All ideas tagged "invoke"

#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).

#4038

 · 
vanilla

Change the Master Key of Thievery’s invoke power, since it already gives you guaranteed untrapping passively. The new invoke power is to magic map a moderate radius around you (maybe 10) and then teleport you (which will be controlled because the Key gives you teleport control), but you must pick a space within the mapped radius to teleport to.

Invoking the Tsurugi of Muramasa causes a fear effect similar to reading scare monsters and gives a temporary effect equivalent to increase damage (possibly only on hits made with the Tsurugi, possibly with any weapon).

It was also pointed out that triggering a temporary effect by invoking could get tedious. Another suggestion was to give it some sort of passive fear-causing effect when wielded (in addition to the one-time scare when invoking it).

#3258

 · 
vanilla

New artifact Dark Candle, of which there are seven in the game, carried by Medusa, the priest of Moloch in the Valley, Asmodeus, Baalzebub, Juiblex, Orcus, and the Wizard of Yendor. They are intended to be attached to the Candelabrum (and possibly don’t do anything when applied on their own), but attempting to do so warns the player “You feel cold and hollow”. When you attach the seventh one and complete the Dark Candelabrum, you are blasted, level drained, lose all divine protection and possibly crowning and a permanent intrinsic. When lit (requires an #invoke), it casts an “eerie shadow” but provides you “intense clarity of vision”, which is effectively a radius 4 light source. It never runs out of light on its own, but if you are targeted by curse magic, it is disrupted and shuts off.

#3233

 · 
vanilla

Invoking Vorpal Blade gives some sort of message about its keen edge gleaming, indicating that its next hit will have a high critical ratio (perhaps 10% instead of 5%) for increased chance of decapitation.

#3172

 · 
vanilla

Artifact ring of warning that, in addition to providing warning, has some of the properties from UnNetHack’s Clarent. When worn, it shows all pets on the level, wherever they are, and can be invoked to increase tameness of all pets in line of sight.

#2988

 · 
UnNetHack

Chromatic dragon scales or scale mail, rather than providing all resistances at once, can be invoked to choose which one resistance it will provide. This resistance remains active until the next time you invoke it.

Invoking the Longbow of Diana gives you light arrows. These are a special object, weightless, created with the same enchantment as the Longbow, but attempting to enchant them further will fail (maybe making the enchanted arrows evaporate). If they leave your inventory for any reason, they will vanish. As a weapon, they are very powerful (to the point of probably instakilling most weaker monsters they hit). To prevent the player stockpiling them, the invoke effect will only top up the amount of them in your inventory to 5.

When a light arrow strikes a target or falls to the ground (and vanishes in the process), it permanently lights up the surrounding area.

#2873

 · 
vanilla

A “druid staff” artifact, which can be invoked to create a patch of grass similar in size to a stinking cloud, radius 4-5. Enemies within the grass radius become rooted to the ground, making them unable to move (but still able to fight, shoot, etc) for some time. While wielding it, you can chat with trees, which causes them to give you some food, mana, or rarely a pet (possibly an ent).

#2846

 · 
vanilla

Cleaver can be invoked to toggle its arc-attacking on and off. This should perhaps not set its invoke timeout, since it isn’t giving the player any particular benefit. However, it’s a bit problematic what the default setting should be; if it starts out in no-arc mode it will be hard for players to discover that it has an arc mode at all; if it starts out in arc mode players may hit a peaceful target in their first few attacks before remembering they need to manually toggle it.

Alternatively, just prompt the player for confirmation if the attack they are about to make is obviously going to hit any peaceful or tame monsters.

Change the Mitre of Holiness’s invoke effect to immediately make another artifact invokeable, zeroing its cooldown timer. This effect also happens passively if it is being worn: if you try to invoke another artifact which hasn’t cooled down all the way yet but the Mitre has, it will automatically invoke itself to zero the cooldown timer of the artifact being invoked so that the invoke will succeed. It gives a message when this happens.

#2549

 · 
vanilla

An alternate ending triggered by invoking a ring of conflict when within sight of all three Riders. You then take up your true identity as War and the other Riders congratulate you. Possibly tie this into the “break the Amulet” ending, in which case this would massively power you up but not end the game until some other condition had been met.

#2125

 · 
vanilla

New artifact The Mirror of Venus, a mirror that confers slotless reflection. If you are female, you can invoke it to charm monsters; otherwise, invoking it will only pacify monsters. Will only be gifted to a female character.

(Male counterpart artifact is the Spear of Mars, #2756).

#2124

 · 
vanilla

Trollsbane can be invoked to instapetrify all trolls in a radius of 5.

#2123

 · 
vanilla

Artifacts whose base item type isn’t chargeable can be charged; this will clear or reduce any invoke timeout remaining.

#2122

 · 
vanilla

Make the Mitre of Holiness invoke effect give temporary intrinsic energy regeneration rather than a single huge boost of power.

#2118

 · 
vanilla

New artifact The Silver Shoes, silver low boots that levelport you when invoked. They are the shoes worn by Dorothy in The Wonderful Wizard of Oz.

#2112

 · 
vanilla

Fire and Frost Brand can be invoked for powerful fire and cold bolts.

#1603

 · 
vanilla

The Staff of Necromancy: an artifact quarterstaff that deals double damage to non-drain-resistant creatures (but doesn’t life-drain them as the Staff of Aesculapius does), grants cold resistance and curse resistance when wielded, and can be invoked to raise one vertebrate corpse on your square as a tame skeleton.

#1518

 · 
vanilla

Invoking artifacts for invisibility makes you visible again if you are already permanently invisible. Also, move the Orb of Detection’s invoke invisibility ability to some lesser artifact because it’s a lame power for a quest artifact.

Give the Magic Mirror of Merlin an invoke effect of enlightenment.

Give Sunsword an invoke effect that creates permanent light in a radius like the wand of light. “PRAISE THE SUN” optional.

You can invoke the Amulet on Moloch’s high altar to destroy it; this does something good later for you (more points? prestige?) but Moloch will now harrow and hound you down all the way back through Gehennom even more fiercely than usually.

Various alternate endings for the game:

  • You can take over an abandoned shop, stock it with items and mimics, and settle down as a new shopkeeper, ending the game. This creates a bones file with you replaced by a shopkeeper bearing your name.
  • You can eradicate the Wizard of Yendor from the game entirely and forever, becoming the next Wizard of Yendor yourself. This is done by standing in the center of the Wizard’s Tower wearing the Amulet of Yendor and invoking it. This respawns a beefed-up Wizard; defeat him and the game ends with you as the next Wizard. (It’s missing an end condition for what happens if you escape the dungeon while in this semi-powered-up state.)
  • You can claim the Amulet’s power for yourself rather than giving it to a god. While anywhere on Astral, invoke the Amulet while wearing it. You get some big and unspecified surge of power from it. Furious at your betrayal, your god smites you every way they can, joined in by the other gods and the Riders, calling to bear all their priests, angels and Archons, which spawn in swarms on the high altars. (You also lose sanctuary.) You have to reach each high altar and shut it down/destroy it. Once you have done this, you win and keep the Amulet’s power for yourself, as long as you can manage to hold on to it.
  • Alternatively, there is another way to do the “claim the Amulet for yourself” way: once you invoke the Amulet, a timer starts. The gods have only this much time to kill you or take the Amulet away before you become invincible to them. Would require some anti-boulderforting measures though. Or, you have to escape the Astral Plane back to the surface wiht all the gods trying to impede your progress.
  • You want to break the power of the Amulet so no one gets it, and break the gods’ dominion over the world. You must invoke the Amulet while standing on each high altar to destroy it. (Not mutually exclusive with the other ending: you don’t channel the Amulet’s power into yourself, but into the high altar. In a game with both endings, you trigger the other one by invoking it anywhere except a high altar.)

Also see the Astral Escape Patch.

#728

 · 
vanilla

Artifact whose invoke power creates attack wands.

#450

 · 
vanilla

Artifact chaotic amulet Amulet of Splendor: provides every single amulet effect, as well as unchanging-ignoring controlled polyself when invoked. Wearing it conveys life saving (this WILL disintegrate the amulet if triggered), magical breathing, unchanging, poison resistance, ESP, reflection, strangulation (doesn’t kill you due to magical breathing but maybe it makes it so you can’t eat food or something while wearing it, or it autocurses), restful sleep, and gender change for as long as you wear the amulet. Base type is a cheap plastic imitation of the Amulet of Yendor.

Change the Knight quest artifact to be the Holy Grail. When quaffed from, something good happens; perhaps it needs to have charges or invoking it fills it up so you can drink from it (and you don’t have to drink from it immediately, allowing strategic choices). Should give magic resistance when carried. Possibly gives the effect of a random potion when quaffed: always a “good” potion when blessed, a random one if uncursed, and a “bad” potion if cursed. Or it blesses items dipped into it.

New artifact Aegis: is a bronze roundshield (which is supposed to have Medusa’s or another gorgon’s face impressed on the front). Can be invoked sideways at a monster, which petrifies it or, failing that, causes it to flee (regardless of difficulty or monster MR). Can be invoked downwards to burn a Gorgoneion in the floor. Possibly grants stoning resistance or gaze resistance while equipped.

#167

 · 
vanilla

You can invoke the Amulet of Yendor exactly once for a wish, with some unspecified major drawbacks.

You can invoke a ring of hunger to make yourself more hungry immediately so you can eat dragon or giant corpses. (You have to be wearing it and have it identified.)

Maybe rather than having all rings of hunger capable of doing this, have it be a single artifact ring of hunger. Suggested names for this artifact include Overeater, Bottomless Pit, Cookie Monster, Glutton, and The Hungering.