All ideas tagged "object properties"

#4436

 · 
object properties patch

Saddles can have object properties that apply to the animal wearing the saddle.

#4361

 · 
object properties patch

The Soul Forge: a single-level branch off Gehennom that contains a smith. The smith will take two items of the same type and forge them together into one; in technical terms this destroys one of them and imbues the other with whatever object properties the destroyed one had. They cannot both be artifacts, and if one is an artifact, it will not be the one destroyed, so the properties from the other one will be transferred to the artifact.

The smith’s price is based on how many object properties the resulting item will have, increased if it will be an artifact. In dNetHack, the smith would require payment in soul coins, but in variants without those, they may just ask for gold or some other valuable. If paid in soul coins, the requested type of coin would be random but deterministic based on the object IDs of the two items.

#4295

 · 
EvilHack

Attacking a dead tree with a weapon of fire, or an artifact with fire damage, will burn up the tree.

#4244

 · 
object properties patch

An object property “of rust”, applicable to weapons, which causes its target’s gear to rust and, eventually, get destroyed.

#4101

 · 
vanilla

Shop-owned items with positive enchantment (but not negative) have the enchantment identified, since the shopkeeper is, after all, trying to get you to buy them.

In variants with object properties, items with beneficial properties should also come identified in shops for the same reason.

#4075

 · 
object properties patch

Dipping ammo in various potions can endow it with a permanent object property related to the potion.

#4066

 · 
object properties patch

Applying an athame to an item with an object property magically severs the property, which then “falls” and attaches to the topmost eligible item on the floor beneath it.

#3996

 · 
object properties patch object materials patch

Artificer role themed around turning items into different or differently powered items.

  • They are intended to play similarly to a Healer, with alternate ways of surviving due to having personally low offense. However, their magic doesn’t focus on healing.
  • Add a new spell school, “artifice spells”, with the following spells:
    • Transmute: Change the material of an object.
    • Imbue: Consume a wand and endow a different item with an object property related to that wand.
    • Enscribe: As above, but consume a scroll.
    • Reforge: As above, but consume a magical piece of wearable gear.
    • Elute: Consume a magical piece of wearable gear and produce a potion with a related effect.
  • Can get up to Expert in artifice spells, Skilled in matter spells, Basic in enchantment spells. Other skill caps are unspecified.

#3842

 · 
object properties patch

A system termed “named non-artifact properties”. They are unique properties that never generate on more than one item per game, and confer some artifact-like qualities, but are not tied to a specific type of object, and can generate on multiple types of base item. This type of property cannot be wished for, even if properties can otherwise be wished for.

A couple examples:

  • Any random ring could generate with a property that causes it to be named “Serpent’s Bite” and gives you a minor poison attack when hitting something with bare hands and the ring equipped.
  • A few different types of fruit could generate with a property that causes it to be named “from Eris’s garden” and cause aggravate monster when carried.

#3507

 · 
object properties patch

“Unstealable” object property, which makes an item with that property incapable of being stolen.

#3506

 · 
object properties patch

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.

#3170

 · 
EvilHack

Items that generate with an object property should be eligible for the chance of generating with a name even if they’re only +0.

#3055

 · 
FIQHack

Add levitation as an object property, so that you can have weapons and equipment that makes you levitate while it’s equipped.

#2994

 · 
object properties patch

Armor can no longer be enchanted with a +/- number that affects AC. It always behaves as +0 with regard to AC. Instead, using a scroll of enchant armor on it gives it a random object property. A blessed scroll gives a good property, a cursed scroll a bad one, and an uncursed scroll any possible one (possibly including situational, double-edged properties that are not available as either “good” or “bad”).

#2327

 · 
object properties patch

For variants with object properties, store a bitfield as the property mask in the objclass struct, and a separate one in the obj struct. This lets you define which properties are inherent to the object type (e.g. acid resistance and poison resistance for an alchemy smock) and which abnormal properties it has, which is useful because all alchemy smocks shouldn’t show up as “alchemy smock of poison resistance and acid resistance”.

#1881

 · 
object properties patch

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.

#1578

 · 
object properties patch

Object property “curing”: allows the item to be used like a unicorn horn to cure ailments.

#1567

 · 
object properties patch

“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.

#1501

 · 
object properties patch

“Homing” object property, which generates on ammo and guarantees a hit.

#1484

 · 
object properties patch

Thirsty weapons sometimes gain a point of enchantment when they drain a level from something. Probably only up to a certain maximum.

#1360

 · 
FIQHack

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.

#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.

#645

 · 
FIQHack

New object property “identification”. Generates on containers, and type-identifies any item put into it.

#416

 · 
vanilla

Object properties are more likely to appear on poorer weapons and armor.

New object property, burden. Makes the item heavier than it is normally. Objects with this property generate cursed 90% of the time.

#116

 · 
FIQHack

You can wish for object properties in FIQHack, but only on items that aren’t inherently magical.

#93

 · 
FIQHack

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.