I have no idea if this has been brought up one or more times in the past, but what if:
-Herbs/nuts: in addition to the various potions, specific herbs could be introduced to Angband that would be a remedy against all sorts of wounds and illnesses to the player. This idea is based on the various herbs found within the Rolemaster rpg system. We could use the names they're using or go for totally new names for the herbs.
Just a few examples:
-Herb/nut that heal minor wounds
-Herb/nut that heal 1D6 hits
-Herb/nut that cures confusion
-Herb/nut that restores sight
-Poisons: What I'm thinking here are poisons that you apply to a weapon or missile which have a one-time effect when used, let's say you apply a certain poison to a sword and successfully hit a npc yielding poison damage, then the poison is gone from the sword. The same would apply for missiles.
Just a few examples:
-Poison that gives extra damage
-Poison that blinds
-Poison that confuses
-Poison that gives extra damage over time
-Herbs/nuts: in addition to the various potions, specific herbs could be introduced to Angband that would be a remedy against all sorts of wounds and illnesses to the player. This idea is based on the various herbs found within the Rolemaster rpg system. We could use the names they're using or go for totally new names for the herbs.
Just a few examples:
-Herb/nut that heal minor wounds
-Herb/nut that heal 1D6 hits
-Herb/nut that cures confusion
-Herb/nut that restores sight
-Poisons: What I'm thinking here are poisons that you apply to a weapon or missile which have a one-time effect when used, let's say you apply a certain poison to a sword and successfully hit a npc yielding poison damage, then the poison is gone from the sword. The same would apply for missiles.
Just a few examples:
-Poison that gives extra damage
-Poison that blinds
-Poison that confuses
-Poison that gives extra damage over time
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