#4419
A “fearless” object property for weapons or equipment which makes the wielder or wearer immune to fear effects. (This is more useful in variants which implement a fear system.)
A “fearless” object property for weapons or equipment which makes the wielder or wearer immune to fear effects. (This is more useful in variants which implement a fear system.)
An object property “of rust”, applicable to weapons, which causes its target’s gear to rust and, eventually, get destroyed.
“Unstealable” object property, which makes an item with that property incapable of being stolen.
Object properties, one per spell school, which each give you a casting boost in their spell school when the item is equipped (it only generates on equippable items). Should be rare compared to other object properties, and unwishable.
Add levitation as an object property, so that you can have weapons and equipment that makes you levitate while it’s equipped.
A small fraction of wearable items are generated with a “trendy” property, which is pre-identified and not hidden from the player. Trendy items have an increased base price and add one charisma when worn.
Object property “curing”: allows the item to be used like a unicorn horn to cure ailments.
“Piercing” object property, eligible on ammunition, which makes them not stop flying or break when they hit a monster, continuing on to possibly hit more monsters behind it.
“Homing” object property, which generates on ammo and guarantees a hit.
New object property “sacrificial”. When something bad happens to you (any one bad effect, really), if you have a sacrificial object equipped, the object disintegrates and the effect is nullified.
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.
New object property “identification”. Generates on containers, and type-identifies any item put into it.
New object property, burden. Makes the item heavier than it is normally. Objects with this property generate cursed 90% of the time.
Greed as an object property for containers: the container will refuse to open 80% of the time, costing a turn. Either any gold put into the container vanishes permanently or gold weighs nothing when in the container.