User:Red kangaroo/YANIs/Items
This is a list of ideas I had for new items, or a way to rework and hopefully improve items existing either in vanilla or one of the variants. I'd also like for a new effects to be added to cursed items, to make preventing your equipment from getting cursed more than an annoyance and swap prevention.
I also have some YANIs for artifacts.
Contents
Weapons
As a property of weapons, silver is very powerful. However, only a very limited number of weapons is silver, making many choices obsolete by the virtue of losing the +1d20 damage that does make a difference. I'd suggest adding more silver weapons for the skills that have none, as SLASH'EM and dNetHack already done is some way.
The following weapons exist in variants:
- silver long sword, silver short sword, silver mace and silver bullet in SLASH'EM;
- moon axe, silver khakkhara and silver stone in dNetHack.
However, I think most if not all weapon classes should have a silver weapon to increase the viabilty of differing weapon choices. Suggestions can be found below.
Knives
- scissors should also use this skill
- apply to perform a surgery
hunting knife
- uncursed doubles, blessed triples the chance to get a corpse drop
knife of accuracy
- thrown always hits
dwarvish knife
gnomish knife
dragon tooth
- deals 1d6 damage vs small, 1d8 vs large monsters
- made of bone, similarly as a worm tooth
- rarely dropped by slayed dragons
- racial equipment of half-dragons
Broadswords
macuahuitl
- deals 2d4 damage vs small, 1d8 vs large monsters
- made of mineral
- often found in the archeologist and caveman quests
Two-handed swords
silver claymore
gun sword
- as a two-handed sword, but made of metal
- fire while wielding it to shoot bullets
ogrish greatsword
- deals 2d8 damage vs small, 3d8 vs large monsters
- made of copper, weights 200 units
- ogre lords and ogre kings may be generated with one
triple sword
Scimitars
silver sickle
Polearms
silver spetum
- instead of the reaching attack of normal polearms, scythes can be applied to reap; reaping attacks all squares adjacent to the player simultaneously
Tridents
pitchfork
- deals 2d4 damage vs both small and large
- made of wood
trishula
Staves
iron-shod staff
silver-tipped staff
lead-filled staff
dragonbone staff
- deals 1d10 damage vs small, 2d10 vs large monsters
- two-handed
- made of bone, similarly as a worm tooth
- dropped by destroyed bone dragons
- racial equipment of half-dragons
electrostaff
Axes
hatchet
tomahawk
- deals 1d5 damage vs small, 1d4 vs large monsters
- made of mineral
- stacks like daggers and can be multishot
orcish battle-axe
- deals 1d6+1d4 damage vs small, 1d6+2d4 vs large monsters
- one-handed weapon
- orcs get +1 to hit and damage
dwarven war-axe
- deals 3d4 damage vs small, 3d6 vs large monsters
- two-handed weapon
- dwarves get +1 to hit and damage
Picks
- crystal pick can dig through iron walls and iron bars, whereas otherwise these can only be removed with a wand of acid or a potion of acid
gnomish shovel
- deals 1d3 damage vs both small and large
- made of wood, weights 40 units
- gnomes use it as a +2 weapon and may be generated with one
army spade
Clubs
giant spiked club
- deals 1d16 damage vs small, 1d20 vs large monsters
- two-handed weapon
- made of wood, weights 180 units
- ogre lords and ogre kings may be generated with one
Maces
- merge morning star into the Maces skill, removing a redundant one-weapon skill
ogrish greatmace
Hammers
silver mallet
large hammer
- two-handed
- deals 3d4 damage vs small, 1d4+8 vs large monsters
trollish maul
Whips
whip of slaughtering
- deals 1d30 damage vs small, 1 vs large monsters
- works even against thick-skinned monsters
- can be applied to reach, as with a polearm
silver chain-sickle
demon whip
sacred scrouge
Flails
silver flindbar
Stakes
The unicorn horn needs more weapons in its weapon class, just as other weapon skills with a single weapon. They are overly specific and mostly not interesting enough options to justify spending skill slots. Thus, I suggest moving unihorn into the Stakes skill, plus adding several weapons to increase the viability of the class.
