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Blue items have entries in Miniature. Not nearly all of them are needed for a first round.

Parameters needed to specify powers:

  • name
  • tags (e.g. Allies, Caster), for contact with other powers, piety rules and conducts
  • weight (as in speech or for vaults)
  • piety cost — this can either be flat, or Injury Mirror-style
  • HP, MP, nutrition costs
  • use (active, passive, one-off — other easy choices would be (start of) worship, shop, altar)
  • piety breakpoint when they are available
  • description
  • semi-clause for the ^ screen
  • labels (trademark, tactical, strategical, emergency), an ability can have several of those. For example, every god should have exactly one trademark power unless there is a good reason to do otherwise (e.g. a strong conduct can grant a second trademark power).

I didn't put an entry strength in this list which would have been a numerical attempt (say 1, 2, 3) at comparing powers. This is really tricky, and we're perhaps better off with additional labels like 'weak' (roll one more power), 'strong' (roll one less power, or one more conduct).

List of tags: Allies, Caster, Books, Stealth, Earth.

Possible additions: Acid, Air, Fire, Ice, Poison, Hates Fleeing, Hates X (X is any genus or flag), Loves X (e.g., demons, undead; may enhances player's resemblance to loved type).

Here is a mock-up sample entry:

name:     Acid_Storm
weight:   5                              -- lower weight because there are a number of storm powers
costs:    40 piety, 400 hunger, 9 magic  
use:      active                         -- an ordinary power invoked from 'a'bilities
piety:    5                              -- available at ***** piety
clause:   "create a corrosive storm of acid upon their foes"
tags:     acid, !allies                  -- good to use with acid-related features; disallows anything tagged "allies"
labels:   trademark, tactical  

Trademark powers

Powerful abilities that could be the main reason to join a particular deity. Every random god should have a 'trademark power'.

