All ideas tagged "weight"

Change the atlatl into a launcher that throws spears. This means that Xiuhcoatl is no longer a weapon in its own right. Re-buff it by making it give fire damage to all spears thrown from it, and also reduce the weight by half of all spears in main inventory, or make them weigh 10 like daggers.

#4340

 · 
vanilla

Cavemen have a lot of experience traversing tight spaces in caves, and thus are always able to squeeze through a diagonal space (except possibly in Sokoban).

Alternatively, they are able to squeeze through diagonal spaces while carrying much more weight than other roles.

#4325

 · 
vanilla

Buff the axe, because its damage is fairly low for its weight, in one of two ways:

  • Treat the axe as a normal wood-chopping axe, and reduce its weight.
  • Treat the axe as a designed weapon, and keep its weight but raise its damage.

#4296

 · 
vanilla

Greasing an item slightly increases its weight. If the grease wears off, it reverts to normal weight.

#4057

 · 
vanilla

When riding, a lance will count for much less weight than it will normally, because your saddle is presumed to have its own stirrup for the lance. When wielding the lance, it reverts to its full weight.

#3980

 · 
vanilla

Various types of floor traps trigger based on your weight. This makes the trap more likely to trigger on a heavily armored character or one who has collected a lot of loot. Would work nicely in the Gnomish Mines, since gnomes are light and don’t tend to carry much stuff. Certain traps could also trigger to a lesser degree if you weigh enough to trigger it but not a whole ton.

#3663

 · 
vanilla

Any item can be dipped into a potion of levitation to permanently reduce its weight by 20%. This uses up the potion, and it will only affect the item’s base weight, not the weight of any contents (i.e. a bag of holding thus dipped will weigh 12 + contents instead of 15 + contents).

#3629

 · 
vanilla

Bags of holding give a flat reduction in weight (proposed amount is 150 aum) and only apply their usual halving or quartering to any weight in excess of that. This makes it beneficial to find and carry multiple bags of holding.

#3625

 · 
vanilla

Blessed loadstones boost your carrying capacity by more than their weight, allowing you to carry more than if you were not carrying the stone at all. The stone would probably still curse itself upon leaving inventory, however.

#3593

 · 
vanilla

If you fall downstairs while fumbling, you may land on a monster that was already occupying the upstairs of the level below, damaging them proportional to the weight of your armor and possibly reducing the damage you took from falling down the stairs.

#3578

 · 
vanilla

Armor and weapons are heavier when they are cursed than their normal weight.

#3564

 · 
EvilHack

For giant player characters, huge chunks of meat should weigh the same as boulders (i.e. light enough to pick them up easily).

Loadstones operate more subtly: they increase their weight every time you pick up a new item (one that you haven’t touched yet in the game). At some weight threshold, it autocurses and becomes undroppable.

#3459

 · 
vanilla

Carrying a loadstone makes all stone-type missiles (slung ammo, etc) deal double damage - increasing the payload of stones. Also, when blessed or uncursed, it doesn’t weigh as much as cursed.

#2967

 · 
EvilHack

Within Sokoban, boulders weigh 6000 for giants, just like anyone else, so you can’t carry them around.

Make potions lighter, on the order of 5-10 aum, on the basis that potions are one-time use and one-time use objects shouldn’t be heavier than many pieces of armor, and also on the realism basis that at their current weight, they’re a few liters of liquid. The counterargument is that if potions are lightweight, there’s less to prevent the hero from scooping up everything in the dungeon as they go.

#2689

 · 
vanilla

A tinning kit’s weight is dependent on how many charges it has left, getting lighter as it is used to tin things. This could also be extended to other tools which have charges and are not magical, such as cans of grease.

#2635

 · 
vanilla

Polypiling can’t create matter out of nothing. If an item is trying to polymorph into a heavier item, it must absorb the mass from other objects in the pile, destroying them. Note that if polypiling a stack of same-weight objects (potions, or scrolls), none of the candidate items will be heavier, so this will never trigger.

#2625

 · 
EvilHack

Spell staves are made into poor melee weapons (comparable or worse than the club, being basically a stick that’s just sturdy enough not to break), but are made lighter than the quarterstaff, weighing only 10. Its bonus to a single spellcasting school is countered by it applying a slight spellcasting penalty to spells of some or all other schools.

#2255

 · 
vanilla

Monsters, including the player, under a certain body weight plus inventory weight don’t trigger squeaky boards. This weight factor is fairly light, possibly in the low hundreds (so even a player carrying nothing will still trigger it).

#1909

 · 
vanilla

You don’t take damage when tossing lightweight, non-hard, non-weapon objects upward. “Light” is defined by some weight threshold. (It’s very weird that you can take damage by tossing, for instance, a eucalyptus leaf in the air.)

#1460

 · 
vanilla

Alter the player’s corpse weight based on how hungry they were when they died.

#1453

 · 
vanilla

The potion of levitation has negative weight, and lightens your inventory load rather than weighing it down more.

#1190

 · 
vanilla

The weight of your character varies depending on your hunger status.

Float stone, a gray stone which has negative weight. Non-stacking, and rare. If you get enough float stones to more than cancel out your own weight and the weight of any possessions you’re carrying, you levitate. Possibly doesn’t work when put into containers, or at least doesn’t get multiplied by the effect of a cursed bag of holding. May gain positive weight when cursed, or greater negative weight when blessed (or vice versa).

More harassment effects: the chance of respawning the Wizard is a fixed 1/7 and the rest of the effects are equal probability. Multiple non-duplicate effects may happen at the same time.

  • Unchanged: curse items, summon nasties, vaguely nervous, aggravate monsters
  • Darken much of the level, and extinguish, destroy, or cut the remaining lifetime of light sources. Maybe also blind the player.
  • Drop boulders around the upstairs, or iron bars.
  • Spawn pools centered on the player, with sea monsters in them.
  • Spawn lava around the level, not under the player.
  • Create a hole or pit under the player.
  • Create a stinking cloud centered on the player.
  • If you are carrying the Amulet, it teleports to a random square on your level or the level below.
  • If you are carrying the Amulet, it (and possibly any fake Amulets) becomes heavier. This either lasts until the next harassment triggers, or is permanent but the total amount of weight added to the amulet has some sort of cap on it. This is interesting primarily because it targets carry cap, which is a valuable end-game resource.
  • A variety of powerful player debuffs such as dealing half damage, taking double damage, blocking HP or Pw regeneration, super hunger, etc.