All ideas tagged "life saving"

#4330

 · 
vanilla

Artifact bronze plate mail The Pact Eternal. Autocurses when worn. When invoked, it summons a tame copy of you, with copies of your armor and wielded weapon (which only works on a wielded weapon), drains 1 level from you, and reduces your maximum HP by half.

If you die while the summoned copy lives, you get lifesaved, the max HP penalty becomes permanent, the copy is unsummoned and you are relocated in its place (to produce an overall effect of it becoming the “real” you.)

If you take off the armor, the copy is unsummoned.

If the copy dies or gets unsummoned by any means, its gear vanishes along with it, and your missing max HP is restored (though your current HP does not get restored).

#4008

 · 
vanilla

Getting lifesaved (for the first time, probably not subsequent times) gives you some experience points, because now you have experienced what death is like.

Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.

Various ritual spells that have been proposed:

  • Ball spells which consume a gem as focus and create a ball of elemental power that hits surrounding squares but not you. (Long casting times would probably make rituals infeasible for combat though.)
  • Temporarily increase your carry cap by a great amount. (Other new intrinsics as required.)
  • Resurrect a corpse as a tame monster (necromancy).
  • Grant temporary intrinsic life saving.
  • Single controlled polymorph with a greatly increased duration.
  • Summon a demon, demon lord, or demon prince. Requires 5 cursed candles and a marker (to draw the classic pentagram). If summoning a named demon lord, it’s either random or there’s some expensive way to control who shows up. The demon lord could be peaceful, but with current behavior this is useless. Possibly summoning them allows you to make a pact with them.
  • Remove the graveyard status from a level (would need to be expensive, and perhaps involve the Book of the Dead, and multiple different headstones).
  • Grow a tree. This consumes at least a piece of fruit. For anti-farming the tree should probably not produce fruit or bees when kicked.
  • Create a portal between two levels of your choice (doesn’t work with the Amulet obviously, but otherwise works)
  • Create an artifact (that is, you somehow imbue an item with properties it can’t normally get).
  • Bless items. Consumes a blessed scroll of remove curse.
  • Genocide a genocidable monster. Consumes a figurine of that monster plus other costly things.
  • Reverse genocide a monster. The monster may or may not have to be normally reverse-genocidable. Consumes a figurine of that monster plus other moderately expensive things.
  • Charge something. Requires a rare ingredient - perhaps a dilithium crystal.
  • Summon tame elemental(s). Among other things, ingredients include: a potion of water, any beatitude (water); a rock (earth); lit candles, a lit oil lamp, or a lit potion of oil (fire); an amulet of magical breathing (air).
  • Create a magic lamp. Needs an oil lamp (of course) and a figurine or mask of a djinni (or possibly a nearby live djinni).
  • Make the current level non-teleport. Requires a scroll of teleportation and that the caster be standing on an anti-magic field at (?) either the start or the end of the ritual.
  • Create a fountain. Requires a statue of a medium-sized or larger monster, which gets destroyed (by turning it into the centerpiece of the fountain). There may be potential for wishing abuse; perhaps the fountain should be flagged so that it can’t produce a wish-granting water demon.
  • Turn a regular knife into an athame. Components include other bladed weapons with positive enchantments adding up to 20 or something; all of these charges will be drained to +0 in the creation of the athame. The resulting athame is +0, regardless of the charges on the component weapons or original knife.
  • Create a tame golem or golems. Requires a large amount of total weight of objects made out of the golem’s material.
  • Summon a coaligned angel or other minion of your deity as a pet.
  • Create a tame wood nymph from a tree (only once per tree).

Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.

Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.

In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.

Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.

An Alchemist role, revolving around potions and alchemy, and likely requiring overhauls of several systems.

  • The main form of combat is to create phials of potion (where 1 potion splits into many phials), which can be tossed at enemies to cause potion effects on them. The main potions used are things like acid, paralysis, (lit) oil, and confusion.
    • Phials come in all the same types as normal potions but have somewhat weaker effects.
    • You can dip a stack of empty phials into a potion to fill them with that potion (up to some maximum).
    • Thrown phials have the same exact splash damage effect on things as throwing the potion would produce, but drinking it is a small enough dose to only cause the splash damage effects to the drinker. Requires some balance so that splash damage is useful against monsters but not useful for the player to drink for beneficial phials.
    • Phials can be dipped into potions, but nothing can be dipped into phials.
  • The quest artifact is the Philosopher’s Stone.
    • The quest leader is Nicolas Flamel and the nemesis is an Avatar of Death (like Death, but weaker).
    • Fun possibilities for transmuting materials here if the object materials patch is in effect.
    • Its base item type could be a ruby (but perhaps not because dnethack makes the Heart of Ahriman a ruby) or a garnet, based on its color in Harry Potter, or an opal.
  • Can also create alchemic gizmos: smoke bombs from potions of blindness, firebombs from potions of oil, all lighter and more numerous and useful than the base potions.
  • Start with all potions identified.
  • Could start with an alchemy kit, which is a rare tool find for other roles. NeroOneTrueKing proposed a set of mechanics for an alchemy kit:
    • Has 3 compartments. The first accepts only potions/phials of polymorph (or perhaps it just has charges and you can recharge it by using potions of polymorph).
    • The other compartments must each only contain items of the same material.
    • A success chance is displayed based on the amount of polymorph potion available, the weight ratio of the two compartments, and the materials themselves (metal can transform into metal relatively easily).
    • A successful use swaps all of the materials of the two compartments.
  • Needs mechanics such that in an Alchemist’s hands, no potion is useless.

