Hunter God

Many players have realised that Crawl (as of 0.5.2) does not feature a god working well for hunters. Sure, you can take Okawaru but that's not much fun (and not particularly apt for ranged combat either). With Makhleb, the destruction powers overlap with your style. Because of this, there are a good many proposals in various FRs. I collect them all here, feel free to comment or to add more. If you want to comment, please do so either at the very end in the Comments section or attribute your changes.

However, before commenting anything:

Please play Fedhas Madash first!

This is a new god in 0.6. The theme is plants but the god works very well for all forms of ranged combat by virtue of the fact that you can shoot through plants. If you do test Fedhas, please tell us about your findings.

Also, there is a new job (Arcane Marksmen) which might have an effect on hunter god design: it is now possible to brand launchers via spells. The mere existence of that patch causes us to rethink Ranged Combat.

Aaroden by Matt (minced / poop)


Piety rules:

  • Piety loss for allies dying. If you friendly-fire despite the numerous ways Aaroden allows you to prevent friendly fire, then Aaroden gets miffed and you're under penance.
  • Piety gain unspecified, probably for killing and especially for killing quarries.

Passive abilities:

  • Innate swiftness. Since Aaroden doesn't like making your hunting party impatient, he will give you one level of swiftness so you may keep pace with your allies.
  • Allies. If you have fewer than five allies, Aaroden will gift you another ally, with base strength determined by your piety. Your allies all wield the same type of ranged weapon that you do. As usual, onlyt 50% XP for allied kills.
  • Automatic recall. Aaroden expects your party to stick together, so if any ally is off screen for more than 600 turns or so he gets recalled to your position. In return, there is no active “recall” ability. Furthermore, you get a to-hit bonus equal to
    (allies on screen) - (allies off screen) - 2 * (allies out of max number gifted that are currently dead).
  • Enchant allies's gear. A la Beogh, Aaroden will occasionally enchant your hunting party's weaponry, sometimes capping the enchantment and/or giving the weapon randart properties if the party member is strong enough. However, if an ally dies, their weapon becomes a randart bearing the ally's name, preventing further enchantment. The player therefore has strong incentive not to let allies with nice branded bows bite the dust.

Active abilities:

  • Recall ammunition. Recalls ammo to you and to your allies. Takes five turns so you don't want to activate this in a fight (and will be prompted before doing so). Free. If you — or an ally — has depleted his ammo supply, Aaroden will gift you ten more +0 arrows.
  • Portal Projectile. For 1 MP, zero piety (this god does not expect you to have very high MP).
  • Quarry command. Your main interaction with your hunting team is the “quarry” command. For free, you may select one enemy on screen as “quarry;” this enemy cannot be selected as quarry by your allies. You get a slaying bonus for targeting quarried enemies and a negative slaying bonus for targeting other enemies; the quarry cannot be canceled if your current quarry is on screen and alive, so be careful! Your allies also won't stand between you and your quarry.
  • Favourable weather. Aaroden will create a fog bank at a location of your choosing equivalent to two stacked scrolls of fog (i.e. complete line-of-sight blocking). Medium piety cost. For flavour, since it's a “weather” effect, may be a firey cloud in Gehenna, a frosty cloud in Cocytus, and steam elsewhere, so you can't just flee into the fog and escape without some good resistances.
  • Time stop. If you're overwhelmed, you may select a tile and stop time within radius five of that tile - for both allies and enemies, but not you. Any monster in this area is invulnerable but takes no action during this time. High piety cost - a bit more than cleansing flame. Duration depends on piety but should be decently long since you aren't actually hurting anything. Combined with the “quarry” ability giving you a guaranteed path to one enemy, you could easily freeze a melee battle into your own little “fort!”
  • Dismiss. You dismiss a fellow hunter and get his weapons; get piety gift timeout and wait a long time for a replacement ally after doing so. Hunter has to have leveled by a certain amount, so you pay a hefty XP fee for that spiffy weapon. You will get another ally immediately, but he won't be as strong by a longshot. So if you aren't asking for archery gifts you get stronger allies (up to a point), making Aaroden more viable for non-archers.

