User:Phol ende wodan/YANI

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This page is an list of YANIs I've come up with. Feel free to use and implement them as you see fit.

This page used to contain an archival list of YANIs from IRC; I've moved it to User:Phol ende wodan/YANI/IRC archive.


New monsters

  • Rat king (not the SLASH'EM unique Rat King), based on the real-life rat king. It is a r, not much faster than a rock mole, but has several bite attacks (possibly scaling the amount by monster level). Each bite has a small chance of conferring disease. Its level corresponds to the number of entangled rats, so a slashing attack could sometimes cut off one rat, which then appears on the floor as a new rat, and makes the rat king lose a level.
  • New demon lord who spellcasts, favoring touch of death and summon nasties. However, the only thing it summons and gates in are incubi and succubi.
  • New demon lord with a fire attack comparable to Asmodeus' cold attack (this is actually already implemented, but is unused). It seems weird that no demon lords are really associated with fire.
  • Demon lord who has no real special abilities, but has a very, very high physical damage output.
  • Silver golem.
  • Slime mold as a new F monster, which is guaranteed to drop a slime mold on death.
  • Mosquitoes, a class a monster which also uses an AD_DRHP attack.
  • Pixies, an n monster that can hide under objects.
  • Some sort of late-game nymph monster that steals items. Helps mitigate an underlying issue: some of the early-game threats like stealing are completely absent in the late game, with no particular reason for that being the case.
  • Ice golems (Unnethack already has these.)
  • Monster that steals your intrinsic invisibility (but only that, unlike gremlins).
  • Monster or attack that un-erosionproofs gear, not very common.
  • Arch-foocubi which do the same seduction as regular foocubi, but the random number they choose has a higher average than a foocubus' 1-35, so the chance of a bad effect is greater and raising stats will not do as much. Perhaps rnd(35) + 25.
  • Dementors, W monsters that have some sort of blinding, despair-inducing attack. Lawful aligned. If you become completely incapacitated by one, they suck out your soul for an instadeath.

Monster behavior

  • Aggravate monster from a ring (and only from that) gives pets a special behavior: as they are aggravated, they will attack enemies with no regard to their current HP or the enemy's level, basically ignoring the checks that exist.
  • Green slimes have an engulfing attack that guarantees to start the sliming process (assuming the player isn't unchanging, on fire, etc).
  • Small mimics (but not large or giant ones) can mimic the floor, looking like nothing in the same way a trapper or lurker above does.
  • Wandering hostile priests of Moloch occasionally generate in Gehennom.
  • Hostile conflict angels don't appear on the Astral Plane any longer, but A and @ are now immune to conflict on the Astral Plane.
  • Add a knockback attack and a monster that can use it. Getting knocked back into a wall deals some extra damage, and getting knocked back into water or lava has predictable effects.
  • Asmodeus and Baalzebub have a chance of re-appearing hostile to their levels (not a certainty; if they always came back there'd be no reason not to kill them off) when the player is on the way back up with the Amulet. Flavor-wise, this is because the player only paid for safe passage down, and now the player has their coveted Amulet.
  • Monsters may spawn on the upstairs or downstairs in sight of the player; this is easily flavored as them coming in from other floors. If the monster selected spawns in groups, it picks somewhere that isn't the stairs, though.
  • Intrinsic cold resistance only halves damage from Asmodeus' cold attack unless you are extrinsically protected by a ring of cold resistance.
  • When riding a non-flying, non-swimming steed, give a warning by making the steed stop and "shy away" before riding into water. Only allow this if you use the m command or the steed has already shied away once. But it's not very fair or realistic to have the steed instadrown under you.
  • Nazgul's sleep gas acts as a beam, not a ray, and therefore cannot be reflected.
  • Water nymphs may create a pool on their spot when killed. Items they stole from the player fall into it, of course.
  • "You hear the splashing of a naiad" may happen if there is a water nymph on the level at all.
  • New hallucinatory monsters: "floatin' guy", "combinatorial explosion", "violent gem", "Ignatz", "wish parser", "technical difficulty"
  • Storm giants have active and passive shock attacks. Not sure why they don't actually have anything to do with shock currently.
  • Sandestins, when they can see the player, examine the player's worn equipment and try to shapechange into something that the player appears to be vulnerable to.
  • Disintegration rays have a small (on the order of 5% or 10%) chance of destroying the player's reflection source instead of reflecting. This terminates the ray, so the player can't get hit twice by it.
  • If ents exist, chopping down a tree angers any ents on the level.
  • Chameleons randomly select a monster of up to (level difficulty + N) when shapechanging, not any monster ever.
  • Vampires drain levels much less than they currently do, or not at all; instead they use a bite with an AD_DRHP damage type, which drains your HP and heals theirs by the amount of damage done. Possibly give vampires one AD_DRHP attack but let vampire lords keep one AD_DRHP and one AD_DRLI.
  • Change covetous warping so it only works for demon lords on their lair levels, and then they can only warp back into their lair.
  • Zombies and possibly mummies have a new sound MS_GROAN instead of MS_SILENT. This would not do anything at the moment except give you "The zombie groans." when #chatted to.
  • Hippocrates, being sick and frail, does not start moving around when you first #chat to him. You cannot use his throne or chest until you complete the quest and heal him with the Staff of Aesculapius. Before this, if you wish to kill him, he is extremely easy to kill and should be easily one-shottable.
  • If a shrieker summons a purple worm with its shriek, check for difficulty first. If purple worms would be out of difficulty, generate a baby purple worm instead.
  • After you finish the Priest quest, Nalzok may appear once more, randomly in Gehennom, since you didn't actually kill him the first time, just banish him.
  • Some monsters' corpses, like rats, have a chance of conferring FoodPois when eaten, regardless of whether they are rotten.
  • If you light up the square of a sleeping undead (through carrying some lit object or casting light), the monster wakes up.
  • Undead in Sunsword's light radius will flee.
  • A sessile invisible monster with a nasty passive attack.
  • Add a "summoned" flag to any monster that is created by you through magical means. Such monsters grant no experience when killed.
  • A b-class monster which is a shapechanger and may transform into any P, b or j monster.
  • Elemental giants and Lord Surtur get elemental attacks corresponding to what kind of giant they are.
  • Black lights have a radius 1 area of darkness instead of light.
  • New monster strategies: completely sessile, stays around a fixed point like altar priests do but with a variable radius, and repeatedly select a random point on the map and pathfind to it.
  • If you attack a spellcasting monster that currently has maximum energy, it may cast a counterspell to ward off your attack.
  • Rock piercers instakill stone golems, glass piercers instakill glass golems and iron piercers instakill iron golems.
  • Demon and undead pets move reluctantly over blessed items.
  • Purple worms eat corpses in 1 turn, because they can eat the monster in 1 turn so why not the corpse?
  • Purple worms going "Burrrrp!" wake up nearby monsters.
  • Trappers' digestion happens much more quickly than purple worms, on a shorter timer.
  • Any G that generate inside the wine cellar secret area in the Gnome King's Wine Cellar are automatically hostile regardless of race or alignment.
  • Quest monster generation gets reduced to almost nothing once the nemesis is defeated. Alternatively, monster spawn rate in the quest is very, very low, and more monsters are generated with the level.
  • Gelatinous cubes can eat doors in their path.
  • Increase the difficulty of werecreatures, to compensate both for their lycanthropy and that they are capable of summoning many monsters of equivalent difficulty.
  • Most d and f monsters can be pacified, but not tamed, by throwing appropriate food at them (they will eat it, so you can't reuse the same food item).
  • When chameleons polymorph, they retain their same number of hit dice and hitpoints. So while you may be facing a minotaur or an arch-lich, it's a very fragile one.
  • Shopkeepers charge a hefty fee for digging pits in their floor, hundreds or thousands of zorkmids. The shopkeeper will warn you when you start digging.
  • Dragons' alignments are adjusted so that the values actually matter (at the least, yellow should be very lawful, gray should be pure neutral, and black should be very chaotic), and are not specified as M2_HOSTILE anymore so that they can rarely be generated peaceful. Perhaps more interestingly, their difficulties should be varied.
  • You can pay the Oracle to tell you the depth at which various branches split off from the main dungeon. These are then recorded in your #overview.
  • All MZ_TINY monsters can pass through iron bars.
  • Monsters that spawn in groups are regarded by the monster-generation function as having a higher difficulty than they actually do.
  • Mimics are very likely to mimic chests, instead of random items most of the time.
  • All Riders have intrinsic player-style MR, but summon insects and summon nasties don't work on the Astral Plane.
  • Purple worms' "Burrrrp!" wakes nearby monsters.
  • New monster behavior flag M2_CLIMB or M3_CLIMB: added to monsters that are natural climbers (spiders, ants, most Y) and with effects like being able to get out of a pit in one turn, or who can climb up ladders without having hands.
  • Whirly engulfing monsters have a random chance of causing dizziness (stunning) every turn you are engulfed.
  • MZ_GIGANTIC monsters cannot enter any space that has nonwalkable terrain on at least one pair of opposite sides in any direction (like a doorway). MZ_HUGE monsters cannot enter any space that has nonwalkable terrain on 2 (or maybe 3) pairs of opposite sides (like a corridor).
  • Skeletons can spawn in places that aren't Orcus-town.
  • Balrogs have a fire attack.
  • Golems do not regenerate hit points, and healing spells do not work on them.
  • Pets are not stealthy by default, and wake up sleeping monsters just like the player does.
  • When the Wizard of Yendor has the real Amulet, he gets an infinite mana pool to cast from, or otherwise his magic becomes more powerful.
  • The crossaligned high priests on Astral are hostile.
  • Consorting with foocubi abuses Wisdom.
  • Whenever a zombie steps over a zombie corpse, it revives.
  • Killer bees' evasiveness is so high that a player should still be missing them a lot even in the late game. To compensate for this, their HD is reduced to 1. However, area of effect attacks always tend to hit monsters regardless of evasiveness, so are still useful against them.
  • Ghosts cannot be touched with most items, or the player's body, similar to shades (probably blessed + silver objects would suffice). They don't need to have an amazing AC anymore because of this.
  • Foocubi can be pacified or tamed by throwing a ring of adornment at them.
  • The proper way to make late-game elemental damage matter is to give late-game enemies elemental attacks with large enough damage to matter, which don't care about reflection.
  • Fleeing monsters may randomly get a few bonus movement points.
  • In the absence of monster hallucination being implemented, make them stunned whenever they would become hallucinating.
  • Unicorns can only be tamed/ridden if you have never consorted with a foocubus.
  • Throwing treats at other types of animals, like most non-domestic d or f, will make them devour it, and will often pacify them and occasionally tame them.
  • Piranhas and other sea monsters' AT_BITE attacks can only hit you if you're actually in the water, in a water space next to them.
  • Monsters lacking hands can only carry up to a certain weight maximum which depends on their size. The player, if polymorphed, gets this as carrying capacity.
  • Scale M1_CONCEAL with monster size, so that larger monsters with M1_CONCEAL can hide behind objects of a sufficiently high weight or those that are oc_big.
  • Intelligent pets don't eat shapeshifter corpses unless you give it to them.
  • Dwarves don't go within two spaces of a tree if they can help it. (This is an Order of the Stick reference.)