  • Storms (tactical, easy to code)
    Variations of Fire Storm and Ice Storm. Flavors could be: Acid Storm, Antimagic Storm, Blood Storm, Distortion Storm, Hellstorm, Poison Storm.
    Each such effect uses the current spells as template, with different damage type; color; tile. Calling them “storm” makes it easy to assess what a player will get.
    Scalable with piety (3×3 ball effect).
    Flat piety cost, elemental tag as appropriate for storm type
  • Call Bazaar (strategical, easy to code)
    Creates gate to a bazaar on a floor square in LOS. Goes well with Gold tag and the Shoplift power.
  • Divine ring fingers (strategical, harder to code)
    One additional ring for each piety *. List ring on ^ screen. Putting on these rings is an ability; the additional rings cannot be taken off. If piety drops below ***, say, ring 3-6 are ignored etc.
  • Artifactize (strategical, easy to code)
    Turn item into artifact (wizmode command).
  • Death by Staircase</fc> (easy to code, only as a follow-up of no-backtracking conduct). On levels with three > staircases (that's most levels except from branch ends), kill much of the level's population as soon as the player has stepped on all three > staircases. * Mara's (tactical, hard to code)
    Creates clone of player. If character dies, keep playing with the clone. * Tomb of Dorokhloe (emergency, easy to code)
    Is a card effect. *
    Summon Mennas (tactical, easy to code)
    If not killed yet. Ability only available if Mennas doesn't die. * Summon uniques (tactical, easy to code)
    Only uniques in kill list of the player, and they appear as spectral warriors. Scalable with number/quality of uniques. *
    Evaporate & Fulsome Destillation (tactical, easy to code)
    Fits well with the removal of these spells. Excluded from deities with a “no potion use” conduct. * Guardian Genie (passive, easy to code)
    Like amulet of Guardian Spirit but with a better conversion rate, say 1 MP → 3 HP. Excluded from Caster gods. *
    Amok (tactical, harder to code)
    Berserk aura; includes player; needs sight. All berserk monsters attack nearest being; player is prioritised for distance. Attacked monsters also get angry, so chain reactions are possible. The player cannot hide around a corner and wait until almost everyone's dead.
    Excluded from Stealth gods. In Nethack, conflict increases hunger while active; Crawl variants could use a great deal of hunger. *
    Conflict (tactical, harder to code)
    All monsters in sight of player become neutral. A neutral monster attacked by another one may become berserk.
    As with Amok, exclude from Stealth gods and increase hunger *
    Mutation Master (strategical, easy to code)
    Cure mutations, but you get to pick which ones to keep when the power is used. A trademark power because players can optimise their mutation set, which is strong and popular. Need to find a decent interface solution and to think about balance. One approach: the power allows you to fix one mutation (so that it becomes innate, like of your species, and cannot be removed anymore). Each fixing of a mutation increases the piety cost for the next one. Those divine mutations might be active only when piety is high enough, too. * Wordless Magic or
    Demonic Magic (easy to code, Demon lover)
    Can still read scrolls and spellbooks and cast spells while silenced. This would be questionable if not for a random god. For balance purposes, might use an Injury Mirror-like mechanic: pay with piety for everything read/cast under silence. * Undying Loyalty (easy to code, Allies, Undead Lover)
    Allies that die are automatically raised from the dead in some manner (even summons). Zombies might come back again as skeletons, if possible. If you have enough piety they might come back as spectral versions. The undead versions of summoned creatures would still expire like normal summons. *
    Ally Regeneration (easy to code, Allies)
    Your regeneration rate (HP, MP too maybe) is increased when you have allies in your sight and close to you. Your nearby allies could have increased regen rate too. *
    Resistant (passive). One pip in most entries of the % screen. * Raise from grave (strategical,passive,one use) Upon death the character don't dies and instead changes his race to one of the undead races at full health * In my wizmode experience, the species-changing code is still kind of buggy (I've had problems when I change from an octopode with full rings, for instance), and in any case changing species entirely might be undesirable – for instance, it would mess with your aptitudes. Alternate idea: On death, you're raised in permanent Lichform for whatever species you just were. (Though this might lead to players deliberately self-murdering just to get Lichform early.) Related idea: A god ability that lets you change your species, say one change at **, ****, ******. * This kind of bugs is very easy to fix, just no one bothered as it's a wizmode ability that is easy to correct manually. For the second suggestion, free permanent lich form would be too good, we can come with some other undead form. * What about Zuvembie (see form/race: The player retains his species but turns to undead (changing his tile to a zombie version?). He gains undead resistances, but his permanent HP and MP are decreased by 5%. He gains +1 to Stealth, Necromancy and Hexes, but also -1 to Fire Magic and Armour and his Experience are set to -2. He gains no food clock, no potions and no healing and also vampiric attack for unarmed combat or vampiric drain ability. He can no longer mutate (demonspawn will retain their mutations, but won’t gain any new) nor use most Transmutations etc. — red_kangaroo 2013-05-16 20:44 * Blood Magic (harder to code, passive, Magic)
    Between 25% and 100% (growing with piety) of the player's MP is converted to HP and that amount of the MP cost of a spell is applied to HP instead of MP. Anything that restores MP has 25-100% applied to HP instead. Need to think about MP to HP restoration when coding this. *