Aaroden's to-hit and damage slaying bonuses affect all beams, so conjurers and evokers are in luck. Time stop is strong enough that anyone should like it, not just archers. Spellcasters also get the advantage of the “recall” spell. Furthermore, ranged allies are a big help for conjurers since they don't block line-of-sight to enemies as readily.

Giltear by Kaleb Rath (skred)


Giltear the Huntmaster is a god of nature, dedicated to the violent cycle of life and death that permeates it. Followers of Giltear gain the ability to significantly enhance their ammunition and to train and command the beasts of nature. Especially devoted followers can summon natural beasts to do their bidding.

Piety rules:

  • Gain for using ranged weapons.
  • Gain for killing hostile natural beasts.
  • Gain when your beast followers kill any enemies.
  • Gain for sacrificing the corpses of natural beasts.
  • Loss for hurting your beast followers.


  • Invoke (Piercing, Flaming, Killing, etc.) Basically, this gives ammunition the player is using certain characteristics as long as the ability is in effect. Some simple examples are projectiles that pierce groups of enemies like spell bolts, projectiles that gain the frost or flame brand, projectiles that inflict negative energy damage, etc. MP cost varies depending on the ability invoked, and also costs a small amount of piety and food. Ammunition used during the duration of this ability can be recovered as normal.
  • Tame Beast. This ability works passively, but can be invoked to greater effect. The passive version pacifies especially weak beast monsters that see the character, similar to the recruiting effect that Beoghite Orc Priests have on orcs. The active version targets a single natural beast, attempting to turn it friendly. The passive version has no cost, while the active version costs 5 MP and some piety.
  • Summon Beasts. This ability summons either a small swarm of relatively weak beasts or a single powerful beast, I haven't decided yet. The beast is friendly and eventually disappears like a normal summoned creature.
  • Conjure Ammunition. You create 1d10+10 ammunition suited for the weapon you are currently wielding. Characters with a higher piety have a chance of creating enhanced ammunition, up to the maximum possible enhancement rating for that ammunition, but created ammunition is never branded. Using this ability costs 3 MP, a small amount of piety, and a moderate amount of food.
  • Greater Invoke. Like Invoke, but creating more powerful effects. An arrow may explode like a fireball upon striking something, or burst into a cloud of poisonous smoke, or turn into a bolt of draining. The powerful magics affecting the ammunition used when Greater Invoke is in effect always destroys that ammunition. Using this ability consumes a moderate amount of MP, a small amount of MP, and a moderate amount of food.

Divine Retribution: Sends powerful beasts to kill you. There is also a chance that hostile beasts will become berserk while in combat with you.

Nameless by Tiki


This God is a combination of stealth, ranged attacks, and poisons in the form of a god of nature.

The god of nature is apathetic, so sacrificing to him doesn't do anything. Killing in his name does only small piety gain, but killing unnatural creatures is something he highly favours (undead, any Iron-foo, simulacrum).

He does not want you to kill plants, but is only slightly offended if you do (so you can still get them out of your way without destroying your religion).

The very basic worshippers of this God may receive an item to either boost their stealth, or their ranged accuracy.

As their piety grows, so does their love of nature. After gaining some more piety, he will give them the ability to move like a tiger. At the cost of 4 MP, food, and maybe a piety point or two, the worshipper can haste his running speed, and greatly boost his stealth, but only for about 5 turns.

Because he appreciates the hunt, the next thing he does is to automatically poison unbranded ammunition as you fire it. Because of the resistance to poison possessed by undead, this does not happen if the target is undead. Eventually, he will let you blend with your surroundings by causing a natural camouflage mutation, which increases your stealth if you spend turns not moving.

He will bless a ranged weapon once, if you place it on his altar after a decent amount of piety.

Finally, at nearly full piety, he respects your care for nature, and soothes the beasts of the dungeon. All creatures which could appear in the lair are generated neutral toward you, even when summoned by an enemy. He does not however, care if you kill them for food.

You can also, for 8 MP, and enough piety to make his final act regress for a few kills, cause all beasts within sight to fight for you.

Penance: Should you offend or leave him, he will attempt to use the forces of nature to hinder your quest. Once in a while, just when you may want to run, you will find roots keeping you held in place for a few turns. He can also, but very rarely, summon an Oklob on a set of stairs within LOS.

