Pandemonium Purger
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Joined: Monday, 24th October 2011, 06:13
Wundvrond - tloc style deity
Wundvrond empowers worshipers who stay close to their disembodied Souls, which remain stationary (drops on the ground) while the player is in sight of hostile monsters. The Soul offers tremendous offensive and defensive powers confined to a large area that grows with piety. Followers can manipulate their own tactical position within the aura and control the movement of hostile monsters, even preventing movement all together. Flight is granted automatically without the need to (a)ctivate in advance when traveling over undesirable terrain like water and lava. Player is given flight to mitigate potential problems that can arise with movement limitations and impassible terrain like Lava. Because this is involuntary, effects that would otherwise deal extra damage to flying characters do not deal the bonus damage. Wundvrond passively increases the ability to evade attacks as player devoutness grows and proximity to the Soul remains close.
Initiating worship of Wundvrond gives the player a Soul Aura extending 4 tiles in all directions and unaffected by Line of Sight (LoS) which grows with every piety, resulting in an aura radius of 14 tiles at maximum piety. Travel outside the Soul Aura causes permanent slow until the player comes in contact with the aura once more. Additionally, traveling outside the current level while the Soul is dropped causes rot. The Soul, and thus the Aura, both remain stationary when hostile monsters are in view - the Soul is dropped for lack of a better term, and remains stationary so long as the player, not the Soul itself, is in LoS of hostiles. When LoS with hostiles is broken, the soul moves towards the player at a rate of 2 tiles per movement turn. Naga souls move 2 tiles for every tile the player moves, same with Spriggans and characters equipped with increased movement speed gear. Teleportation destinations are always inside the soul aura regardless of the source. Finally, worshipers in sight of hostiles cannot use stairs or shafts, and do not reveal or trigger shaft traps.
Active Abilities:
*.....: Tight Spot: Haste + Mesm
**....: Soul Pivot: Noisy ctele to any tile in soul range (drain penalty for breaking los). Piety cost, exhaustion
***...: Anchor Enemies: Prevents all monsters in LOS from moving, blinking, teleporting and summoning, duration scales with piety. Anchored enemies are always visible. Piety cost, hard pass/fail based on Invocations, cannot be resisted; either 100% pass or fail on all monsters. For the duration, monsters entering LOS are frozen in place
****..: Greater Beckoning: Smite targeted "blink other close." Anchor effect: Prevents affected monster from moving, blinking, teleporting and summoning, duration scales with invocations. Piety cost, invocations based success rate
******: Monster Smash: Powerful version of Gell`s Gravitas. Smite targeting, forces every monster in LOS towards the target, dealing massive damage. Anchor effect: Prevents all affected from moving, blinking, teleporting and summoning, duration scales with invocations. High piety cost
Passive Abilities:
......: Automatic flight over water and lava.
*....: Being close to the soul increases evasion. Scales with piety, bonus starts at +1 and falls by rapidly for every square the player is away from the soul. Bonus maxes out at +20
Wrath:
Your soul still drops around enemies in LoS, aura radius permanently reduced to 7 (LoS) and all negative effects like teleportation limitations and stair traveling rot remain. All positive effects like bonus EV are removed. Lost Souls spawn often.
Long Descriptions:
Tight Spot: You are hasted and can only move towards enemies. Duration based on invocations. Possible to move away from an enemy if that movement puts you closer to another enemy. Mesmerizing effect persists beyond haste effect - this duration is reduced with higher invocation skill until both effects end simultaneously.
Soul Pivot: Dramatically powerful escape option with a base exhaustion cost which drains the player only when leaving the LoS of dangerous enemies. Drain cost will be a function of the number of dangerous enemies that leave player LoS only, meaning the player can use this ability to reposition cheaply themselves. In other words, if the same monsters are in sight before and after using the ability, there is no associated drain cost. Fog and other sight breakers will reduce this draining cost. This ability always makes monsters alert to prevent this from being a stabbing feature, therefore stepping on the toes of Dithmenos. At ****** piety, the range for this ability is 19 tiles in any direction. Keep in mind that after using this ability, the soul still needs to catch up (2 tiles per movement turn) and so, in addition to exhaustion, Soul Pivot cannot be chained. Dangerous to use no matter what: since your soul can only catch up to you two tiles at a time, and only while you are not in LoS of enemies, a maximum length Soul Pivot can severely limit your movement options if you land in sight of a hostile monster.
Anchor Enemies: Stops all enemies from moving, blinking, teleporting and summoning. Enemies who are invisible, or who become invisible after being anchored, are revealed. Player is `buffed` with Anchor status effect, and any enemies outside LoS upon activation will be stuck in place when coming into sight. These enemies are stuck in place for as long as the effect remains on the player. This is also a powerful offensive ability for ranged characters, limiting options for enemies who do not have ranged options.
Greater Beckoning: Similar to the Lesser Beckoning spell (blinks the target to an empty tile next to the player) except instead of beam targeting any monster can be pulled via smite targeting. Target monster is then "anchored," receiving all penalties associated with the Anchor Enemies effect. Straightforward piety cost with duration dependent on invocations skill. The ability can fail to be used, but it cannot be resisted. If implemented, Lesser Beckoning will be removed from the game.
Monster Smash: Smite targeted top-tier ability modeled after Gell`s Gravitas on steroids. Affects all monsters, giving them the Anchor effect. Target monster takes damage based on the number and size of monsters moved adjacently. Very high piety cost with a hard pass/fail invocations check - it either works on every monster, or the ability fails completely. There is no margin for some enemies to be affected while others are not. If implemented, Gell`s Gravitas will be removed from the game.
You can test a conduct patch on CPO webtiles!
Revisions in this color
Current playtesting features:
Soul is dropped and remains immobile while player is in LoS on hostiles
Soul Aura range begins at 4 tiles and grows up to 14 with piety
+EV bonus begins at *..... scales with both piety (determines maximum positive ev bonus) and proximity to soul (determines current ev bonus) and maxes out at +20ev
All teleports land within Soul Aura
Travel outside Soul Aura causes slow
Travel outside current level while your Soul is dropped causes rot
Piety decay is currently off
Inspiration: This god is designed to be to Translocations what Yred is to Necromancy - movement and tactical positioning of the player and monsters without spellcasting investment.
Credit to PleasingFungus, gammafunk and Lasty for hours of discussion about abilities and balance. Co-created and programming in progress by chequers