Consolidated Gods

This space if for god proposals who didn't get their own section. The distinction is subjective — I think the gods on this page have even lower chances to make it into the game. — dpeg 2009-12-03 04:59

(Duplicated by myself at

This god loves to see followers cast terrifying spells with abandon, rewarding them with even more power for doing so. Many are the adherents of Serger who sacrificed their own lives in an over-ambitious crescendo of arcane might.

Followers open a portal of raw chaos within themselves! Each turn, they gain an amount of magic points (MP) proportional to their missing MP in addition to and after the normal gain. They gain an amount of glow balanced around (proportional, exponential, or logarithmic to) the quantity of MP restored. Serger appreciates followers regaining MP through this ability, particularly when they are using the auto explore command.

After attempting a spell at another, if they are glowing yellow or red at the beginning of their next turn, a disciple of Serger has a chance proportional to the severity of their glow to discharge all glow in an uncontrolled cascade of magical energy. This produces an effect equivalent to several (2-27) charges of a wand of random effects fired upon the previous target or direction. Followers are advised to maintain a conservative distance from their foes.

Serger appreciates followers attempting dangerous spells, and when applicable shall redirect damaging effects of failed spells to the intended target of the original spell. For example, a badly botched puff of flame may well harm the target as badly as a successful bolt of fire. Serger will not alter an effect which causes the caster glow or rot, etc..

Magicians and clergy both regard this chaos god as a reliable source of untimely demise. Therefore, Serger worship is not available to starting characters or at the Ecumenical Temple. Prospective worshipers must seek Serger's altar in the Abyss.

Learning god

Proposed in 2824445 by someone who didn't even bother to leave a nick.

God of learning, not in the active sense like Sif Muna, but in a more passive way.

  • Likes exploring the dungeon, visiting new branches, completing branches, fighting uniques, finding artefacts and misc items.
  • Dislikes not thoroughly exploring a level, dropping arefacts.
  • Piety unchanged over time.
  • detect secret doors (0 piety, passive).
  • minor HP and MP healing each time you go to a new floor.
  • Complete Lair: can summon random (weak) Lair monsters.
  • Complete Snake: poison unbranded weapons while rune is in inventory. Give rPois when holding rune.
  • Complete Swamp: increased stealth due to swampy fog while standing in shallow water.
  • Complete Slime: rCorr when holding rune, can evoke rune to enslave nearby slimes.
  • Complete Orc: can detect gold, resistance to smiting and orcish/ogre spells.
  • Complete Elf: warding while praying (costs piety), gain elven +hit bonus with elven weapons.
  • Complete Tomb: immunity to Mummy curses, life protection while praying (costs piety).
  • Complete Blades: auto-identify weapons when wielded.
  • Complete Vaults: detect items.
  • Complete Hells: gain appropriate resistances, can summon demons by evoking rune.
  • Leave Abyss: feeding, healing.
  • Get Pandemonium rune: can evoke Pan rune to get out of Pan.
  • Finish Ziggurat: can trade randarts with Acirotes to get different ones.
  • Get Orb: Acirotes will randomly smite the demons chasing you.
Definition of “complete” is problematic, see FR. I don't like that god proposal much, especially since some of the branch powers come up after they are useful (Snake, Tomb, Slime). Stuff that should be used:
(1) Some gods react to getting runes (e.g. TSO for golden and hell runes) — messages may suffice.
(2) Can sacrifice a Pan run to get out of Pan. Best done using a longer duration (something like 10 turns).

Silence god

2895206 by clouded.

The Introverted is a god about gaining strength and knowledge from solitude. Worshippers will be cast into constant silence and given the power to better themselves and overcome hardships. The Introverted forbids his worshippers from having allies and going berserk.

  • increasing over time (with exploration)
  • from reading books
  • training skills
  • able to cast magic in silence (passive)
  • halo of radius 2 around the devout which silences those in it (passive)
  • Shell (* piety). Guaranteed damage reduction for a short period of time (not too strong/costly).
  • Courage (** piety). Damage taken is reduced and damage inflicted is increased against enemies with a higher HD than the player's XL. (not sure if this will work, from looking at a few monsters it seems like this situation is quite rare. From what I can see mons' HD doesn't really stay above the XL you will likely run into them, not sure if there would be another way to do this)
  • Cognition (*** piety, passive). All exp spent into skills is increased by 50 percent
  • Withdraw (**** piety). All actions take twice as long, slow status effect, all damage reduced by 50%, unable to attack in any form. (Not sure how useful this would really be, if you get into a bad enough situation that you'd want to use this the slowness would probably still get you killed despite the damage reduction. Maybe not, dunno)
  • Zen (***** piety). Player becomes immobile, gets a large boost to spellpower, all MP cost is reduced, LOS becomes silenced

For abandonment: Reduces efficiency of skill training and occasionally causes actions to fail, say, 15-20% of the time. (I've been thinking that maybe this God wouldn't care too much if you abandon them. Perhaps you can leave freely once you've attained the last skill, or you only get punished if you convert to a god which likes allies.

  1. Penance - The Forsaken
  2. [……] - The Distant
  3. [*…..] - The Hermit
  4. [**….] - The Recluse
  5. [***…] - The Reticent
  6. [****..] - The Withdrawn
  7. [*****.] - The Solitary
  8. [******] - The Immured

Thoughts: A very defensive God with a fairly large conduct; no scrolls, no allies and possibly no stealth (as I understand silence kills stealth, but I don't know if that would matter if the halo of silence is so small. Actually considering whatever you just attacked/woke up can't shout to wake up everything else it might *improve* stealth!) I think the abilities this God gives are quite different from what any other offers, but it may be overpowered. It's hard for me to judge. I mostly intended it to be a God for casters (all the damage reduction should really help out those frail Deep Elves etc., not to mention Zen) but looks pretty solid for a melee build too. For a name I'd think starting with an I is appropriate, to match it's title and your final title.

Also, removing curses would be impossible with this god — need something like passive curse detection.

Compassion god

2839005 by tromboneandrew.

The Compassionate is the god of righteous compassion. Not normally a choice for adventurers because compassion is a rare attribute in the dangerous dungeons of the world, but some choose the god's guidance anyway. For, despite of a compassionate nature, there will sometimes be appropriate assistance to adventurers in need. However, the god is concerned about appearance, and will try to maintain countenance as “the Compassionate” at all times; thus, assistance to adventurers is usually disguised.

  • Prayer: increase the occurance of actions which cause learning from experience, and assists learning spells. This means that actions like spellcasting which always cause learning are unaffected, but actions like trap detection, hitting an opponent, and stealth movement are more likely. This help increases in effectiveness with piety. This effect only applies when the player has experience to burn. (This should probably be capped at max piety to be, say, a 50% increase in favorable actions to prevent overpoweredness.)
  • Compassionate Overture: 3MP, food, 3-4 turns: Similar to Zin's Recite, chance of humanoids and animals within LOS to either: confuse, berserk, pacify, or enslave. Based on Invocations.
  • Empathetic Blast: 7MP, piety, food: Target monster within LOS is blasted with overwhelming empathy, causing one of the following:
    • Humanoids and animals are afraid or permanently enslaved
    • Intelligent undead and demons are smitten and afraid
    • Unintelligent undead/slime/etc. are smitten
  • Occasionally create an item in the LOS of newly discovered terrain that may help the adventurer. These items will still be known to the player as god gifts:
    • Healing potion: player is rotting/rotted by more than 1 HP, or heavily poisoned, and no healing potions are known which the adventurer can access in the dungeon. (Bigger odds of this one, being more urgent)
    • Food/Potion of Porridge: player is starving and no food is similarly available. (Bigger odds again)
    • Restore Ability potion: player has lost stats and no RA potions are similarly available.
    • Cure Mutation potion: player has more than 1 level of negative mutations and no CM potions are similarly available.
    • Remove Curse scroll: player is wearing/wielding a cursed item and no RC scrolls are similarly available.
    • Recharge scroll: player is carrying an emptied wand, and no Recharge scrolls are similarly available.
    • If player is otherwise healthy, a non-damage causing item, including armour/jewellery randarts, rods, wands, scrolls, potions, etc. may be generated.
  • appreciate pacification and long-standing faith
  • dislike necromancy and summoning demonkind
  • excommunicate necromutated players
  • does not accept undead or demonspawn worshippers
  • punish players who switch to a non-good god or who become atheists
  • Sending in hostile, unenslavable and unpacifiable humanoids or animals.
  • Stunning and confusion attacks.
  • Decreasing likelihood of actions which cause learning, in direct proportion to the piety gained before abandonment/excommunication.
Reaction to prayer being too good, by the OP: Effect is non-variable (no increase of effectiveness with piety gain). Instead, every time an action is “helped” during prayer, piety is lost. Which may be better, anyway. Remember that this effect, while there is experience to be used, is basically a +to hit, +dodging, +stealth, +traps, +shield block, etc. boost. It can be potentially very powerful and versatile.

Chaotic fruits god

2829985 by Ramus, see also 2816921.

Iveu is a goddess of chaos that came about when Xom decided to ascend a fruit to godhood. Since then, she's been good friends with Xom and like him, thinks of people as toys. Unlike Xom, she gets fun by giving people seemingly harmless fruit and letting them go cause chaos with them.

Piety system will work like most piety systems, but she doesn't reward anything directly. Instead, the fruits just become more powerful as the player's piety and invocation increases. Might also give god gift chaos fruits.

  • gain if using the chaos fruits
  • gain if converting fruits into chaos fruits
  • angered by eating non-chaos fruits that could have been sacrificed to her

Leaving the religion (unless you join Xom) will result in:

  • All chaos fruits in the dungeon disappearing, including the ones in your inventory
  • Eating fruits poison/mutate/etc when eaten.
  • They can also explode within your inventory or when you're nearby them on the ground.

A random thought, perhaps a player should be able to switch between the two at will, so long as one of their altars are around.

Her altar is a large snozzcumber on a pile of other fruit made of gold and should not be in the temple but instead in a late game area like Pandemonium since she's a deity that counts on how much fruit you've gathered, not by how much devotion you show over time. She also comments when the player gets back onto a save game with “An apple an hour brings fun and power.”

As said before, invocation and piety decide the power of the fruits. The higher the piety and invocation, the higher the pluses are when the fruits are wielded, the greater chance they have of causing a status ailment, etc. On a final note before I decide to list the fruits, when you eat a fruit of chaos, you still gain nutrient value from them, maybe more than usual to serve as an interesting trade off to avoid starvation (lol, spriggans of Iveu).

  • Apple of Discord.
    • Thrown/Dropped: It acts as a trap that effects monsters. Has a chance of confusing them when stepped on.
    • Evoked: Uses confusion on all monsters in sight. Is resistible and disappears after being evoked.
    • Wielded: Acts as a long blade (of confusion if you decide to add that, otherwise, chaos brand)
    • Eaten: Confuses the player.
  • Strawberry of Gehenna.
    • Thrown/Dropped: Explodes on impact of a monster. Disappears after exploding.
    • Evoked: Can be used to cast fireball, disappears after one use.
    • Wielded: Mace type weapon of fire.
    • Eaten: Gives the player sticky flames and temporary fire resistance.
  • Grapes of Wrath.
    • Thrown/Dropped: Disk of storms when a monster comes into contact with it. Disappears after one use.
    • Evoked: Acts as a disk of storms, only lasts a few uses. Lightning resistance is optional.
    • Wielded: Acts as a spear of electricity.
    • Eaten: Unblockable damage and temporary electrical resistance.
  • Acidic Snozzcumber.
    • Thrown/Dropped: Creates a shaft where it lands and causes acid damage to the enemy it hits.
    • Evoked: Doesn't matter as you'll see.
    • Wielded: Acidic damage to the player, possible erosion on the gloves, disappears.
    • Eaten: Irresistible acid damage or it can just cause rotting.
  • Vorpalized Banana.
    • Thrown/Dropped: Acts as a vorpalized dagger.
    • Evoked: Temporarily drops the AC of everything in sight, including you.
    • Wielded: Vorpalized Dagger, should have higher damage +'s than usual.
    • Eaten: Acts as a potion of might.
  • Lemon of Cocytus.
    • Thrown/Dropped: Paralyzes first enemy it comes in contact with. Temporary but irresistible.
    • Evoked: Casts Ice Storm with you in the center of it.
    • Wielded: A battle axe of freezing.
    • Eaten: Ice damage and temporary ice resistance.
  • The Zombie Orange.
    • Thrown/Dropped: Undead that walk over it have a chance of coming under your control. The orange disappears after a few conversions.
    • Evoked: Raise the Dead, loses potency after a while.
    • Wielded: Short Sword of Draining
    • Eaten: Negative energy damage and temporary negative energy resistance.
  • Flux Pear.
    • Thrown/Dropped: Banishes/Teleports/Blinks whatever it hits or whatever steps on it. Loses potency after a while. This doesn't effect you.
    • Evoked: Banishes you to the abyss (great for escaping Pandemonium!)
    • Wielded: Flail of distortion.
    • Eaten: Teleports you.
  • Lustful Apricot.
    • Thrown/Dropped: First contact with a monster, it produces a cloud of variable enslavement strength. Should range from anything can resist to nothing can. Effect should result in a group of monsters turning around and beating up each other since they're split.
    • Evoked: Every monster that can reach you on the map heads towards you, still hostile (“You give off an attractive scent”). There should be exceptions as to avoid everything converging on one point, like vault monsters. One time use.
    • Wielded: Vorpalized Spear (kudos to you if you get it)
    • Eaten: You strip down to naked immediately. Effects end when you either get hit or you're totally naked.
  • Rotten Rambutan.
    • Thrown/Dropped: Causes disintegration on the first enemy to touch it. If that enemy drops meat, that meat is rotten.
    • Evoked: All plants (even those evil acid spitting ones) die. This can only be used once.
    • Wielded: Acts as a triple blade. Over time, it becomes a double, then a normal long sword, then a short sword, then a knife. Also loses plusses over time.
    • Eaten: You get sick and rot.
  • Lizard Slaying Lychee.
    • Thrown/Dropped: First dragon, lizard, or anything similar it comes into contact with is immediately killed with nothing left behind, not a fruit, not a body.
    • Evoked: Uses torment on all lizards/dragons in sight.
    • Wielded: Halberd of Dragon Slaying
    • Eaten: Hurts you if you're a draconian, else it does nothing.
  • Sultanas of Not Wrath.
    • Thrown/Dropped: Produces a cloud of healing.
    • Evoked: Everything in sight (including you) is healed to full, can be used only once.
    • Wielded: -9,-9 knife
    • Eaten: Acts as a potion of heal wounds
  • The Not Fruit Choko.
    Upon sacrificing a choko, Iveu smites the player and says “Take this gift anyway”.
    • Thrown/Dropped: It is thrown awkwardly, smites the player, and disappears. If it hits an enemy, that enemy is healed.
    • Evoked: Three bad mutations.
    • Wielded: Is a +20,+20 Executioner's Axe of Healing (but still hurts allies)
    • Eaten: Results in a lot of nutrition loss.

