Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
God idea: Immata the Disciplined
Dislikes: Training or casting Summoning or Charms
Likes: Monster killing
- Code:
0: Passive: Combat Rhythm. Immata gives a slaying bonus against single enemies the more times you strike them in combat. It is cancelled if you switch enemies, or if the enemy you strike dies. Maxes at 2x piety stars.
*: Passive: Spiritual Guidance. Immata gives +1 aptitude to all skills that are not your highest physical or magic skills, and +3 aptitude to your lowest physical and magic skills.
**: Active: Iron Spirit Stance. You become immobile but gain massive AC and health regen. Can only be cancelled after a minimum of 5 turns.
***: Active: Energy Flow Stance. Ongoing state. Reduces your MP by 25% while in this stance. Receiving damage restores MP equal to (piety stars)% of the damage.
****: Active: Sharpened Reflexes Stance. Ongoing state. Reduces your HP by 20% while in this stance. Gives you SH equal to 1/3 your skill in your wielded weapon (including UC) and gives you a chance to counterattack blocked attacks, or deflect ranged attacks into enemies.
*****: Passive: Muscle Memory. Iron Spirit can be cancelled after 3 turns, Energy Flow cost reduced to 20% MP, Sharpened Reflexes cost reduced to 15% HP.
******: Active: Weapon of the Champion. Once per game. Brands a weapon with <=12 base damage with speed, or a weapon with >12 base damage with vorpal.
Reasoning: The three stances allow you to have ongoing effects without constantly remembering and using a ton of actives, but adds more player choice than having a ton of passives. Energy flow trades burst spellcasting in exchange for more sustained casting. Combat Rhythm helps fighting singular tough enemies, while Sharpened Reflexes provides a tool for dealing with swarms of enemies which are more common later in the game. The lack of Summoning and Charms removes some of the most common "must have" tools for dealing with late game and forces you do change up your normal tactics.