Crypt Cleanser
Posts: 714
Joined: Saturday, 5th December 2015, 06:56
Some kinda potions/alchemy god
-POTIONS GOD, NAME LIKELY STARTS WITH AN I OR W-
Piety on finding, drinking potions of not-blood. No mummies allowed. Slow piety attrition over time.
*1: (Passive) All potions you find start as identified, quaffing potions costs half the usual auts
*2: Potion toss (active, medium piety cost): You can throw certain potions at enemies to achieve certain effects in a 3x3 square. Heal wounds convulses undead and heals you/allies in a 3x3 square, berserk frenzies enemies and berserks you and allies, degeneration spawns a miasma cloud, etc. Strength of effect depends on invocations.
*4: Potion combine (active, high piety cost): You can mix (sacrifice) two potions to obtain a random new potion of a third type. These include unique never before seen potions, ranging from sif muna's mana channel, to bjorgnirs and deaths door, to temporary chaos/ghost breath attack, and other effects unique to this god. Unique potions can't be thrown or combined. Likelihood of stronger potions is increased with invocations.
*5: At this level you start receiving potions as gifts, including unique ones.
*6: You gain a one time ability to create a Philosopher's Stone, a unique permanent evocable that can grant any of the following effects: produce gold coins, cure any and all negative status effects, grant a number of random buffs, heal 50% of lost HP/MP. Recharges slowly with XP.
Penalties on abandonment: All potions you have seen and those in your inventory are destroyed. Philosopher's stone, if it exists, becomes inert. Until god is mollified, you are randomly afflicted by negative potion effects during combat, and enemies receive positive ones. Quaffing has a high chance of failure.
- For this message the author lethediver has received thanks: 3
- Cimanyd, Shard1697, VeryAngryFelid