    Transsubstantiation (easy to code, passive)
    Killing monsters has a chance to drop a potion instead of a corpse. Below we collect weaker powers, grouped by themes. The weaker powers should be even easier to implement than the trademark powers. ==== Allies ==== All of these fit with the Allies theme. *
    Themed summons E.g. undead, demons, vermin, insects, eyes, golem, beasts. More powerful summons as piety increases. (”…summon undead/demonic/verminous/insect/beastly/etc. servants to your aid.”) Would go well with a Loves X god. * Tame by food Reliably tame monsters which can eat and are not sentient by throwing permafood items at them. (Higher piety allows to throw lighter food items. No xp for taming. Piety cost depends on HD only, can get high.) * Tame by book Tame sentient monsters by throwing books at them. (Compare book value against monster HD.) Books * Recall * Friendly swap Swap position with ally (always works). * Faster allies * Dangerous allies They hit harder. * Collective drinks Potions drank apply to allies within certain radius (Crawl Light does this for Beogh, with a radius of 3) * Blinking allies * Frenzy allies Select one ally and make it go berserk. ==== Damage and monster effects ==== * Orb of destruction (might be a trademark power). (”…send great balls of destruction upon their enemies.”) * Spore ring Summon ring of spores at LOS edge. * Drain magic (Caster) All monsters in LOS are hit with a long-duration antimagic effect; you regain MP based on how many casters/magical beings were affected. * Acid Blast (Acid Elemental) Like yellow dragon breath. * Sticky poison (Poison Elemental) Spreads through monsters like sticky flame does with sheep. (”…infect their enemies with a dreadful contagion.”) * Perhaps Disease could be a better name? * Toad (Hater or Lover) Turn all monsters into some other type. (”…turn their enemies into vermin/sheep/jellies/skeletons/etc.”) * Devolution (passive): turns monsters randomly (chance depending on piety vs monster HD) into lower versions. Instead of hardcoding the evolution chains (like done for orcs with Beogh), use genus/glyhp: a monster can degrade into a monster of the same genus/glyhp with lower HD. This is not perfect, but will be simple and good enough for a random god. * Sounds like it would often hurt more than it helps. Especially when dragon hides are involved, but it would also greatly reduce exp. Maybe the exp difference between the monsters should be given to the player, at least partially. * Alternative approach: just de-promote the monster to its base type, e.g. orc warriors, orc knights, orc priests all to plain orc. * Hostile swap Swap position with hostile monster (check depending on HD vs Invocations). * Ensnare (emergency). Nets on all monsters in sight. Stealth * Detect Sleepers Like Ashenzari's monster detection but only for sleeping monsters, and without difficulty tiers. Stealth * Mesmerise (could be active or passive, Hates Fleeing) Keep monsters from moving away from you. (”…mesmerize their enemies so they cannot flee.”) * Descend Monster or Cracks Call (emergency) Opens a shaft underneath a monster. Can't be used at branch ends, Pan, Abyss. Won't work on flying monsters and monsters that are too large. A more limited version of Banishment. Earth * Detonate a type of monster the god hates. (”…consume dragons/humanoids/aquatic creatures/etc. in explosive flame.”) Hater * Locate gods hated creatures (”…find dragons/humanoids/aquatic creatures/etc.”) Hater * Book explosion Like Trog's book burning, but with a fireball size effect. Books * Animate Book Like animate weapon. Books * Cast from Book Can use up a spellbook to cast one spell with 100% success and high but not maximal power. Books * Tomb Other Like Zin's Imprison. Earth * Crush (Earth) Drop a wall on a selected adjacent square (does crushing damage, destroys killed monsters' equipment, expensive in piety) * The wall should probably disappear after some time, like Tomb of Doroklohe. On the other hand, on a random god abusing permanent hideouts with passwall might be novel enough to keep. * Perhaps more interesting, with less abuse and not much more coding effort: Crush drops the following on the monster: a stone, a large rock, a wall of rock, a wall of stone, depending on the monster's weight. (This is a rock/etc. thrown by a god, so a single stone may kill not just rats but perhaps monsters up to but not including humans.) * Icy Resurrection (Ice). Monsters killed by the player which left a corpse may reappear as allied, temporary simulacra. * Fiery Resurrection (Fire). Monsters killed by the player which left a corpse may reappear as allied, temporary flaming corpses. * Summon Malign Abomination (bcadren in Summon God forum thread): creates the entity whose tentacles you can see through Malign Gateway. (The proposal suggests Spd: 15 (stationary) | HD: 30 | HP: 184-254 | AC/EV: 15/15 | Dam: 60(chaos), 40 (Drain Int) | non-living, eats corpses, amphibious, see invisible, lev | Res: magic(immune), hellfire, fire+++, cold+++, elec+++, poison+++, acid+++, drown, rot+++, neg+++, torm, napalm | XP: 15000 | Sp: Spawn Tentacles, Mass Confusion | Sz: Giant | Int: animal. ==== Character ==== * Healing (”…heal themselves.”) * Flight (passive). Permanent flight * Repel/deflect missiles (passive) * Missile immunity (passive) Missiles pass harmlessly through the player * Reflective Shield (passive) Like wearing a shield of reflection (reflection-only, not the SH bit) * Gifts, of varying type. (”…expect to receive gifts of weapons/armour/potions/food/etc.”) Items, temporary/permanent allies, spells, mutations. * Health from kills (same with Magic) * Controlled blink (strong) * Passwall * Passwall Like the spell. Earth, Stealth * Descend Self (emergency) Creates shaft beneath player (if possible). Earth * Shoplift (strategical, easy to code)
    Once per shop. Slightly more elaborate version: thrice per shop (at **, ****, ****** piety). Mutually exclusive with Call Bazaar. *