Why to include Iveu? Well, Crawl is a rather idealist game right now. It rewards those who have a focus. However, people who lack a focus, opportunists, usually get stuck. Iveu is basically a deity that allows for an opportunist kind of player, especially one that can switch between Iveu and Xom, arguably the most opportunist oriented deity there is, letting the player pick between which play style is he or she is in the mood for/wants to take the risk of. They can follow Xom for a while until they found a good stash of fruit, follow Iveu until the stash runs out, and then switch back to Xom in hopes of gaining something from both.

Unplayable without a big pile of spoilers, right ? — b0rsuk 2009-12-17 08:20


Chaotic good god

2821927 by tromboneandrew.

Contains three versions, all with long lists. Not enough energy to include them here.

Tempests god

2820601 by poop.

The god of the tempests likes you to deal elemental damage and use elemental powers; has powers to increase flame/frost brands, zaps. Summons elemental helpers.

  • passive increase to elemental powers (your blade shimmers with elemental force!) — makes elemental brands much better, will also switch your blade from flaming to freezing or vice versa (permanently!)
  • invocable ring of fire/ice effect — gives resistance, also affects wands/invoked objects
  • summon elemental — summons one of each type of elemental
  • bolt of fire/bolt of cold
  • elemental chaos: lowers ALL enemies elemental resistances by one level

Wrath: sometimes lowers your resistances, freezing/flaming clouds centered on you, elementals


  • Elementalists, of course.
  • Hunters would probably really like the ability to shoot more powerful flaming/freezing bolts in early game, where they really need the extra damage.
  • Any race lacking equipment slots would appreciate the invocable ring of fire/ice effect and the elementals, though the fire/ice brandings are sadly not the greatest for trolls and unarmed combat specialists, the biggest customer in this regard. Perhaps the god could set your hands and feet on fire. ”[god] sets you on fire! OUCH!” Or not…

Clarity god

2820601 by poop.

God of clarity — Laena the Revelator: Gifted with great prescience; works to avert a horrible apocalyptic future. After years of servitude, shows glimpses of this future to her followers, who often become mad with grief - but some few remain sane and devote their lives to saving the world. Gives mostly divinations but also gives active powers. Meant to replace the current divinations school.

  • Passive see invisible (growing range with piety), passive detect monsters (growing range with piety, a third of map at full piety).
  • Invocable detect traps/items.
  • Apocalyptic Vision: afflicts a monster with visions of the apocalypse; takes piety, only one monster, but never turns against you. Will confuse/paralyze/fear any monster for at least one turn, every later turn monster gets saving throw based on MR. Only works once per monster, better effects with high invocation skill.
  • Death's Door: when praying, she'll alert you if your next move will cause your death; you get one (and only one) chance to make a different move in the split second to realise this. Happens at any piety level, but sadly not too helpful.
  • Forescry: +8 evasion, invocable.
  • Shadows of the Future: solid foreshadowings of an apocalyptic future that do horrible things. Several unpredictable effects such as herds of rampaging abominations, pools of lava (never under your feet), huge clouds of stinking gasses, battles between angels and demons that get everyone else caught in the crossfires. There's always some way to avoid the effects — if you plan on ignoring everyone else!


  • Assassins: Assassins who don't choose spellcasting would like the confusion power, which gives them at least one (fleeting!) chance to stab any enemy. With divinations removed from the spell list, detect creatures/traps would be invaluable to a squishy character, of which assassins are a cast in point.
  • Warpers: A character with semi-controlled blink could use the “death prediction” ability better since they can get out of the way more effectively.
  • Dodging characters: Forescry is an annoying spell to use since gaining divinations skill 8 or so is essentially only useful for forescry. This way, forescry requires much less investment. If it's not powerful enough for a god, perhaps a passive dodging bonus that works its way up to +8 or so would be more worthy of a divine portfolio.

Precision god

2820601 by poop.

Wants adventurers to do everything *just right*. Believes everyone should be as anal-retentive as he is (like many anal-retentive people…). Gets furious if you leave stuff lying around, or leave monsters half-dead, or mess up a stab, so he's finicky. Abilities are bombs that require timing to work, or disintegration beams that tidy up the dungeon. Top ability hurts monsters that move too slowly or too quickly for his taste.

  • Accuracy bonus that grows with piety — makes it easier to use giant-spiked-clubs earlier; also affects stabbing. At low piety it's +3, at high piety it's like +12 - Beogh already does this better, effectively, but it's still a big help with low-accuracy weapons.
  • Increased teleport precision.
  • Disintegration beam: makes things tidier; at high piety it can demolish stone (but not metal) walls. MR makes effect weaker but there's still min base damage.
  • Deadline: drop a bomb at your current position that will explode (like a more powerful giant spore) in ten turns. Would be really useful for spriggans or on slowed/paralyzed monsters. Works very well with teleport.
  • Nasty power that works with slow monsters (Vip doesn't like them; will not serve nagas) or fast monsters (so cast Haste on an enemy to do damage!). Harms monsters when they don't take an action after your turn. Paralyzed monsters are hurt worse. Works on you too, if you are paralyzed. Lasts like 5 turns - it's high damage but damage is unfortunately spread across these turns.

Likes disintegrating walls but not digging (mild piety loss) for tidiness reasons. Doesn't like it when you miss (mild piety loss). Likes it when you hit monsters — small piety increase.


  • Ogres and Trolls: Both of these races benefit from ranged attacks. Disintegration might be weak late game but still deals some irresistable damage and is an emergency improved dig. Furthermore, an accuracy bonus really helps giant spiked club users or unarmed trolls.
  • Assassins: High accuracy short blade attacks gain these characters piety very quickly, and improved stabbing is really helpful.
  • Earth Elementalists: It's much easier for a spellcaster to speed/slow/confuse enemies so they'll be harmed by Vip's most powerful ability, and the accuracy bonus helps the inaccurate crystal spear/bolt of iron spells a lot.

Poison god

2817273 by anonymous.

This Poison God has an altar somewhere in the liar or the snake pits.

  • loss: piety erodes slowly over time.
  • gain: killing a creature with poison.
  • gain: sacrificing potions (with prayer) turns them into potions of poison. Piety gain depends on the gold value of the potion, and potions easily created will not be allowed to grow piety.
  • Resist Poison (invocation): Gain one step of the poison resistance mutation, at the cost of some potions of poison.
  • Poison Ground (invocation): Temporarily poison the surrounding area, so enemies who walk on it may be poisoned, at the cost of potions of poison.
  • Breach Poison Resistance (passive): chance to ignore poison resistance when inflicting poison on a creature, based on piety.
  • Vile Poison (passive): chance to inflict a bad ability when poison is inflicted: slow, sleep, confusion, fear, more poison, can't cast spells, death.
  • unresistable poison
  • lose poison resistance
  • potions turn into potions of poison
(1) Piety loss for entering shallow water and slow over time.
(2) Piety gain for letting things rot in your inventory and strengthening your system by drinking bad potions.
New abilities:
(3) Resist poison.
(4) Cloud of filth: gives you a mild fog effect that reduces enemy to-hit. At higher piety, you can rot yourself to increase its range and potency (making it poisonous, mephetic, etc).
(5) Tainted blood: enemies hitting you have a chance to get poisoned or have their weapons corroded Breach poison resistance (same as above).
(6) Vile aura: while praying, acts as poison ground and can generate weak miasma/poison clouds on corpses.

Anti-eating god

2796693 by — drpraetor 2010-03-03 02:58

I consider this proposal to be made-redundant by Courage God. Although some of the other concepts might be usefully recycled for other deities. — drpraetor 2010-03-03 02:58

Tsu Muna, the Celestial Hammer, is the goddess of youthful eagerness, curiosity, ambition, and fascination with magic. In cult iconography, she is depicted as the progeny of Sif Muna and the Shining One. Through prayer, she will enhance her followers supporting magics, but to win her favor, foes must be slain with club or bow. Tsu Muna takes pride in vanquishing demons, but youth can be morbid - she is tolerant of necromancy. She commands each of her followers to choose a foe whom they will proudly vanquish.

  • 0 Eating rotten meat.
  • * Eating meat when not hungry. (meat string = encourages you to avoid)
  • ** Eating meat when not very hungry. (discourages you from)
  • *** Eating meat when not near starving. (orders you to refrain from)
  • **** Eating meat when not starving. (commands you to avoid)
  • ***** Eating meat ever. (will never tolerate) (“Tsu Muna finds your choice of food disgusting.”)
  • 0 Harming friendly monsters. (“Tsu Muna does not countenance betrayal!”)
  • 0 Using demonic magic (but necromancy is okay.) (“Tsu Muna will not tolerate your alliance with evil!”)
  • 0 Gaining bad mutations or scales, regardless of source. (“Tsu Muna demands purity, you have soiled yourself.”)
  • 0 Converting to a non-good God.
  • Vanquishing demons in melee or with projectiles.
  • Vanquishing your favored enemy in melee or with projectiles.
  • Training Enchantment, Translocation or Air Magic (as Sif Muna.)
  • Gain 1 piety every 30 turns, but when you eat meat you don't gain piety in this way for 90 turns.
  • 0 Tsu Muna has commanded you to vanquish demons and {enemy}
  • * When praying, Tsu Muna helps you dazzle your foes.
  • * Tsu Muna {meat string} eating meat.
  • ** When praying, Tsu Muna helps you shock, shoot and bludgeon demons and {enemy}
  • *** Tsu Muna protects you from magic contamination.
  • **** When praying, Tsu Muna protects you from dazzling magic by placing it in your quiver.
  • ***** When praying, Tsu Muna lets you bludgeon or shoot and teleport at the same time.
  • ****** When praying, Tsu Muna lets you blink away from demons and {enemy}
  • ****** (hidden power — force weapon)
Rules and Notes
  • {enemy} = When you convert to Tsu Muna, a favored enemy is randomly assigned from the following list:
    • Dragons (genera d/D)
    • Giants (genera O/C/T)
    • Abominations (genera G/J/x/X)
    • Beasts (genera Y/U/H)
    • Undead (genera z/Z/V/L)
    • Spirits (genera p/E/*/})
    • Reptiles (genera l/F/S/N)
    • Vermin (genera s/y/k/w)
  • MR penetration bonus in exchange for piety. To avoid burning piety on this, don't pray. When you fail to beat MR, roll piety-dice and add that. If it's now above MR, burn 1 piety. Against demons and favored enemies, this is free and always-on. Against demons and favored enemies, if you are praying and you beat MR without help, you also smite the demon or favored enemy (see below).
  • ** Flat damage boost in exchange for piety. To avoid burning piety on this, don't pray. The additional damage is applied whenever you do melee damage, or hit the enemy with a projectile or with lightning damage (but not other conjurations.) Additional damage is twice as high for blunt melee weapons or for projectiles as for other things.
  • *** Tsu Muna roughly triples the rate at which magical contamination is eliminated. Obviously this is very useful for Crusaders and Warpers.
  • **** If something slows, confuses or hostile-teleports you and you have non-branded ammo in your quiver, on a piety roll, before MR checks, ammo in your quiver gains the special “dazzling” brand which causes it to teleport, slow or confuse (in increasing order of preference) enemies. This is mainly a defensive power although you may confuse yourself and then shoot things, but this is risky.
  • ***** If you teleport while praying and are wielding a melee weapon, you get a free attack against all hostiles that were next to you when you teleported. Unless your weapon was bludgeoning, your to-hit roll is halved. If you teleport while praying and are wielding a ranged weapon, your next shot is a free action (including a cast of Portalled Projectile).
  • ****** This is instead of life-saving. If a demon or your favored enemy does you blast or beam damage above a certain threshold, and you are praying, you automatically blink, preventing the damage. If a demon or your favored enemy does melee damage that would be enough to kill you, you automatically blink, preventing the damage. In order to use this power you need to know Blink or Controlled Blink and have enough mana to cast it.
  • ****** Force Weapon: This is Tsu Muna's first present. She turns a non-randart, wielded Bow, Crossbow, Hand Crossbow or blunt weapon (of any category, but not a “vanilla” magic staff) into a randart, provided it matches your highest weapon skill (otherwise she waits for your weapon skills to go up or for you to wield something you'd want randarted.) It gets EH III and becomes either a “Celestial Bow” or “Celestial Hammer” depending. It loses any brand it used to have, and is now a power-boost item for Enchantment, Translocation or Air (whichever is higher with ties broken in that order.) The Enchantment booster weapon has an Enchantment + Invocations dependent chance to Slow or Confuse anything you hit. The Translocation booster weapon is a weapon of distortion that can be wielded or unwielded in relative safety. The Air booster weapon works just like a staff of air - doing huge scads of lightning damage if you pass an Invocations check.