- from SLASH'EM, but now under stake skill
- deals 1d6 damage vs both small and large
- has 10% chance to instakill any vampire
iron spike
- never randomly generated
- from destroyed spiked pits; pushing a boulder into a spiked pit creates several buried iron spikes, with a chance of being poisoned
- deals 1d4 damage vs both small and large
- stacks like daggers and can be multishot
silver spike
- silver weapon (see above)
- deals 1d4 damage vs both small and large, plus silver damage
- stacks like daggers and can be multishot
any wand
- uses this skill if wielded in melee
- deals 1d2 damage vs both small and large
- if an attack wand, it has a skill-in-10 chance to deal additional damage equal to 1d(current charges), without using up a charge
- damage type depends on the wand type
- not the same as zapping the wand for free, it only affects the monster hit
Boomerangs
silver chakram
Firearms
flamethrower
- firearm capable of multishotting beams of fire
- this works similarly to zapping a wand of fire several times in a single turn
- future tech two-hander
- made of metal, weights 200 units
- uses charges instead of an ammo, can be recharged with a scroll of charging of a potion of oil
Ammunition
silver bolt
- crossbow ammo
silver dart
silver star
- throwing star when unidentified, same as shurikens
arrow of seeking
- same stats as a normal arrow, but offers +20 to hit
Armor
See dragon armor for thoughts on resistances, less rigid ascension kit and dragon tailoring.
Headgear
helm of teleport control
oilskin cap
Shirts
dwarven chain shirt
- offers base 2 AC
- made of iron, weights 100 units
- sometimes generated on dwarves and considered their racial armor
elven chain shirt
- offers base 1 AC
- made of mithril, weights 20 units
- as metal armor inhibits spellcasting
- never randomly generated, elf lords and Elvenkings are rarely generated with one
- can be safely enchanted up to +7
swimsuit
Suits
black leather armor
- as leather armor, but can be safely enchanted up to +7 and offers full Dex bonus to AC
- may be generated on the drow
troll leather armor
- as studded leather armor, but grants regeneration
- may be created from troll hide (see below)
Cloaks
- dragon scales should be worn in the cloak slot
animal skin
- occasionally drops from slayed quadrupeds
- offers base 1 AC and MC 1
- may be enchanted into leather armor
- grants double its enchantment to AC
troll hide
- rarely drops from slayed trolls
- offers base 1 AC and regeneration
- may be enchanted into troll leather armor
Gloves
- any pair of gloves can be generated with a fingerless prefix
- fingerless gloves don't protect from wielded items (demons should be seared by silver, elves should not heal wielding iron), or from touching certain corpses
- they don't prevent removal of rings while cursed, however, and secondary effects of certain rings are also possible (eg. silver damage to unarmed with silver ring and fingerless gloves)
- randomized appearance of gloves could matter more:
- old gloves are impervious to erosion
- padded gloves increase AC by 1
- fencing gloves increase to-hit by 3
- new rubber gloves protect rings from shock damage
- new latex gloves are so thin that rings are worn over them, thus they don't prevent removal of rings while cursed and secondary effects of certain rings are also possible
bracers of protection
- offer base 2 AC and protection, increasing the player's MC by 1
- made of iron
- do not protect against touching things
dwarvish gauntlets
gloves of free action
gloves of good fortune
- worn act as a luckstone
gloves of thievery
- protection from theft
knitted mittens
chain mittens
Belts
I always liked the idea of adding belts as a new type of armor to NetHack. Slight balancing might be necessary, however, as this would allow the player to achieve lower AC.