Monster death-drops

  • Adult female dragons drop eggs (more so than the usual oviparous drop odds)
  • Killer bees occasionally drop lumps of royal jelly
  • Skeletons may drop skeleton keys
  • Rock moles and other item-eating monsters drop any gold or gems they have eaten (digesting them can't be a fast process), or they destroy 10% of all gold they eat and have a 10% chance to destroy any other items they eat; otherwise those items will be placed in the mole's inventory.
  • Air elementals drop some rocks (and "sticks" - the occasional wand of nothing?) which is the debris you have been pummeled with. (Also makes Air a little less difficult to cross if you haven't got a levitation source.)
  • Corpses dropped by mummies are always cursed.
  • Priests object to you locking the door of their temple, and will unlock it with a wand of opening if you try. If they cannot for some reason, they get angry.


New objects

  • Add "candelabrum" as a new randomly generated tool. It can hold 3 candles and gives a light radius of 2 with one candle, 3 with two candles, and 4 with three candles. Its material is brass. The Candelabrum of Invocation's unidentified description is now "ornate candelabrum".
  • Brass knuckles: gauntlet-slot armor, increases bare hands and martial arts damage based on enchantment, but does NOT provide any AC bonus.
  • Potion of training: gives you a temporary multiplier to your experience point gains (lasts for the next N monsters, not the next N turns)
  • Armor of training: has no AC, but gives you a small multiplier to your experience point gains permanently. (This has been added to FIQhack as an object property.)
  • Characters with at least Basic in sling can do something (use a touchstone? flint stone? any gray stone?) to break rocks into slingshot, which weigh 1 and have comparable to-hit and damage to flint stones. Slingshot may be weapon-class instead of rock-class. The higher the sling skill, the more shot that one can get out of a single rock. There should also be rare silver rocks, which can be broken into silver shot.
  • Blowguns, which can be used as a launcher for darts. (Cavemen can thematically use these.)
  • Chain whips and silver chain whips, which use whip skill.
  • A cloak of flying.
  • Sunglasses, an eye slot tool that reduces the chance of being blinded from a bright light to 20%. They lower the chance of successfully searching. Tourists start with a pair of sunglasses equipped.
  • Lemons, a comestible that deals 1 point of damage when eaten unless acid resistant and exercises Constitution. If you are killed by eating a lemon, the death reason is "killed by citric acid".
  • Party hat, a conical hat which increases Cha by 1 if uncursed, 2 if blessed, and decreases it by 1 if cursed.
  • Whetstones, imported from SLASH'EM, but with some additional effects:
    • Cursed whetstones either weld themselves to your hand or have a chance of breaking a weapon rubbed on them.
    • Blessed whetstones can uncurse a cursed weapon rubbed on them, but at the cost of removing the whetstone's blessing.
    • Rubbing rocks on a whetstone will break them into slingshot.
  • Tomatoes, a type of comestible that you can throw at monsters to decrease their charisma (if they had charisma).
  • Wand of identify: a non-directional wand that will always identify one item when zapped.
  • Wand of charging: non-directional wand that uncursed-charges an item in inventory. Will explode if someone tries to recharge it. Cannot be used to blessed-identify things in any way.
  • Scroll of repair: replacement for the scroll of food detection; uncursed repairs all levels of erosion on an item of the player's choice; a blessed scroll repairs all erosion in the player's inventory; cursed scroll attempts to erode one random item in inventory 1d3 times. If confused and non-cursed, will erosionproof an item of the player's choice; if confused and cursed, will remove erosionproofing from a random item and then erode it 1d3 times. The scroll of enchant weapon retains its confused effect of erosionproofing a weapon, but it no longer erosionproofs non-weapons or repairs the weapon. Enchant weapon scrolls are also made much less common, with the probability dumped into the scroll of repair instead.
  • Amulet of drain resistance, which also gives immunity to death magic. Useful if monsters casting drain life are implemented.
  • New randomized appearances: "starry spellbook",
  • Some consumable object that lets you freshen a corpse (for eating or sacrifice short of undead turning.
  • In variants that limit the number of pets you can have, an amulet that allows you to have more pets than you normally can.
  • Bodkin arrows that have heavyshot (from DynaHack): instead of multishooting, they deal double or triple damage depending on how many you would have multishot otherwise.
  • Jars, which are like tins except made of glass. Generate quite often as chest contents. Possibly, can discern what is in the jar just by looking at it.
  • Woolen shirt, shirt-slot armor which gives zero AC but cold resistance.
  • Potion of smoke bomb: makes you choke/vomit when quaffed. Intended to be thrown; where it shatters, most of the surrounding terrain will be transformed into cloud.
  • Scroll of create magic item, which attempts to generate a magical item. If the scroll is blessed, you can choose the object class; if cursed, the object will be cursed.
  • Ring of item protection (ported from Rogue's ring of maintain armor): protects all inventory items from damage of any sort, which includes outright destruction such as monsters casting destroy armor and ring/wand explosions. Also includes protection from disenchanter disenchantment.
  • Wand of detect magic. Non-directional; if you are carrying any items in your inventory which are magical, "You feel a magical aura inside your knapsack.", and any object classes in open inventory which are magical but not type-identified are identified as being magical.