  1. The favored enemies concept is great! Might be worth taking it all the way — just include demons on the list of favored and pick two at random rather than one.
  2. Vegetarianism conduct is nice but too lax as you have it. And needing to reach a certain hunger state before eating meat would just encourage tedious waiting. Better to have a flat penalty — 1-4 piety and 0-1 penance, say.
  3. Explicitly preferring bows and clubs is arbitrary and game-y. Drop it. A preference for missiles is fine. First gift should apply to launchers only.
  4. The mechanic of having ammo enhanced by hostile enchantments is silly and and would be annoying in play. (Yes, people would constantly be confusing themselves.) Let the ammo enhancements come as a gift, instead of the jewelry.
  5. Needing to know a spell is a bad mechanic. Where you have that, instead there should be a virtual casting check and the effect only happens on success.
  6. No jewelry acquirements! Boring, overpowered and encourages tedious scumming. God is plenty powerful without it.

dpeg: Lemuel's comments are very worthwhile. I like the gradual eating conduct but the scum Lemuel mentions has to be addressed. (See below.) I like the favoured enemy. Both the original version (demons+random) or Lemuel's version (two random choices) can be used. The randomness is another reason to make the god a random one (i.e. no Temple seat). The randomness is also a reason to make the god a good one (at least in the sense that you can turn to a good god without any penalty) — because you can turn to a good god if you wiped out the favoured enemies. This is turn is best served with the demons+random choice (but you can also have: one random out of {demons, undead, abominations}, the other random out of the other classes).
I don't like the fixation on bows and clubs. This is way too niche. Yes, TSO has the blades thing. But note that old Zin had a crush on blunt weapons and we overhauled Zin to get rid of the symmetry. No need to reintroduce it here. It is true that hunters lack a god synergetic with their style, but a niche god will not do – there should be Temple gods taking care of that. (The new FRs for Okawaru and Vehumet address this.) I don't like the rMut. Even the other anti-glowing effect may be too strong (but it is nice and interesting and can easily be tweaked in either direction). Piety for waiting is bad but you can simply take it and we change that along when the other good gods (with their piety for waiting) are changed. Gaining piety for three selected skills is bad. Rather increase the piety gain for slaying the favoured enemies.
I think the god is too prayer-heavy. Under prayer, you

  • dazzle your foes
  • shock, shoot and bludgeon demons and {enemy} better
  • are protected from dazzling magic by placing it in your quiver
  • can bludgeon or shoot and teleport at the same time
  • can blink away from demons and {enemy}

I think the mechanic for dazzle is too subtle (MR penetration bonus) especially when trying to compare it to the piety cost. For shock etc. boosts, I don't think that restricting means of damage is good. Bludgeon etc. is too contrived (could even be hard to code). Blink from demons makes prayer fully overloaded: is it an offensive power? But the piety cost… So it is a defensive power?
I believe this god idea has lots of potential, so here are some more comments. (By the way, fleshing out a god is probably better done on the c-r-d mailing list. Do you have access to that?)

  1. The concept of favoured enemies is very good. As far as I understand, the proposal (and especially the prayer effects) try to model the following:
    • it is good if you kill favoured enemies (in piety)
    • the god can help you with that I suggest to do this as follows:
      • Significant piety gain for killing favoured enemies (remove the piety for training Air, Trl, Enc).
      • Small piety hit if running from a favoured enemy.
      • Larger piety hit if running from a favoured enemy under prayer (god watches you!)
    • Better performance against favoured enemies under prayer. This can be some protection, some better offense, or both. In other words, you want to kill favoured enemies when you see them (the small piety hit). If you think you can tackle them, you can pray which makes it easier but forces you to really go for it.
  2. On vegetarianism: Simply do not use hunger state for the penalties. For example:
    • piety 0: no rotten chunks
    • piety *: eating chunks is -1 piety
    • piety **: eating chunks is -2 piety etc. Meat rations same as chunks.
    • No veggie mutation, please.
  3. At this stage, with the core ideas of (random!) favoured enemies, the anti-demon bit and the meat conduct. The god could come with an invokable power depending on the selected favoured enemy (this would make the god more random but would also be more design and coding trouble).
  4. The god should have the no cannibalism penalty of the good gods. The gameplay value could come from being a good god that allows use of Necromancy.
  5. It would be nice to have some link between the favoured enemy and no meat themes. What about this: The god believes that flesh and favoured enemies are the source of all evil. Purging these from the world would make it a much better place. Superstition or not, running around with this god will occasionally turn corpses into favoured enemies (treated as summons for xp purposes but as actual monsters for piety gain/hit). To avoid scumming and tedium: if you kill a monster and it leaves a corpse, chances for the corpse turning into {enemy} depends on weight (but not monster type) and blood around. This would be one way to make blood matter…
  6. The favoured enemy types should be displayed in the god description.
  7. Gain piety for sacrificing meat food (not corpses/chunks)?

Wasp god

2796693 by — drpraetor 2010-03-03 03:00.

I consider this God to be semi-redundant with Fear & Slavery God. The *wasp* thing is quite neat and deserves a deity, but I think the whole fear thing should be distinct. — drpraetor 2010-03-03 03:00

Shin is the prince of wasps, and the lord of venom and sadism. He rewards his followers with power, and by bringing them closer to his cruel progeny.

His worshippers generally have an unhealthy, morbid fascination with death and poison. Shin teaches that power is for those who seize it, and that mercy is for the weak. Harming his children when they are still eggs also offends him greatly.

  • Mercy. This applies whenever a frightened monster successfully escapes your LOS. (“The disciples of Shin never show mercy!”)
  • Chopping up corpses that have his eggs in them. You can kill all the y's you want, though. (“Shin is offended that you have harmed his eggs!”)
  • Converting to another deity.
  • Gain for killing frightened monsters.
  • Gain for killing monsters with poison damage.
  • Gain for stabbing kills.
  • See “Children of Shin”.
  • 0 You plant wasp eggs in the corpses of those you slay.
  • * You feed on fear and suffering.
  • * You can pounce on the weak. 1 MP food.
  • ** You can cause the weak to suffer. 2 MP piety.
  • *** Shin protects his children from venom.
  • **** You can call the children of Shin to you. 4 MP food piety.
  • ***** You can assume a hybrid wasp form. 5 MP food piety.
  • ****** You can drain life force from those around you. 6 MP food piety.
Rules and Notes
  • Whenever you kill a monster with stabbing or by poison damage, you lay wasp eggs in it. It produces a tame monster when the eggs hatch (when the corpse rots,) and you get a piety. Die roll = 1D200:
    • 0-50 - Roll 1D(Piety)+50 instead.
    • 51-150 - Produces a giant mosquito.
    • 151-200 - Produces a giant blowfly.
    • 201-250 - Produces a yellow wasp.
    • 251-280 - Produces a red wasp.
    • 281+ - Produces a moth of wrath.
  • * Feeding on fear and suffering has various benefits. First, you get satiety when you frighten a monster, or when you hit a monster with torment damage or with a pain branded weapon. Second, you get the benefits of the vampiric brand whenever you successfully stab (message “you greatly relish the suffering you inflict!”), even if your weapon has another brand.
  • * This works like blink, but only if there are one or more frightened monsters in LOS, and it is a free action. It blinks you to adjacent to the frightened monster, so you can stab it.
  • ** This hits every frightened monster in LOS with a pain spell. Your evocations is added to your necromancy when the spell power is calculated.
  • *** All y's in the game gain PR.
  • **** This summons all ys on the level to your location. You have a poison-magic and piety dependent chance to tame any unfriendly ys called in this way.
  • ***** In hybrid wasp form, you fly and lose your boot slot, and all of your other slots become limited. You gain PR (because you're a y in the game) and gain scads of secondary unarmed combat attacks, a big boost to AC, and probably some other benefits (like rSlow).
  • ****** This power hits everything in LOS, except ys, with vampiric draining.

dpeg: I like the theme. I love the egg laying. I like the no-mercy conduct.
Wasps are very strong allies, I guess, so having the god demand a specialised playing style is okay.
I am not sure about satiation from fear. Piety from fear (including pain, torment etc.) is enough.
I don't like all y monster getting rPois. There should be some other solution.
I don't like the “recall y” ability. This is too similar to all other uses of summons/allies.
Wasp form is cool and fun, but probably not crucial (so could be skipped in a first implementation).


  • Kill feed on fear.
  • Egg-laying should result from stabbing and unarmed kills, not poison.
  • Kill Drain Life. You can't just steal an existing god's signature ability for your new god.
  • Wasp-form is cool but needs more drawbacks — for starters, you should not be able to wield a weapon (or anything else.)

Decay god

2681866 by zauren.

Caries is a dark necromantic god, the counterpoint to Elyvilon. Caries revels in spreading disease, poison, decay, and other such unsurly things. People are less followers and more harbingers, although they get strength in the afflictions… if they survive. They are rather invocation based in abilities, fitting people who don't want to branch into spell schools but still wish to use certain utilities.

  • Piety is increased over time, and by using her abilities.
  • Ability 'Defile': Potions of healing, heal wounds, restore ability, wands of healing, amulets of clarity, and rings of sustain ability/regeneration all will be corrupted (Degeneration, decay, poison, confusion, yadda… maybe a transmuter would like this. Rings become hunger, amulets inaccuracy, yay for bad IDs!) and give some piety.
  • Using a healing ability or wearing something that does such or evades such has the standard warning if you ID it (Caries does not appreciate that!) otherwise penance.
  • It's impossible to die of statdeath under Caries (1 is minimum.)
  • As piety increases, you gain a raising resistance to outside corruption. At maximal piety, same as two rings of sustain ability, and clarity, and 50 MR. This does nothing for her invoked bad effects, though. Similarly, rot slowly fades away over time instead of being permanent. (One point as often as abilities heal.)

Invocation power is increased wielding a rotted chunk, which consumes it. The type influences the enhancer (Normal is least, mutation is most.) Similarly, this reduces the potential downside in some cases.

  • Level 1: Corrupting Touch. Melee range, 1 HP, 1 MP. Chance to lose 1 random stat, unless wielding a rotting chunk. Power dependent on invo + chunk. Inflicts a random bad effect on the enemy. Based on HD instead of MR, like confusing touch. Higher power can include multiple effects at once. Confusion, slow, poison, paralyze are possible. Piety gain from use stops at **.
  • Level 2: Decay. Ranged beam attack. 2 HP, 2 MP. Chance to lose 1-2 random stat, or 1 rot. Chunk removes effect. Fires off a necromatic blast. Can damage max HP, poison, or confuse. Respectable damage, high accuracy. Piety gain from use stops at ***.
  • Level 3: Dark Miasma. 3 HP, 3 MP. Always lose 2 random stat, or 2 rot. Chunk cuts the loss in half, outside boosting power. Fires off a decently lasting mephitic cloud. Being in it tries to apply confuse, slow and poison each turn within. User is immune. (Caries staves off the unholy sickness!) Piety gain from use stops at ****.
  • Level 4: Create Abomination. 4 HP, 4 MP. Same as the necromancy spell that creates X's. Can't use chunks to reduce effect. Lose 1 stat from Str, Dex, and Int. Dependent on power, corpses, and if said corpses are rotting, will create a small or large abomination. Fun addition is they create a mephitic cloud on death. (User isn't immune, though.) Always has a chance of giving piety.
  • Level 5: Greater Decay. A bolt attack. 5 HP, 5 MP. Chance to lose 1-2 from each stat and a few points of rot. Chunk just helps power. Hits everything in a line with necromancy damage. Also tries to apply slow, strong poison, and confusion based on HD instead of MR. Always gives piety.
  • Level 6: Blessing of Corruption. A smite targeted attack, and the main reason to invest a lot. It will cut your stat loss and rot in half, indirectly healing the negative effects caused by using her abilities. Then it inflicts heavy damage, slow, paralyze, confuse, and strong poison if possible on the target, with a resistable agony effect that can cut HP in half to boot. Power is based on invocation and how bad your rot/stat loss is. (So if you are at -10 across the board and -20 health, you could, say, wreck a titan or quicksilver dragon with enough invo.) Costs a lot of piety. A lot. The point of being at ****** is to use this, so at maximum piety you might be able to fire it 3 times in short order before hitting *****.
  • 50 points.
  • Stat loss: A chance to lose 1d3 in a random stat. Another check to get rotted.
  • Bad effects: A long duration slow and poison, with a chance of strong poison, and chance of confusion. Long as in 10-20 turns, bad if done in combat.
  • Summon Abomination: Dependent on experience level, throws some small and large abominations around you, while centering mephitic cloud on you.
  • Decay: Every item normally sacrificed to her has a chance of being turned into something bad without telling you.
borsuk: This god is not distinctive enough from Kikubaaqudgha and Yredelemnul. We don't need a third god of death and decay, the two we have are already problematic to design. Most notably anytihng that works on living creatures only becomes less and less useful as the game progresses (Crypt, lifeless creatures, magically animated stuff, more and more undead). I think Yredelemnul is going to be pretty much ok in 0.5.x, but Kikubaaqudgha needs a major overhaul.
zauren: I didn't consider mummy/vampire abuse. Just make it so you don't lose piety over time. That'd work just as well. A bigger issue is that ghouls can cure rot by eating. Maybe just make godly rot different and only heal over time? Normal ghoul rot they could fix normally by eating; that's different in my opinion.
Mummies rot and stat loss normally, if from different things (Mutation etc.) It might actually be a perk for them, since the only way they can fix rot otherwise is through a costly ability or wands of healing.

Elemental god

2797121 by ramus.

Patchouli is the goddess of all elements. She does not command any single one but her grasp is firm as she can control the elemental aspects of the world with relative ease. Her followers are expected to be just as versatile and adaptable as she is as well as learn to command these elements at will.

  • Gain for killing and sacrificing creatures.
  • Sacrificing items that have a specific element attached to them. E.g. rings of fire or ice, weapons branded with fire, ice, electricity, draining, armor with elemental resistances, etc. You can sacrifice them by dropping them on the floor and praying.
  • No penance.
  1. Level one elemental defense (I'll explain this below)
  2. Level two elemental defense
  3. Imbue Self with Element: Invokable ability, for a short while, the character imbues his or her weapon (fists included) with the elemental brand of their choosing. So you can start punching things with flaming fists for a short time. Spells of the same element will have a boost in power. Opposite elemental spells don't suffer a drop in effectiveness. Lasts longer with higher invoke ability. Costs a good amount of MP, piety, and food. Can temporarily overwrite branded weapons.
  4. Level three elemental defense and a constant level 1 resistance in every element except electricity.

Elements count as the following:

  • Fire
  • Ice/Water
  • Electricity
  • Negative Energy
Elemental Defense

Let's say your character has no equipment on and that all elemental resistances are at zero. Your character gets hit with fire and has elemental defense level 1, then the fire resistance for that character will jump to 1 level of resistance to fire for a short time. If the character is continually hit with fire, the elemental resistance stays up. If s/he is not hit for a while, the resistance disappears. If the character is hit by ice and fire in a short period, both resistances go up. In this way, if the character is hit by all four elements, s/he can have all four resistances up.
At level 2, the resistances jump to level 2 resistance when the character is hit by said element. And at rank 3, the character's resistance to said element when hit by it jumps up to max elemental resistance for that element. And like before, the resistance wears off if not hit by said element, however, at the higher ranks, the resistance takes longer to wear off.
So if hit by all four elements, the chart can look like this: rF+++ rC+++ rN+++ rElec.
There are two exceptions to this rule, one is if you enter a branch of hell that specializes in an element. Then you'd get a message along the lines of “The heat is so intense that you already feel yourself being protected from the fire.” And that element would jump to max and stay at max for throughout that part of hell. The other is if you hit yourself with said element, such as a disk of storms.