Grauurru by anonymous


Graurru is a god of nature who appears to his followers as a half-wolf, half-man creature. While his ways may seem harsh or barbaric to civilized beings, Graurru and his followers adhere to a strict code of respect for the order of nature. Graurru hates wizardry and the gods of Chaos, for they are against this order of nature. Followers stand to gain a number of powers linked to their primal sides, and at high level may even be allowed to wear the visage of Graurru.

Piety rules:

  • Gain for killing spellcasters, demons and undead (wizardry is unnatural)
  • Gain for destroying magic items by praying over them (wands, jewelry, artifacts, enchanted weapons or armor — again, magic. Identified weapons and armor that are not enchanted will not be accepted and are not destroyed. Unidentified weapons and armor that are not enchanted are destroyed but grant no piety).
  • Loss for hurting or killing your allies (pack loyalty is to be respected)
  • Loss for learning or casting spells (magic is unnatural)
  • Loss for using wands (ditto). Rods/artifacts might still be okay. Scrolls and potions are okay. Not sure about activated powers on rings/amulets)
  • Loss for using necromancy (on top of the spell penalty, same reason) Using his power to feed harmful food to animals (see below)
  • Loss for deliberately mutating yourself (innate mutations are okay, because they're natural, accidental mutations aren't your fault)
  • Punishment for becoming a worshiper of any chaos god after abandoning worship of Graurru.
  • No piety effect for killing living beings who are not spellcasters and for allies dying if it's not by your hand.

Graurru will not accept undead or demonspawn followers.

Graurru's powers in order of appearance:

  • Primal Howl (Costs food and MP). You get in touch with your animal nature and let out a powerful howl. Nearby enemies may be frightened, causing them to flee, with a much smaller chance of them becoming paralyzed by fear. If the enemy is a dog or wolf type (“h” type), it may instead be inspired by your howl and become your ally. Both effects are more likely for creatures that are weaker than you.

It's more effective if you're in your beast form (see below) You can't scare the mindless, demons or the undead. Obviously, this is not stealthy at all and wakes up nearby creatures.

  • Primal Intuition (Costs piety and MP). Your senses become keen and you can detect the positions of nearby unseen food (possibly enemies as well). It's more effective when you're hungry, and also more effective if you're in beast form (Greater range and accuracy

e.g. you might know what types of food/monster you smell instead of just “you smell food” or “you smell an enemy”).

  • Skyclad (passive, no cost). As worshippers become attuned to the ways of Graurru, they find themselves more comfortable doing without the clothing and armor that others find necessary. If you do not wear any of the following: robe/armor, cloak, hat/helmet, gloves, & boots, you receive a bonus to both armor class and evasion. You can still use a shield (but this might reduce the effect some).
  • Befriend Beast (piety, MP, requires a chunk of meat to throw). Allows you to feed a carnivorous animal (no herbivores, intelligent beings, undead, demons or creatures with unnatural powers e.g. blink can be affected). If the food is not rotten, poisonous, or tainted, the animal becomes your ally. If the food is rotten, poisonous, or tainted and the animal would be harmed by ingesting it, Graurru disapproves of the action; if the food is bad but the animal would not be harmed there is no effect aside from waking the animal if it hasn't noticed you. The beast is not tame, and may revert to being an enemy, although it generally remains loyal for some time and continued feeding can help prevent this.
  • Visage of Graurru (piety, food, MP – costly). You temporarily transform into a werewolf-like form with the following “mutations”:

Carnivore 2, Sharp Claws 2, Sharp Teeth 2, Speed 1, Fast Metabolism 1, Deformed Body 1, +4 Str, -3 Int, Can't Mutate. While in this form, your Primal Howl and Primal Intuition powers are boosted. When it wears off, you return to the stats and mutations you had before transforming.

