God proposal: Hemoect the Ravager


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Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Monday, 12th May 2014, 20:38

God proposal: Hemoect the Ravager

Concept: A god that uses HP for costs rather than MP, and encourages standing and fighting over running.

Hemoect the Ravager is a god worshipped throughout history to give warriors strength in battle. Although always seen as a benefactor, in reality Hemoect only cares about the destruction caused. Despite a decrease in worshippers due to most of them being killed, Hemoect has found a home within the Dungeon.

Likes: Killing, corpse sacrifice
Dislikes: Using healing items while its abilities are active.

Conduct: Slows your natural regeneration rate, down to zero at max piety.
Passive: Bloodwell. Killing enemies heals you based on their HD. This HP can go over your max HP, up to 2 * (piety level squared), so 72 max bonus HP. This bonus HP cannot be healed by healing items, and goes down slowly over time while you aren't dealing damage (1 every 20 turns)

  Code:
*:           "Pinprick"     
Passive: Claws 1. Increases to claws 2 at *** and claws 3 at *****

**:          "Dull blade" 
Active: Hemoect's touch.  Causes self-bleeding (acts like barbs, triggering on movement and attacking). Gives a +x/+x slaying bonus, where x is piety bonus.

***:         "Honed edge" 
Active: Sigil of Sacrifice. Costs 10% max HP and one turn to make a mark on the ground. Moving removes this mark. While standing on the mark, spells and abilities that cost MP have increased power and cost health equal to the MP cost in addition to MP. You also gain an invo based ability to smite any corpse-dropping enemy.

****:        "Hemoect's scion"
Passive: Thicker than water. Enemies moving off of blood splatters and corpses are slowed briefly.

*****:       "The Bloodied"
Passive: To the last drop. +1 to all stats when below 50% HP. +5 to all states when below 25% HP. +10 to all stats when below 10% HP.

******:      "Phlebotomist"
Active: Bloodboil. Damages all corpse-dropping enemies and all enemies standing on blood splatters and corpses. Costs 10% max health.


I wanted Hemoect's abilities to apply to both mages and melee fighters: The slaying bonus is great for melee and can help out mages in a pinch, while Sigil has something to offer for even completely non-magic users.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )
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Blades Runner

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Joined: Tuesday, 31st December 2013, 19:51

Post Monday, 12th May 2014, 22:35

Re: God proposal: Hemoect the Ravager

Gods of sadism already exist.
Those bonuses at low health are crappy. Even if they were cumulative (+16 all stat ) that does not usually change the situation too much (well higher dodging certainly helps but then you might as well make it a passive boost to dodging/AC the lower you go). You almost never wanna be at 10% HP and anything that managed to get you to 10% HP is probably going to kill you pretty soon anyway.

Not all warriors use UC but you give them claws all the same?

Selective Smite is kind of lacking in...something to make it interesting and different. Selective weaksauce Torment also goes in the same boat.

Sigil of Sacrifice isn't very interesting. Drag a big block of enemies to a corridor and drop your Sigil there. You don't have to take another step for a while.

Hemoect's Scion and the "overheal" are the only things that are kind of interesting and unique.
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Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Monday, 12th May 2014, 23:12

Re: God proposal: Hemoect the Ravager

Thematically, I wanted him to be more of a god that doesn't care about its followers.

In my head it was more of an unarmed claw-punch, but that doesn't work with two handed weapons. Perhaps barbs.

As far as "just go into corridor" that's the answer all the time anyway. But, maybe this could be tweaked to discourage that- perhaps you need a 3x3 space to make the sigil?
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )

Abyss Ambulator

Posts: 1217

Joined: Sunday, 14th April 2013, 04:01

Post Tuesday, 13th May 2014, 15:38

Re: God proposal: Hemoect the Ravager

Ok, updated version. I tried to make the abilities more focused around prolonged fights in open areas, to promote a greater risk-reward gameplay by changing the usual optimal tactic of hiding in a corridor.

  Code:
*:           "Pinprick"     
Passive: Spines 1. Increases to spines 2 at *** and spines 3 at *****

**:          "Dull blade" 
Active: Hemoect's touch.  Causes self-bleeding (acts like barbs, triggering on movement and attacking). Gives a +x/+x slaying bonus, where x is piety bonus.

***:         "Honed edge" 
Active: Sigil of Sacrifice. Costs 10% max HP and one turn to make a 3 x 3 mark on the ground. Moving outside of this region removes this mark. While standing on the mark, spells and abilities that cost MP have increased power and cost health equal to the MP cost in addition to MP. All enemies take damage each turn they stand on the mark.

****:        "Hemoect's scion"
Passive: Thicker than water. Enemies moving off of blood splatters and corpses are slowed briefly.

*****:       "The Bloodied"
Passive: To the last drop. Hemoect will save you from death with a huge timeout and high piety cost. This also reduces your max hp by 10%

******:      "Phlebotomist"
Active: Bloodboil. Damages all enemies standing on blood splatters and corpses and disintegrates any enemies slain. Costs 10% max health.
Three wins: Gargoyle Earth Elementalist of Ash, Ogre Fighter of Ru, Deep Dwarf Fighter of Makhleb (0.16 bugbuild :( )

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