  • Your resistances have a chance of temporarily dropping when being hit by an elemental attack. E.g. Get hit by a fire spell, fire resistance drops.
  • Elementals and fiends are summoned in at random.
  • You're smited with a random element at times.

This deity started out as a way to give monks a boost they needed in gameplay, so it was originally a buddhist kind of deity. But then I realized that it was too niche, so I rewrote it and got this result. Again, it's still helping monks a lot as they don't typically get these kind of elemental boosts and defenses that normal weapon users get. However, other classes are more than capable of making good use of this deity and it maintains balance by the fact that you don't have total defense against all elements at any given time, instead, it spikes when needed, namely Zot, hells, and various other places that will hit you with a variety of elements. Granted, she not too good early game, but there aren't many elemental oriented attacks at that point either.

borsuk: Still overpowered, especially with regeneration. Default god of trolls, it would cover the only weakness they have. But first and foremost, boring. Recycles existing effects, and overlaps with TSO (negative energy resistance).

Egocentric god

2462507 by anonymous.

This would work like any other god (ie: altars, conversion at Temple or another altar, no other religion at the same time), but the description would describe it as being an unbeliever in the existing faiths, preferring to trust yourself.

Like Trog, the skills would not be Invocations based. These skills would be about boosing oneself in the best possible way that can be achieved without magical or divine help.

For all intents and purposes, this would be the same as a God, with some cosmetic changes.

Piety would be Ego. Maybe Confidence, if Ego isn't quite right. Prayer would be Concentration.

Obviously, this is not a religion to care for (or even accept) sacrifices.

Piety (Ego) is gained slowly, based on exploration (kind of like gain with time, but won't go up if you remain idle). This can probably be done by increasing it a negligible amount when an unexplored square is revealed for the first time. It doesn't decay naturally, but since it is about caring for yourself, it will tend to go down if you spend a lot of time poisoned and/or sick. It may also be a good balance if you lose some (not too much) if you become enraged.

Due to the lack of normal decay, Supposing you pick up the religion on D5, if you don't do anything to cause decay, you should hit max around D18 or so (if you follow no branches). early enough to enjoy the abilities, with plenty of room to explore and gain more ego if you spend or lose some.

  • Low Piety: Your regular stat gains have a fair chance of activating twice, and very rarely, a third time. The idea is that over time, you will be overall just sort of generically 'better' than an equivalent of your species in the same situation.
  • Low-Mid piety: Fast Jump. In one turn, you move two spaces, and are considered to have flown over the middle one. costs food, success chance uses EV skill or DX, whichever would be better. Might actually be useful if it took your breath away momentarily when you landed (meaning it needs it, and you can't spam the move).
  • Mid piety: Ability to bring your lowest base stat to the same number as your highest.
  • Higher piety: Mental focus. If you gain a skill point in a skill that has above 100 aptitude, the pool cost (only for the one training chance), is refunded.
  • Higher still: Mule. Your carrying capacity is calculated as though you had 50% more strength than you actually have. Be careful not to lose your piety if you start carrying more stuff.
  • Maximal piety: Concentrated Hit. You can force your next attack (magical or physical) to critically hit, but the ego cost is pretty high, and you can only do this at (or close to) max. Probably causes some hunger too. Be careful not to do this too often, as losing the mule ability which shouldn't be too far below this could be devastating. Also, the cost is incurred even if the attack misses.

Overall, my goal was to come up with something different, that still works within the same rules, and feels like it would fit in well with what exists. I also wanted a God with abilities that felt “natural” and like they are working to improve you, whatever your skills are, and whatever race you are. This should work well with a lot of playstyles, and seems like it would be fun, without being too good. The highest piety move is supposed to be _very_ good, but still carry some risk, and not be abusable.

jpeg: This could be interesting for Demigods (as innate divine abilities), but otherwise it doesn't fit into the God concept.
dpeg: When I started thinking about gods, I had the idea for a “benevolent” or “convenient” god. One for lazy players, where you don't have to sacrifice anything, no Inv to train. I thought it would fit with the Monk class — in these regards there is certainly overlap here. If we are going to use this in such a fashion, here are some comments:
(I) no prayer ability either
(II) skip the critical hit and jump abilities
(III) better stat gains sound interesting at first but there aren't so many, and it would feel odd if you take the god late
(IV) piety should really be called piety, and the god should be a god, this way she could be an ordinary temple god
(V) piety for exploration sounds good (and is in the plans for the good gods anyway).
I'd think of passive powers only (scaling with piety):
(1) additional MR
(2) additional carrying capacity
(3) the god can slow and paralyse monsters under sufficient tension (on his own)
(4) can save your life
(5) perhaps additional maxhp and maxmp with piety.
Piety should decay slowly with time (so there would be a clock but as long as you're essentially exploring new areas it would grow). Apart from making this a (admittedly very quiet) temple god, we could also use the idea for Demigods (only).

Planning god

1962710 by eronarn.

Okawaru is a god of battle and tactics. However, longer-term plans tend to dissolve away as a fight progresses, and Okawaru rarely rests for long enough to think up new ones! Accordingly, he often finds himself bereft of a more complex strategy. It is said that his stormy relationship with Zoprei is a result of this lack of communication. They appreciate each other's company at times, but Zoprei is often left aghast at the risks that the Lord of Battles takes when in the thick of combat. Her approach is far more… subtle.

Worshipers of Zoprei are expected to be consummate planners and exacting strategists. To some extent, she acknowledges that mortals are not blessed with a perfect, divine mind and is able to tolerate errors, but even so she remains harsh and far easier to offend than to please. Her gifts, then, are more of a factor of how many you're making rather than how well you are performing.

Zoprei has piety capped at 45+5*(Current DLVL-1), with Zot counting as the Dungeon and other branches interpolating based on difficulty by some appropriate formula. This means that on D:1 you'll be able to obtain up to 45 piety, D:2 50, D:10 90, Zot:5 200. Piety refreshes to full when you enter a level but is preserved per-level; if you go to D:1 you'll have 45 piety, if you spend 10 then come back later you'll have 35. The exception to this is the Orb run, during which all levels reset to 'new' at 200 piety cap (same as Zot:5). This probably needs some sanity check so that someone can't convert to Zoprei late game — perhaps give a fraction of normal maxpiety based on the lower of 1 or (# of non-Pan levels with Zoprei*.5) (non-Pan levels in game so far *.5) / (non-Pan levels in game so far). This way you'd be able to convert to Zoprei with full benefits as long as you do it for the majority of the game (an exception should be made for Temple converts though).

Piety can be gained exclusively by meeting goals — finding runes gives an immediate boost to current piety, and finding the Orb of Zot refreshes it to full. Sacrifices of any sort are wasteful in the eyes of Zoprei, as the corpses could be put to better use elsewhere, nor does she appreciate killing except as necessary to achieve objectives.

Piety can be lost in many ways, such as using consumable items, dropping below HP at the 50/33/25/10/5 levels with successively increasing piety loss, going up stairs when surrounded, using wands of healing/hasting on enemies, wielding an unIDed cursed weapon, etc. — many kinds of 'wow, that was dumb!' moments will irritate Zoprei. However, piety cannot drop below 10 except because of actions that cause penance (see below).

Zoprei is far more detached from the PC than many gods, if somewhat easier to annoy, and sees the PC's quest for the Orb like we might see a game of Risk. It is a game she has played many times, and perhaps one that she has grown bored with — and so she will often introduce her own variants on it. In addition to piety refreshing with each new level, a restriction on what abilities or weapons or the like you may use is given for that dungeon level (and it re-announces every time you enter it). Violating that restriction drops piety, and if the restriction's wording was sufficiently forceful — 'you may not / you shall not / you MUST not' — it will cause penance. Zoprei is somewhat intelligent about this, and could give specific restrictions more often at branch ends ('You MUST not use Necromancy!' in Tomb:3!).

Penance only occurs from violating Zoprei's edicts, and consists of destruction of expendable items, random unblockable teleportation, delay of teleportation/healing/etc. effects, and banishing to her Hall of Challenges — a Labyrinth-like level filled with difficult enemies and complex situations that the player must bypass.

Zoprei's granted powers center around planning and forethought:

Gained at 10 piety, costs MP, no piety cost to use- Extend Enchantments. Any active enchantments are extended to a degree based on piety, as per the Extension spell.

11 piety: 3 MP, 1-2 piety. Name? Zoprei reaches down to give you a consumable item from her belt pouch, which you immediately use. This will be beneficial, generally weighting toward a buff (might, resistance, etc.) if high on HP, and escape (blinking, fear, teleportation, etc.) if low on HP.

low-level piety: highish MP, 3-5 piety. Strategic Evaluation. Casts Magic Mapping, Detect Items, Detect Creatures, and Detect Traps simultaneously.

low-mid level piety: lower MP, ~5 piety - Conversion. Changes walls from one type to another (you can choose). For example, you could turn a metal wall to undiggable stone so that you could bounce a lightning bolt off it,or glass walls into rock. Perhaps some mechanism where using the ability costs X MP/piety for a single tile, then +1 MP/piety for every tile beyond that in the same cast. Can be used without LOS as long as you know where appropriate squares are.

mid-level piety: 1 MP, 1 piety - Sure Step. When used, choose a direction. You move in it and regardless of stealth you are not noticed by sleeping monsters.

high piety: 1 MP, 1 piety, not an action - Planned Stroke. The effects of your next wand/spell/etc. are less chaotic. You could choose, for example, to have an evaporated potion skip over the first and second opponents to only hit the third; or you could trace out the path of a lightning bounce to something different than normal, or state which squares a Freezing Cloud affects. It's to spells as teleport control is to teleportation.

high piety: Zoprei's Gaze. When using Detect Creatures you don't wake up enemies, and the effect lasts for a duration based on piety, refreshing every round. When using Detect Items, you see which class of item it is.

200 piety: Some cool ability should fit here, since you only hit 200 piety during Zot:5/Orb Run…

Piety based on branch would need to be tied to some measure of difficulty rather than just when they show up, otherwise Lair:10 might give the same powers that D:23 does. I agree that I don't necessarily like the idea of going down the stairs and 'losing' abilities, though. It should probably pick the higher value of (estimated depth) or (highest dungeon level that the branch can spawn on) for side branches, so for Lair, we could peg it at 10 estimated / 13 latest. So, it would give piety as per 13 until Lair 5, at which point it goes up to 14 (10+4) and increments by 1 from there. That way, the only way you can 'lose' abilities is if you found the branch but didn't enter it immediately. This seems fair to me, though I am not convinced that branches should work like that since they don't get anywherenear as much increased difficulty (until branch ends) as the main dungeon does.

Expecting to use exclusively one kind of ability throughout the entire game is something that a god of planning would take offense at. The goal with adding random non-usable abilities is to encourage ability to handle multiple situations (without it, this would be a no-brainer choice for players who are playing carefully anyways). Plus, the restrictions are static; if you can't use Ice on Slime:6 you could do a bit of Zot and train up Air or Earth with the XP there to pick up the slack. The lower level restriction is only a piety hit, anyways, it's only the more strict (rarer) restrictions that can actually cause penance.

My initial idea was to add some infinite-duration (but only for that one level) buffs/effects picked from a menu, each choice costing piety, with some invocations allowing you to use leftover piety to swap them around or add temporary ones or etc. For example you might make nothing on the level regenerate at a cost of a certain amount of piety, and take the ability to see around corners, and the ability to delay the onset of hostile status effects by several rounds. This might end up being somewhat more interesting.

Piety is 'gained' when you go to a new level (and if you go back to an old level, you get whatever piety you had when you left it). Getting a rune/the orb either partially or fully refreshes your piety for that level only. This is why the restrictions are not nearly as bad as they may seem — if it is, say, a 10% chance per melee swing of losing 1 piety for a minor restriction then you would certainly have to be delicate about it but it wouldn't be unmanageable. And only Must Not restrictions can actually place you under penance/cause you to lose your faith (and I wouldn't want more than 2-3 of these happening in a game). In effect, you forfeit any immediate-duration god powers if you plan to flagrantly violate minor/moderate restrictions (because you'll run out of piety before you clear the level) but you could still use the permanent effects (Evaluation/Conversion) as soon as you got to it, in order to use up all your piety on them.

However, a challenge system (or a random mixture of challenge/restriction/both) is another way to do this. I don't think that she should grant you any gifts for doing it, though, unless they were only-usable-on-that-level (but highly weighted to be useful) gifts. Putting up with her is something you do to access her powers, not something that is why your worship her in the first place.

The powers could definitely be improved/changed. Perhaps Planned Stroke could be changed so that your next attack is rolled several times, and the result occurring most often is taken. For example, if you launch a fire bolt at a row of three orcs 10 times and 8 times the first orc dies, 6 times the second orc dies, and 4 times the third orc dies it would (as an example) kill the first and second but not the third. This would have the effect of making rare outcomes (good or bad) less likely, and benefit someone who had a good grasp on whether their attack was likely to be successful or not.

Personally, the powers that I am least thrilled with are Conversion and the item generation. I like Sure Step, (the idea of, if not its current incarnation) Planned Stroke, and Zoprei's Gaze.

Idea: perhaps one of the powers could temporarily shut off monster generation + Hell effects on the level. The idea would be that you cannot plan for completely random events reasonably, so if you were doing something risky, you would want to minimize any unexpected circumstances. I think it should not cost much piety and last a while, because it is not very powerful. The 'no-hell-effects' thing is powerful.

This could be merged into the 'zone of anti-randomness' idea that was put forward, or the Planned Stroke idea, as possible effects. Maybe there is an 'aura' version of the power that affects the entire level as above and everyone within the radius as per Planned Stroke (which is a mixed blessing — it makes taking on weak foes easier but strong ones possibly much more deadly), and a 'your-next-action' version of it that only affects you with Planned Stroke (and has heightened effects [and maybe piety cost too] if you use it with the 'aura' version). It might be too similar to the TSO halo but a visual manifestation would be cool, especially if it drained piety as it went along and became progressively smaller. I like the idea of it turning everything grey… or maybe alternating crosshatches of darkgrey/white that 'scrolled' across the aura gradually, looking similar to the yellow/black of 'caution' markings.

Still not 100% sure on what would fit well as a 200 piety ability. It should either be single-activation and last the entire level (so, a decision that you have to make when you first enter the level since any amount of piety loss would make you unable to activate it), always-on but only if you have 200 or more maxpiety, or single-activation, very high cost, and with a short duration so you can get an immediate boost right when you enter the level at the cost of your other high-piety abilities being unusable until you find the upstairs.

