Halls Hopper
Posts: 62
Joined: Monday, 29th August 2016, 06:53
Idea for a new deity - Irkzox the Smith
Irkzox the Smith
Altar description (short):
An anvil-shaped altar to Irkzox.
Altar description (long):
An altar dedicated to Irkzox the Smith, shaped like an anvil and engraved in great detail. It is lit in a soft red glow and seems to pulsate with heat.
Appreciates:
-Sacrificing jewellery, branded weapons and armor ( Limited effect, scaling down with piety, becomes useless at ****)
-Finding new egos, brands and types of jewellery (e.g. ring of rF+, amulet of reflection,...).
-Sacrificing artefacts.
Piety gained depends on value (cost) of the sacrificed item.
Deprecates:
-Inactivity. Piety decay shouldn't be too fast, though. After all, patience is possibly the greatest virtue of a good artisan.
-Abandonment
Powers:
* Suppression: Generates an aura of suppression that negates brands and egos of any equipment - other than yours. Higher invocations results in longer duration.
Costs Hunger, 3 MP, Piety (~0-1?).
** Enhance Body Armor Ego: Temporarily increases the effect of your body armor's ego. (For example, rF+ becomes rF++, ...) Using it on an artefact with multiple egos will randomly raise only one of them. Higher invocations results in longer duration.
Costs Hunger, 5 MP, Piety (~4?).
** Enhance Shield Ego: Same as above, except it works on your shield if you have one.
Costs Hunger, 5 MP, Piety (~4?).
*** Enhance Weapon Ego: Temporarily increases the extra damage from your weapon's brand. Higher invocations results in greater duration and strength - maxed out at twice the standard amount.
Costs Hunger, 4 MP, Piety (~2-3?).
**** Weaken Defenses: Temporarily bestows rF- rC- rElec- rPois- and AC-6 on a single smite-targeted enemy. Multiple castings do not stack. Higher invocations results in greater duration.
Costs Hunger, 4 MP, Piety (~4-6?).
***** Boost Amulet: Temporarily increases the primary positive effect of your amulet. Regeneration amulets will work faster, Harm will do more damage, Rage will berserk you longer, Reflection will reflect more, Guardian spirit will have your MP absorb more damage, Gourmand will have chunks give more nourishment. Faith will be unaffected, and Inaccuracy will be partially or completely suppressed.
The ability should be unavailable if your amulet won't be affected (Faith, some unrands). Higher invocations results in greater duration and strength.
Costs Hunger, 8 MP, Piety (~4-6?).
****** Merge items: Combines the properties of up to three items (artefact or not) of the same type and merges them into one artefact.
Usable only once per game.
Wrath:
In rough order of frequency:
- Suppressing the effects of your items. Only yours, of course.
- Enemies may be temporarily mighted and/or hasted.
- Momentarily stops you from reading scrolls and using potions.
Gifts:
Artefact weapons, armor and jewellery. Of course, although gifts can be "returned", the estimated value of items gifted to you is significantly lower than the total value of items you sacrifice per-gift - in short, you get much less value than you give. The weighting that dictates the kind of item gifted depends on your available slots - for instance, Felids will only receive jewellery, octopodes will receive mostly rings, and so on. Not all slots would be equal though, some should be weighted more than others. Skills could also play a role, for instance, having UC specialists receive weapons less often.
Well this is the basic idea. This came out to be a bit too melee-centric, while personally I believe that the most interesting gods are those with the broadest range of followers. I tried to balance out the fact that species with less slots (Draconians, Felids, Trolls ...) will automatically get what they need the most with the fact that they generally have less abilities to play with. That is, getting a pile of much-needed artefact rings is all good and nice, but on the other hand you won't have those enhancement abilities.
One significant problem I see is how piety gain is managed. Checking every single item before sacrificing them doesn't exactly sound fun, and squeezing every bit of piety out of ordinary stuff until you are at **** (or whatever the break point ends up being) sounds even less fun; after all, Ely's weapon "sacrifices" were removed, and that is one of the few removed features that I don't miss. The god could automatically sacrifice some items for you, but then again losing those boots of running for a sliver of piety could be extremely infuriating.
You could also apply the usual "Kills=Piety" equation, but just about every god uses this mechanic, and I wanted to conjure up something different for a change.
A (smaller) problem is also that the Aura of Suppression ability quickly becomes obsolete and even detrimental; the idea was to have an early way of dealing with enemies with nasty branded weapons. An alternative would be to have it not affect you, but that sounded a bit too much for early-mid game.
So what do you think? Brainstorm away!