Object behavior

  • Breaking an amber stone (e.g. when fired from a sling and hitting a monster) has a chance to release a random a.
  • Applying a blessed whistle (either type) will unparalyze pets in range.
  • The amulet of restful sleep confers hungerless regeneration whenever the player is asleep.
  • Rename the two-handed sword to "greatsword", moving "two-handed sword" to its unidentified description.
  • When the hero #sits in a corner while wearing a dunce cap, give YAFM and exercise wisdom.
  • When breaking an identified wand of nothing, give YAFM: "Predictably, nothing happens."
  • Similar to object properties, a small fraction of wearable items are generated with a "trendy" attribute, which is not hidden from the player. Trendy items have an increased base price and add one charisma when worn.
  • Reading a blessed scroll of fire allows you to select a spot to center the blast of fire, similar to the selection for a scroll of stinking cloud or the advanced fireball spell. The damage of this scroll is also increased somewhat from what it is now, about four times the current damage, to make it worthwhile to use. (This has been added to vanilla 3.6.1 by paxed.)
  • Whenever a diluted potion of acid would be created (i.e. by wishing or polypiling) it immediately explodes in an alchemic blast.
  • Flip the blessed and cursed effects of the scroll of create monster, with the argument that if beatitude influences an object's effects at all, blessing should amplify them and cursing should reduce them. However, consistency along these lines conflicts somewhat with the current behavior of objects, which is that blessing generally always gives the player a better effect and cursing gives them a worse one. The create monster scroll is in a weird place because both its blessed and cursed effects could be considered beneficial in different contexts.
  • A blessed scroll of destroy armor should allow the player to select which piece of armor to destroy. If they decline to choose, it selects a random piece of armor like the uncursed scroll.
  • When an egg gets very, very old, it cracks and releases a small stinking cloud. If it happens to be carried by the player, the cloud centers on the player. When it is within 100 turns of cracking, the player can throw it and it will release the stinking cloud wherever it shatters.
  • The Platinum Yendorian Express Card is made out of literal platinum instead of plastic.
  • Boomerangs should keep flying when they hit monsters, for the slapstick comedy value and also because it makes them a nicer weapon.
  • Colored glass frequency corresponds to its real-life frequency; red, orange, and yellow glass are rare; green and brown common, etc.
  • Junk mail is not only addressed to the finder of the Eye of Larn, but contains references to other games too.
  • Objects thrown at cloaked or hidden monsters pass right through the square as if no monster is on the square.
  • Because you pass beyond the mortal realm when you exit the Dungeons with the Amulet, life saving does not work in the End Game, at all, even for monsters.
  • You can apply a spear to hit things two spaces away like an unskilled polearm.
  • When a bag of holding explodes, each item inside has a 1/13 chance of being destroyed and a 12/13 chance of being scattered (using the same code that scatters drawbridge chains).
  • Reading a scroll of confuse monster while confused confuses nearby monsters in a large radius akin to confused taming.
  • Invoking the Staff of Aesculapius allows you to select a direction. If you pick a direction with an adjacent monster, the monster will get the healing effect instead of you. If you aim at yourself or a direction with no monster, the healing effect applies to you as normal.
  • The wand of speed, zapped at yourself, grants temporary very fast speed and does not grant intrinsic speed. Intrinsic speed can be gained from a non-cursed potion of speed, and a blessed potion will still grant temporary very fast speed. These would be more useful in a system where permanent very fast speed is unobtainable.
  • Writing an unknown spellbook is not as likely to fail outright as it is now. Instead, there is a chance that it will "warp strangely, then turn <color>", and become some other unknown spellbook.
  • Speed boots' speed is gently nerfed to be better than intrinsic speed, but worse than temporary sources.
  • Non-erodeproof copper items corrode over time.
  • Accuracy, damage, and AC bonuses should not be available as intrinsics, and eating their rings should not do anything.
  • The cursed Book of the Dead will occasionally raise the dead around its location on its own without warning.
  • All the various fruits and vegetables have slightly different (and generally good) non-nutritional effects, like with carrots and blindness. Ideas: Apples exercise Consitution (and make nurses flee?). Pears heal d3 hit points. Oranges restore one lost ability point. Bananas cure stunning.
  • Putting on a ring of protection from shape changers and causing a shapechanged monster somewhere on the level to revert to its normal form wakes it up if it's asleep.
  • A blessed scroll of light lights up the entire level.
  • Hitting monsters with a non-cursed unicorn horn cures them of status afflictions. Hitting them with a cursed horn gives them status afflictions.
  • The amulet of life saving should not work if you are nonliving.
  • The amulet of life saving does not restore the hundreds of hit points it can currently restore; it restores something on the order of 6d10, enough to quaff a potion of full healing, but not enough to repeatedly put on more amulets and let the massive HP store run down on its own.
  • Spellbooks cannot be written by appearance. If you don't know the spell, you can't unknown-ID write it based on appearance (though you can still try to make an attempt to write it based on the spell).
  • When tossing a corpse upward, it usually doesn't do any damage unless it's quite heavy.
  • Improvising on a wooden flute may compel all r monsters within its audible range to move closer to you or follow you, a reference to the Pied Piper of Hamelin.
  • When you zap a wand of undead turning at a corpse that has an undead form, unless there is a ghost above it, it will resurrect the corpse as that undead. Also do this for living monsters that have undead forms, subject to monster magic resistance.
  • Wearing a cheap plastic imitation of the Amulet of Yendor gives you the sucker markup in shops.
  • New container trap effect: a monster is generated from the box (was hiding in the box and pops out at you), taking you by surprise. It gets a free attack on you.
  • New non-magical gauntlet which is metal and has no special effects but has 2 or 3 base AC. Knights start with it instead of leather gloves.
  • Potions of acid have a splash radius effect when broken (could probably be implemented as an acid explosion).
  • In variants that have mud or muddy swamp terrain, wearing mud boots confers a benefit on that terrain (depends on what the terrain does).
  • If you try to drink a potion underwater, it will first dilute the potion. This means that an undiluted potion will become diluted (but will generally be fine to drink), a diluted potion will become water (and thus useless), and a potion of acid will blow up in your face.
  • Swap the blessed and cursed effects of the potion of acid, which means that blessed acid is more powerful acid, while cursed acid is kind of cruddy.
  • The "weakest" BUC of the potion of acid may not cure stoning.
  • Detect monsters shows invisible monsters as I (or whatever S_invisible happens to be).
  • Zapping a digging ray upward may either detach a boulder from the ceiling, or several rocks, instead of a single rock. If several rocks are released, each gets a separate damage roll.
  • Darts can be dipped in several different potions besides sickness to get different effects. Blindness, hallucination, sleeping, etc.
  • Recolor the lump of royal jelly to %.
  • The scroll of teleportation now levelports when blessed and teleports within a small radius when cursed. Confused teleport gives you a single controlled horizontal teleport.
  • If blessed, the potion of polymorph gives you control over your polymorphing form when quaffed.
  • Cans of grease are changed from iron to metal (or plastic), so they don't rust.
  • Unicorn horns are a one-handed weapon that does 1d3 damage, and train no skill (the skill is removed outright). However, when wielding one without gloves, you automatically "apply" it (not consuming any turns the same way as a stethoscope), every turn.
  • Wands of striking and digging tools deal double damage to all stonelike monsters (clay and stone golems, gargoyles, xorns, earth elementals etc).
  • Rubbing iron on a flint stone gives the message "Sparks fly from the stone".
  • Applying a looking glass cures blindness, in some very odd uncommon set of circumstances (like when hallucinating).
  • Getting hit in the head by a potion deals a small amount of damage (unless wearing a helmet). Death reason: "hit in the head by a potion"
  • Perfectly fine uncursed food should not make the hero pass out.
  • Corpses have significantly less nutrition than they currently do, and may be too mangled to be good for a sacrifice (this could be tied to its object ID). Their intrinsic-conveying chances are unchanged, though.
  • Amulets of change generate cursed no more than normal amulets (it no longer generates cursed 90.5% of the time).
  • Wielding and hitting enemies with a pyrolisk corpse deals fire damage.
  • Change the material of the oilskin sack to leather.
  • When dipping an oilskin sack in water, give a unique message "The water runs off the [bag/oilskin sack], leaving it dry.", which unambiguously identifies the oilskin sack. (This has been added to 3.6.1 by ais523.)
  • The scroll of genocide can only be targeted on monsters you can currently see. This means if you want to blessed-genocide L, you actually have to go and find a lich and read it in its presence.
  • Make somewhat more of the effects from dropping a ring into a sink not lose the ring.
  • The blessed potion of hallucination, in addition to making you hallucinate, grants enlightenment (maybe a "corrupted" enlightenment where there's only a 50% chance to see things you can't see through the ^X command)
  • Dunce caps are made out of paper.
  • Boulders deal 5d4 damage instead of 1d20.
  • Zapping the wand of opening (not the spell of knock) at a trapped door will cause it to blow up.
  • Confused cursed scroll of punishment decreases god anger by 1.
  • Wearing an oilskin cloak prevents theft attacks by nymphs, monkeys and leprechauns.
  • Breaking a wand of teleportation will teleport as many monsters around you as there are charges left in the wand, always including yourself.
  • Dropping a scroll of scare monster (or any scroll) on a fountain usually or always blanks it.
  • Spellbooks can generate pre-read. They will always have at least 1 use remaining in them (and that will be uncommon), but they are not always new spellbooks. If monsters cast player spells and generate with spellbooks to cast them (as in FIQHack), those spellbooks should be pre-read as well.
  • Flint stones should weigh 1, so they are not inferior ammunition to arrows and darts.
  • Buckled boots have a lower armor delay than other boots, since they are easier to attach to your feet.
  • Reflavor the hexagonal wand as being a quartz crystal and change its material to GEMSTONE.
  • Dipping a scroll of amnesia into some (or all?) non-polymorph, non-water potions will make the potion "forget itself" and turn to water. The scroll also blanks.
  • If your Intelligence is 6 or lower, reading a scroll may give its confused effect even when you are not confused.
  • Blessings or cursings on spellbooks does not translate to automatic success or failure. Instead, it acts as a fairly large bonus or penalty to your effective Intelligence when reading it.
  • You can read the label on tins. All player-made tins are unlabeled, while random tins will randomly (and deterministically) either say truly what sort of monster is in them, or have an irrelevant message. Messages could include: "Tuna Fish - expires Feb 6, 1989", "Rare Meat of a Genocided <hallucinatory monster>", "Water Chestnuts - be sure to eat while underwater", "Yendorian Brand Applesauce", "This Tin Is Not Booby-Trapped", "Fresh Tinned Adventurer Meat"
  • Confused genocide (uncursed or blesses) does not genocide you. Instead, it sets a level flag that prevents any more monsters from spawning on that level via the normal mechanism for the remainder of the game. (Monsters already created are unaffected.)
  • Make potions of oil undilutable.
  • When acid breaks on someone's head and spills on them, it actually does more damage than quaffing it, because it is spread out over more surface area.
  • For TDTTOE, wands of fire light potions of oil on the ground, and wands of cold snuff them.
  • Tins that don't contain monster meat can contain either spinach or spam.
  • Athames are a chargeable weapon-tool, or just a tool. Has tinning kit levels of charges and recharging. Once out of charges, it can't be used for a semi-permanent engraving anymore.
  • You need to have hands in order to operate a tinning kit or tin opener.
  • Amulets of change don't disintegrate when you put them on; instead they autocurse. Once you remove the curse and take off the amulet, your original gender is restored.