The 'no-hell-effects' thing is powerful, but limited to only those branches. This is analogous to the way that Kiku is useful in Tomb. I think it would make an interesting dilemma — use the no-hell-effects power and try and race through the level as fast as possible, or take it more slowly and use mostly the other powers, saving bursts of it for tough fights.

Martial arts god

1961049 by anonymous.

Habanaethaegor, the god of discipline and body.

Habanaethaegor is a rather temperamental, yet good God who is rumored to have achieved his Godhood through physical training and intense focus. Over the years, he has become the watcher and the trainer of many who hope to achieve the same. He enjoys fierce battles, and is pleased when a follower goes berserk. He also prefers that you fight with the weapons you were born with, but doesn't disapprove of using a weapon.

Habanaethaegor is a good God, and piety is gained slowly simply for having faith in his ways. He also doesn't mind of your focus shifts to another good God.

Worshippers of Habanaethaegor can gain some more deadliness in combat, and a few divine effects to aid them in their hour of need.

  • Habanaethaegor's spirit: you gain a small amount of all three attributes and a small EV bonus for a few turns. Costs food, 1 MP.
  • Strength of the Earth: Passive. Whenever you are berserk, you can dig through walls if you are unarmed (probably causing them to shatter. You attacks also do a bit of extra damage.
  • Patience of Water: Passive. while resting, (or just not moving), you instinctively meditate, giving you a faster health regen, and higher chance to end poison.
  • Rush of Air: You can gain levitate/swiftness for just a few turns, but you extend the duration of any clouds you are in or enter. Costs piety, hunger, 2 or 3 MP.
  • Rage of Fire: When invoked, your hands light up with the same firey passion that fueled Habanaethaegor. (same as fire weapon enchant, works only when unarmed, can also end the enchant by tossing the fire as a low power fireball). Costs food, tossing the fireball using throwing skill rather than fire magic.

This was mostly inspired by the tales of the old japanese martial arists, who were known for their temper, while still basically good. I really like the idea of Strength of Earth, since I didn't provide a reliable way of berserking, nor any help at the end of it, but it fills the rage bill nicely, and most of the powers just kind of feel right for an old martial artsy guru. Ok, maybe not the fire one, but I had the other elements in there, and it is kind of cool.

Martial arts god II

Comment by eronarn in 1961049.

I really dislike the proposed idea, so here is my take on an elemental+martial arts god:

The four elemental schools are not only important in the study of magic, but as the building blocks of the world. A wizard would tell you that they are opposed to each other, but they are not truly opposites, merely different points on the wheel. As time spins eternally, so too does the cycle of elements, layers within layers of revolving patterns — an age of volcanoes fades into one of oceans, summer fades into fall, a heat wave fades into a cool rainstorm. These patterns exist in all things. Even the most solid of substances has within it small gaps where the element of air predominates, and every raindrop has a mote of dust at its core. Followers of this god learn to perceive the patterns that run through their own body and shape them to match their immediate needs.

General concept: To activate any of the god's granted powers, you need to take a Stance as a non-action ability costing 1 MP (and no piety). The initial stance is free to choose, but afterwards, the wheel must be 'rotated' in the order of Earth (Fall) ⇒ Winter (Water) ⇒ Spring (Wind) ⇒ Summer (Fire). In other words, if you chose Winter as your stance, you would not be able to get to Fall without proceeding through Spring and Summer. Being able to change has a cooldown period, which decreases with piety, until at max it is a 1 turn cooldown (i.e, you could shift stance + do another action, at no penalty, every round). Taking a stance is done by unfolding your chakras to the proper position and realigning your chi, which takes just a series of simple body movements, but to break out of one requires some amount of time for the body to reset itself — and shifting to the next stance resets this timer.

Each stance has its own matching weapon class. Some of the powers will use these. You also get this bonus with 'generic' unarmed strikes (claws/blade hands/etc. is a restriction, here!).

  • Earth: crushing and bludgeoning piercing weapons
  • Fire: chopping weapons
  • Wind: slashing weapons
  • Water: stabbing and non-bludgeoning piercing weapons

Piety gain is by asceticism. Your body is a manifestation of perfection and should be treated like such. Avoid mistreating it (eating anything that could make you ill, going above Full, falling below Hungry, rotting, stat damage) and show moderation and wisdom (penalty when berserking, attempting to do anything but stand still while confused, or fighting when below 25% HP). Practicing the Fourfold Techniques will aid in achieving enlightenment faster (raising Invo skill), but even those who have just begun down the path will make progress sooner than they realize (piety rises with time, enough that a decently careful player should gain it enough to make the god playable in combination with the above). Letting elementals, whether friendly or hostile, be destroyed is a minor sin (though he is understanding that they are often hostile). Learning arcane magic related to the elements doesn't gain piety, but as a special boon, the penalty on learning multiple elemental schools is eliminated for any schools below your Invo skill level. There is no penance — the loss of the true path in life is sad enough a fate that he sees no need to punish apostates further, seeing his worship as a stairway to join him rather than a throne for him to look down on you from.

The idea here is that as you rotates the wheel, your available powers change. At zero piety, there is one ability available per stance, tying to that element:

  • Fire (passive): Small chance to get an extra attack, which increases with your overall attack inaccuracy (and is increased if in-style).
  • Earth (passive): Gain a small bonus to hit/damage (increased if in-style) if you didn't move for the past several rounds.
  • Water (passive): Gain increased damage (increased if in-style) if your opponent missed you last round.
  • Wind (passive): Gain a small bonus to hit/damage (increased if in-style) if you've moved before attacking

The first set of abilities, the Counterclockwise Set, uses the wheel's natural passage to your benefit. Whichever element you are in the stance of is the 'dominant' one required to use that ability at all, with the other element contributing its power. These abilities require no Invo skill to use successfully (but train Invo), costing a small to moderate amount of MP and piety.

  • Fire⇒Earth (active): You let the ground you stand upon make up for the lack of balance in your wild attacks, taking an Acc and EV penalty but gaining a damage and an AC bonus.
  • Earth⇒Water (active): Rooted to the ground yet flexible, you gain a bonus to both EV and AC that goes away if you move from your current location — and a Naga-style speed reduction, so that taking any movement penalizes you (in other words, if you want to move, you have to either suck up the potential attacks your initial step would take/teleport or blink/change your stance away from Earth).
  • Water⇒Wind (active): By dodging gracefully you gain an EV bonus or RMsl-like effect — additionally, melee weapons pass 'through' you like ranged weapons, letting you dodge to let an enemy hit one of his allies. This effect ends when you do get hit.
  • Wind⇒Fire (active): Make a brief sprint - choose a direction, get Swiftness cast upon you, and move in that direction. The effect immediately starts to fade. While under this effect, you can only head toward/walk around the nearest visible enemy, like when a mermaid sings.

The second set of abilities use the versatility you have learned from your studies to pair nearby elements together in unexpected ways. For example, it is the normal way of things for Water to fade into Wind as clouds are dissolved by a breeze, but when the wheel is spun in the opposite direction it is Wind that whips Water up into deadly waves and stinging spray. This Clockwise Set works similarly but is focused around destructive might. All of these cost moderate MP and minor-moderate piety, and they work like a normal physical attack, including things like extra unarmed/mutation/etc. attacks or any low-tier stance bonus (so for example, the Fire activated ability might get anywhere from zero to two physical hits):

  • Fire⇒Wind (active): Make a single wild swing (increased damage if in-style) accompanied by a burst of searing winds (autohit similar to Freeze, but half physical).
  • Earth⇒Fire (active): Deliver a single mighty, but slow, blow (increased damage if in-style) that creates a short-lived flaming cloud in the target's square.
  • Water⇒Earth (active): Make a single attack (increased damage if in-style) that draws a short-lived geyser of (shallow) water from the floor beneath the opponent.
  • Wind⇒Water (active): Make a single attack (increased damage if in-style, but otherwise normal) that can disarm wielded weapons (based on their weight/the wielder's base physical damage), then step a square away in the opposite direction (even if you normally couldn't move away from them).

The Opposition Set brings to bear the kind of power that spellcasters simply cannot understand, merging the opposed pairs of elements together in the way that a piece of paper can be folded to bring its top and bottom half into contact. This takes tremendous energy - slight HP, high MP, high piety with piety continuing to drain until stance is shifted away to the next ability - but can be terribly destructive. They're only available at high piety, enough that someone with completely maxed out piety could perhaps do a decent duration of each ability once before losing access to the entire group - while powerful, their use must be respected. Such gross destruction does not remove elements from this world, but it does diminish them in the same way that your body is diminished if you do not exercise.

  • Fire+Water (active): Create thick gouts of intermixed steam and clouds of fire (which you become immune to [though not other sources of fire]) that flow out in all directions and disappear only when your stance is changed (or you lose access to the power), fading away at that point.
  • Earth+Air (active): Strike an adjacent tile of rock (at higher invo, other materials) to induce vibrations that will make it burst apart when you shift your stance away from Earth, creating a Shatter-like 'timed detonation' effect (this can be done more than once, meaning it has a lower cost than the other abilities - you should be able to get several 'mines' in before the total cost, and piety drain from sustaining them, becomes equal to the other abilities).
  • Water+Fire (active): A narrow jet of superheated water blasts for fire+physical damage in a bolt-type effect that has the potential to knock

opponents back and leaves pools of boiling water [shallow water+a rapidly-decaying-steamcloud fog generator] (which all disappears when the stance changes).

  • Air+Earth (active): A deadly bolt of lightning emanates from one selected point along a wall outward toward another point within a second wall (though it is only somewhat likely to use those exact positions) — this keeps repeating, becoming less true to the initial position (though the positions will always stay within a LOS-range of the initial location choices) but just as deadly, until the stance is changed.

There are also two miscellaneous abilities:

  • Any piety: A full 'circuit' around the 4 elements revitalizes you, restoring HP and abilities based on Invo skill and Piety. Each successive use of this ability makes it less effective until you completely exit your stance and enter anew (which takes time, as above). You could do this out of combat to regenerate faster and repair your body, since changing stance doesn't take piety.
  • Mid level piety, same as counterclockwise set: Normally you must turn the Wheel within your spirit clockwise, for this is the order of the elements. When you begin to learn to reverse the flow, you can apply this technique to, rather than just a single element that you have focused on, the untapped portions of your chi as well. This costs piety and does a great deal of damage/ability damage (possibly Torment?), but it lets you turn the wheel 'backwards', though it is otherwise subject to the same limits as turning it normally would be.

In effect you would have one 'always-on' ability, one activated utility/defense ability, one activated offense ability, and one activated 'capstone' ability for any one element - but not all at once! You could switch these around, and perhaps heal yourself in the process, but if someone wanted to they could stay in one stance the entire time. The goal here, however, is versatility and encouraging engaging tactical choices. If you need to pillar dance, for example, Wind could be appropriate — but if you are in Earth, it may be better to chug healing, activate your abilities, and hope for the best. Remembering the various interactions is important, too, since many are designed to synergize well and may be better for some characters than others (or be good in differing situations, or good if you have a certain spell, etc.).

Martial Arts god III

Comment by lordsloth in 1961049.

For inspiration, maybe consider the japanese, chinese and indian interpretatons of the elements.

I'll focus on the chinese interpretation of the elements for the moment, simply because the classical has already been covered here. I like what I've seen, especially Ero's idea. I don't think my ideas will match up to everyone elses, but that won't stop me from trying this time. I've already held back three times.

The interpretations of the cycles differ a bit between these two. Since this game is in its own fantasy world, its debatable whether accuracy is needed, and how much research to do, so I'll just dive in. There's also the Xingyiquan which uses the five classical Chinese elements to metaphorically represent five different states of combat, but I won't pay attention to that right now. It might be another interesting source though.

The Martial Artist would start in the season of spring, Wood:
  • Traits of Wood: Standing in place slows your metabolism and increases your rate of healing. The effect is signficantly greater if you do this in shallow water. You suffer some vulnerability to metal — beware of weapons and iron demons. Like bamboo and trees, however, you remain flexible (dex bonus).
  • Sheng: While in the wood phase, you can cast a fireball at your enemies. You can only do so once, however, since you'll shift into Fire. This costs magic and food, but no piety since it comes in the natural order of things. It would be handy for eliminating a fleeing snake, or for starting off a battle with a bunch of weapon wielding orcs, since you wouldn't want to stay in this phase.
  • Ke: Wood parts earth. You get a passive damage bonus to stone monsters and gain pass wall as an invokable ability. Cost?
  • Cheng: and can invoke an ability that allows you to shatter a dungeon wall or stone monster. This ability weakens your affinity with earth stance, rendering you unable to enter it or call upon the relevent Sheng phase during the season of fire. At least until a counter expires. If you remain in this stance then there's no penalty other then the invocation costs.
  • Wu: At the cost of your piety, you can call upon the insulting cycle and destroy a metal wall, creature, or weapon. This will also put you in a state of penance for a short while (100 turns), forbidding you from the stances, but eliminating the metal vulnerability.
From there they can flow into the season of Flame:
  • Traits: You burn with passion, and you have an increased metabolism. You get a passive 20% bonus to movement and attack speed, but maintain your discipline despite your passion. It's berserk light, w/o the loss of control. You also gain some vulnerability to ice attacks. You lose the benefits if you are standing in water.
  • Sheng: You can pass from the season of flame into the season of earth by calling forth a cloud of ash that obscures visibility. Again this is part of the natural order of things, so requires a minimal magic cost and moderate food cost, but no piety.
  • Ke: Fire melts metal. While in this phase you do extra damage to metal monsters, and your strikes have a chance to corrode metal armor, meaning multiple strikes can make that plate wearing orc vulnerable.
  • Cheng: You can invoke a barrage of unarmed strikes against all adjacent monsters/one particular monster. Each strike is weaker, but you have a much higher chance of corroding metalic armour. You are forbidden from the season of metal.
  • Wu: At the cost of your piety, you can call upon the insulting cycle and deal a moderate amount of fire damage to any non-resistant creature, and a large amount to any ice-based creatures, above and beyond the vunerability. This will also put you in a state of penance for a short while (100 turns), forbidding you from the stances, but eliminating the water(ice) vulnerability.

Content missing.

Knowledge god

2835956 by camedo.

