#4834
The cost of buying divine protection should increase the more you have abused your alignment.
The cost of buying divine protection should increase the more you have abused your alignment.
Leprechaun race: gets unlimited gold-stealing attacks that allow you to teleport each time you steal gold from a monster’s inventory or beneath their feet, which allows you to set up teleportations in advance by luring a monster onto a pile of gold pieces. However, it has weak attribute maximums.
Leprechauns should get buffed on St. Patrick’s Day. There are various ways this could be done; probably the easiest is giving them more starting gold but also increasing the damage of their attacks.
Allow dragons (possibly/especially baby dragons) to hide under piles of gold, but only gold, and possibly only of a certain quantity - an adult dragon hiding under 2 gold pieces doesn’t make much sense.
A themed room that is a dragon’s hoard: a big pile of money and gems (and possibly a couple chests) spanning multiple spaces with a single sleeping (or waiting) dragon on top of it all.
If you underpay a foocubus (which includes not having any money in the first place), their chance of getting a severe headache is increased. This could even be implemented as a sliding scale where they are more likely to get a headache the more you underpay them by.
Artifact suit of armor (type is unspecified, perhaps a ring mail or chain mail) that is unaligned and operates like magic armor in the Legend of Zelda. When worn, it drains your gold at a constant rate, and when you take damage, you lose a somewhat randomized amount of gold, in exchange for partially or completely negating the damage (perhaps the easiest way to do this is via half physical damage, since it doesn’t make much sense for armor to protect against e.g. poison damage from drinking a potion of sickness). Gold is consumed at some rate higher than 1 per turn, and it is lost for damage at some rate higher than 1 per hit point.
If you have no gold while wearing it, you become either very slow or very encumbered, and it ceases to reduce or negate damage.
Croesus may occasionally generate wearing this armor, along with some gold to supply it. Otherwise it generates like any unaligned artifact.
When a leprechaun teleports after taking gold so they can bury it, if there is a leprechaun hall on the level, they will always pick a random unoccupied space in that room to teleport to. (If no space is unoccupied, they will teleport randomly as normal.)
Throwing gold into a fountain (by standing on it and throwing it downwards) makes the gold vanish, and has a (gold/1,000,000) chance of giving you a wish.
Enhance Minetown with a bunch of new NPC denizens:
A secondary proposal is to make some of the denizens who teach you things actually useless a random amount of the time. For instance, the gladiator is a liar who’s good at spinning stories and not much else, or the aged traveler is a charlatan who gives misinformation, abusing Wisdom or sapping your experience points.
Leprechauns should sometimes wake up when someone is moving near them carrying a large sum of gold. Their awareness doesn’t extend to the precise location of the creature, it’s just enough to shake them awake.
The chance of this happening and/or the distance at which this happens should be dependent on the amount of gold carried.
You should be able to use a forge to melt down gold items and turn them into gold pieces.
Pet dragons that eat mimic corpses should turn into large piles of gold, consistent with the stated reason that pets tend to mimic things they are thinking about.
The $ command lists, in addition to your currently carried gold, any amounts of store credit you currently have at shops you have visited.
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.
A sentient and always-peaceful monster that you can recruit as a powerful steed, but you need to pay it a large amount of money to ride on it.
Vow of poverty as a conduct. It is broken by ever having money in inventory (with a grace period of a few turns at the beginning of the game for roles that start with money, or define the conduct as never having money enter the inventory so you can spend initial gold, or a roleplay option similar to nudist that prevents you from generating with any money).
New objects “scrolls of riches”, which serve as a means of storing large amounts of money without carrying around all the literal gold.
The player is able to do some sort of ritual that involves sacrificing 25,000 gold pieces to open a portal to Fort Ludios if one has not already been generated. Possibly this would have to be done in a vault. If a naturally generated portal does already exist, the gold is still expended but the attempt to make another one fails.
New “pauper” conduct, in which you are not allowed to gain any gold pieces in your inventory (gold items like the gold ring and Candelabrum are fine, because they aren’t money).
An interesting side effect is that you can’t sell things in a shop since the shopkeeper will give you money directly for them, unless you manage to somehow remove all the shopkeeper’s gold, enabling you to sell and buy things for store credit.
You can magically charge up a credit card, which when you take it into a shop makes it good for a certain amount of store credit. Alternatively, applying a credit card with charges just spits out some zorkmids and uses up a charge.
“Dragon hoard” themed room: containing a big pile of gold scattered within a radius of 2-3 tiles around its center point, with larger stacks of gold closer to the center of the pile. The pile may also contain a few additional items: random gems, a ring or amulet, (if in an object-materials-implementing variant) a gold version of an item that is eligible to be gold. Atop the center of the pile is a dragon, or possibly a few adult dragons all of the same species, either asleep or flagged as waiting, with possibly a few dragon eggs of the same species and/or a couple baby dragons.
When you do something to anger the Minetown Watch, they become hostile but will demand that you pay a fine when they come face to face with you, and will only attack after you refuse or are unable to pay the fine.