  • Reduce level of turn undead to 2 or 3.
  • Add lightning as level 5 attack spell, at Unskilled and Basic has the same effect as a wand of lightning, at Skilled and Expert explodes on its first target
  • Spell of repair: level 3 matter spell. If wielded weapon is eroded, fixes its erosion. Otherwise, target a random piece of worn armor and fix any erosion it has. At Unskilled, the erosion will only be repaired 1 level at a time; at Basic, 2 levels; at Skilled, 3 levels; and at Expert (maybe) the item will be erodeproofed.
  • Cure blindness is a pretty useless spell, and should probably be removed or its effects folded into some other spell like extra healing or clairvoyance. Alternatively, if see invisible is nerfed so that it cannot be granted permanently, this could be folded into a "spell of true sight", which grants temporary see invisible as well as curing blindness, perhaps temporary blindness resistance, and blocking (but not curing) hallucinations like Grayswandir's wield effect.
  • Spell of shove: level 4 or 5 escape spell. At Unskilled and Basic, it fires a beam that pushes the first monster it hits back one space (as if receiving a staggering blow, but doing no damage); at Skilled and Expert, it fires a shorter-range beam in all eight directions. Seems like it could be pretty fun, what with shoving monsters into moats to drown them and things like that.
  • The spell of clairvoyance grants a few hundred turns of intrinsic clairvoyance when cast at Skilled. This makes it useful for Samurai in particular.
  • Spells now take different numbers of turns to cast (interruptable by normal means). Combat spells and some of the emergency spells still take only 1 or 2 turns, but utility spells can take up to five or so.
  • Nerf the spell of charm monster heavily. It never tames a hostile monster directly. If it would have succeeded, it only pacifies the monster. Peaceful monsters can be tamed on subsequent casts, but trying and failing to tame a peaceful intelligent monster may anger it. Pacifying a hostile monster is dependent on monster MR, while taming a peaceful monster is dependent on the relative levels of the player and the monster. The scroll of taming should be more powerful and reliable than the spell.
  • The spell of light has an advanced form, which is a ray. It blinds monsters it is fired at like a camera flash does. (The camera flash is also transformed into a ray, which can be reflected.) In Wands Balance Patch-implementing variants, the wand of light should also have this effect for skilled users.
  • The spell of protection does not gradually dissipate. It disappears all at once, with the player given a warning a few turns beforehand.
  • Ring spells, level 7 (or even 8) attack spells, which cast a ring of some elemental power emanating from your square that does not hit your square itself. The radius is 1 if Unskilled or Basic and 2 if Skilled or Expert.
  • The base Pw cost for a spell is specified per-spell, and only correlates with spell level rather than being tied to it, which allows for interesting things like low-level spells that are easy to cast but expensive.
  • Rename cone of cold to "frost blast", because it does not act like a typical D&D cone spell in either of its forms.
  • Spell of baleful polymorph: a beefed-up version of polymorph (or an advanced form) that, when it polymorphs a monster, allows you to determine what to change it into. Perhaps this does not work on pets, so you can't give yourself a army of titans.
  • Zapping an opening beam at an already unlocked but closed door opens it. Casting knock at Skilled or Expert lets you unlock and open all at once.
  • At high skill, the spell of wizard lock forces items off the doorway to adjacent squares so it can make the door. If there's a monster on the door, it becomes embedded in the door.
  • In variants with the Wands Balance Patch, or otherwise have multiple levels of lightning power (Skilled lightning spell or something), lightning should chain into other monsters near the first thing it hits. Chain lightning can still be reflected. The jumps are made in random directions, so hitting a monster close to you may cause it to chain back into you.
  • Move the spell of light to the clerical school.
  • Make the spell of detect monsters level 2 or 3.
  • Add a level 1 divination spell "waypoint", which reveals the location of all stairs/ladders (but no other spaces) on the level. Does not work if the level is unmappable.
  • Reduce haste self to level 2, but make its duration significantly shorter.
  • The spell of invisibility has an advanced form which casts a make invisible beam, like the wand does.
  • Add a spell of paralysis, which basically steals the same monster spell. Melee range, better than sleep. Or, alternatively, make the sleep spell better with higher skill.
  • Trying to cast a forgotten spell and getting nightmarish images in your mind drains a few points of Pw.
  • Magic missile damage depends solely on skill and not XL. (Perhaps realized by scaling its damage die size - d4 for Unskilled, d6 for Basic, d8 for Skilled, d12 for Expert.)
  • The spell of remove curse may be cast offensively at monsters to bestow a curse.
  • Give Healers at least Basic skill cap in enchantment spells, maybe Skilled.
  • The healing spell is a ray. Monsters will cast it on their buddies, but they might also hit you. But now that it's a ray, it'll bounce off you if you have reflection.
  • A spell that provides see invisible (but the potion should be objectively better than it by at least an order of magnitude).
  • Spell of earthquake, mid-level matter spell. Causes an earthquake centered on you; range and power varies based on your skill level.


  • New artifact dagger The Barrow-blade of Cardolan: has some flat bonuses, some additional bonuses versus undead, and instakills all W, ghosts, and shades. It is either lawful or unaligned. Could also be a short sword, since there are currently no artifact short swords, but for flavor it should be a dagger.
  • When the player kills a giant spider with an elven dagger and Sting has not yet been created, the dagger is converted into Sting automatically. Sting is made of rustproof steel, instead of wood (this would be tricky to do because of base items; you would still want to be able to create it by naming an elven dagger, but Sting in the lore is made of steel or at least metal, not wood). Sting has bonuses versus spiders, in addition to its bonuses against orcs.
  • Add a non-wielded-weapon non-quest artifact that is a guaranteed first sacrifice gift for Monks.
  • One such artifact is The Silver Star; an artifact silver shuriken that deals +d8 damage to all targets. Like Mjollnir, it returns to the player's inventory after being thrown, but doesn't have any chance of hitting the player. Since there is only one of it, it cannot be multishot.
  • Add one or two artifacts or modify artifact base types such that there is more than one good blunt artifact you can obtain through sacrifice. (The current three are Mjollnir, which is decent, and Ogresmasher and Trollsbane, which are not.)
  • Make Sunsword out of gold.
  • Nenya (Galadriel's ring from Lord of the Rings): a mithril ring that confers unchanging and warning across the whole level when worn.
  • Scrivener, an artifact magic marker. It generates with 3 charges and cannot be recharged. Instead of using the charges normally, a single charge will write any scroll or spellbook without fail.
  • Elfrist, a chaotic orcish dagger which can be named. It has bonuses against elves, of course, but also a smallish flat damage bonus versus any monster, so it might actually be useful to name it early.
  • As part of artifact weapon rebalance, there should be at least one Ranger-friendly non-bladed weapon that's available through sacrifice (and therefore available pre-Quest.) Doesn't necessarily have to be a bow.
  • Non-weapon artifact which, when carried, adds bonus fire damage to all of your physical attacks, regardless of source.
  • The Orb of Detection confers passive detect unseen: every few turns when carried it triggers the effect of zapping a wand of secret door detection for free.
  • Artifact instruments that are actually useful.
  • The Magic Mirror and Master Key's rumor-granting effects are removed or replaced, because they're stupid and a way to read the whole rumors file while still technically sticking to unspoiled behavior.
  • The Tsurugi always bisects long worms, cutting them in half.
  • Artifact whose carry effect deflects incoming status ailments onto nearby monsters. If there are no other monsters around (or if there is one monster who is causing the ailment and is ineligible), you take the status effect like normal.

