vanilla

If fossils exist, they should generate buried beneath gravestones.

#1759

 · 
vanilla

Vampires can only regenerate while standing on top of a gravestone or in a graveyard. (Ideally, they could only regenerate in a coffin, but nethack lacks those.)

#1757

 · 
vanilla

Monsters that hide under objects can also hide under or behind various types of terrain, such as sinks, ladders, thrones, and gravestones.

#1194

 · 
vanilla

The treasure found under randomly generated gravestones should be more treasure-like or the sort of items that get buried in graves in real life, rather than just random objects.

#1184

 · 
vanilla

You can pray at a gravestone, or possibly ring a bell at one, to cause any of a number of good and bad effects:

  • Summon a ghost, which might be hostile or peaceful.
  • Summon a hostile undead, flavored as it forcing its way up out of the grave. Usually a zombie.
  • Polymorph you into a zombie or mummy of your own race.
  • Put you to sleep, ignoring resistance.
  • Create a swarm of hostile manes or lemures.
  • The headstone falls on your foot, dealing some damage, less if wearing boots (“killed by a falling tombstone” if fatal).
  • If the grave is a bones pile grave, the ghost of the player always appears. It will be peaceful if their alignment matched your own and hostile otherwise.
  • Various cosmetic messages that do nothing. “The air suddenly turns cold.” “The engraving on the headstone shimmers for a moment.” “A shiver runs down your spine.”
  • The dirt cracks open and spits out any items buried under it.
  • A voice from nowhere whispers a random rumor, true or false.
  • The epitaph on the grave changes. This does not flag the grave.
  • Get an alignment bonus for honoring the dead (this is only if triggered by praying). “You feel that the one buried here is content.” Bonus might be larger if you’re lawful or a Priest, probably 1 otherwise. This should possibly happen before and independently of any other effects.
  • Limited identify of 1 item.
  • Type-identify of multiple un-type-identified items in the inventory, but the player doesn’t get to pick which. Might pick 0 items (flavored as the spirit not knowing anything new about what the hero is carrying).
  • Enlightenment.
  • Temporary telepathy / sleep resistance / infravision / other intrinsic.
  • The gravestone rumbles and moves aside, revealing a branch staircase to a just-created-now one-level branch, a small one-off “crypt” floating branch that contains some undead, some boxes containing corpses, and some treasure.
  • You “feel that the dead are restless”, aggravating monsters level-wide. All gravestones on the level become flagged against further attempts. This effect could be added to and independent of other ones, and if so, it’s a chance dependent on the number of already flagged gravestones on the level, which provides a nice way to balance it on levels that have massive amounts of gravestones.

After you get one effect, the gravestone is flagged so that it doesn’t happen again (or, more evilly, that any further attempts will only result in bad effects). Possibly shouldn’t work at all on graveyard levels, because they have too many graves to balance these effects.

Players can polymorph dungeon features by zapping a polymorph beam down at it, with some special cases:

  • Gravestones can be created by polymorph and are more likely than other outcomes, but cannot be polymorphed into anything else. Trying to do so only polymorphs its epitaph.
  • Polymorphing an altar angers that altar’s god and any attendant priest since you effectively destroyed their altar
  • Fountains either cannot polymorph into anything besides headstones or have a very limited chance of becoming something else; this is to prevent the player from being able to generate a bunch of thrones from fountains.