This thread made me think of a new item suggestion:
Potion of the mole
Transforms your hands into the claws of a mole. Significantly improves your digging abilities [to the equivalent of wielding a mattock or so] and gives a severe penalty to melee and ranges accuracy. Effects last 20+1d20 turns.
Is not sold in town but can drop from dungeon level 1. Apart from being another way of escape in the situation described here it also seems fun for id-by-use to me. If you quaff this from an un-id potion in a moderately dangerous situation it does hinder you and requires some change of tactic but shouldn't be lethal in situations that weren't lethal beforehand.
Potion of the mole
Transforms your hands into the claws of a mole. Significantly improves your digging abilities [to the equivalent of wielding a mattock or so] and gives a severe penalty to melee and ranges accuracy. Effects last 20+1d20 turns.
Is not sold in town but can drop from dungeon level 1. Apart from being another way of escape in the situation described here it also seems fun for id-by-use to me. If you quaff this from an un-id potion in a moderately dangerous situation it does hinder you and requires some change of tactic but shouldn't be lethal in situations that weren't lethal beforehand.
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