#5199
Potion of vorpality: consuming it grants you a short duration of a new “vorpal” intrinsic. While you are vorpal, any melee attack you make with a bladed weapon acts like Vorpal Blade in that you may decapitate a monster you hit with it.
Potion of vorpality: consuming it grants you a short duration of a new “vorpal” intrinsic. While you are vorpal, any melee attack you make with a bladed weapon acts like Vorpal Blade in that you may decapitate a monster you hit with it.
Add an anosmia status condition, in which you have no sense of smell:
Not specified what things in the game might cause this condition, or if it should be a roleplay birth option.
A “repulsion” intrinsic. This prevents monsters that fail a resistance check from moving next to you (specifically, where they believe is next to you) on their turn by making their AI consider it an invalid position. However, if you are in melee range, it does not make them step away from you or refuse to fight you, nor does it prevent them from making ranged attacks.
This intrinsic could come from some new artifact or spell, but two possible sources for it that already exist are reading the scroll of scare monster and casting the spell of cause fear.
A status effect, probably caused by a potion, that removes all color from the game, but affecting more than just the map: color-based items cannot be differentiated, color-based monsters will not be distinguishable (e.g. a red naga and a black naga will just show up as “naga”, all dragons will just be “dragon”), and rays are reduced to some sort of generic ray effect (all dragon breath is just generic dragonbreath with no particular type, similar for all wand zaps).
Eating too much food can give you a ‘hiccuping’ intrinsic, where you sporadically hiccup and wake up monsters. Drinking more than two potions of booze in quick succession can also do this. You can cure the intrinsic by drinking a fizzy potion.
New “doomed” intrinsic, which can be given by late-game things such as demon lords (via something like SpliceHack’s dark speech). This intrinsic causes your Luck to be counted as -10 as long as it is active, overriding your actual luck and any luck items you have, and not timing out back to 0, though the intrinsic itself may use a timeout. (It doesn’t actually change your Luck stat; just makes things that check Luck return -10. When it wears off your Luck reverts to what it was normally.)
Mummies have a constitution-draining touch attack, which possibly also inflicts a ‘withering’ intrinsic that deals damage over time and abuses Constitution every turn.
Mummies could also “cast” a curse on you, not to curse your items, but to make you sink through the floor, sending you down 1-3 levels.
Spell of foresight, a high-level divination spell that gives you a short amount of a temporary buff which gives monsters a massive to-hit penalty against you, possibly giving yourself to-hit bonuses as well. It also gives you automatic searching; searching while you have the foresight buff active is guaranteed to find traps.
Eating corpses gives you a temporary “queasy” intrinsic, which is a debuff on par with being burdened. This is aimed at fixing the irrelevance of the game’s hunger clock.
Implement a player fear system that unlike many other proposals, does not take away agency from the player by paralyzing them or forcing them to flee using a predefined algorithm. Instead, it incentivizes the player to flee by making continued combat unattractive.
Create a new intrinsic called “Panic”/”Panicking”. Sources of fear (including existing sources of paralysis-fear, e.g. ghosts) give you temporary amounts of this intrinsic. While you are panicking:
Break the fumbling intrinsic into fumbling (only for hand-related things, conferred by fumble gloves) and stumbling (only for foot-related things, conferred by stumble boots).
When you’re brought below 20 HP and also below 10% of your HP, with no status ailments, a special adrenaline buff automatically kicks in that grants to-hit and damage bonuses for a short time, but causes exhaustion debuffs after it times out.
“Awe” intrinsic, granted only as a divine boon for a short duration: any monster you hit or that attacks you automatically gets scared.
One of the prayer boons you can get from a god is intrinsic light: you become a light source (probably of radius 3, but could be 4). Crowning may give you this permanently, since you’re now all holy.
The scroll of light gives the player a light radius of 3 for a temporary amount of time, rather than lighting up a fixed area.
Invoking the Longbow of Diana gives a temporary buff of “piercing”, in which all your projectiles (not only those fired from the bow) pierce through monsters and continue flying.
Negative “paranoia” intrinsic that randomly adds and removes fake invisible monsters on the map.
A intrinsic that negates the single next instance of HP loss, and then goes away. Possibly granted by a spell.
Sensitive eyes intrinsic: you can see farther in the dark, but anything that creates light such as the scroll or a camera will blind you.
Clerical spell that gives you a certain duration of a property that steals enemies’ maxHP and heals you when you hit things in melee.
Monster status “discord”, which causes a monster to be seen as a target and be attacked by other enemies. On the player, discord is the same as wielding Stormbringer. Discord is available through the spellbook of discord.