The invoke effect of the Philosopher’s Stone is heavily debated.

  • It creates potions of the Elixir of Life. This potion cures disease and restores lost attributes, but most importantly it grants temporary intrinsic lifesaving. If you die with intrinsic lifesaving, you lose the remaining time for the intrinsic.
  • Creating potions is way too powerful since the player will be able to bank them, so nerf this: perhaps you can only get Elixir of Life by dipping the Stone into a potion of full healing, or something. Or Elixir goes bad after a while and reverts to water, making it usable for before a fight but not for stashing.
  • The Elixir should not be more powerful than a potion of full healing, or the invoke effect of the Staff of Aesculapius - healers should be the best at actual healing. Probably, getting lifesaved from intrinsic lifesaving will only restore enough HP to stay alive a little longer.
  • The Elixir gives a large temporary boost to HP regeneration.
  • No Elixir of Life; it instead turns potions of sickness into (extra? full?) healing.
  • The Stone can turn metal objects into gold or can turn rocks into gold pieces when rubbed on them.
  • When dipped into gain level or gain energy, transforms the potion into polymorph.

A really great Alchemist implementation would probably involve a full alchemy overhaul which adds herbs and fungi, harvesting ingredients from corpses, cooking, and interesting ways to combine everything. The challenge with making this is how to make it useful for other roles and not just the alchemist, and at the same time not overcomplicating the game with the new additions.

#3910

 · 
vanilla

Some type of monster that lifesaves you when you die, instead dying itself. This might be a new monster or not, probably something angelic (but not an Angel since you can get one on Astral).

#3731

 · 
vanilla

Armor of life saving (unspecified whether it would be magical body armor or some other sort of armor like a helm, or even an object property on existing armor). When it saves your life, it crumbles to dust like the amulet does, as well as any other source of life saving you happened to have, to prevent double-life-saving exploits.

#3570

 · 
vanilla

Add a side branch that can only be entered by dying in a certain place such as the Valley of the Dead, or by life saving not working. When you die, you appear there with no inventory and have to fight your way out to return to your body. Monsters are also subject to this and appear in that branch after dying to the same conditions. However, it only works once - if you die again you die for good, even if you successfully got back to your body in the process.

#2535

 · 
vanilla

If you have previously died and gotten lifesaved in the game, some things or people interact with you differently.

#1891

 · 
vanilla

Because you pass beyond the mortal realm when you exit the Dungeons with the Amulet, life saving does not work in the Planes, at all, even for monsters. (In wizard mode you can still choose to die of course.)

#1473

 · 
vanilla

When you get lifesaved, a ghost with your name may be created next to you.

#1258

 · 
vanilla

Armor of lifesaving. Works as expected, saves your life but disintegrates in the process; more interesting than an amulet because it leaves you more vulnerable after disintegrating. This could possibly be an (extremely rare) object property.

#1072

 · 
vanilla

If you are lifesaved after dying from attribute loss, it restores the attribute to its base value instead of 3.

#939

 · 
vanilla

If you die from overeating and then are lifesaved, you automatically finish eating.

#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.

#361

 · 
vanilla

If an undead monster tries to put on an amulet of life saving, it will be either undead turned or destroyed, or brought back to life.

#332

 · 
vanilla

Make instadeaths more consistent with respect to life saving: brainlessness destroys only the brain but cannot be life saved, whereas disintegration destroys your entire body but can be life saved. One or both of these should be changed.

#135

 · 
vanilla

Getting lifesaved gives you experience points (because it’s a near-death experience). So should having a out-of-body experience from getting hit with death magic while hallucinating.

Getting lifesaved has permanent detrimental effects. Perhaps it reduces the stat maximum for an attribute as well as the attribute’s current value, like Wis or Con (Con is preferred, because it hits both carrying capacity and regeneration), and if the attribute it would reduce is 3 or below, life saving does not work at all. It could also possibly drain 1d3+1 levels.

#82

 · 
dNetHack

A side effect of a ring of three wishes: while wearing it, if you die, a wish gets used up and you get lifesaved.