Level generation

  • New shop type "thrift shop". Contains items priced at a steep discount but which aren't very useful on their own. Examples include negatively enchanted or eroded (not necessarily cursed) weapons and armor, blank scrolls, magical tools with zero or one charges left.
  • Iron doors, which generate 30% of the time a normal door would be generated on dungeon levels 7 or below. They use the symbol +. They work the same as normal doors, but they cannot be burned, kicked, or blasted down, or destroyed any other way. If one happens to be locked, you have to unlock it "properly".
  • New special room "lich hall". Contains one difficulty-appropriate or somewhat-out-of-difficulty lich, generated asleep with difficulty-appropriate undead. One or two statues generate along the walls, and there are several spellbooks on the floor or in chests. Within the hall, the lich can summon more undead.
  • Any lava plain levels that generate should grow the region of normal floor by 1 in each direction, so that the player does not have to walk on narrow and diagonal paths through it. Ideally, this should be provided as a flag to any cavern-fill levels.
  • Walled-off sections of graveyards with locked doors named "crypts" can generate. Inside crypts are very strong out-of-difficulty mummies. Note that this would require such strong undead to exist in the game in the first place.
  • Place a statue of every demon lord who has not yet been generated lining the walls of Moloch's Sanctum. This way, if you really want to fight one (or all) of them, you can do so.
  • If you are a Monk and the game decides to generate a delicatessen, replace it with a health food store 80% of the time. This is independent from the special case for health food stores in Minetown.
  • Scale the probability of secret doors and secret passages in a room-and-corridor level based on its depth, so that level 1 is almost guaranteed not to contain any blocking the way, and the other early levels are also not likely for this to happen.
  • Mud terrain, brown }. It can be walked on, but if you stand in one spot for long enough you will start sinking into the mud. You will be able to pull free if you are only a little stuck, but once you get more stuck you cannot, and if you cannot extricate yourself somehow you will eventually sink below the surface and suffocate.
  • Slightly increase the minimum depth of boulder traps, which is currently 2 and can instakill a character on level 2 easily.
  • Add a "specialness" value to each special room and possibly dungeon feature, based on their approximate usefulness to the player. (For example, a swamp room is virtually useless to the player, a treasure zoo not very useful, a throne room more useful, and a temple or shop the most useful.) A level will start out with some amount of specialness available, and randomly chooses special rooms and features to add until it runs out of specialness.
  • Upper Mines levels' stairs are biased to generate relatively close to each other.
  • New "hedge" terrain #. It blocks movement, can be chopped down with an axe, has a chance to block ranged weapon attacks, and does not block line of sight.
  • A peaceful large dog named Sirius is found in the Ranger quest home level near Orion. Ranger starting dogs don't have to be named Sirius anymore.
  • Touchstones can generate in tool shops.
  • Containers never generate with food. Instead, split up the probability of food among other object classes that have nonzero probability, and also allow some tools to generate in them.
  • Graveyards can rarely generate visible pits with no monster on top of them.
  • Monster lairs (antholes, cockatrice nests, etc) are not filled wall-to-wall with monsters.
  • Instead of being completely lit or unlit, Mines levels can generate with large contiguous areas of lit and unlit floor.
  • Add a level attribute which serves as a multiplier for the monster spawn rate on that level. Can be specified in des files.
  • Open doors can generate trapped. When you step off an open door to some other space, it closes and locks behind you.
  • Vaults on deeper levels may generate with four gold golems instead of four gold piles.
  • Sconces found on the walls of dark rooms, and in dark Mines levels, that may contain (lit or unlit) candles. You can #untrap or #loot them to remove the candle. Could also generate with a lamp, which would give you a potion of oil when looted.
  • Abandoned temples can generate as a special room, or else a room containing a random unattended altar may be converted into an abandoned temple.
  • One Gehennom "special room" should be an active temple with a peaceful priest of Moloch.
  • Throne rooms should place the throne along one wall, preferably the narrower wall of the room.
  • Certain special rooms (typically ones that have awake monsters in them that shouldn't wander around the level) always generate with all of their doors locked.
  • If cauldrons are added, new special room that contains several gnomish wizards, orc shamans, and kobold shamans standing around a cauldron.
  • Add code that allows the game to determine whether a room is a "dead-end" room (contains only 1 door which connects to the rest of the level, but unlike shop-compatible rooms, it's okay to have closets.)
  • Storeroom: a special room that only generates in a dead end room. Contains 2-4 chests or large boxes, and rarely ice boxes. May contain a couple rats too.
  • A very small percentage of closets have a random item generated in them, even if they aren't sealed off.
  • Track the number of unattended altars generated in the Dungeons of Doom above, say, the Quest portal level. If zero have been generated yet, the chance of one generating on a new level in that range increases more and more until it's a certainty on the final one.

Wishing for non-objects

Wishes are very powerful things, and I don't see any reason why they have to be limited to objects. I see this as a place to add interesting wishes with effects you can't get anywhere else.

  • Time: decreases the turn count a bit
  • Luck: increases Luck by d5 points
  • Intrinsics: gives you any intrinsic (that you can actually get in your normal form. Can't wish for intrinsic reflection, drain resistance, etc. Not sure about intrinsics normally only possible by eating jewelry.)
  • Attributes: increases whichever attribute. Maybe a d4 or d5 increase so it's not inferior to a blessed potion of gain ability.
  • World peace or just Peace: pacifies all monsters on the level, subject to normal resistances
  • Polymorph: you polymorph
  • Friends: same effect as a successful cast of create familiar
  • Terrain features: already wishable in wizard mode, the justification is "If the player wants to wish for lava, why not let them have lava?" You can wish for a throne, because the chance of getting two or more wishes off it is tiny.
  • Health: restores between 50% (or 75%) and 100% of your missing hit points, and cures all status ailments.
  • Happiness: gives you a blessed potion of booze


  • Artifactless conduct: increment whenever an artifact enters the player's inventory (since the player never has to pick up an artifact).
  • Petless conduct: increment when the player starts with a pet or tames a monster. Can be accidentally broken by the taming effect of a magic trap; this bothers me. One solution is to have magic traps not tame if the player's pettype is 0, but I don't like that mixing of options and gameplay. In any case, polyselfless is another example of a conduct that can be broken accidentally and is far more likely.
  • Tins of "pureed monster" or "soup made from monster" do not break foodless conduct. Possibly change tin behavior so the preparation method can be discerned before eating it, or just display the preparation when the tin is opened, e.g. "You succeed in opening the tin. It contains a puree that smells like newts. Eat it?" This doesn't have to reveal every preparation method, so that greasy fried food remains a danger.
  • Polymonsterless conduct: you never intentionally polymorph a monster.

Religion and alignment

  • Divine lightning (a god smiting you, particularly Moloch when you attack his high priest) should ignore reflection; it's a "wide-angle" blast of lightning. Maybe this should apply to the clerical spell too, I'm not sure. The high priest of Moloch should also be shock resistant.
  • The protection penalty from failing to wear a helm of opposite alignment in the quest branch only applies if you know that it is a helm of opposite alignment.
  • Crowning makes it impossible to change alignment ever again. You can neither permanently convert at an altar or put on a helm of opposite alignment after you have been crowned.
  • Permanent alignment conversion prevents you from buying any more protection ever again.
  • Don't gift a character a spellbook as a prayer effect if the character is illiterate or certain roles (like cavemen), and if a spellbook is given limit its level somehow so that a character doesn't get a spellbook of much too high level.
  • One of the prayer boons you can get from a god is intrinsic light: you become a light source (probably of radius 3, but could be 4). Crowning may give you this permanently, since you're now all holy.
  • You get an alignment penalty for digging up a grave if you are a Priest.
  • When you kill the high priest of Moloch, Moloch himself shows up with the Amulet, and you have to beat him up and take it from him.
  • One possible prayer boon is that if you have more than a certain total level/total difficulty of monsters around you relative to your own level, your god will teleport you horizontally somewhere else on the level far from any monsters. If a non-teleport level, they will lift you up one level as a potion of gain level would; if that cannot be done, they will not choose this boon.
  • Replace all the priests of Moloch on the Astral Plane with priests of the other gods. Moloch is a disgraced, hated god, and his priests have no business there.
  • If you get hit by something reflectable, have no other source of reflection, and prayer timeout is 0, your god may rarely intervene ("But it reflects somehow!"). This could either increase timeout a smallish amount or not increase it. Does not break atheist conduct.
  • Your god considers both your luck and your alignment record when deciding whether to grant a prayer, and weighs alignment record more heavily. That is, if you have negative luck but good alignment, your god will often still grant the prayer, and positive luck might save you from bad alignment, but not often.
  • If a priest gives you two bits for an ale while hallucinating, change the message to "two bitcoins for an ale" (or just use a hallucinatory currency.)
  • The Arch Priest specifically offers to open up a magic portal to the Plane of Earth if you talk to him with the Amulet of Yendor, as a Priest benefit, to skip the last dozen or so levels of the Dungeons of Doom.
  • Worshipers of The Lady (neutral Tourists or some neutral Priests) have a permanent full-moon effect with Luck timing out to +1 due to the Lady's influence.
  • If a god doesn't have any good artifacts or spellbooks to grant you as a sacrifice gift, they give you a prayer boon instead.
  • A YAFM when you donate exactly 1/10 of your gold to a priest: "You pay your tithe."
  • Shamans count as clerical spellcasters and follow a god. If they follow your god, they are peaceful. Killing them will anger their god.
  • Add clerical spellcasters that are more dangerous than shamans but less threatening than priests.
  • When you are crowned, your character gains a literal ethereal crown above their head that causes monsters of (significantly) lower level than you to have to pass a resistance check upon seeing you or else flee.
  • Possibly, your god will not crown you until you have completed some milestone (finished the quest, probably, but also could be going to Gehennom and back).
  • Increase the rate at which annoyed gods will send down minions to defend their altars from being converted. (But only if you fail to convert it and the power of your god decreases.)
  • Magical taming is easier to do on coaligned monsters and harder on crossaligned monsters.