Possible messages:

  • When destroying a magic item: The {item} crumbles to dust as its energy is returned to its natural state.
  • When destroying an unidentified non-magic item: The {item} breaks, but you sense no healing of nature's balance.
  • When animal joins you due to howl: The {creature} is inspired by your howl and accepts you as alpha beast!
  • When enemy flees from your howl: The {creature} flees from the sound of your primal howl!
  • When enemy is paralyzed by your howl: The {creature} is incapacitated by terror at your mighty howl!
  • When enemy is frightened by your howl, but you can't see it: You hear a something fleeing in fear! (possibly changed for different enemy types)
  • Primal intuition, low success: You smell food. / You sense creatures. — the position is listed simply as “food” or “creature” until you explore there.
  • Primal intuition, low success, but you sense a spellcaster, demon or undead: You sense an enemy! — position listed as “enemy”.
  • Primal intuition, good success: You sense {type of food/enemy}.
  • Skyclad activated/deactivated: You feel freer and more natural. / You feel constrained by wearing the {armor}.
  • Successful befriend beast: The {creature} eats the {chunk} and looks friendlier.
  • Unsuccessful befriend beast: The {creature} devours the {chunk} and looks at you hungrily…
  • Unsuccessful befriend beast due to bad food: The {creature} ignores the unsavory {chunk}.
  • Unsuccessful befriend beast and penalty: Graurru is not amused by your misuse of his power.
  • Visage of Graurru: You feel the might of Graurru transforming your body! / Graurru's might is waning in your body. / Your body returns to normal as Graurru's power leaves it.

Golden Yak by Adam (heteroy)


The god would be open to all races, except possibly the immutable or DS because they have enough mutation going on. Centaurs could choose to worship them at the start when choosing the Priest class.

The Golden Yak would function as a ranged combat/melee combat enhancer.

Gifts would be frequent ammunition, and much less frequent randart animal skins and ranged combat weapons.

Upon joining TGY you would gain a “Yakly Mutation” As you build up to max piety you would gain 3-4 additional mutations after which you can gain further mutations once in a very long while. “Yakly Mutations” would include melee enhancements (progressively larger horns, hooves, strong biting jaws) as well as robustness, thick hide (AC), shaggy fur (rCold) and flavour (Yak Call could tame Yak like creatures, Pheromone could send Yak-likes into a berserk rage).

Invokable abilities I've considered are…

  • Temporary friendly Yaks/Death Yaks or Centaur/Yaktaur/Minotaur packs.
  • Turn a monster into a yak/yaktaur (undead creatures turn into yak zombies or skeletons.
  • Returning Ammo status effect. Ammunition has a Invocations/Invocations+5 chance of returning to your quiver.

I could envision TGY as either a straight up good god that hates all evil magic, or a god that rewards ranged and unarmed combat kills, dislikes when you kill Yak-likes or raise them from the dead, and rewards killing undead yak-likes. I could also see TGY prohibiting meat-based foods or outright mutating you to Spriggan-level Vegetarianism upon joining.

Bounty Hunter God by psyshvl

See 2889838 for the original, and some comments.

Piety rules:

  • Gain for killing bounties.
  • Amount of piety for bounties decreases as time is spent on the same level as the bounty without killing it.
  • Decays slowly over time.