If you approach a demon lord with a low amount of gold, they automatically become hostile.
Dragons that generate at level creation time also spawn a hoard of gold beneath them, similar to how concealing monsters generate items to hide beneath. Possibly, their AI recognizes the hoard as theirs and they are reluctant to stray off of it or far from it as long as there is gold there.
Rather than placing random amounts of gold on each tile in a special room that generates gold on each tile (zoo, leprechaun hall, and any other that might get added), bias it so that there is more gold in the corners and along the walls, on the basis that things tend to accumulate in the corners of rooms. Should work on irregularly shaped rooms as well as rectangular ones.
One possible algorithm is that corners get 3 “helpings” of gold placed on them, walls 2, and every other space 1.
Another take is to instead put more gold into the center of the room and less further out, possibly guaranteeing some dragons on top of the biggest piles.
Evil librarian monster: it is peaceful at first, but considers every spell you know to be an overdue library book, and charges you a $100 late fee per book when it encounters you. If you don’t pay, it attacks. Possibly they carry some books, and if you manage to keep it peaceful, you can loan books from it. May generate with a magic marker.
There is some ritual you can do that allows you to manually create the portal to Fort Ludios. It requires the sacrifice of at least 10000 zorkmids, possibly some special item that is only generated somewhere below Medusa, and that you be in a vault. If the portal to Ludios already generated, this will always fail (it won’t make a second portal).
New artifact short sword, which is the first sacrifice gift for Rogues. It does extra damage based on the amount of gold carried in your inventory (or possibly your opponent’s inventory, though this would make it no better than a normal short sword on many monsters). The damage bonus eventually runs into diminishing returns so that the damage bonus doesn’t get too ridiculous.
Gold that disappears by losing it in fountains, to thrones, or by failing to read spellbooks, appears in the Fort Ludios vault.
A magical bag which only holds gold and gems, but any gold and gems inside it don’t weigh anything.
Priest characters can sacrifice gold at a coaligned altar for identical benefits as they would get from donating to a priest. The altar does not have to be attended.
You can offer gold on a coaligned altar as well as giving it to a priest. This gives you a different, weaker, variety of benefits if there is no priest present (and the same ones if there is a priest present). When you do donate to a priest, they offer the gold themselves in a burst of light (which deletes the gold, preventing you from killing them or stealing to recoup it).
Gnomes get permanent detection of gold and gems within a radius 3. Or possibly the radius can scale with XL.
New role: the Debtor. You begin the game by having taken out massive loans to buy a lot of very nice (erodeproof, high enchantment, magical) equipment, and so you should be able to breeze through the first part of the game. However, from time to time, your creditors appear and demand large sums of gold as interest payments. If you can successfully find enough gold to comply with their demands exactly, your debt will never actually increase. If you can overpay, you will be paying off the initial loan amount, and hopefully will eventually pay it all off. However, if you cannot meet their demands, they will first disappear with threats and take any current gold you happen to have, then send repossession men to confiscate your equipment (they will sell it for far less than it’s actually worth and not really help to reduce your debt all that much), then send thugs to kill you.
The Mines have a higher rate of gold and gems embedded in rock than the other branches.
Gloves of fortune, which unlike SporkHack cause killed monsters to drop d10 gold pieces that didn’t previously exist, and rarely a gem.
Dowsing rod: chargeable magical tool that when applied tells you the total value of all gold and gems on the level that isn’t being carried by the player (but not their locations), and whether there are any artifacts on the level that are not carried by the player.
Rock moles and other item-eating monsters drop any gold or gems they have eaten (digesting them can’t be a fast process), or they destroy 10% of all gold they eat and have a 10% chance of destroying any other items they eat; otherwise those items will be placed in the mole’s inventory.
When a monster picks up an item owned by a shop, its base price is deducted from any gold they’re carrying and gets transferred to the shopkeeper. If they’re short on cash, they don’t have to make up the difference at all.
Soldiers and watchmen can be tamed by throwing gold at them. In order to make them tame, you must give them over a certain initial amount X, which will give 1 point of tameness, and giving them additional gold will increase tameness by 1 for every Y gold. Tameness steadily declines over time, removing Y gold from their inventory each time it drops by a point. Should tameness drop to zero, they become hostile. Chatting with them while tame will give you a clue about how tame they are: they will either talk about how they’re going to spend all their money, or wonder when the next payment is coming, or threaten you for more gold, depending on the amount of tameness. Normal magical taming methods do not work on them (as currently happens).
Dipping or dropping gold pieces in a fountain very rarely increases your Luck.
Reduce the amount of gold generated on the floor, and probably also that buried under the floor and in rock so it doesn’t incentivize the player digging out a level. This is an attempt at gold rebalance.
The sum total of gold generated in monster inventories should be tracked by the game, and the amount of gold monsters generate with should tail off after a while.
The Watch should start with a small amount of gold, and throw it at a player of the opposite gender while the player is disrobing.