Taking the advice of the community, I stepped back to reassess the concept behind my suggestion for Aristar. I ended up actually going a pretty different direction with it then I expected. There's no longer any focus on evocations, instead a focus on general knowledge gain. It introduces some new mechanics into the way this god behaves, which will play an important counterpart to his more powerful abilities. Give it a read and let me know what you think. (Hopefully this won't slaughter my formatting this time either)

They are listed below, but I want to summarize the two new mechanics for this god too: 'Distraction' (AKA Ignored) and Mood. Ignored occurs when you use any of his active abilities - Aristar does not approve of constantly seeking help, he expects his students to take the initiative. This means that after using any of his active abilities, he'll ignore you for quite some time. You are, however, still affected by his mood. Mood isn't new to Crawl, Xom has mood swings of his own but far more violent. Aristar's mood swings can occur at any time (not directly tied to peity) and are triggered by gaining or losing peity (which pleases and upsets his respectively, obviously). There are several mood states, which over time gravitate back towards neutral. There's more information on it below.

Aristar is a wise and knowlegable deity who seeks to educate his pupils. Followers are encourage to gain knowledge in any way necessary. He is also a fickle teacher, and has no tolerance for those who waste his time. He rewards those who work hard to prove themselves. Those who prove themselves worthy of his instruction will be bestowed with limitless knowledge.

Followers of Aristar in good standing are protected against draining attacks.

  • He forbids abandonment.
  • Gain: Identifying an Item (Solid peity gain)
  • Gain: Exploration (Uncovering areas of map have a tiny chance to gain peity)
  • Gain: Level Up (Peity gain is multiplied by level also for this)
  • Gain: Level Skill (Peity gain is multiplied by level also for this)
  • Gain: Learn Spell (Tiny peity bonus — “You can feel Aristar's approval wash over you.” )
  • Loss: Wasting Time (Constant tiny peity drain)
  • Loss: Recklessness. (Drinking a bad potion, zapping yourself with a dangerous wand, etc.)
  • Loss: Bad Mutation. (You were reckless and ill-prepared! Good mutation is ignored)
  • Loss: Getting Drained. (Losing XP for any reason - expensive)
Ability timeout

Aristar is a busy deity, having to tend to many pupils. He doesn't want them to come running to him constantly for favors and assitance. This means that when you use on of Aristar's granted abilities, a timer is set to a random duration, the scale increasing with the power of the ability. During this time, attempts to use any of aristar's granted abilities will be met with “Aristar ignores your request.” Attempting to pray while ignored will also be met with this.


Aristar suffers important mood swings. He is, after all, a very fickle instructor. Whenever you lose peity from a transgression, there's a chance his mood will sour. The higher the peity loss, the greater the odd of a mood downshift. Likewise, peity gain has a chance to step his mood up also. There's a constant random chance every turn (very low) that his mood will shift closer to INDIFFERENT again, his default mood. If his mood is already INDIFFERENT, there's a constant random chance to sour. He will never randomly become happy though. The odds of him moving deeper into a range also decreases with depth, so INDIFFERENT to PLEASED is easier than PLEASED to OVERJOYED. His mood changes reduce in frequency while he's ignoring you.

  • (5) OVERJOYED: Bonus to XP gained while he is in this state. (Low, maybe 10%?)
  • (4) PLEASED: Decreased duration between ability uses.
  • (3) INDIFFERENT: No state modification.
  • (2) FRUSTRATED: Increased duration between ability uses.
  • (1) ANGRY: Places you in penance for the duration of the anger. Act as an override for penance, so it can start and end just as quickly.
  • Reduces XP gain. (“Without Aristar's guidenance, you can feel vaulable experiences slip away!”)
  • Harder to train skills.
  • Commonly overwhelming (Resulting in confusion)
  • (P1) Aristar's Protection (passive, protects against draining like TSO but only when not ignored, at 50/100/150 piety)
  • (P2) Aristar's Tutelage (pseudo-passive, activated through prayer, piety break 1)
  • (P3) Brilliance potion effect (active, piety break 2)
  • (P4) Aristar's Assistance: identification (active, piety break 4)
  • (P5) Aristar's Redesign (active, piety break 5))

Aristar will reward you with gifts only when you have proven yourself. He will also never grant a gift while ignoring you, so the less often you call upon his abilities, the more often you can gain gifts. Gaining a gift will not get your ignored, but there will still be a long gap between the chances for gifts. Aristar's gifts are picked from the table below on a D20:

  • [01-02] God Item. Choosen by highest skill trained. Weapon skills result in related weapons, Armour skills in related armour, Evocations in Misc. Items, Spells in related spellbooks, and Invocations fall through to the next on this list.
  • [03-04] Major Knowledge. Fills the XP pool to the limit. (20K)
  • [05-10] Minor Knowledge. Adds 5K to the XP Pool.
  • [11-15] Minor Experience. Gains 10% of the experience to the next level.
  • [16-20] Identify Items. “Know your tools!”. Aristar will randomly identify 1 to 3 items in your inventory, choosen at random, favoring good items over the bad.

Aristar only accepts prayers when he's not in a foul mood, or ignoring you. When praying, calls to the skill training commands have a double or tripled power. You don't get any bonus XP from this, but it means that one swing of your axe trains like three swings, one scroll like three, etc. You can spend your XP pool faster this way. ALSO, the bonus only applies to skills you have activated, so it won't triple the bleed through knowledges (since there's always that 1-in-4 chance you train a skill even if you don't want too) The training ability only costs a single piety, but since piety gain can be earned through exploring too I think it's fair.


Acts exactly like a scroll of identify. ID an item, with a chance to ID up to 3. The peity cost on this isn't huge, but Aristar will ignore you for a sizable duration.


The last ability gained, allows you to reconstruct any item in your inventory. Expensive on peity, long ignore period. Can be used on any non-fixed items, including simple randarts. Converts the item into a randart and improves it. It may gain a few randart bonuses, and some enchantment. Randart items are similary improved. Improvements work by a value system — power is determined by Peity (Range 1-10). Each bonus costs 2 power, enchantment costs 1. 4 random improvements are added to the item, and a random amount of enchantment if possible. Then, if randomly removes bonuses to ensure it's within the power range. This means that items may come out very similar, or quite a bit different, and powerful randarts could potentially come out weaker (or simply not become much stronger) Improvements are greater on more basic item Amount of peity also helps determine the level of improvement. Can target weapons, armour, jewellery, wands and rods. Requires a high INVOKE Skill to pull off.

camedo: I'm also considering removing the 'mood swings' portion of the concept. It's already implemented, but it feels a little confusing in play. I may switch back to using pure piety, and instead allow a very slight gain over time, and abilities that consume piety — like the rest of the gods. I was trying to go for a different feel, and ended up with 'confusing' instead I think.
camedo: I want to put some limits on the number of times you can Redesign during a game, aside from piety. I think I'll count Redesign as a 'requested gift' and influence the gift_timer for it. Because I want players to use the other abilities as well.
So, I pose two important questions then:
(1) Is an aimable Sage too powerful, presenting too many options for abuse even with a much-reduced XP bonus, simply because it can be used to train skills that are otherwise very hard to train for some?
(2) Is Aristar's Redesign ability too powerful, even with some sort of restriction on the number of uses during a game?

Chi god

1963278. I don't really understand this proposal, so I am adding it verbatim, without any modifiction.

What I am proposing is a belief in chi. Instead of a God, this would be a way of life, however, choosing to follow it would be the same as a god for the sake of the game. The altar would be the same char as now, and instead of 'the [foo] altar of [bar], it could be 'the stones of Chi' or something like that.

Chi would actually be piety, but the gain would be different, based loosely on Ero's idea for the got of planning just below this FR. Basically, this is just a religion with a slightly different piety system, and no god name. Basically, when you pray, you take a few turns (probably a few less than resting, definitely more than 1), and gather your chi. This increases it by an amount equal to the deepest you have been in the dungeon+zot (so max is D27+Z5, or 32). Therefore, if you were to start with this way of life, on D1, gathering(praying) only increases your chi by 1. If you go down to D3, praying will increase it by 3, but now going back to 1, it still does 3, since you were there. This should help to control the fact that I want all of the abilities available up front. Since it would take in excess of 200 turns sitting still to get your chi up to max, there is little incentive, and not enough food to merit doing so early, and not something you can instantly obtain later, but much easier.

Using the granted abilities costs chi, as it works its way back down to 0. You also lose 1 chi for every two tiles you move, so you should try to gather just before you use it.

For branches, you should gain as though you are going down in the dungeon, but lose the levels as you go back up: ie: you find Orc on D7. on D7, your chi rate is 7, on Orc 1, it would be 8, on Orc 5, it would be 12, but when you go back to D7, it is 7 again. This should balance fairly well, but may be a bit difficult. no branches, save Pan can really get you to a huge number, and by becoming what it was on the level you entered Pan when you leave, this isn't completely abuseable. well… maybe, if you do 200 levels of Pan, and get instant full piety for its duration.

Abyss: dunno how I want to do this yet. When would you have time to chi-gather anyways?

The powers are mostly related to the body, and pushing oneself harder. I haven't decided on costs yet.

  1. You can push yourself into a fantastic jump, gaining uncontrolled levitation for 3 turns.
  2. You can become one with your weapon (like casting sure blade)
  3. You can find your opponents weak spot. The next attack you make will always be a critical hit.
  4. You can move about subtly (major increase to stealth, invisibility if you are next to a wall, lasts for only 5 turns)
  5. You can detect creatures by listening for subtle noises
  6. You can dig by striking a weak point of a non-metal wall, crumbling it.
  7. 5 step exploding heart technique: (chi dump) you pay the chi cost, and your attack does moderate damage. at the end of 5 turns, your target suffers (whether it moved or not) damage equal to 1.5*the chi remaining after the cost of the move. always leaves a corpse.
  8. Hadoken: You can throw a bolt which explodes like ball lightning on contact with something

There is no penalty for piety loss other than not having access to techniques until you gain it back.

Renouncing the way of the Chi causes you to become severely sick, as your own body protests, but after that, there is no further penance.

tiki: Sounds interesting. I like how none of the powers are over-the-top, and you would need all or most of your skills to survive.
Hadoken could start earlier, and get more powerful, thus remaining useful. The exploding heart technique sounds like an interesting tactical move with some nice implications, and the chi dump, but more chi = more damage would make it interesting to use on the more deadly and unique named enemies.

justbritto: I like it. I don't really like the power-based-on-dungeon-level bit, though. I'd prefer just to have piety gain over time. It'd be more in keeping with the idea of chi.

lordsloth: As a private joke, I think Hadoken should have the side effect of ending enslavement, canceling allies, etc.
I'm just thinking of 8-bit theater here, and the secret behind what powers hadoken.
If you don't get the reference, never mind.
That said, I'm not particulary enamored thematically with Hadoken. Putting aside Street Fighter, it seems too flashy and external compared to a mostly internal powerset. Certainly, a lot of shows have people projecting their energy outwards, but I'd rather see something like a 'flash step' or lightning strike, where the character deals a decisive blow to an enemy far away without appearing to move, because they're simply too fast to be seen acting. An ability like this would put a significant strain on your body, taking it beyond human/orc/orgre capabilities, so perhaps it causes one level of sickness and is locked out after say, severe illness, but not mild. Increasing your invocation skill would decrease the amount of sickness gained.
Putting aside the 'flash step', I'd prefer an ability much less showy for the end. Perhaps no less powerful, but certainly something with a much less magical feeling to it.

eronarn: I would prefer far more subtle powers, which can automatically take effect based on how much chi you've gathered, and with the exact amount being invisible. This fits 'not-a-god' a lot better; your powers are coming from yourself, you don't have anyone else to tell you how well you're doing.
Chi is gained by sitting around, basically, or it can be gathered (this involves expending MP as you practice your kata); the more chi you have the more MP it takes to attempt to gather more. Success of gathering, and amount gathered, is Invo-based but it doesn't subtract from your MP until it is successful. It decays such that it will attempt to keep you at a maximum of XL*10 chi (that is, anything above that will cause gradually decreasing chi rather than increasing), capped at 200.
The powers are all automatic:
(1) One-With-Weapon Stance: Chance, per hit, of having a Sure Blade-like effect applied to any weapon you wield (or unarmed), increasing Acc.
(2) Double Strength Srike: If 1) is applied to a given attack, there is an increased chance of landing a particularly resounding blow. Decrements chi when triggered.
(3) All-Seeing Third Eye Method: Many monsters (any non-undead/golem, and even those if they are moving?) within LOS-range, and within a contiguous section of the dungeon, but outside LOS are visible as if there were nothing intervening (so you can see monsters — but not other dungeon features — through clouds, for example).
(4) Four Winds Grace: Chi-based stealth bonus, which becomes non-glowing invisibility when adjacent to a wall.
(5) Five Element Unbinding: If a resounding blow is struck, there is an additional chance of producing a powerful disruptive effect within the foe, dealing damage that ignores their AC. Can be used against walls by walking into them and getting a prompt. Decrements chi when triggered.
(6) Six Fist Flurry: If technique 1) is activated but a resounding blow is not struck, there is a chance for a powerful flurry of blows instead (none of which can themselves use any techniques), though they are more likely to be kicks/tail strikes/etc.; this also knocks the opponent back one square and prevents their movement in the next round as they regain their balance (though they can still do non-movement-requiring actions). If you immediately move into the space they occupied, there is no movement cost to you, so if this triggers you can immediately take a step forward and attack again. Decrements chi when activated.
(7) Seven Serpent Acrobatics: You can share a space with your opponents by leaping around them. Moving into or out of one automatically targets them with technique 1), and possibly followup techniques. While fighting like this, any attacks against you have a probability to hit the opponent you are sharing the space of.
Of course, all of these techniques should have a chance to be accompanied by descriptive language when triggered. “Six Fist Flurry! Oraoraoraoraoraoraoraoraora!” or “HISATSU - FIVE ELEMENT UNBINDING!” I think it'd be cute, anyways.

justbritto: Ero's suggestions sound a bit overpowered, but number (7) made me think it'd be cool to have the ability to switch places with an adjacent opponent.
Regarding the whole sureblade-ability thing, I think it's important to note that Sureblade only works on short blades for good reason. At the moment, I'm playing a high level ogre-mage enchanter with a +7 vorpal giant spiked club and extremely heavy focus on the M&F and Enchantments skills, and when I can get Corona to work it's monstrous. If I had a spell or ability like Sureblade it'd be ridiculously imbalanced. So if you implemented this Chi religion you'd want to increase the difficulty/cost of the sureblade ability dramatically for higher-damage weapons. You could go off attack speed but you'd have to be careful, because it's not too hard to find a rare weapon to abuse that approach with. e.g. I seem to find a dire flail every game.

rob: By meditating, you convert free experience in your exp pool into piety/chi. This should take time, but I think it's a lot more fitting than just waiting to collect chi. That way, there's a real cost, which should allow higher rewards. This would make it an interesting extended end-game choice, where XP isn't so limited.
This idea could be reinterpreted differently: By killing opponents, you can collect their life force, and release that later in form of your chi powers.
In a way, this is similar to victory dancing your experience into invocations skill, except that invoking the chi powers uses up the collected chi and hence experience, while with Invocations it's a one time cost to learn the skill.