  • Bounties (0 piety). On most levels (D:1 possibly being the exception) a random type of bounty is picked from the list below to have a bounty on its head. The player is noted of this bounty (or bounties if multiple bounties are present) on entering a level. If the player kills the bounty, then they receive piety and an XP multiplier. However, other bounty hunters will try to kill the bounty too. They bounty hunters are generated to be slightly above the average strength of a normal monster on a level. They actively seek the bounty unless you are in LOS, in which case they will try to eliminate you. On deeper levels, more and harder bounty hunters will be generated with increased speed then on the earlier levels. Allowing another bounty hunter to kill the bounty would make you lose piety and some XP. Instead of the competing bounty hunters, could (sometimes) use a plain time limit. Also, see Eronarn's comments in that FR.
    List of possible bounties:
    • A standard monster (i.e. the only orc on the level)
    • An Out of Depth Monster
    • An unique
    • A certain type of monster (all the jackals on a level)
  • Bounty Hunt Rewards (0 piety). When a bounty is killed (especially if done quickly) the Bounty Hunter God may grant the player small passive buffs, such as (small) slaying bonuses, the ability to blink, additional AC, and other small, minor effects. These effects stack, and are based on piety, but disappear over time, disappearing more quickly the more you have. A quick player should be able to maintain many buffs by slaying multiple bounties quickly, but a slower player should be able to maintain at least few buffs, even if they aren't exclusively going after bounties.
  • Blood Track (* piety). By praying, you can detect your bounty. Blood Tracking cost a small amount of piety, and does not work well unless you also choose to butcher and sacrifice a corpse of a monster of the same species/genius/type as the bounty. Rotten corpses could be used but might not be as useful as fresh ones. Like with detect creatures, the bounties locating will be off, but creatures of the same genius (i,e, all h monsters when looking for a warg) may be shown. In addition, the bounty might be woken up by your tracking. [Eronarn suggests to use prayer over a corpse with blood. The blood leaks out (turning it into a skeleton) and flows across the dungeon floor along the shortest path to the monster, changing direction if necessary. Duration of blood flow depends on weight of corpse. Duration boost for same genus, same species, and same spawn group (at max, it moves at speed 10).]
  • Shadow Hold (* piety). Costs a small amount of piety and on a successful MR check, 'holds' a monster in place. The held monster cannot move for a small amount of time, and receives an EV and to-hit penalty.
  • Shadow Missile (** piety). Costs a little bit of piety. When firing a ranged, non-spell attack, (i.e. bolts, arrows, wands, stones), the missile will produce a 'shadow missile' upon impact, chaining the attack to another enemy based on Invocation skill.
  • Shadow Grasp (*** piety). Costs a bit more piety then previous powers, Shadow Grasp initially prevents all creatures (friends and foes alike) from leaving LOS by grasping them with tendrils of shadow. Teleporting or blinking creatures have their translocation fail under this effect. Over the next few turns, the amount of spaces the monster can be away from you reduces as the monsters are dragged in until they are next to you.
  • Spread Shadow Missile (**** piety). Costing a moderate amount of piety, either brands a launcher with a 'spread' brand or gives the player a similar buff, allowing the player to fire a non spell ranged attack in a cone blast. Ammo/Charges are used up equal to how much it would have cost to cover the whole cone with attacks normally.
  • Shadow Jump (***** piety). Costs alot of piety, blink next to any monster in LOS.


  • Send bounty hunters (centaurs, humans with wands, etc) to kill you.
  • Blink hostile creatures next to you.
  • Draw you next to hostile creatures.
  • Makes your ranged attacks fail.

Analysis: The bounty hunter god assists ranged attackers, summoners, and to a small extent, stabbers. Ranger Attackers get helpful abilities to make themselves more powerful, Summoners get the ability to bring in allies to guard them and force them to attack foes with Shadow Grasp, while having an emergency escape spell to assist them in fleeing by Shadow Jumping next to their summons. Stabbers get a nice easy target with XP if they can get a clean shot on the target.

The Bounty Hunter God also might allow for a little bit of a different style of speed play. By setting up an easy target that gives a large amount of XP, the player can chose to attempt to rush through the dungeon taking out bounties as they go. A SpEn might have a fun time speed running to get all the runs while supplementing bounties for normal fighting XP. Beyond gimmicky speed runs, the Bounty Hunter God also imposes a bit of a choice to the player. Should the player go through the level cautiously, taking out the bounty when they find them, and risk being beat to the kill (and losing XP?)? Or should they rush to the target and kill it, potentially blundering into a nasty group of monsters?


See Vehumet. One idea for a revamped Vehumet is to make that the god of all ranged attacks.


Some comments about “hunter gods”: We generally don't want gods that address only a single style, so the god should also be attractive to more than hunters, e.g. conjurers or stealthy builds. (Yes, this means that “hunter god” is a misnomer.) Powers specifically addressing arrows and other missiles are problematic. Next, for high diversification, stay away from effects already in use (e.g. ammunition branding comes now from spells).

I'll be honest: we do have a god who cares about hunters by now and this makes it harder to another god with a similar audience. I don't like ammunition gifts very much and I am not too fond of summons (so many gods use them). Also, I believe that Vehumet should change theme from Conjurations + Summonings to ranged attacks in general. (Note that boosting ranged attacks in various ways is still open — Fedhas does not do this, neither does any other god..)