    Archmage (Caster)) Like Heroism, but for magical schools and Evocations * Skill boost, could be passive or active. (”…gain more skill in Fighting/Necromancy/Bows/Etc.”) * crosstraining, probably from a predefined list of interesting choices (which could be wacky, e.g. Necromancy–Axes). * Should probably be crossboost instead: boost necromancy depending on axes skill and vice versa. This prevents issues when the god is abandoned. Also, groups of more than two skills (2-5 could work), all boosting each other to a lesser extent, could be neat. Also I think a only slightly restricted random choice would work better. Not two weapons boosting each other (this is already boring with the current crosstraining), and restrictions depending on god theme (at least one spell school involved for caster gods, high chance for summoning to be involved for allies focused gods, some skill that directly helps you kill stuff must be involved for haters, etc.). * resistances (”…resist electricity/poison/acid/etc.” or ”…somewhat/significantly/greatly resist cold/fire.”) * Torment resistance (Undead lover) * Saprovore * Double potions (passive) Potions like Heal Wounds etc. provide twice their effect. Other (non-buffing) potions would simply be used twice. * Returning missiles All thrown weapons return, with a chance based on how many throwing weapons the player has (”…count on always having something to throw”) Wrath: M3 * Silence * Glass doors (passive, Stealth)) See through doors (only for player). * Glow immunity (passive, Caster) * Bribe Player (one-off, 0 piety) Give a good artifact upon joining (name, type, ego identified). (”…receive a powerful gift upon joining this religion.”) * Charge saver (passive) Chance that using a wand will not use up a charge, increasing with piety. (”…consume less charges when using wands.”) * Hidden (Stealth) Monsters will forget about you when you leave LoS. (”…be very difficult for their foes to remember.”) * Mapping (passive, Stealth) * Discounts while shopping. (”…purchase items in shops more cheaply.”) * Sustained Poison cannot drop HP below 1 and statrot cannot drop stats below 3. (”…endure infection and decay without succumbing.”) * Weightlift (passive) No weight limitation (”… ignore the weights of things”) * Magic (Caster) Increased MP (active or passive) * Always invisible for gods hated creatures (”…'t be seen by dragons/humanoids/aquatic creatures/etc.”) Wrath: M4 Hater * More Shops (passive, Gold) Higher chance to generate shops on eligible levels. * Identification (passive) This can can also be partial, depending on tags, e.g. potion identification only. * Weapon blessing (one-off) Easy to code. Given a fitting tag (like Fire or Acid), this is an easy way to add a thematic power. There is no need to just give an ego (like Freeze), the god could also do Freeze, rC+ or Freeze, rF+ (both thematic) or something weirder. Some more egos (otherwise unavailable in the game) for this purpose: Acid, Strong Poison, Sticky Flame, Noisy, Singing, Devastator, attack also damages next monster in line (like Brogue spears). Hater could give the Wyrmbane mechanic for the blessed weapon (with dragons replaced by the god's hated enemies). Note: blessing need not come at maximal piety. Generally, spells can be used: Discharge for Electricity, Ensorcelled Hibernation for Ice etc. Can also use Cleaving on non-axes. * Nightstalker (passive) * Improved (foo) use (passive) Grants a benefit to characters that wield/wear (foo). Examples might be Piety-based Slaying for using the god's favourite class (or even specific kind) of weapon, and Piety-based EV/AC/SH for using favoured types of armour. (”…supports the use of {foo}”) * Conditional benefit (passive) Whenever a condition is true, your character recieve a numerical benefit - generally scaled with Piety - such as 'When standing on corpses, your defences are increased.' (This might be split into multiple better-defined powers.) ===== Wraths ===== All of the below is too complicated. Going with the current plans to change god wraths (for the big gods), I suggest something much simpler for random gods: wrath can be either * inherited from a standard god: wrath := Trog * or specified by listing spell schools used for their miscast effects: wrath := Necromancy** ===Major=== - You are blasted with the element when you flee. Hates Fleeing - You are slowed when you flee. Hates Fleeing - Throw weapons mulch as if they are ammo - Creatures of (type) are invisible to the player. - All creatures of (type) are waked and alarmed of your position - All items you pick up are cursed - Scroll burn and potions shatter when a creature of (type) attacks you > How about some good old normal wrath? Airdropping enemies on your head, miscasts, general discomfort? The listed wrath effects seem mostly harmless. » Most of them are wraths that are inversions of the powers and written by me — Andorxor 2012-08-30 13:17 »> They are flavorful when combined with appropriate powers or conducts, but many are not suitable as the main effect of wrath. The ones that hurt you on fleeing seem most interesting and could be quite strong on their own, especially if fleeing is considered very narrowly: stepping away from the closest enemy. It could work like a weaker form of mesmerize that doesn't prevent moving away but strongly discourages it. Would have to come with appropriate interface, though. »» On the old page i had them tagged to show which wrath goes with which power.You can see some remains of it on the returning weapon power.I think that 3,6,7 and maybe 2 are minor.But i think that all orc(or other type) know where you and are awake or that they are all invisible,are wraths strong enough for mayor — Andorxor 2012-08-30 17:18 ===Minor=== - Character will appear as ghost in the next game you play - Weight of items is doubled - Swallow water counts as deep water - A chance that going down a stair,brings you to a down stair on the same level
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dcss/brainstorm/god/concept/random_god/powers.1412985537.txt.gz · Last modified: 2014-10-11 01:58 by dpeg
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