Disease god

1998155 by solitas.

Some ideas I had for a disease-based deity; not very polished or necessarily complete. Submitted on suggestion by dpeg.

The basic idea for this deity is to be an evil counterpart of Elyvilon; instead of dealing in healing and curing, this deity enjoys the spread of decay, disease and various other afflictions. As such, it is different from the other killing-based gods: it is not so much bloodshed itself that this god is after, but inflicting poison, disease, rotting and similar conditions on your enemies, possibly including confusion and slowing.

As such, perhaps the primary piety gain should not come from pure killing, but from inflicting said conditions. If this proves too difficult, there could still be a chance of piety gain upon killing a living creature, but the overall gain from killing should be lower than for the “blood” gods.

There is, however, one problem with this: there are currently not many ways to inflict certain conditions upon monsters, especially those other than slowing, confusion, paralysis or poison. So, my proposal would be that the abilities granted by this deity are paid for, either partly or entirely (for lower tier abilities), through afflicting the player character in various ways — perhaps rotting away some maxhp, draining some stat points, poisoning the character, etc. The reasoning for this is that the character draws upon their deity's power by letting themselves become a willing vessel of its afflictions, so that the abilities take their toll on the user.

To prevent these non-piety costs from being negligible, the issue of curing negative conditions on the player character needs to be addressed. For example, non-natural recovery from conditions (i.e. potions, the Cure Poison spell, royal jelly) could be stripped of its effects - either in general, or at the very least for god-inflicted conditions (“Your feeble cures cannot relieve you of this divine affliction!”). This would ensure that using the powers is not a matter of just chugging a potion of healing afterwards and being done with it. Alternatively, curing yourself in a non-natural way could result in piety loss, as your god obviously does not like it. There may be better solutions for this.

Ideas for granted abilities, not necessarily in order of strength

In general, the abilities should be geared towards debilitating foes, rather than doing a lot of outright damage. What would make those interesting is offering people who do not have access to Evaporate the chance to inflict various conditions on monsters. Especially helpful would be sickness (to prevent regeneration) and rotting (or other reductions of maxhp), allowing the player to soften up monsters enough to kill them through other means.

  • Minor Affliction: [Could potentially be a “free” (piety-wise and affliction-wise) ability, much like Minor Destruction.] Allows the user to inflict a random low-level condition (such as confusion, slowing, paralysis, perhaps sickness) on a single target. Magic resistance should probably be checked. This is basically some kind of staple ability you can use to aid you in situations where you need it, to give you a first taste of divine abilities soon after joining.
  • Divine Protection: Possibly the god could save you from harm (not infallibly, of course, but with a random chance like other protective gods), but only while you are afflicted with sickness or similar conditions. This would again encourage the use of invocations sickness that you aren't allowed to cure quickly might not be as big a drawback any more if you know you might get special protection from it. This likely needs a lot of balancing.
  • Vile Cloud: Allows the user to hurl a random cloud — mephitic, miasma, potentially poison or any other new ones that might be implemented and fit the theme. Should make for a good mid-game standby.
  • Tainted Aura: For a certain amount of turns, anyone attacking or being attacked by the user in melee has a chance to be afflicted with a random negative condition — or, alternatively, with a fixed one, say rotting or sickness. On the other hand, this could work on all creatures within a certain range around the caster, with a flat chance per turn, or become a LoS ability if costs are increased accordingly.
  • Major Affliction: Inflicts a serious condition on a single target — long-term sickness, significant rotting, loss of maxhp, etc.; intended to be used for big scary things, rather than on every single creature.
  • Tainted Weapon: Instead of aforementioned tainted aura, the player could be able to (temporarily or permanently, but in the latter case obviously only once per game) enchant their weapon with a brand that causes sickness (and occasionally other conditions) upon hitting an enemy. Should not give any extra damage per se, but the potential prevention of regeneration or removal of maxhp should balance that out.
  • Other ideas that crossed my mind would be being able to sacrifice beneficial potions for piety, and possibly being put under penance for killing monsters that spread rotting or disease — which would need careful checking first, though. Another potential idea is that rotten corpses or rotten chunks could be used as optional components for invocations, enhancing a given effect, or be in some other way involved in dealing with this deity. Saprovore could for example be a mutation granted to followers.

Overall, I believe that this god could work, both flavour-wise (antagonist to Elyvilon, brings something that other gods do not offer) and gameplay-wise, because it encourages the player to not just work with pure damage, but making use of the available status effects as well.

lordsloth: I'm not comfortable with those god-given afflictions, as laid out.
Alternative idea using the player as a channel for power:
Mass Hallucination — all enemies and allies in LOS become confused, along with the player. As long as the ability is in effect, player confusion can not be cured, though monsters can resist. Curing the player of confusion will end the hallucination. The player will still suffer from the effects of confusion, but at a reduced rate of wrong commands. Most actions will go through as planned but some may not. Alternatively, it could drop the player confusion and act as some kind of illusion where you see monsters that are not there, and don't see some monsters that are there. The first turn, everything would be confused, and you'd gain some safety from that, but you'd have to work from memory or feedback (attack illusion, sword goes straight through without resistance) and the monsters wouldn't be in the same place.
Tainted Blood — the player is poisoned, and any creature that draws blood gets hit by poison and slow. Perhaps a burst effect, like fireball. Acid, perhaps. A fighter could wade into a pack of orcs while wearing plate armor, focus on the threats like orc warriors, while the poison weakens the regular orcs — and the player. A mage type would have the chance to escape after being ambushed by an Ogre around the corner, but would need to flee and heal very soon before overcome by the poison.

All-Seeing God

2816876 by ramus.

I heard Crawl was removing divination at some point, so I tried my hand at making a divination deity… and ended up with something very different. Whether or not it's really divination you can decide.

Kogasin is the god of the sense of sight. He sits upon a high mountain and looks upon the world and sees everything that occurs. No crime or good deed occurs without him knowing.

Piety rules
  • Piety gain for exploration, he is a curious god, and as of such, is happy when his followers do the same.
  • Also being a curious god, he likes to see what his followers have found. As of such, he takes sacrifices of weapons, armor, items, food, etc. The more unique the item is (ie, branded weapon or artifact as opposed to a vanilla weapon) the more happy he is.
  • Piety loss for killing eye enemies.
  • Piercing Eye (* piety, passive ability): see through doors, smoke, fog, and things similar to those. You can see fish underwater and such. Also grants protection and healing from bad eyesight. All enemy “eyeballs” and similar enemies are now neutral.
  • See All (** piety): Ability must be activated for medium amounts of piety and MP, acts as a detect creatures, items, traps, and hidden doors. The ability to see invisible enemies comes as a constant with the ability.
  • Eyebeams (*** piety) (Need a much better name, cause I don't think Evil Eye fits either): The ability must be activated for a low amount of piety and MP. It's an attack that goes through walls, but not enemies, so you can fire at someone behind a door without them seeing you (though they should figure out at some point to check the door) but you can't hit someone in the middle of a mob. Shouldn't be too strong.
  • See Escape (**** piety): Detects any staircases nearby. The higher invocations is, the farther away a player can see staircases. Does not work in Labyrinth or Abyss. Maybe in Pandemonium, though.
  • The All Seeing Eye (***** piety): The ability must be activated for a good amount of piety and MP. All solid walls are treated as glass and the player can see straight through them. The exception is walls in the Labyrinth, in which the player can only see through one wall in any direction. Whether or not this ability should be weakened for the Abyss, I don't know.

Poor eyesight, smoke popping up around you constantly, summoning eyeball creatures (preferably the Abyss level ones).

On the name

Kojasu (one of many ways the name is romanized) was a type of youkai (AKA demon/demigod) in japanese mythology. It could surprise anyone, and by branch of that, no one could surprise it as it had keen eyesight and the ability to know all that happened around it for a short distance.

I changed the name a bit to be what I hoped to be more western sounding, Kogasin, which I don't think I did too well. Regardless, the name doesn't matter all that much to me as I tend to pull these from outside sources, what does matter is if the gameplay works.

Final thoughts

This guy is just meant to be a main source of utility powers (as well as that one minor offensive power). I'm iffy on making eyeball enemies neutral and angering Kogasin by killing them, they seem to fit except not really. I was also thinking of an ability that could increase LOS but I don't think the Crawl window can handle that as it's pretty big already.

Partner Deity

By ramus2


Hahron is the god of penance, AKA the community service after death god. Hahron deals with all matters purgatory related in the universe of Crawl and sends the souls stuck in there out to do errands and generally atone for their sinful lives. Practitioners of Hahron's religion are gifted with a soul (or wisp) that is to help them in their day to day lives. In exchange for the wisp's hard work, the owner of the wisp is to keep it safe and nurture its good will, thereby helping it become pure and move onto the better side of the after life. As an adventurer, you've got some side plans for that wisp though…

Piety Rules

Hahron appreciates:

  • Staying within sight of your wisp. As long as you stay within sight of that wisp, this gives enough piety to negate the piety decay.
  • Sending wisps to the after life. Upon death, intelligent, natural creatures will release a neutral wisp that will float around. If you 'p'ray while any wisps are in LOS, they all are delivered into purgatory by Hahron.
  • Slaying intelligent undead (not zombies, skeletons, and anything else that is soulless) will produce a tattered, corrupted wisp. This variety of wisp is worth more when you 'p'ray to send them onwards since Hahron really dislikes those who try to avoid the afterlife.

Hahron dislikes:

  • Moving outside of LOS of your wisp. The longer this last, the faster the decay.
  • Using necromancy.

Hahron excommunicates you if:

  • You become a lich.
  • Wisp may randomly ignore your orders.
  • Wisp will also try to leave view more often. You'll like have to tell it to come back until you're out of penance.
  • As severe punishment, Hahron will command the wisp to start shouting and attracting monsters from all over the level as well as stop helping you all together. Perhaps to be extra mean, Hahron will send down a cloud of solid wisps that you can't move through or attack through and act like a non-acidic damage wall from the slime pit, but enemies can move through and attack you from under a wisp. Wisps should eventually dissipate.
  • (0): You recieve a nameless wisp that follows you around like a summoned ally. You also have a psychic connection with that soul so that you can give orders to it much like a normal summoned ally, except you access the orders under 'a'bilities and they make no noise. However, the wisp is incapable of attack and so that particular order should be renamed to “Move” or something similar. The wisp also can move through enemies and you (much like Fedhas' plant movement ability) but not solid walls. The wisp also can't be noticed by anything else but you, so the wisp effectively has perfect stealth.
  • (1 star) Wisp Return, another 'a'bility that causes the wisp, no matter where it is, to jump into a square nearby you. This should probably just cost 1MP and also needs a better name.
  • (2 stars) Extension of Arm, you may make a single action from the location of the wisp. This includes attacking from there, firing from there, summoning from there, dropping an item from there, etc. While using this ability, the screen will center on the wisp and have the wisp's LOS. From there, spells, scrolls, throwing, and melee (plus whatever else I'm forgetting) should be accessed through their normal keys. Space, q, or esc to leave the mode. However, you can only do this when the wisp is in your LOS and costs 2MP on activation, so people can't get free peeks around corners.
  • (3 stars) Exchange Location. You and your wisp switch places. Moderate MP cost, like 4 or 5? However, if the wisp is occupying the same space as a creature, the wisp takes that creature along with it.
  • (4 stars) Friendship, you and the wisp have been through a lot together, such that you've become good friends. While the soul is in sight, you get a random bonus, from +4 to str, int, or dex, increase elemental defense by two (rF, rC, or rN), or increased MP regeneration. This random bonus is decided from the moment you get that wisp and doesn't change.
  • (5 stars) Soul Ascension, you send your partner on his or her way to a better place. As gratitude for you work, Hahron heals your HP and MP by 50% and removes status ailments and sends a second wisp and resets you at three stars. Should cost no MP. In addition, the friendship bonus from before gets cut in half and becomes a permanent mutation that can't be removed (so +2 to str, int, dex, only +1 elemental defense, and 50% MP regeneration). If a new wisp gives you the same bonus, then it stacks.
  • (5 stars) Open Soul Channel, should only be available if you've already ascended at least one wisp. This is the big ditch survival button. For about 120 piety, 10 MP, and lots of hunger, Hahron summons all of the wisps you've ascended. They form as solid allies around you and attack the nearest enemy. Upon contact with that enemy, they either take that soul onwards to purgatory or exercise the evil spirit (former for anything natural and latter for anything unnatural). This does not work against holy enemies, but then again, why are you attacking those? This is a good god. Anyway, the wisp will only only take one soul with it and disappear, effectively meaning one enemy per wisp. All wisps that were called upon can't be called upon again, so your wisp counter is set to zero, though the permanent stat ups remain. Truly for a situation where the odds are all against you.
Final Notes

The wisp should have the same speed as your character for ease of use reasons. Also, Hahron is a good god, so no vampires or mummies. Maybe demonspawn for repentance reasons. Also, I think I made the latest version of this god too powerful or situational, at least with the second 5 star power.

On side note, the souls could be chatty during the adventure saying random things pertaining to the situation.

Wisp: So why do you want the Orb of Zot anyway?
Wisp: Are you alright?!
Wisp: It's not a good idea to fight Sigmund right now, you're hurt.