Of course, there are many good ideas in the below proposals, which can (and should) be used in many different ways. Here is what I like right away:

  • Enchanted gear turns named artefact upon death. Should be used for Beogh.
  • Skyclad, especially if it leads to even AC/EV/SH development.
  • Blood track.
  • The general idea of bounty hunting.
  • Shadow grasp.

dpeg 2009-11-29 03:25

On the issue of Graurru, I was recently letting my mind wander at work and brainstormed about a beast god. When I came to see if something similar had been suggested, I saw my ideas pretty much came out the same as those you posted, with a couple of differences. The Beast God is attempting to overcome the oppressing “intelligent” races. As such, he encourages the consumption of humanoid flesh, granting a small piety bonus for butchering intelligent beings, and granting immunity to sickness from eating them. On the other hand, when your hand is forced to kill a beast, you should instead pray over the pack member who has gone astray, reconciling your differences and sending his spirit up to the beast god. Obviously this in congruence with piety for killing the unnatural, unfortunately, would create piety gain in some manner for killing anything, which would be rather an overload.

The other idea I had different was instead of an actively invoked transformation at max piety, the worshipper would receive a single level in a random beastlike mutation (fur, tough skin, claws, hooves or talons, horns, carnivore, swift movement, sharp teeth) with a gift timer. Perhaps a total divine mutation number cap could be implemented so people wouldn't farm until they had 3 in everything. This goes more in line with a beast god being passive, making you become more and more like a beast as you gain piety. Combined with Skyclad, you could perhaps create a viable melee class with no armour. The biggest obstacle to overcome would certainly be lack of resistances, with absolutely no armor you would be going jewelry only, and every other class generally goes either Robe of Res or GDA by late game along with their other equipment to cover all bases.

Finally, I don't think this class is necessarily a hunter god. He could certainly work for one, but he looks much more like a monk god, which isn't necessarily a bad thing. Monks are currently just weak versions of transmuters, who have to rely on eventually going with transmutations, or starting with a class that has base mutations to help make them stronger. Ultimately though he could be used with any melee or ranged style of attack, and would make a good alternative to the staples we see everyone without magic go with now (Trog, Okie).

Anyway, just a couple similar ideas I came up with. I would certainly like to see a God of the dungeon's beasts implemented at some point, it meshes very well with the other themes within the dungeon.

Adrahil 12/24/09

Here's my comments on these proposals:

Aaroden: I like this guy conceptually, with the hunting party and the idea that you can designate your prey and your allies will stand out of the line of fire if possible (I think quarry only give a slaying bonus for ranged attacks, nothing for magic and a penalty for melee since this god already sounds like a great god for general characters rather than just archers and the ability is there for archers. Quarrying melee opponents is silly). I'm not sure how you plan to keep the party's ammo separate from the player's, but it seems to me that it'd be a bad idea for them to be capable of running out of ammo and a worse idea to let the player farm them for items. My suggestion is to make their arrows disappear after use, and make their items disappear if they die (as if they were summons except they won't vanish on their own or to abjuration), but restock every party member in sight with exactly 20 arrows every time you use recall ammunition. Then forbid them from picking up items on their own. Separated party members are thus very likely to run out of ammo and possibly die if they're in hostile territory and encounter more than one or two enemies before being recalled, and recall arrows needs to be used after almost every fight. They should get unbranded weapons at first but improve them as per Beogh's blessings. Also, it seems silly to me to have a cap of “five” allies–too strong early on, and too arbitrary in general. Instead make it your stars of piety minus one–at two stars you'll get your first ally, and at six stars you'll get your fifth. If you drop below the piety needed to maintain your current allies you'll get that normal warning message and then one of your allies at random (or your most recent one) will disappear after the same number of turns as the recall timer. Penance should not remove your ammo recall ability since that's basically a death sentence for your allies, but everything else is fair game.

I'm not fond of Giltear and thus don't feel right offering suggestions; thematically he's cohesive but in gameplay terms it's like he's the god of two completely separate things.