Name | AC | Wt | Effect | Material | Appearance |
---|---|---|---|---|---|
leather belt | 0 | leather | belt | ||
belt of striking | 0 | Enchantment increases all damage done. | leather | belt | |
belt of flying | 0 | flight | leather | belt | |
belt of carrying | 0 | Increases carrying capacity based on enchantment. | leather | belt | |
belt of teleportation | 0 | teleportitis | leather | belt | |
belt of gender bender | 1 |
|
leather | belt | |
chastity belt | 2 |
|
iron | belt | |
mithril girdle | 2 | Can be safely enchanted up to +7. | mithril | girdle | |
girdle of greed | 1 |
|
gold | girdle | |
girdle of speed | 1 | Grants intrinsic speed. | silver | girdle | |
girdle of protection | 2 | Increases MC by 1. | iron | girdle | |
girdle of giant strength | 1 | Increases strength by enchantment. | iron | girdle | |
girdle of great weight | 3 |
|
iron | girdle | |
girdle of weakness | 1 | Sets strength to 3. | iron | girdle | |
panties | 0 | Thrown cause confusion in enemies. | cloth | piece of cloth | |
loincloth | 0 | Thrown cause fear in enemies. | cloth | piece of cloth | |
codpiece | 2 | Protects males from bonus damage from critical kick attacks. | iron | ||
rope | 0 | Dropped by rope golems. | cloth |
Towels and iron chains can also be worn in the waist slot.
Boots
boots of freedom
- grant free action
gnomish shoes
Shields
- dwarvish roundshield should offer 3 AC, in accordance with other dwarven equipment having better than average stats
Other
barding
- special armor only various riding animals and hybrids with animal lower body (eg. centaurs, nagas or salamanders) can wear
- offers base 8 AC and MC 2
- made of iron, weights 250 units
set of horseshoes
- special armor only creatures with hooves (horses, centaurs, minotaurs, maybe demons) can wear in their feet slot
- offers base 1 AC
- made of iron
- blessed or cursed works as a luckstone
Amulets
- found on the Computer Level
- non-cursed grants amnesia resistance
- blessed greatly slows the loss of spell knowledge
- cursed increases the loss of spell knowledge ten times
amulet of weaponmastery
- cursed makes all your attacks unskilled
- uncursed adds one to the skill of your attacks
- blessed sets all your attacks to expert skill
gorget
- type of a neck armor
- worn in amulet slot, but has no magical powers
- offers base 1 AC
- made of iron, so hinders spellcasting
- can be enchanted with scrolls as any armor
Useless items are no fun, thus I suggest replacing amulets of change and restful sleep.
- we already have ring of polymorph, so this amulet needs something unique
- merge with amulet of unchanging
- now acts as before if non-cursed, but grants unchanging while cursed (because curses twist and reverse the normal effects of any item)
amulet of insomnia
- replaces amulet of restful sleep
- grants sleep resistance
- acts as before if cursed (because curses twist and reverse the normal effects of any item), also suppresing any sleep resistance (including intrinsic one)
Books
spellbook of secrets
Potions
- all eligible items could be enchanted by dipping into potions of gain level, with BUC of the potion having the same effect as BUC of enchanting scrolls
- wands should be possible to recharge by dipping into potions of gain energy or gain ability
- wand of nothing dipped into potion of gain ability instead transforms into random other wand
- wands of fire can also be charged by dipping into potions of booze; uncursed grants 1d3 charges, blessed 3d3 charges, cursed -1 charge
- potion of booze could use a new flavour
Rings
I propose several new rings, some of which have special effects when #rubbed. This is both because I feel the #rub command is greatly underused and because it creates an interesting opportunity for new ring effects.
- dropping rings into a sink may only bury them under the sink rather than destroy them, based on luck
ring of djinni summoning
- can be #rubbed for a variety of effects, destroying the ring
- blessed results in a prompt to select either non-magical wish or a pet djinni
- uncursed creates a peaceful djinni
- cursed always results in a hostile djinni
ring of elements
I think the three rings of damage resistances are vastly underused, and it's mostly because how easy are these resistances acquired intrinsically. Combining them into a single ring should make it a more viable and desirable item, plus I really like the idea or corpse-gained intrinsics timing out as in dNetHack to make your rings even more important.