  • New container trap effect, a loud alarm that wakes nearby monsters. (Exploding chests already wake nearby monsters, but the chance of it happening is miniscule unless your Luck is below -7; this was proposed as one of the common effects even at high Luck.)
  • Also a floor trap that does the same thing, sounds a loud alarm.
  • Rolling boulder trap hit chance and damage is based on dexterity and not AC, for how much you can jump out of the way. Only high dexterity will allow you to dodge the boulder entirely.
  • Using the m command to move yourself into a pit makes you lower yourself into the pit without taking any damage (so you can easily get items and other things in the pit). Maybe a spiked pit still deals a bit of damage, maybe not.
  • Rename rust traps to "water traps", and the gush of water hitting you may hit your pack, wetting several items.
  • Beartraps are now much lighter, and Rangers start out with two or three of them.
  • Polymorph traps have some percentage chance to disappear whenever they polymorph something. This is better for symmetry and means players might be able to deliberately polymorph themselves multiple times, but probably can't abuse it on behalf of their pet.
  • Dart traps can make you fall asleep, go blind, hallucinate, get confused, etc.
  • Egg trap, which shoots an egg at you. If it hits you, you get egg all over your face and your Charisma is decreased until you can #wipe the egg off.
  • You can #untrap falling rock traps. Unlike dart and arrow traps, this just dumps all the remaining rocks onto that space all at once. If there is a monster on this space, it gets hit repeatedly by each rock.
  • Falling rock traps never generate on levels that are open to the sky.
  • Rolling boulder traps don't expect a boulder at a specific spot: they look up to 9 squares in all 8 directions for boulders, and the first boulder it finds will be triggered. If no boulder is in range, it may create one by dropping it from the ceiling.
  • When a monster triggers a magic (or maybe polymorph) trap, one possible effect is that they turn into a figurine of themselves with appropriate beatitude. However, the trap exploding on them is more likely, so that it can't be used to farm figurines. A possibly evil addendum is that if the player would have otherwise died from damage from a magic trap, the bones file may contain a figurine of them instead of a corpse.
  • When you try to move onto a known trap with the m command, the game interprets it as you specifically trying to avoid the trap you already know about, and your chance of triggering it is greatly lowered.
  • Remove the odd feeling messages from magic traps. Instead move them to a new trap, a "foresight trap", which gives you a vision of something to come. Once triggered, the trap vanishes. Effects can be:
    • "You hear a far-off song: .A.EF" - give part or all of the passtune
    • "You have a vision of <something>" - reveal something about the dungeon structure, like "stronghold far below"
    • "A shiver runs down your spine!" - create a level-appropriate "scary" monster somewhere on the level, like a ghost or other undead
    • "You smell charred flesh." - create a level-appropriate monster with a fire attack somewhere on the level
    • "You hear distant howling." - create a level-appropriate werefoo on a level above or below
  • The player can't cast spells or use magic items while standing on top of an anti-magic field.


  • A Mines' End that has a water theme, though not necessarily as extreme as the Gnomish Sewer.
  • The top level of Vlad's Tower is now an open level with Vlad and his throne, and the vampires and their chests are moved to lower floors.
  • Add a guardhouse to the Castle outside the immediate drawbridge area containing some soldiers and sergeants, where the player might find a bugle.
  • Add small jails to most if not all Minetown maps.
  • The Chromatic Dragon's lair contains several dragon eggs of random colors beneath the Chromatic Dragon.
  • Ludios uses a smaller, elite team made up of mostly captains and lieutenants for defense, with maybe some recruited dangerous monsters, instead of a swarm of soldiers.
  • Remove the Fake Wizard's Tower special levels. Instead, there is simply a doorway you can walk into on the bottom floor of the normal Wizard's Tower. (If it's desirable to keep the fake towers, let them be randomly generated features in Gehennom.)
  • Redesign the Wizard's Tower so the hero enters in the southeast corner on the bottom floor, spirals into the center with the upstair, the second floor has the downstair in the center and spirals out to the upstair in the northwest. The top floor has its downstair in the northwest and basically the same layout as now.
  • Remove the beehive from the Wizard's Tower. Bees are too easy for a late game player. If, instead, it should be kept (maybe a Wicked Witch of the West reference?), the beehive should open into the central area of that floor, so the bees can come out and attack the player.
  • Slightly bias priests' and angels' allegiances on Astral to be generated near their high altar so that the player can get a clue, but not enough so that it's obviously distinguishable from random noise.
  • Sokoban is a one-level branch that strings together a bunch of different puzzles that must each be defeated in turn, all eventually leading to the treasure zoo. Obviously, the pits must be changed to holes that drop you on the level with the Sokoban stairs.
  • Guarantee the Big Room in all games, and possibly expand the range of levels in which it can generate.
  • Orcish Town should bear more gear of the deceased shopkeepers and priests: there should be at least one key per dead shopkeeper, five dead shopkeepers' worth of gold pieces (probably to be picked up by orcs), a robe and spellbooks for the priest, and so on. Possibly even add gear for the wrecked shops. Or it should have a random piece of good gear being carried by an orc-captain.
  • The Astral Plane should be brightly lit, what with having all the halls of the gods and being suffused with holy power.
  • Mines' End variant that is an actual mine, with many twisty corridors dug out of the rock, and many unmined gems in the rock. The luckstone is unmined, in one of several possible spaces, not adjacent to any corridors but not too far away from them, and certainly not as far away as in the Wine Cellar. A pickaxe will be guaranteed somewhere on this level.
  • One of the Oracle's fountains is guaranteed to be magical, but it's randomly placed among the four fountains.
  • Vaults with undiggable walls. You must teleport into them. (The guard will appear inside the vault and teleport you out once you drop your gold.)
  • Gehennom level that is cavernous but with 1-3 defensive fortifications consisting of a slightly twisty undiggable wall with turrets or guardhouses staffed with demons, and lava moats with drawbridges. Stairs on opposite sides of the fortifications.

Bones levels

  • Bones levels have a special level sound.
  • Make bones a composite option that enables you to load only your own bones files, and never other people's.
  • When the player is killed by a carnivorous (or, more rarely, an omnivorous) monster, the bones file may not contain a corpse because it was eaten by the monster. Never happens if it would be cannibalism for the monster to eat you.
  • Occasionally, when a bones file would create a ghost (e.g. most times), and below a certain level, create a wraith of the player instead. If in Gehennom, occasionally create a shade of the player.
  • Bones levels should be saved as the deepest level the player reached in their game / the deepest filler level of its branch, unless it is a special level in which case it saves normally.

The Armory (Mines' End)

Map geometry is right center, and the left portion containing the upstairs will be normal caverns. The main monsters here are hostile (renegade?) G and h, with some "extra help" in the form of mercenary soldiers. The loot is in the form of armor and weapons in storerooms, with the gems and possibly luckstone in storerooms rather than scattered around. A random wand of opening is placed somewhere in the left side of the level, so the player can open the drawbridge.


The dark + are secret doors. The four groups of red + are secret doors, but only one per group will actually be a door. All ^ are random traps. The * marked in magenta are possible locations for the luckstone. The brown ( are chests with the usual contents, and the marked ) is a blessed +2 two-handed sword. The two green @ are lieutenants.

All monsters behind iron bars get a ready supply of bows, crossbows, and ammunition.

Nonweapons in the wield slot

  • Wielding a mirror conveys partial reflection: you will reflect things 40 or 50% of the time.
  • Wielding a copper object protects against an otherwise successful disease attack some of the time, because copper is antibacterial.
  • When you wield a treat in your hand, pets that normally like that treat will follow you even more closely than they would if you simply had it in open inventory.
  • Wielding a wand will give you an accuracy or damage bonus with that wand. Or if the Wands Balance Patch is implemented, you get the effects of the wand at the next skill level. The nice thing is that monsters will always wield wands they intend to use, so you will usually see them doing so before they get a chance to take you by surprise with a fire or death ray.


Talismans are slotless amulet-class objects that can be "activated" for their effect, which expires after 4000 + 64d50 turns. Once a talisman runs out, it either turns into a non-magical talisman (which cannot be restored to its magical state) or disintegrates, I'm not sure which. Once activated, they cannot be switched off to conserve their lifetime. They can, however, be charged to extend their life by a few hundred turns while activated. There is no limit to the number of talismans a player can have active at once.

Talisman types
Extrinsic Randomized appearance Color of glow Auto-identifies Material
Magic resistance woven gold Cloth
Flying feathered blue Yes cloth
Hungerless HP regeneration beaded green cloth
Power regeneration patterned green wood
Astral vision painted white wood
Drain resistance weathered gold wood
Luck furred silver leather
Warding (full magic cancellation) aged gold wood
Clairvoyance segmented white wood
Light (radius 5) chiseled white Yes wood
carved wood
cracked wood
stone stone
leather leather
gnarled wood

Something would probably have to be done so an ascension-ready player can't fire up a bunch of talismans at once before entering the Planes or Moloch's Sanctum. Perhaps there is a steadily increasing chance, dependent on the number of active talismans in inventory, that a talisman will disintegrate when a new one is activated or a previously activated one enters inventory. Any active talisman might disintegrate, not necessarily the new one. Having two active at a time is safe, but anything more is not.