I like Tiki's god idea. As one final suggestion to tie the stealth and ranged ideas together, I think at three or four stars of piety you should get the passive ability to make stabbing attacks with ranged weapons as if they were long blades (so it's not the massive damage of real stabbing, but if you've got 11 points in stabbing you'll have a chance doing of double damage on confused enemies or when invisi-sniping and you can snipe a sleeping enemy you don't expect to be able to sneak up on to do “merely” triple damage). This bonus probably makes a lot less gameplay difference than it sounds and none if you don't actually invest in both stabbing and ranged combat, but it makes him sound cooler and fits thematically. There is more than enough room to have both this guy and Aaroden.

Garaurru seems interesting. I'm a little unsure of the animal taming ability–you seem to be afraid to make them permanent allies, which seems right to me since permanent allies should be special to a few gods who they're important to rather than thrown in at random for everybody, but you also don't seem to have an idea of what you want them to be instead. I think it should be made simple–successfully feeding an animal turns him “peaceful” for 75-150 turns, like Pikel's freed slaves–they'll attack your enemies if they come close and they'll leave you alone and let you swap places with them, but they won't actively seek to help you and won't respond to recall or effects that work on tame creatures speciifcally. After 75-150 turns (or however long feels balanced), they'll become peaceful for an additional 20 as per Evilyion's healing (but without trying to find stairs), and then become hostile again. So you can make a temporary ally out of animals but not a loyal. Also, I think your skyclad ability should allow wearing hides; since they are natural it fits thematically, and since they can't be branded and will stop being hides if enchanted it is still giving something up mechanically. Do note that using this will mean the player is pretty much without intrinsics–should it offer one level of rF/rC like Chei does if you skip enough pieces? rN sounds totally inappropriate and should thus be left as a weakness. Finally, don't fool yourself into thinking people will care about sensing food with primal intuition–it'll be about the enemies. It should probably indicate the location of all food and enemies within its range with a single food and a single enemy glyph and demons, casters and unnatural enemies with a second glyph, while in beast form you'll actually see what those enemies are. Overall, Garaurru comes closer to overlapping Trog than overlapping the others on this page, and is still distinct enough from Trog to pass.

The Golden Yak doesn't soung as fleshed out as the other gods on the page while simultaneously stepping on their toes.

The Bounty Hunter god sounds interesting, but I'm not sure I like the incovations you listed. I'm certainly not seeing how you say he significantly helps summoners, and he seems lousy for stabbers too (stabbers are good at killing things opportunistically, this is the god about killing a specific enemy as fast as you can. The other hunters are guaranteed to not be resting and thus not as stabbable while simultaneously being stronger than average enemies). Blood track is a must (and the Eronarn version sounds more fun), and shadow hold, grasp and jump sound great. Grasp would be cooler if blinking/teleporting still worked but the destination was guaranteed to be somewhere else within the effect, thus not an escape. The two missile attacks seem strange and don't match the bounty hunting theme; it feels like you're trying to shoehorn in a preference for ranged combat to a god who's actually quite appropriate for any build and interesting in his own right. You need at least one ability with a focus besides preventing people from running away, but that's not it. As one final note, bounties should offer useful items in addition to the random buffs; if this god is to be used for bounty-speedrunning, which he seems to actively encourage by giving you a finite number of useful buffs per level which all fade after a time, he should compensate for all the items you're likely skipping. Non-harmful potions and scrolls, gold, wands and eventually weak randarts should be given for speedily taking down your quarry, in addition to the random buffs. The items should scale with the difficulty of the quarry, moreso than the buffs, for obvious reasons.

As a final note, the nature gods (Fedhas, Aaroden, Tiki's god, Garaurru and the Golden Yak, or at least whichever of the above are actually made) should probably allow cross conversion like the good gods do. Leaving Fedhas should still instantly revert all non-tame plants to normal though (with tame plants waiting until you actually piss him off by converting to a non-nature god, since tame plants are the ones you created yourself by evolution). Garaurru cross converting with Trog sounds obvious on paper but doesn't seem like a good idea in actuality. The Bounty Hunter isn't a nature god at all and is thus on his own.

brickman 2010-09-21 00:15

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dcss/brainstorm/god/propose/hunter.txt · Last modified: 2011-12-21 18:28 by XuaXua
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