- replaces rings or cold, fire and shock resistance
- grants cold, fire and shock resistance
- cursed could suppress any form of cold, fire and shock resistance
rings of gain attribute
- all sustain their given attribute if blessed, but only from going down, not up
ring of light
- worn grants light radius of 2 uncursed or 3 blessed
- cursed has no effect
ring of luck
- worn modifies luck timeout as a luckstone would
- chargeable, grants extra luck or reduced luck based on its enchantment
- rarely may replace the guaranteed luckstone in the Mine's End, as getting the same stone every game is no fun
ring of magic resistance
ring of material stability
- grants disintegration resistance
ring of mental stability
- grants confusion resistance
ring of mind shielding
- grants psi resistance (resist psi bolt and mind blast)
- blessed prompts for confirmation before each teleport, as a blessed scroll of teleport
- cursed always teleports uncontrollably
- found on the Computer Level
- chargeable
- can be #rubbed to summon a monster to back the player up, decreasing its enchantment by 1
- blessed summons mostly tame or peaceful monsters, uncursed generally peaceful and cursed always hostile
- higher enchantment (either positive or negative) results in more powerful monsters, plus positive enchantment increases the chances of tame monster while negative increases the chances of hostile one
- enchantment around +0 mostly results in weak monsters
- blessed but negatively enchanted ring may create both tame and hostile creatures
ring of self-knowledge
- When worn, Ctrl-x gives info similar to enlightenment. However when cursed, all sources of enlightenment (potion, spell, ...) become useless, giving false or hallucination-like info instead.
Negative Rings
While strictly negative items are not very interesting, IMHO, because once identified, they cannot be used as anything but a polypile trash (or simply dropped and forgotten), and thus only serve to make the identification game less predictable, I cannot resist adding several ideas for negative rings. While some of these may be situationally useful, they are mostly items you would hope to never find.
ring of doom
- always generated uncursed, but curses itself upon donning
- sets luck to -13 until removed
ring of insanity
- extrinsic confusion
ring of hallucination
- extrinsic hallucination
- may have a use around touch of death users, as it is easily removable
ring of elemental weakness
- blocks resistances to fire, cold and shock damage, no matter whether the player has them intrinsically or extrinsically
ring of alchemical weakness
- blocks resistances to acid and poison damage, no matter whether the player has them intrinsically or extrinsically
ring of critical weakness
- grants the monsters a chance of doing critical attack, dealing double damage
ring of melee weakness
- blocks half physical damage and increases melee damage taken
ring of ranged weakness
- blocks half physical damage and increases ranged damage taken
ring of spell weakness
- blocks half spell damage and increases spell damage taken
ring of mental weakness
- blocks resistances to confusion, stun, paralysis and sleep
- increases chances of getting confused, stunned, paralyzed and slept from all sources
ring of dimensional anchor
- prevents all forms of teleportation as if you were on a non-teleport level, but also blocks level teleportation
- helps against teleport traps, but that's probably the only redeeming quality
ring of missing finger
- curses itself upon donning
- removes your other ring slot (eg. if you put it on your left finger, you loose your right finger) for as long as it is worn, dropping the ring equipped there (if any) on the ground
- can be used to get rid of a cursed ring on your other hand, but still auto-curses itself
Scrolls
Very weak scroll and nearly useless after early game, I suggest a new power to make it somewhat more interesting to keep through later stages:
- dropped would work similary to the scroll of scare monster, confusing any monster attacking the player, though some may resist
- confused non-cursed invokes earthquake
- confused cursed summons several hostile earth elementals
scroll of destroy jewelry and scroll of destroy weapon
- both offer the same benefits and dangers as a scroll of destroy armor
- great against a cursed two-hander or an amulet of strangulation
scroll of root password detection
- found on the Computer Level
- creates 1d5/1d3/1 scroll labeled XYZZY according to BUC
- confused non-cursed only prints YAFM "The root password is ’xyzzy‘." with no further effect
- confused cursed prints "Data corruption warning, activating safety protocols." and levelports
scroll of wishing
- blessed grants single magical wish
- uncursed grants single non-magical wish
- cursed creates a cursed wand of wishing (1:-1)
- confused non-cursed summons several peaceful djinn
- confused cursed summons several hostile djinn
Tools
Weapon-tools
chainsaw
crowbar
- club-type weapon-tool similar to aklys
- can be used to #force containers and doors without a risk of breaking
jackhammer
Facewear
Several items to be worn on the face, just as a pair of lenses, a blindfold or a r'lyehian faceplate.
Name | Effect | Material | Appearance |
---|---|---|---|
goggles of seeing | see invisible | glass | |
goggles of searching | searching | glass | |
goggles of infravision | infravision | glass | |
goggles of clairvoyance | clairvoyance | glass | |
goggles of blurring |
|
glass | |
goggles of ugliness | aggravate monsters | glass | |
goggles of dazzling |
|
glass | |
pair of shades | Prevent blindness from yellow lights and lightning. | glass | glasses |
eyepatch | Grants +1 to Cha. | leather | leather strip |
surgical mask | sickness resistance | cloth | mask |
gas mask | Grants immunity to clouds. | plastic | mask |
carnival mask | Angered shopkeepers and priests will not recognize the player. | paper | mask |
illithid mask |
|
bone | mask |
ballgag | leather | leather strip | |
earrings of hearing | Any sound heard by the player will reveal the source for one round (eg. "chugging sound" will show the monster drinking). | gold | pair of earrings |
earrings of beauty | Set Cha to 25. | gold | pair of earrings |
earrings of deafness | Grant deafness. | gold | pair of earrings |
Light sources
candelabra
- can hold candles just as the Candelabrum
- made of gold with appearence candelabrum
- lit has light radius equal to the number of candles it holds
wooden torch
- can be applied to light up, with same light radius as a candle
- cannot be lit if fireproof, then works as an ordinary club
- used in melee works as a club, plus lit adds 1d3 fire damage
- when it burns out, it transforms into a very burnt club
- can be created with a club and a bandage
everburning torch
- as a torch, but never burns out and can be lit while fireproof
torch of brightness
- as a torch, but has light radius as a lamp
torch of twilight
- as a torch, but creates a darkness radius instead of light
- drow can start with one
water candle
- can only be lit underwater
- increases underwater vision range to 2 squares
lantern of revealing
- as brass lantern, but grants slotless see invisible
Utilities
abacus
- chargeable
- apply to display the exact number of turns remaining for individual intrinsics to time out
- useful while sliming or petrifying, when waiting out hallucination or stun, but especially if intrinsics from corpses time out
- cursed only results in YAFM
pair of scales
- apply upon any item to learn its weight
mascara
- consumed upon use
- apply to increase charisma by 4 if blessed, 2 if uncursed, or decrease by 2 if cursed
- any water damage (or being creamed) causes the makeup to smudge, resulting in a -2 penalty to charisma instead of the above bonus
- smudged or not, can be removed with #wipe
- could train Cha if applied with over 10 Cha (more training if blessed) and abuse it if under 10 Cha and/or cursed
- could display „You seem to notice something <strange/suspicious> in the reflection.“ if anything invisible (strange) or hidden (suspicious) is present nearby
- cursed only displays „You seem to notice something weird in the reflection.“
magic mirror
- made of silver
- grants slotless displacement
holy symbol
- apply to turn undead
- rather than alignment of the player, the turning works in regards to BUC of the item
- can be used in Gehennom
Wands
Wands could use a bit of special treatment in regards to their BUC - cursed wands do not work correctly as the curse is interfering with their magic, causing unpredictable results of a zap. Every zap of any cursed wand is 20% of time replaced by one of the following effects:
- common effects (60%), equal chance of:
- bolt of random damage (acid, fire, cold or shock), non-directional wands shoot in random direction
- if in light, creates darkness, if in dark, creates light
- teleports itself out of the player's inventory
- stinking cloud at the player's location
- uncommon effects (30%), equal chance of:
- equips into main hand (it is cursed, remember)
- drains life
- summons monsters
- deals shock damage to the player, if not resisted, regains 1d3 charges
- rare effects (9%), equal chance of:
- transforms into snake (and back once killed)
- earthquake
- uncontrollably levelports the player
- summons nasties
- very rare effect (1%), equal chance of:
- curses items
- destroys random piece of equipment
- explodes (as if broken)
- polymorphs itself into different wand
This makes curses on wands much more interesting (and probably dangerous).