The <talisman> sparkles and starts glowing <color>.
A talisman was activated.
The <color> glow of the <talisman> seems weaker.
A talisman is 100 turns from expiring.
The <color> glow of the <talisman> is getting faint.
A talisman is 10 turns from expiring.
The <talisman>'s glow disappears and it disintegrates.
A talisman expired.
The <talisman> shines with a brilliant light!
A talisman of light was activated.
You feel like flying!
A talisman of flying was activated.
The <talisman> glows violently red for a moment, then disintegrates.
Too many activated talismans were in inventory at once, and it disintegrated.


New set of short staff weapons. They either use a new "short staff" skill or just Quarterstaff skill (which would be renamed to Staff skill). They are inferior to quarterstaves as a melee weapon (a quarterstaff is a long heavy staff intended for pummeling; this is about half as long and held in one hand), doing d2 damage versus small and d1 damage versus large monsters, but they weigh only 10. There is one mundane staff that has no special abilities; the others are magical staffs that enhance a certain spell school when wielded by reducing spellcasting penalties and power and hunger costs for that school's spells. The Staff of Aesculapius' base item is now a staff of healing instead of a quarterstaff. Wood golems may drop these staffs in addition to quarterstaffs. Wizards will start with a staff of attack instead of a quarterstaff, or possibly a walking stick, depending on whether the Wizard early game is survivable with a plain walking stick.

While a staff is unidentified, it will not affect spell failure rates, so it is not trivial to identify. When you first successfully cast a spell of the staff's school while wielding it, you get the message "The staff attunes itself to your <school> magic", and the staff becomes identified.

Staff Randomized appearance
staff of attack yew staff
staff of healing holly staff
staff of matter ebony staff
staff of enchantment hemlock staff
staff of cleric redwood staff
staff of divination oaken staff
staff of escape maple staff
walking stick pine staff

Magical gems

A set of gems that are very rare compared to other gems, and have magical properties. Their colors are randomized from all the available colors, and a blessed touchstone will mark them only as "magical <color> stone" without identifying what sort of magic it has. An uncursed touchstone will show colored streaks, the same as other valuable gems. All of these gems can be use-IDed, but the only other way to figure out what it is is formal identification. Polypiling rocks or gems will never generate a magical gem, and magical gems will always become mundane rocks or gems when polypiled.

Some gems are reusable, with charges, and can be applied or #rubbed for the effect. When they hit an enemy, they consume a charge and apply the effect to that creature or at that location. Others disintegrate on use.

Reusable gems

  • Teleport stone: makes the affected creature teleport
  • Sleep stone: makes the affected creature fall asleep
  • Shocking stone: deals fairly large shock damage to the affected creature
  • Earthquake stone: causes an earthquake at the affected location
  • Healing stone: heals the affected creature the same as if it had been hit by a spell of healing
  • Confusion stone: confuses the affected creature
  • Poison stone: poisons the affected creature, causing poison damage (and strength loss, if the player is affected)

Single-use gems

  • Branchport stone: branchports the affected creature (monster branchport can probably just be levelport)
  • Wishing stone: gives you a wish. These have an extremely low probability.

User interface or other technical things

  • The xlogfile shows which turn a conduct was first broken on, rather than compacting all conducts into a bitmask
  • Option to bring up the prompt to type-name an item any time it would normally be prompted, even if the object is already type-named. The example given is that if you price-id an object and then later see a monster use it, you then have the option to add this new information immediately.
  • The scroll of remove curse auto-identifies if it removes a visible curse from one or more objects (i.e. the player can compare his inventory before and after reading it and see that the curse is gone).
  • When the player is prompted to rename an object or a level that already has a name and submits an empty string, ask the player for confirmation to remove that name entirely: "Remove old name? [yn] (n)"
  • When farlooking and moving the cursor around, you can press "m" repeatedly to move the cursor to visible monsters on the screen in increasing order of distance from the player.
  • When standing on a (not known untrapped) container and pressing s, prompt the player to check for traps on the container. Search normally if they say no.
  • Anything the player touches is added to the discoveries list with a blank "called" string.
  • Engraving naturally interrupts instead of leaving the player helpless until it's finished.
  • 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".
  • When blind and holding a leash with a pet on it, you can see the pet.
  • There should be a message from when you pacify (not tame) a monster by throwing food at it.
  • Fix the effective level difficulty of all Sokoban levels to either the level past the one with the stairs, or the level with the stairs, or 9.
  • You can displace peaceful monsters (but not shopkeepers, priests, or Quest leaders) by either walking into them (as the default choice) or by walking into them preceded by the m key.
  • Add a message for when create monster/create familiar/summon nasties fails to summon anything (may happen in extinctionist games).
  • The "You hear someone cursing shoplifters" message replaces "someone" with the name of a known alive shopkeeper on the level. (This has been implemented in FIQhack.)
  • In wizard mode, attempting to teleport into inaccessible terrain or into or out of a teleport region should prompt the player to confirm the teleport. If they confirm, they override any restrictions; if not, it prints "Sorry..." and works like normal.
  • Add a message for when an enemy demon gates in another demon.
  • The directional #loot command works on adjacent containers, not only on your own square.
  • Since untrapping is more common than the rarely used "seetrap" command, remap the ^ key to perform an #untrap. If you wish to use seetrap, you need to do #seetrap.
  • Opening your current space ("o.") should be equivalent to doing a #loot on your current space.
  • Split up the job of TELEPORT_REGIONs in .des files into it and NOENTRY_REGION. Now, TELEPORT_REGION defines a region that cannot be horizontally teleported into or out of, whereas NOENTRY_REGION defines a region where you cannot enter the level if arriving in an unusual way (level teleport, falling in from above, cursed potion of gain level).
  • Negative messages are never punctuated with ! and favor ... but may still use just a period. (Example: "You feel attractive..." for gaining intrinsic aggravate monster in FIQhack, the existing "You feel attractive!" sounds like you gained Charisma.
  • When a monster gets teleported away, show a message "The foo disappears!"
  • Allow the player to view the time as seen by the game.
  • Whenever a monster tries to read a scroll of teleportation and level teleports to the current level ("foo shudders for a moment"), you are prompted to call the scroll.
  • 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. Levels that would have this: lots of Quest levels, the Elemental Planes.
  • The #terrain command shows unexplored spaces as ? marks.
  • The hero should be able to see from the get-go that the Candelabrum has seven candle holders, so display it as "(x/7 candles attached)" instead of just "(x candles attached)".
  • Allow the numeric prefix to work on the zap command. When zapping with a prefix specified, you will try to zap the wand that many times. (This is for easier wresting).
  • If you are killed by a tame monster, the death message reflects that. Perhaps as simple as putting the word "tame" before the monster.
  • Level teleport traps' message "You are momentarily blinded by a flash of light" should be changed or removed because it is the same message as the more dangerous magic trap effect, and it doesn't actually cause blinding.
  • Instead of storing door traps as part of the door state, use the trap field of struct lev with a special new DOORTRAP trap to indicate that there is a trap on the door space.
  • Players' thrown items should, if they miss a monster, continue flying behind it. (It works this way for monsters.)
  • Allow the player to dip into adjacent pools, as this is not actually hard to do in real life.
  • The game prints a message "You escape the dungeon, never to return again." when you escape the dungeon, instead of just going straight to DYWYPI.
  • If the player shoots or zaps something and there is a submerged or hiding monster the player doesn't know is there in the way, it just flies past without interacting.
  • Disallow quivering things that can't be used as missiles (and therefore have no business being in the quiver).
  • When you're helpless for more than 1 turn, the game tells you exactly how many turns you missed.
  • Allow all ranged attacks to be smite-targeted (that is, you choose a square within a range, not necessarily in line with anything, and your attack will hit that space under normal circumstances). In the smite-targeting UI (can generalize this to things like jumping), the path traveled will be background-hilited.
  • Stealing items as a monster with a stealing attack shouldn't be part of a regular attack, or else it shouldn't be possible to make a "normal" attack and also steal something in such a polyform.
  • Whenever a follower monster follows you between levels, print an appropriate message, such as "The wraith pursues you down the stairs." and "You are surrounded by a shimmering sphere! The Wizard of Yendor grabs your arm as you vanish!"
  • Add a Japanese translation for kelp frond: "nori".
  • Fix the "Farewell" ending message to say "turns" instead of "moves", since it's more accurate.
  • If you fall into water with teleport-at-will and have some way of not drowning immediately (like climbing out), the game asks you if you want to attempt a teleport spell.
  • When you fail to polymorph and get the "new man/woman" message, prior to this print a message that makes it clear that the polymorph fails.
  • Add Dudley to the list of random ghost names.
  • All eggs display their size, which is the same as their monster size. Chicken eggs are small. Could also change the egg weight to match.
  • Allow magic fountains to be specified in des files.
  • For TDTTOE, you only receive a "telepathic" message from your quest leader if you actually have telepathy. Otherwise, you merely "sense" the message.
  • New #terrain mode that highlights spaces that are known not to have traps, or if that is too complicated, that you or a pet have stepped on (can show these differently).
  • Review objects that are oc_big. Certain ones like chests and large boxes don't count as big, but should be.
  • When starting or resuming the game while hallucinating and during full moon, replace "You are lucky! Full moon tonight." with "You're on the moon tonight!"
  • Nagas should only be MZ_LARGE, not MZ_HUGE.
  • Add a new damage type AD_CHOK, for specific suffocation attacks (so that rope golems' AT_HUGS AD_PHYS combination doesn't have to be interpreted as choking).


