#4343
Artifact amethyst that when dipped into fruit juice turns it into booze, the reverse of what usually happens.
Artifact amethyst that when dipped into fruit juice turns it into booze, the reverse of what usually happens.
You can dip oil into booze or vice versa to create a new type of potion (“potion of firebomb” or “potion of molotov cocktail”) that is never randomly generated, which is primarily intended to be lit and thrown like oil, but results in a much more powerful fireball than oil alone would produce.
Effects when drinking this potion are unspecified. Since oil has minimal effect when you drink it, it likely just works like booze or diluted booze.
Enhance Minetown with a bunch of new NPC denizens:
A secondary proposal is to make some of the denizens who teach you things actually useless a random amount of the time. For instance, the gladiator is a liar who’s good at spinning stories and not much else, or the aged traveler is a charlatan who gives misinformation, abusing Wisdom or sapping your experience points.
Carrying an amethyst makes you immune to all effects of quaffing booze.
Add a minetown variant called “Wine Town”. It would largely follow the regular Minetown precedents of having the Watch, a temple, a (high probability of a) general store, but would also have at least 2 potion stores, a couple random potions of booze lying around, and a large “drinking hall” room.
You can tame (or at least pacify) hostile dwarves by throwing potions of booze at them, which they catch.
When you pass out after drinking booze and “awake with a headache”, you lose 1 HP. If this kills you, your death is “killed by a hangover”.
The potion of booze should appear as “potion of mead” to Valkyries, using the same system that makes it appear as “sake” to Samurai.
Detect food sources additionally detect potions of fruit juice, and possibly potions of booze.
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.
A minor artifact that turns water into booze. Potentially has an affinity to Priests and they receive it as a sacrifice gift somewhat more often.
After you drink booze, you are afflicted with hiccups for some time, which on some small fraction of turns makes you throw a quivered item in a random direction or drop your weapon.
If a system is implemented that tracks the amount of booze you have drunk throughout the game, lawful gods start to penalize the player for drinking too much after a while.
You can use booze potions to clean off your wounds, helping you recover faster. Poison wounds, specifically, though this is debatable because 1) the game doesn’t track wounds you got from poison and 2) alcohol can help treat infections, whereas poison isn’t an infection.
Healers should probably be able to do this more successfully than other roles.
Merge the potions of booze and confusion together, because booze is basically just a weaker form of confusion that also has a minimal amount of nutrition. It’s not certain which way they should be merged: deleting booze and favoring confusion has the advantage that monsters can still flavorfully throw it at you in order to cause confusion (you don’t get instantly drunk from being splashed with booze), but deleting confusion and favoring booze is attractive because it’s a more flavorful item in general, what with having a dual confusion/nutrition effect, being nonmagical, contributing to levels like the Wine Cellar, etc.
Addendum to the brewing patch: you can ferment/dissolve newt corpses to produce potions of gain energy, and can combine various fruits with water to produce fruit juice. Also, since booze tastes like liquid fire, fermenting a red mold corpse produces a potion of booze.
Monsters can drink potions of booze as a defensive item, but only when fleeing. It cancels their fleeing and confuses them.
Satyr, a h monster that is either chaotic or lawful (either could fit), are always male, generate with booze frequently, and chase after any nymphs nearby (who flee or teleport from them). Appear in the Ranger quest frequently.
Drinking booze reduces your memory retention of spells.
Fruit juice turns into booze all on its own if you leave it alone for long enough.
Booze is a customizeable name in the options like fruit/slime mold.
Ice boxes occasionally contain potions of booze or fruit juice in addition to corpses. A proposed frequency is 1% of ice boxes, and they contain d3 of either type of potion (possibly both).
Leprechauns steal potions of booze as well as gold.
Drinking multiple potions of booze in a short time span has progressive effects: first confusion as normal, then vomiting, then sending the drinker to sleep or losing some (resistable) HP via alcohol poisoning. Also add in monster (dwarf, orc, leprechaun) booze-drinking behavior, complete with drinking songs as level sounds when a monster is intoxicated.
Drinking booze while already under its effects, or occasionally when its confusion effect wears off, causes hallucination.
Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed: