VagaBond: Ideas about new Artifact Potions:
Potion of Satisfaction: Satisfies you hunger.. for ever. Your hunger cannot decrease below normal, but you can eat, if you want to.
Potion of Fate: Gives you 3-5 fates immediately.
Potion of Pain: Decreases maximum hp.
Potion of Strange Luck: Increases your base luck by random(7)-3 (Yes, it can be less than zero)
BurbLulls: How about... The Potion of High Polymorphing (Ick)
- Turns humans, Beornings, Dunadain and Rohan Knights randomly into another Edain race.
- Turns an Orc into an Elf.
- Turns an Elf, Dark-Elf, Half-Elf, Wood-Elf or High-Elf randomly into another Elf type or an Orc.
- Turns an Ent into a Troll, and vice versa.
- Turns a Dwarf into a Petty-Dwarf, and vice versa.
- Turns a Hobbit into a Gnome, and vice versa.
- Turns a Deathmold into any other race.
- Turns a Maia into a Thunderlord, and vice versa.
- Does not effect Yeeks, Kobolds or Half-Ogres. Maybe it could greatly shuffle stats or even cure/cause 2-3 corruptions.
- Also, perhaps there's a constant 10% chance for each race that they could become a Yeek...
MayLith: I think we're trying to get away from Z-like mutations.
BurbLulls: How is this a purely Z thing? The only way I recall races being changed in Z was by unresisted nexus, not mutation, and if there was any other race changing, it definitely wasn't as thematic as this.
MayLith: Are you joking? I got race-changed by mutation all the time in Z. I wound up with a Vampire character (much to my distress at the time) who went on to become the first CL50 character I ever had in a Roguelike.
FeathinSilyar: This is different enough from Z I think. It is just one artifact potion that does it, so its not likely to be very random (just how many people drink un-identified potions?) and the way he describes it, mostly just polymorphing within a race/similar creatures quite limits it. Just because Z had some feature doesn't mean that anything similar to that feature should never be a part of ToME (in that case we should eliminate gods).
MayLith: I was just referencing the direction the game appears to be taking.
RogerBarnett: How about these ones?
Potion of Rapidity: Permanent +2 speed increase (not much, but it's a nice freebie if you find it)
Potion of Defense: Grants an intrinsic high resistance to the character, but decreases max HP and max mana by 5%
Potion of Nerve: Grants an immediate +10 maxHP to the character, potion does not disappear. If drunk from subsequently, grants another +10 maxHP to the character... with a 25% chance of failure. If failed, the potion disappears, and all +maxHP boosts to the character from the potion are taken away, plus another 5 maxHP. May only be drunk from a maximum of 10 times before disappearing. Yes, this could be savescummed, but so can a lot of things in the game. Would be tempting just to have one more drink... then one more... but you could lose it all and more.
Potion of Perception: Grants intrinsic See Invisible
Potion of Invulnerability: Grants ten turns of total invulnerability - cannot lose any HP/SP and cannot be confused/scared etc... but if you attack or use an offensive spell or item, you become vulnerable again. Useful for panic situations, where you need a few turns to regroup and recast.
VagaBond: There is a potion named Potion of Invulnerability. It's quite rare, but it is not an artifact. As I see, artifact potions should give you an "everlasting" effect. (Exception is the Blood of Life, although it is so potent that it must be artifact.) Btw, how can you drink more than one artifact potion?
RogerBarnett: I assume you're talking about the so called Potion of Nerve. The idea was to make it like the old game of rolling numbers, and adding up the total, but when you rolled a one, you lost everything. I saw this as taking sips from the potion, each time gaining 10 max HP, but if you're too greedy, and take one sip too many - you lose all the gain, plus a little extra.
SimonSorc: What about this:
-The potion of combat. It grants about ten things you get from normal potions, but everything with a duration lasts 5d1000 rounds.
-The potion of immunities. It grants all 4 immunities for a day.
-The potion of avoidance. Monster types you killed a number of times higher than their level aren't generated with chance 90% per individual monster. Or some monster type (genocide style) don't get generated. Or non-unique monster types that killed one of your ancestors have a 50% chance of not being generated when they normally would be. (-;
-The potion of loyalty. An entire dungeon level's monsters (except uniques) become coaligned.
-The potion of greater acid. It kills outright one nonunique that's not acid-immune. It leaves a hole in the ground leading to the next level in nonquest, nonspecial levels. Don't quaff. (-;
-The potion of safety. It disarms all traps on a level and shows all secret doors. It detects all curses on every item on the level.
-The potion of the plague. It brings everyone and everything down to 1 HP including the player. It makes you hydrophobic for a while (as per rabies) so you CAN'T quaff a potion for a day. Use with care!
-The potion of recharge. It recharges every item and maxes your mana. You gain an electric aura for a while as a side effect.
-The neverending potion. It activates for copying the effect of another potion. It quaffes without being spent but needs to recharge (recharge time depends on the level of the copied potion).
-The potion of weightlessness. It has negative weight. Quaff it for permanent flight.
-The sacred chaos. It rerolls dungeons, stores, and randomly kills or ressucitates uniques that aren't special_gene but keeps the total of killed uniques intact. It shuffles your stats around. It gives you a powerful aura of chaos that dissolves most walls and hurts monsters every round (a la ice storm) for a while.
-The golem blood. It gives you mind effects immunity, you can't have ESP, regenerate, mimic, bearform, or drink potions ever again. You can climb mountains. You don't need to breath. You get 50 AC and STR is maxed. You get +250 maxHP and -8 speed. You can bash down walls giant-style and eat granite. Dwarf shop owners give you maximum race discount and 50% off. Undead subraces die instead of get the effects of the potion.
-The potion of antimagic. It prevents all magic (player or monster) for a day.
-The spellbook ink generator. It activates for rerolling spellbooks and tomes (sometimes destroying them). Quaffing it gains 10 thaumaturgy levels but loses 100 maxHP.
-The potion of seeking. It lets you know when a beastmaster quest monster is generated, everytime.
-The slime of death. It heals undead HP and mana and gives +5 maxHP forever, and can change your subrace to a random undead if you're not undead.
-The potion of light. It gives you light radius 4 forever. Nifty if you want to carry a certain artifact that's only range 1! It cancels and is canceled by the potion of darkness. It lowers your stealth by 10.
-The potion of darkness. It is -1 light range and +2 stealth while you have it in inventory. If quaffed, every square you will ever step on will become unlighted, you will be -2 light range, and you will be +15 stealth forever. All fueled light sources will run out 100 times faster. It also gives light and darkness resists. Your blindness resist will be always inefective.
-The potion of curse. It curses all your items and un-ID them. Nasty!
-The potion of silence. If you quaff it, you can't read a scroll or spellbook ever again, except those castable blind. Very nasty!
-The potion of greed. Allows you to evaluate the price any item would sell for. Your pseudo-ID are 5 percent likely to be ID instead. You drain gold and your sanity can drain to half its max if you run out of gold! The gold drain becomes worse each day. Potions of new life will reset the gold drain to starting value.
-The potion of deadspeak. Tells you which monsters killed your ancestors. This quick memory refresh can be helpful!!
-The potion of cloning. Does the cloning effect if thrown or quaffed; but if thrown against a wall, the potion shatters only to leave... two intact copies of itself!!
-The potion of anti-summoning. Prevents summoning for a long while.
-The potion of slight headaches. Costs 5 sanity per day. Breeders breed slower. Princesses have less friendly text. Pets may become neutral.
-The potion of old songs. Lets you know each monster type as if you had killed 1000 more of them. Artifacts are generated {special}. You gain 5 music skill.
-The blood of death. Quaffing it destroys the blood of life's effects and potion (marks it *ID* so it is never generated if not found yet), and genocide everything on the level at no HP cost. If you knowingly quaff it (i.e. you *ID* it first) you lose 100000 piety(!!). If without a god, you get down to 1 sanity, 0 mana, and 1 HP.
-The potion of short memory. You can recall monsters as if you had killed 1000 less than in realty, and your items will un-*ID* completely at the rate of one per day. You lose ring and potion knowledge and have to gain it all over again - and lose one of those knowledge each day.
-Shelob's venom. -10 CON for a day once a week, forever. Your poison resists will be innefective.
-The potion of vibrations. Cause earthquake if thrown. Sound resist for ever if quaffed (which won't be in the description).
-The blood of Groo. It maxes your STR and CON and sustains them permanently. Your INT and WIS are -5. You lose pseudo-ID. ID now does pseudo-ID. However swords are auto-*ID* as Groo knows a good sword. Your confusion resists won't work ever again. You gain 70 HP and you're -50 percent mana (if you're a barbarian, that can mean zero mana). You say a stock phrase once a day that removes all doubts on whether you are now too 'Groo-minded' for your own good.
"Happiest Sadist" How about these. The potion of wrath. You gain permanent berserk and -4 stealth.
The coward's draught. Whenever struck for an attack doing more than 1/2 your current HP, you teleport (range 100).
The potion of the wraith. Gives you intrensic drain exp, black breath, and wraithform. (cool!)
SimonSorc: it could be even cooler if some of those potions couldn't be *ID* at all, and had to be learned by trying them out and remembering the effects with your next character...
NeilStevens: All this sounds more appropriate for Zangband than ToME.
MayLith: I kinda like VagaBond's original four, but I agree with you re: the rest.
MassimilianoMarangio: Some of them are appropriate for ToME (e.g. Shelob's Venom), but most of these potions are better used in an alchemy based module (perhaps without means of identification
MayLith: The thing about Shelob's Venom: It makes me think about the technique used to milk venemous snakes for their poison. Who would be BIG enough to pick up Shelob and manhandle her into smacking her fangs through a truly big wrap-covered beaker in order to milk her??? (I don't imagine her to be the type to volunteer it on her own...)
BurbLulls: We (For we, read I) really need a page showing what is Z style and isn't. Oh, and two other potion ideas:
The Morphic Oils of Maia/Balrog: Two artifact potions that act just like the flame of Udun and Avatar spells. Seeing as they're artifacts the change lasts for quite a hefty amount of time...
LordEstraven: Inability to ID artifact potions would be kind of dumb, you'd only be giving ToME newbies headaches by doing that, no one with any experience would sample an un-IDed potion, much less one they couldn't *ID*.
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