Several wands could use a new engrave message:
- "You probe the bugs on the <floor>. You feel more confident in your entomology skill."
- "The bugs on the <floor> try to flee!"
- "You find many hidden bugs on the <floor>."
- "Several bugs appear on the <floor>."
- no longer summons if engraved with
- "You wish an engraving into existence!"
- no longer provides a wish if engraved with, but non-cursed wand creates a permanent engraving and does not use a turn
- found on the Computer Level
- non-directional, cannot be recharged or wished for
- engraving prints "Several bugs appear on the <floor>." but has no other effect, the same message could be added to the wand of create monster
- when zapped prints "The world around you suddenly seems to freeze and shudder." and the whole current floor is generated anew
- the player and all uniques are placed randomly on the new floor, all other monsters or loose items are deleted
- on special floors only paralyses the player through free action
wand of writing
- directional wand
- can be zapped to engrave on adjacent squares (Elbereth before you enter on the square) or engraved with normally
- blessed burns permanent engravings
- uncursed carves semi-permanent engravings
- cursed writes in blood, which is similar to dust engraving
- non-cursed engraves quickly as an athame
- can engrave even from height and has a lowered chance of misspelling
- if an uranium wand, creates glowing engravings
Other wands I really like: wand of acid, wand of draining, wand of wind, wand of wonder.
Comestibles
tin of pea soup
- highly filling at 800 nutrition
- grants temporary 'flatulence' intrinsic that causes the player to occasionally place a single stinking cloud on a random adjacent square
tin of school food
- eating prints an YAFM: „It contains some nondescript substance, tasting awfully.“
- uncursed poisons
- blessed trains constitution and grants poison resistance
- cursed abuses Con, poisons and has an equal chance of causing either nausea or food poisoning
tin of crackers
- second most nutritious meal in the game, at 1000 nutrition
Gems
Several gems I have no other reason to suggest but to increase the variability of them in the game. I like collecting gems.
Several of the gems below, however, may have special effects or uses. Higher tier gems are more valuable, while the color is of the corresponding worthless glass.
Color | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
---|---|---|---|---|
clear | rock crystal | zircon | diamond | dilithium crystal |
white | rock salt | milky quartz | white opal | moonstone |
black | charcoal | obsidian | onyx | black pearl |
red | garnet | jasper | cherry opal | ruby |
green | jade | nephrite | chrysoprase | emerald |
yellow | pyrite | citrine | chrysoberyl | tiger eye |
blue | aquamarine | turquoise | lapis lazuli | sapphire |
orange | jacinth | amber | carnelian | sunstone |
brown | petrified wood | smoky quartz | agate | topaz |
pink | rose quartz | pink opal | alexandrite | pink pearl |
violet | fluorite | tourmaline | nether quartz | amethyst |
multihued | rutile | mystic quartz | rainbow pearl | chaos shard |
strange | bezoar | bloodstone | elemental ember | dragon scale |
metallic | hematite | silver stone | gold nugget | piece of mithril |
bezoar
- can be eaten (swallowed, to be exact) to cure illness and grant temporary poison resistance for 500+2d1000 turns
pearls
- single random pearl is always dropped by any killed giant clam
rock salt
- can be dipped into a potion of water to create a potion of salt water, this consumes the rock salt
silver stone
- works as a silvered flint stone, making great sling ammunition
sunstone
- offers light radius 1
- not enough to make a difference from the normal vision of the player in the darkness, but can be dropped to illuminate a certain point in the dungeon