Tiber wrote:If you want to be evil, make it so it doesn't cause contamination; it instead causes things that contaminate you to do so more than usual. That will fix the problem of being too obvious. Come to think of it, that could make for an interesting bad randart property.
You know, that is not a half bad idea. Instead of getting awesome randarts with glow that you immediately throw away because they aren't good switches, you would have to make the choice of being say, twice as vulnerable to sources of glow because of the background radiation of the item. The Plutonium sword would be decent, and wouldn't need to be cursed necessarily, it won't kill you by wearing it, but if you plan on being a melee fighter you better not be too 'hasty' with it or you'll be mutating in the 'blink' of an eye!
Off topic but if this change were implemented I'd like to see the monster Polymorph Other spell not give mutations outright, rather it 'fills you with mutagenic energies!' that result in contamination, that will make you glow, make it more dangerous to do things that give you contamination and ultimately, after 10 points of contamination you will start erupting in magical explosions and mutating. This makes the spell way more interesting, less immediately necessary to swap to rMut items, slightly deadlier in the short run because of the magical explosions, without instantly crippling a player with bad mutations to die of later. Any thoughts?