All ideas tagged "planes"

#4241

 · 
vanilla

Add two new elemental planes, those of Positive Energy and Negative Energy.

The Plane of Positive Energy:

  • The full level is lit.
  • Has lots of yellow lights, trees, and whatever plant-based monsters exist in the game.
  • Everything is treated as if it has regeneration. The player can regenerate current HP past its maximum, but if this gets too far past the maximum, they instantly die from being unable to contain the energy (there are warning messages to this effect as you approach this point).
  • Items in the player’s and monsters’ inventories can randomly get blessed, enchanted, or charged - even if this runs the risk of overenchanting and destroying them.
  • Eating any food restores HP as well as nutrition.
  • All exercisable attributes are exercised at regular intervals.
  • All sleep effects are negated.

The Plane of Negative Energy:

  • The full level is dark.
  • Contains lots of undead.
  • Everything constantly loses hit points. If you have regeneration, it either nullifies or only partly nullifies this effect.
  • Items in the player’s and monsters’ inventories can randomly get cursed or lose enchantment or charges (going negative on things which are capable of being negative).
  • You lose several times as much nutrition per turn as normal.
  • All abusable attributes are abused at regular intervals.

#3726

 · 
vanilla

Elementals on their respective home Planes life-save and teleport away from you when you kill them. (Or, alternatively, another one just spawns somewhere on the edge of the map not near you.)

#3456

 · 
vanilla

Create six new semi-elemental planes that each corresponds to a pair of Elemental Planes. These don’t have to behave exactly like the combination of the two elements (e.g. the Plane of Water and Plane of Earth intersection doesn’t have to be a Plane of Mud); the inspiration for them is levels like SpliceHack’s additional semi-elemental planes.

Randomize the order of the elemental planes, and insert the appropriate three semi-elemental planes between each pair of elemental planes. This leads to an End Game that is highly different from game to game, but has continuous transitions at the same time.

#3246

 · 
vanilla

Add paraelemental planes to the ascension run, placed before or after their corresponding elemental plane:

  • the Plane of Ice corresponding to Air or Water,
  • the Plane of Ooze/Mud corresponding to Water or Earth,
  • the Plane of Smoke corresponding to Air or Fire,
  • the Plane of Magma corresponding to Fire or Earth

Either a random one of these planes would be inserted along with the four regular planes, or they would all be inserted but there would be mini-quests or objectives in the Mazes of Menace that when completed would prevent those planes from generating or skip over them.

#2285

 · 
vanilla

The natural spawn rate of monsters on Astral (and perhaps the other Planes) is zero.

#2241

 · 
vanilla

Add a level flag for the level being open to the sky or otherwise no ceiling. Effects of this include: falling rock traps do not generate, cursed potions of gain level do not work, scrolls of earth do not work; monsters that normally cling to the ceiling are unable to. Levels that would have this: lots of Quest levels, the Elemental Planes.

#1891

 · 
vanilla

Because you pass beyond the mortal realm when you exit the Dungeons with the Amulet, life saving does not work in the Planes, at all, even for monsters. (In wizard mode you can still choose to die of course.)

#1345

 · 
vanilla

The portal on the Plane of Fire moves around, one space in a random direction each turn. Never onto lava or another trap.

#496

 · 
vanilla

On the Plane of Water, fire wands and fire spells expand your bubble, and throwing a bag of holding out into the water creates a new huge bubble (as a large but finite amount of the water is sucked into it).

The ascension run through the Dungeons of Doom (the instant you come back into your god’s sphere of influence) is trivially easy: your god will regularly smite any enemy that dares attack you, and will ignore prayer timeout when answering prayer (but only to fix problems; if timeout is not 0, the god will not grant you any boons.) However, once you reach the Planes, the other gods step in and start interfering with the god so that they can’t directly help you anymore. These other gods don’t want to kill you since you’re still bringing the Amulet closer to them. But when you reach Astral, the other gods will do all they can to kill you, relieve you of the Amulet, and bring it to their own high altar. Your god sends you several A (might be Aleaxes, ki-rins or possibly even Archons) instead of just one, but you are now faced with elite teams of player monsters, priests, and A sent by the other gods, who have amulet-stealing attacks. The gods’ struggle to each get the Amulet manifests in all sorts of ways: disintegration beams blasting at you but being redirected onto a hapless monster nearby, inventory cursing, lightning bolts, resurrecting the corpses of dead player monsters or priests, and so on.

Gods’ “Prove thyself worthy or perish” message is flavored as “Prove thyself worthy, because I can do no more for you”. On the Planes, the gods’ balance of power prevents your deity from granting you any extra help (apart from sending angels when you arrive in Astral). If this were not the case, one would expect to be able to breeze through the Planes, with your god smiting down any enemy that might threaten you getting them their Amulet. Prayer will not work, though it will still break atheist conduct.

#176

 · 
vanilla

Make all magic portals on the Elemental Planes immediately visible. The challenge should be surviving for long enough to get to the portal, not wandering around till you find it. This is because “Hunt for the Magic Tile” already exists on the vibrating square level, and is not very compelling.