  • At some skill level (Skilled or Expert or maybe even Master) martial arts gives you two attacks.
  • If your legs are unwounded and free, Skilled or better martial arts has a chance of dealing a kick instead of a punch. This has a small to-hit penalty but has better damage. If you want to always punch, you can either attack with F or set an option which prevents you from kicking.
  • Rangers have a role bonus which decreases the overall probability a projectile will break.
  • You can scare off the Vault guard by telling him your name is one of the demon lords. This has the same effect as if you couldn't say anything, so you're still trapped in the vault after he flees. -1 alignment penalty for lawful lying still applies.
  • Amnesia makes you forget spells and lose skill points instead of forgetting discoveries and maps. Normally, spell recall is drained; if a spell is at 0%, it is completely forgotten.
  • Some object that you can dip in lava to enhance its properties.
  • Hitting monsters that have a passive shock attack with something made of copper, silver, or gold increases the amount of shock damage.
  • When you get a wish from a water demon, it uses the cursed/unlucky wish logic because you're making a deal with a demon.
  • Elven priests start with an elven shield instead of a small shield.
  • Boulders falling on the player's head deal more damage than they currently do, and they don't really have their damage significantly reduced if the player is wearing a metal helmet.
  • The cost of breaking a shop door is at least partially non-deterministic, so you can't figure out the exact amount the shopkeeper will demand in advance.
  • After some point in the game (perhaps when you descend below the Valley of the Dead and first "enter Gehennom"), you can no longer buy protection.
  • Eating a chameleon corpse has a chance of conveying intrinsic polymorphitis.
  • Only knights of XL 7 or higher can dip for Excalibur; but Excalibur is available as a lawful sacrifice gift.
  • Some YAFMs for pythons should be added, both Monty Python references and jokes about the Python language.
  • New role: the Debtor. You begin the game by having taken out massive loans to buy a lot of very nice (erodeproof, high enchantment, magical) equipment, and so you should be able to breeze through the first part of the game. However, from time to time, your creditors appear and demand large sums of gold as interest payments. If you can successfully find enough gold to comply with their demands exactly, your debt will never actually increase. If you can overpay, you will be paying off the initial loan amount, and hopefully will eventually pay it all off. However, if you cannot meet their demands, they will first disappear with threats and take any current gold you happen to have, then send repossession men to confiscate your equipment (they will sell it for far less than it's actually worth and not really help to reduce your debt all that much), then send thugs to kill you.
  • If you are wielding a shatterable non-artifact and you are hit by a force bolt, whatever you are wielding is shattered.
  • When you fall asleep, you take d3 damage from falling to the floor.
  • Ghosts do not count as undead; they're just dead.
  • Valkyries always behave as if they were wearing snow boots while walking on ice (i.e. they never stumble).
  • Petrification sources need to be made more consistent - logically, "The chickatrice touches you!" should have the same effect as touching its corpse, but instead it is a mere 1/30 chance to start a delayed petrification.
  • Gnomes get permanent (or racial-XP-level) detection of gold and gems within a radius 3. Or possibly the radius can scale with XL.
  • All thrones are considered historic and Archeologists get an alignment penalty for making one disappear.
  • If you have swimming, you can use , to pick items up from underwater.
  • Stat shuffling through self-polymorph should be slightly biased towards reducing stats.
  • Being satiated abuses wisdom for Samurai (at the same rate it does for Monks currently), and gives Monks slow alignment penalties instead of abusing wisdom.
  • "while already on Charon's boat" is appended to the death message regardless of whether the player quits, if the game ends with their own role genocided.
  • If you're being hugged or grabbed by a monster, you can't engrave anything.
  • Doors are much less likely to resist when trying to close an open door.
  • Sokoban is undiggable until the level is solved (so monsters can't zap digging and create new holes in the floor).
  • Monks start with potions or a wand of enlightenment.
  • The chance of finding a secret door relates to how many known tiles are surrounding the door.
  • If polymorphed into a strong clawed monster like a dragon, you can make semipermanent engravings with "-". However, if your form does not have hands, this will be slower than an athame or wand of digging can do.
  • Water turbulence doesn't affect your movements unless the water square you are in is orthogonally next to another water square.
  • Inventory wetting triggers every turn you are submerged.
  • Change gravestones to CLR_WHITE instead of gray to help distinguish them from walls.
  • If you deliver a staggering blow or other knockback to a cockatrice, and there is a monster behind it, that monster might get stoned.
  • Automatic searching triggers standard 1-radius searches even when the player is blind.
  • Teleport at will shouldn't be gained at different experience levels for Wizards versus everyone else - it should be standardized at the same level for all characters.
  • Minimize the impact of enhancing a skill. Effects that changed with the threshold should be migrated to scale directly with practice as much as possible. If you have maxed a skill to its next enhancement threshold but haven't or can't enhance further, further practice is not counted.
  • When you first pick up the Amulet of Yendor, you get another screen-overwriting message similar to what happens in the quest and at the beginning of the game, directing you to travel back up the dungeon and give it to your god.
  • One-and-a-half-handed weapons that are capable of being used either one-handed or two-handed. They default to two-handed if the player is not wearing a shield or twoweaponing. They have better damage stats than pure one-handed weapons, but the damage is reduced if it is used one-handed.
  • Monsters only give experience points when they are at least a few levels below your own level (i.e. you can't level up from level 12 to 14 by killing only newts and grid bugs with any amount of grinding). To compensate, the cutoffs for experience level are brought closer together.
  • Add a joke oracularity about woodchucks.
  • Add the "necrotic" damage type from D&D, so that evil monsters can deal corruptive or decaylike damage without resorting to death, draining, or disintegration.
  • If the demigod flag is set, increase the speed of all non-sessile monsters (by giving them extra movement points).
  • Attacks that light things on fire also light things on the target square on fire.
  • Rebalance early-game monster base XP; a lichen should not be worth 4 times as much as a jackal.
  • If you are turning to stone and take acid damage from any source, the stoning is stopped.
  • Jumping costs your entire average speed's worth of movement points, not a single action.
  • Conflict doesn't work if a monster can't see you.
  • The usage fee for reading a book in a shop is reduced to 45%, to make it so that unless you have very high Cha, it's better to pay the usage fee than to buy and resell.
  • Archeologists can give artifacts to Lord Carnarvon. At the end of the game, any artifacts in his inventory count towards the game score, without having to drag them up to the Astral Plane.
  • Increase starting HP for all characters by some constant amount.
  • When you have glowy red hands from any confuse monster source, you can zap - (bare hands) to "zap" one charge of confusion in a direction.
  • The player gets a small to-hit penalty when nauseous.
  • If you aren't wearing armor or a shield and have high martial arts/bare hands skill, you get an AC reduction (probably mught better for martial arts).
  • You can't safely wear more than N total points of enchantment on all your armor at once. More than that, and armor pieces may start randomly exploding.
  • Add a "MumaKill" T-shirt or graffiti message or something similar.
  • Walking up stairs exercises Strength.
  • The player can instruct pets to wait in one spot and not move until summoned.
  • The player can shove things, dealing no damage but pushing the monster back. The monster can resist and fail to be shoved; it will resist harder if the terrain opposite it is hostile. You can only shove if you have hands, and you cannot do it to small or tiny monsters. Possibly an AT_SHOV attack should also be introduced for monsters to shove the player.
  • You must have at least one free hand to zap a wand. Otherwise the game won't let you.
  • If your character is male, a small percentage of AT_KICK attacks deal double damage to you.
  • Before you have u.uevent.gehennom set, demons and undead (chosen from the graveyard monster algorithm) continually spawn in the maze on the right of the Castle and try to path towards the upstairs. Also before it is set, in the Valley, awake demons and undead will try to path to the upstairs if they have nothing better to do.
  • Some special minor effect if you are wearing an ornamental cope as a Priest.
  • Assuming unicorn-gem interactions are dropped or otherwise made alignment-agnostic, remove gray and black unicorns entirely, and leave white.
  • Disable multishot if the player is shooting point-blank.
  • Greasy fingers override cursed weapons' welding themselves to your hands. This allows you to get greasy fingers intentionally to get rid of a cursed weapon.
  • When you hit a tree with fire from any source, it can turn into a burning tree (#). This burns for a few hundred turns before burning out and turning into normal floor. While on fire it acts as a light source of radius 9, and deals fire damage to anything adjacent each turn and occasionally to anything within a radius of 3. Come to think of it, there could also be a "bonfire" terrain using the same glyph.