#4436
Saddles can have object properties that apply to the animal wearing the saddle.
Saddles can have object properties that apply to the animal wearing the saddle.
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.
Attacking a dead tree with a weapon of fire, or an artifact with fire damage, will burn up the tree.
An object property “of rust”, applicable to weapons, which causes its target’s gear to rust and, eventually, get destroyed.
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.
Dipping ammo in various potions can endow it with a permanent object property related to the potion.
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.
Artificer role themed around turning items into different or differently powered items.
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:
“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.
Items that generate with an object property should be eligible for the chance of generating with a name even if they’re only +0.
Add levitation as an object property, so that you can have weapons and equipment that makes you levitate while it’s equipped.
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”).
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”.
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.
Thirsty weapons sometimes gain a point of enchantment when they drain a level from something. Probably only up to a certain maximum.
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.
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.
You can wish for object properties in FIQHack, but only on items that aren’t inherently magical.
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.