I think Runestones would help make the "endgame" (like quota 5 and up) a bit more fulfilling and safe. Would take up 1 inventory space, but you can carry up to 5 of any in one space, using your scroll wheel to choose what to use.
Runestones - Several different runestones for different scenarios. You can carry them in a separate inventory, or a pouch of some sort that allows for mostly evasive action.
- The Runestone of Blink - Like an ender pearl, will teleport you to where you throw it. Will be lost if thrown into the void, to avoid you just teleporting to the death plane.
- The Runestone of Aggression - When thrown at an enemy, friend, or at your feet, all enemies in a specific room on that floor will try to attack that one thing. It will not last long if throw at an enemy, but will last for about 1 minute when thrown at yourself or an ally.
- The Runestone of Deep Sleep - When thrown at an enemy, getting close to them will not aggro them, allowing you safe passage. Attacking them will wake them up. This will not work on enemies that can teleport or despawn, such as the Eye or those Ground Birds.
- The Runestone of Terror - When thrown at an enemy, it will force them to put as many doors between you and them as possible. Will last 30 seconds, and if attacked, the effect will be removed.
- The Runestone of Protection - When applied to a person, it will make them have a durable barrier that reduces damage by 80% for 2 minutes. If the Jester attacks, there will be no damage done, but the barrier will drop immediately.
- The Runestone of Clairvoyance - Will give a variation of the Astral Eyes spell, identifying high chaos items and monsters in a wide area around where the stone was tossed.
- The Runestone of Augmentation - Can be used on both Wands and The Orb. Once used, you can choose between two options: The wand can spew spells +50% faster in exchange for having a -50% damage rate, or the wand can deal +50% more damage in exchange for having a -50% cooldown rate. Cannot be used on wands that cannot deal damage. The Orb is similar, either being faster to throw in exchange for less damage, or have more damage for a much slower throwing rate. If you have an augment on a wand or orb already, you can use another rune to either change its polarity or to get rid of the augment altogether.
Thoughts?