God Concept: The Disenchanter


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Dis Charger

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Post Wednesday, 30th December 2015, 09:56

God Concept: The Disenchanter

The disenchanter supports summons and conjurations strongly; but dislikes evocables and enchantments; unbinding the very magic that holds them together.

Passives:
  • Aura of Disenchantment - A Passive Aura; size depends on piety; has all of the following effects.
    • All non-artifact items in your LoS become mundane versions of themselves. This will make most rings and amulets completely useless to you. And make all enemy weapons into +0 unbranded weaps.
    • All evocables become mundane. {This excludes +Blink from artifacts.}
    • All temporary statuses are cancelled. {Haste, Confuse, Paralysis, Berserk, Slow even Contamination}
    • Any enemy casting a spell has a chance to miscast. This includes blowing themselves up.
    • All other auras (including silence) are cancelled by disenchantment.
  • Wild Magic - You are given a -Wiz + Spellpower effect for all spells you can use.
  • Magic Immunity - Your MR is set to immune. No enchantment can affect you. {This includes banishment and malmutate.}
  • Permanence - Might, Brilliance and Agility potions add an extra permanent point to each of those stats INSTEAD of their normal effect.

Actives:
  • Rebuke Enchanter - ** - small piety, HP - Smite targeted antimagic hit. Target must be within your aura. If AM hit causes a miscast; it is treated as a miscast, not simply a cantrip and will likely lead to self damage.
  • Unweavening - **** - medium piety, HP - All magical creatures within your aura are rebuked. Summons are immediately abjured, derived undead simply fall apart, magical statues turn into normal statues, all others take direct damage.
  • Drain Magical Item - ***** - medium piety, item - you permanently destroy a magical artifact in order to refill your MP completely.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

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Post Wednesday, 30th December 2015, 14:09

Re: God Concept: The Disenchanter

Amulets, rings, and evocables don't have "mundane" versions of themselves. Well, amulets arguably have amulet of nothing now, but that's not the base type of amulets, it's just a different kind of amulet.

Having a might/brilliance/agility exception is problematic, both because it's turning a temporary resource that should do nothing under this god into a permanent one that would have an effect even if you switch gods; and also because it's only for a few cases.

Overall it seems like the goal of this god is just to have the player never have to worry about statuses or spells, at which point you've eliminated most of the threats from the mid to late game. That seems like a pretty bad design. Eliminating statuses also steps on Zin's toes.

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Pandemonium Purger

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Post Wednesday, 30th December 2015, 16:33

Re: God Concept: The Disenchanter

I have to agree with Lasty on this one. Making it optimal for every future megazigger to take this god and farm their stats up to a base of 72 72 72 and them take Mak is bad. Drain magical item is also bad because in a similar way to Ely weapon sacing.
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Dis Charger

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Post Wednesday, 30th December 2015, 20:19

Re: God Concept: The Disenchanter

Lasty wrote:Overall it seems like the goal of this god is just to have the player never have to worry about statuses or spells, at which point you've eliminated most of the threats from the mid to late game. That seems like a pretty bad design. Eliminating statuses also steps on Zin's toes.
Kinda; but you can't haste yourself either. a +5 Ring Mail of rPois turning into a +0 Ring Mail. And a Ring of rF+ turning into a ring. etc. Would make your normal defenses weaker with this god for a long time.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}

Tartarus Sorceror

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Post Wednesday, 30th December 2015, 21:25

Re: God Concept: The Disenchanter

This god aside, is there room in the game for a potion of gain attribute, permanent +1 to random stat? Presumably this has been thought of before, what were the reasons for not implementing it?
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Post Wednesday, 30th December 2015, 21:34

Re: God Concept: The Disenchanter

I would suggest, at a minimum, that the !might/agil/brill be turned into a bonus stat point that goes away when you stop worshipping the god (or go into penance)

Of course, that makes it similar to Chei as well as to Zin (Actually, no haste+large stat bonuses sound very chei-esque)

I'm not sure that makes the design worth persuing, but at very least removing the bonuses when you stop worshipping is needed.
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Post Wednesday, 30th December 2015, 22:52

Re: God Concept: The Disenchanter

bcadren, did you read my similar god proposal before making yours? Im just curious. viewtopic.php?f=17&t=16955&p=232358&hilit=nullifier#p232358
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Barkeep

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Post Wednesday, 30th December 2015, 23:03

Re: God Concept: The Disenchanter

MainiacJoe wrote:This god aside, is there room in the game for a potion of gain attribute, permanent +1 to random stat? Presumably this has been thought of before, what were the reasons for not implementing it?

Because the game already had these potions before they were all replaced with Beneficial Mutation, and they were replaced because they were very boring.

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Post Thursday, 31st December 2015, 03:24

Re: God Concept: The Disenchanter

archaeo wrote:
MainiacJoe wrote:This god aside, is there room in the game for a potion of gain attribute, permanent +1 to random stat? Presumably this has been thought of before, what were the reasons for not implementing it?

Because the game already had these potions before they were all replaced with Beneficial Mutation, and they were replaced because they were very boring.
Actually, they had those potions (although it wasn't for a random stat, there were separate potions for gain strength/intelligence/dexterity), then those potions were changed to give you the +1 stat mutations instead of permanently increasing the stats, then finally those were replaced with beneficial mutation.

also lol @ the idea of "reasons for not adding it". that's like asking for "reasons to not add bards to the game" or "reasons to not put this guacamole in my eyeball". you don't need a reason not to do something to not do it.
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Abyss Ambulator

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Post Thursday, 31st December 2015, 04:51

Re: God Concept: The Disenchanter

What are the reasons not to put guacamole in your eyeball, anyway?

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Post Thursday, 31st December 2015, 05:25

Re: God Concept: The Disenchanter

prozacelf wrote:What are the reasons not to put guacamole in your eyeball, anyway?
waste of delicious guacamole
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Abyss Ambulator

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Post Thursday, 31st December 2015, 06:15

Re: God Concept: The Disenchanter

Well, I suppose if you don't have so much guacamole that you can afford to waste it, that's a valid reason.
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Post Thursday, 31st December 2015, 07:03

Re: God Concept: The Disenchanter

duvessa wrote:
prozacelf wrote:What are the reasons not to put guacamole in your eyeball, anyway?
waste of delicious guacamole

reasons not to put bad guacamole in the eyeball?
take it easy

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Post Thursday, 31st December 2015, 07:04

Re: God Concept: The Disenchanter

Arrhythmia wrote:
duvessa wrote:
prozacelf wrote:What are the reasons not to put guacamole in your eyeball, anyway?
waste of delicious guacamole

reasons not to put bad guacamole in the eyeball?

Waste of perfectly good eyeball?
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Ziggurat Zagger

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Post Thursday, 31st December 2015, 07:29

Re: God Concept: The Disenchanter

Which brings us to the conclusion that if the eyeball is bad, there is no reason not to put bad guacamole in it.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
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