Necromutation -> Mummy Form


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Spider Stomper

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Post Tuesday, 30th December 2014, 00:11

Necromutation -> Mummy Form

It has been noted that the spell "Necromutation" is far, far too powerful in its current state and we need to nerf it, as the rMut trivializes much of the game.
I propose the following:
- level 9 Necro/Charms/Transmutations, 2 schools and level 8 does not require significant enough exp so this spell has a very positive opportunity cost
- rF-, like player mummies normally are
- Slow movement 2, for symmetry with monster mummies.
- Lowers all aptitudes to -2 when in this form for additional symmetry
- Gives no extra AC or MR - after all, those are huge benefits!
- Any stat loss or rot while in this form requires permanent MP sacrifice to heal, for symmetry
- Rename to "Mummy Form" to discourage players using it, as mummies are usually associated with intentionally bad things (Tomb and the player race)
As well as solving the problem with the gap in transmutation spells, I hope these proposed changes lead to a much more balanced game.
e: can a mod move this to gdd

Ziggurat Zagger

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Post Tuesday, 30th December 2014, 00:35

Re: Necromutation -> Mummy Form

Also if you die while in mummy form you can apply a death curse to the monster, I reccomend a rich set of choices and customizations, perhaps with a little mini game to determine the final outcome of the death curse.
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Tomb Titivator

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Post Tuesday, 30th December 2014, 01:50

Re: Necromutation -> Mummy Form

It should also be permanent once you cast it.
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Slime Squisher

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Post Tuesday, 30th December 2014, 12:37

Re: Necromutation -> Mummy Form

NVM I forgot what board I was posting on
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Dis Charger

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Post Tuesday, 30th December 2014, 12:42

Re: Necromutation -> Mummy Form

xentronium wrote:It should also be permanent once you cast it.

Yep, and you would have only one opportunity to do this at your first turn
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Vaults Vanquisher

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Post Wednesday, 31st December 2014, 00:23

Re: Necromutation -> Mummy Form

I think someone ate too much **it.
English is NOT my native language.
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Slime Squisher

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Post Wednesday, 31st December 2014, 15:30

Re: Necromutation -> Mummy Form

Necromutation has been badmouthed a lot here, alright. If you want to walk around with it in Pan/Hells all the time then you've gotten it all wrong.

Torment in no.1 threat in the extended, hellfire qualifies as no.2 IF you don't have the means to deal with tormenting. Mutation resistance that comes with lichform is good but nowhere near justification for getting rNec online.

Player does have a variety of translocation spells to avoid torment during the extended (if someone does it with Trog, I'm sure they do have their reasons).

Where the lichform is really needed are in situation where you REALLY need rTorm or rN+++ like in the Tomb or in the situation where there are 2 or more fiends (or tormentorrs) in sight.
As far as i go, I do play tactically thinking 'if it can torment me the next turn, IT WILL TORMENT'. Lichform takes out that offensive out of those motherfuckers.

Dispel undead is easy to avoid, if you know the monsters casting it.

And finally the Hell effects are the ones that can really fuck up lichform fellas 'life'. Since there is no way to recover from confusion, if lacking clarity, you DO NOT WALK AROUND IN HELLS in lichform all the time, You walk the place with Regeneration or Darkness or any kinda shit that makes you avoid monsters or engage them with superiority(Oka's Heroism come to mind for some reason).

edit: sorry 'bout bad grammar, I'm no english speaker so this fuckin' thing took me like half an hour to write

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Ziggurat Zagger

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Post Thursday, 1st January 2015, 01:49

Re: Necromutation -> Mummy Form

Sar

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Ziggurat Zagger

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Post Thursday, 1st January 2015, 02:12

Re: Necromutation -> Mummy Form

unthanks

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