Summed Up Thoughts on Hehron between [[user:ramus2]] and [[user:dpeg]] (2010-03-07)
  • Hahron has a caring theme as far as flavor is concerned. Hahron should be concerned about the safety of the wisps, first and foremost.
  • The Wisp is a side-kick before a full fledged partner.
  • Powers:
    1. Wisp Return should be removed, but a means of tracking its position should be added so that way micromanaging the wisp isn't completely trivial.
    2. Extension of Arm needs some flavor reasons behind it. May or may not be currently over powered by use of anything from distance at the cost of lack of movement of aim due to the wisp being a creature. Perhaps should have a power, cost, and/or aim penalty while using it. Seems to benefit just about all play styles while keeping the respective niches in their own areas.
    3. Switching locations should only work if the wisp is on a square that the player can occupy. Perhaps the wisp should also be treated as a normal creature with a lot of EV so that way it's untouchable and very pushable so that way the player won't have to worry about this problem so much.
    4. Friendship stat boosts might be too similar to Chei and too abusable. Perhaps should be replaced with an ability to look from the wisp's position.
    5. Keep Soul Ascension and drop Open Soul Channel. Soul Ascenion is tactically interesting with a choice being offered, Open Soul Channel is situational, doesn't work with the flavor, and too much like other gods.
  • A few options for seeing through the wisp's position could be to allow it to see terrain and not creatures (how would we explain that with flavor?). Fixes the problem of killing stuff around corners though. On the other hand, we could let the wisp see creatures but make it so that if the enemy is not within the sight of the player that the player takes a massive penalty to accuracy. Also, we could make it so that enemies notice the use of Extension of Arm, though flavor explanation would be weird.
  • Wisps should have different personalities, shy sticking close to you, energetic moving around a lot, lazy dragging along at the edge of LOS, etc. The speech can also be based on personality as well as what the wisp did during life or even the wisp's general view on the world. Lots of potential for variety here.
  • Flavor-wise, the wisp could be with the player due to being troubled and unable to move on to the [wherever] but is a good soul. So it works for Hahron to purify itself by helping collect other troubled wisps.
  • Insubstantial Wisps in-game could have their flavor changed around a bit. For example, they could simply be lost and be a source of bonus piety for the player or be firmly rooted to the Earth and not want to go to [someplace] and the player must purify them through some other manner. Better yet, could be a corrupted wisp that needs to be destroyed, and so on.
  • Flavor-wise, Hahron being a good god can get along very well with Zin and dislike Yredelemnul.
  • Current sacrificing method is fine.


by rkd, in 1377

I've changed the statue god into the god of narcissism (Narcissus) The god is mostly directed to heavy armour fighters but is also suitable for ranged heavy armour characters (self worship, strike a pose!). Tho crusaders should be able to make use of Narcissus aswell.

Since you're actually worshipping yourself perhaps it shouldn't be a god but yourself you worship. (You see here an altar of narcissism, there's a magical mirror here. You feel drawn to your own reflection. Do you wish to worship yourself? Welcome oh handsome one! You now worship thy self!)


Conservation at XX, rPois at XXX and rElec at XXXXX

Praying while in shallow water or adjacent to water can grant you levitation (you become so high on yourself that you're practically flying!) but you can become paralyzed for 1d5 turns (your unable to stop staring at your own reflection).

Grants HP/MP on the kills that also grant piety.


Strike a pose!: You become immobile for 1d15 +5 turns and all monsters in LOS are amazed by your beauty (silence that doesn't reduce in size during the duration). Also grants torment resistance 15% stacking with rN. So at rN+++ torment will take 20% hp instead of 50%. You can still use haste in this form but berserk shouldn't be possible. Food + mp + high piety cost.

Create statue: You can create a statue of yourself on a square next to you. It cuts LOS but has hp so monsters can destroy it. (creating “rock walls” would be too powerfull) You gain power from each of your statues in LOS (from max 3 statues). 1 statue increases SH, 2 statues grants might and 3 statues grant +6 AC/EV. Food + mp + minor piety cost.

Create mirror: You can give a worn shield a temporary reflection ego so you can have a better look at your awesome self. Food + mp cost

Self worship: You take a good long look at yourself and become so exhilirated by your own beauty that you feel invincible! Grants rF+ rC+ rN+ but also grants Dmsl and flight+swiftness. This ability takes a few turns to cast. Food + mp + medium piety cost.


Narcissus appreciates killing intelligent/humanoid monsters and also demons. (Narcissus appreciates your superiority). Narcissus appreciates you worshipping yourself. (You gain piety over time)

Narcissus dislikes you having allies (use of wand of enslavement would give penance unless unidentified wand in which he forgives your transgression this once, same for scroll of summoning when ID read.) Summoning spells would give penance.


Abondonment: 30 penance. Retribution: 1/5 paralyzation, 2/5 narcissus smites you, 2/5 turns you into a ugly hog.

I'm not a fan of this, as an incredibly similar statue form already exists as a spell, statues and golems are rather rare enemies, and there's no lack of other gods that provide summons or weapon gifts. You're left with being able to create statues, which is a heck of a lot like Fedhas's plants, only stronger and without fruit. I also don't see why a player that wants to trade mobility for power wouldn't just go with Chei instead. — og17 2010-04-17 06:08

Personal blank slate god

Partially inspired by Jiyvas, who disappears after no one believes in it. This one, on the other hand, is made when you come to blank altar and make up your own god.


This is a fledgling god. You get to name him/her upon birth and tends to be really lame at everything first. In fact, there's no granted powers at first. More so, s/he will be lacking in confidence, dependent on you, and generally pushed around by the Crawl gods who aren't happy about having another one on board. At max piety, the new god will have an assortment of powers gained depending on your actions and be far more confident.


There's only two that you get at the start, one of which is prayer. Depending on your actions during prayer, the god will evolve according. Pray lasts indefinitely and ends when you press p again.
The second is “Touch”. Whatever you touch (be it the wall, the bread on the stash next to you, or an elf) will effect the god.


How this works: What you sacrifice, the new god will take on traits of. For example, standing over and sacrificing an axe of holy wrath will cause the god to favor axes and move towards good alignment. Slaying various demons while in prayer makes the fledgling god favor slaying demons. More importantly, everything will have a counter balance. For example, slaying holy enemies while in prayer causes the god to become evil in alignment, slaying demons causes the god to become good, both of which have their own set of abilities available. List of suggested actions and effects will be listed below. Generally though, some actions should have more weight than others.

But, as the god becomes more defined, it will be less capable of change and more permanent (by the fact that by now, you've killed enough of something for it to relate to the exact opposite and start grabbing other followers). Least to say, it's a one shot deal. Regardless, at maturity, it will be at six stars of piety and be unable to change any further. It grows in stars of piety by hitting certain check points in growth defined by what you've been poking and doing. I recommend weighing everything by a certain amount and then dividing that by stars of piety to add and subtract to total. Once the total amount of positive alignment values reach a certain total, the god will go up a star. Of course, this means you do a lot of good actions and then balance it out with just as many evil actions… resulting in 0 stars and no powers. Anyway I recommend each level be differentiated by 20 points of alignment (this way, very few actions lead to one star pretty quickly, but it takes time to reach level 6).

Actions and Effects


Eating/Not Eating
Dwarves, Elves, Orcs

(Feel free to add more, many more, this idea is experimental)

While in prayer:

Slaying demons + zombies/holy creatures +1 to good/evil alignment respectively.
Slaying elves, orcs, dwarves, -1 to killed race, +1 to others.
Cannibalism, +1 to eating, -1 to not eating, -1 to good, +1 to evil.
Casting or using fire/ice spell or item: +0.5 to the element used, -0.5 to the other.
Casting or using air/earth spell or item: +0.5 to the element used, -0.5 to the other.
Moving along without waking an enemy: +0.2 to stealth for each square, -0.2 for direct.
Acting noisily, yelling: +0.2 for direct, -0.2 for stealth.
Hitting an enemy with an weapon: +0.2 for physical, -0.2 for spellcasting, -0.2 for invocations.
Casting a spell: +0.2 for spellcasting, -0.2 for physical, -0.2 for invocations.
Zapping a wand: +3 for invocations, -3 for physical, -3 for spellcasting.
Using a weapon of holy wrath/draining + pain: +0.2 for respective moral alignment, -0.2 for other side.


Each of these has a cool down period after touching a certain object.

Touching a wall in the abyss: +5 to evil, -5 to good.
Touching a fire demon: +2 to fire and evil, -2 to ice and good.
Touching an altar: +10 towards alignment of that god (if any), -10 to opposing alignment, other various changes depending on flavor the god.
Touching an elf, orc, or dwarf: +2 to alignment of that creature, -2 to the others.

Granted Powers

First off, so long as the god is above a certain threshold, all powers that belong to that respective alignment are available once piety is high enough. However, certain powers can only be obtained through certain combinations of alignments (good + melee = ability to temporary turn any weapon into holy wrath type). More so, these should be about equal in usefulness across the board but have a variety of different applications. In other words, just because good is opposite to evil doesn't mean they should get the same ability rebranded to the opposite type nor should they have the same number of skills at any given time. Keep in mind, this is more of suggestion than a concrete idea, so feel free to suggest new ideas.

As examples:

+10/+60/+120 in spellcasting: Increased spellcasting proficiency, randomly cast a spell with no MP cost, spellcasting skill cost cut by 20% and various schools cost cut by 10%.
+10/+60/+120 in physical: Increased damage, critical hits based on piety, splash damage.
+5/+30/+60 in elves: Elven equipment is more effective for you (stacks for elves), elves may turn neutral when they see you, elves may turn friendly but won't follow you.
Ditto for orcs and dwarves

Example for combo power:

+60 in melee, +60 in good: AC increases when engaging a demon, depending on piety level.

These are example and for me to list out everything would take a while, so I'll first see what you guys think before expanding this idea even further.


None, the god recognizes it was born out of what you did. However, at low piety levels (0 and 1), it just disappears, you evil jerk. Willing to accept you back whenever.


At higher levels when it's more defined, it may also get rules that it announces to the player (so a good god gets to a point where it decides that wielding weapons of draining). Penance should probably also change depending on alignment.


This is system is mean to come across as the god learning after what you do. Technically, you could stay in prayer forever with the god constantly learning from you until it hits six stars. Regardless, the system isn't mean to min-maxy or need spoilers since it's just supposed to work as you raise it. Currently, the alignments could be better defined, more reasons for alignment shift can definitely be added since I only included a few example, and powers and combinations can definitely be added to since they are only supposed to be an example. However, if there is enough interest, I'd be willing to smooth out this rugged rock and try coding it. –usht_54

God of Self-Affliction

In the same vein as the gods which reward self-punishing (Cheibriados and Ashenzari), Lehvokwin is the god of hunger, poison and disease, rewarding the living who starve, poison, disease, and sicken (and confuse?) themselves towards death.


  • Being in a state of hunger, with piety gain increased based on level of starvation.
  • Maintaining a state of being poisoned, with piety gain based on levels of poisoning.
  • Maintaining a state of sick, with piety gain based on level of illness.
  • Maintaining a state of rot, with piety gained based on level of rot.
  • Being confused (maybe).
  • Increasing a metabolic rate (gain a hunger mutation, remove a ring of sustenance, wear a ring of hunger).
  • Gaining a self-afflicting mutation.


  • Being in a state of full or more, with piety loss increased based on level of satiation.
  • Deliberately healing out of a state of poison, sick or rot (or confusion).
  • Decreasing a metabolic rate (gain a satiation mutation, wear a ring of sustenance, remove a ring of hunger).
  • Losing a self-afflicting mutation.

Racial Restrictions

No undead.


I'm not certain what abilities / rewards to grant.




The god is incomplete, obviously. The focus is a god which greatly rewards risky behavior. I was tempted to add “appreciates taking large amounts of damage from external sources”, but that had potential to be get abusive. Racial restriction against undead was arbitrary, but I think it could be used to explain that this god wants the living to punish itself for being alive. May appreciate poisoning and diseasing others as well, but not to the extent of oneself. — XuaXua 2011-02-23 00:43

  • I think we can strip-mine some stuff from the various hunger/poison/disease gods to collaborate on this (The various decay, poison, and hunger gods scattered throughout) and make a centralized god. — XuaXua 2011-02-23 00:54

Pantheon of Lesser Gods

A way to add gods to the game without stuffing the temple (and adding even more overflow altars): A second, competing pantheon of gods/spirits, appearing in a temple-like vault or one-level branch in the hive↔vault range.

Rather than be like the established gods, these are lesser spirits, possibly of nature. It is a genuinely polytheistic pantheon: You can follow more than one at a time.

You will find the altar to their pantheon in their own temple/vault, but it's a single altar. Once you pray at it, you convert forever away from the regular gods (they won't accept you as a worshipper anymore, as the old unused runes mutation). After that, (p)raying will get you a list of the local mini-gods.

Each branch has a list of local mini-gods that you may seek the attention of (though the hells, the abyss, pandemonium, tomb, crypt and zot should probably lack them. Looking for the mini-gods of the Ecumenical Temple should at the very least give a funny message).

The idea is that they may have abilities and restrictions loosely related to the branch you find them in, but mostly they will be random!


The various mini-gods don't have particular stuff they appreciate. However, to be accepted by a certain mini-god, you need to seek its attention by checking a box in the mini-god screen you get by praying. The mini-god will then demand that you perform some act for it (typically a minor sacrifice of some sort). Each mini-god you join beyond the first will tend to demand slightly larger sacrifices. Examples:

  • offer 300 gold
  • sacrifice a wand of slowing (8)
  • sacrifice a dire elephant corpse
  • kill a hydra
  • pick up the barnacled rune

Granted abilities/Gifts

Each mini-god gives exactly one. It may be active or passive. The usefulness of the power should match the severity of the conduct requirement. A mini-god could give a gift instead of a power. Since going the mini-god route gives flexibility and flexibility is very valuable in itself, the granted ability or gift should not be all that impressive (unless the conduct is also severe). They should never demand invocation skill.

Examples of rewards/abilities:

  • a pip of resistance
  • the +6 shield of the gong (worn) {Spirit, rElec rN+ MR}
  • evoke levitation
  • evoke to create smoke (as scroll of fog)
  • potions of confusion cure confusion status instead
  • evoke to smite zombie/skeleton
  • evoke for temporary guardian spirit effect
  • evoke to recharge wand of flaming
  • evoke to tame target sheep/yak/elephant (subject to resistance)
  • unarmed attack causes poisoning
  • gain nutrition by picking up gold
  • evoke to summon a friendly spider


In addition to demanding a sacrifice as an entry fee, each mini-god has one or two associated conducts, usually involving food or spells. It can range from trivial to severe. Examples:

  • don't cast freeze
  • don't wield whips
  • don't use levitation or flight
  • don't eat snozzcumbers
  • don't deliberately berserk
  • don't eat tainted (brown) chunks
  • don't wield long blades
  • don't use transmutations
  • don't eat meat

Race Restrictions

Random, on a mini-god by mini-god basis.


You abandon an individual mini-god by breaking its restriction. This will result in a one-time petty punishment, such as a specific bad mutation, taking some of your gold, draining your wands of charges, reducing the enchantment of an item or even taking away an item permanently (possibly it's just stolen, and can be found somewhere in the unexplored dungeon). You are not informed of what the penalty will be, but you may gain an indicator of its severity, which should be linked with the usefulness of the ability/gift. Mini-gods that give gifts instead of powers should always take back the gift in addition to the regular penalty.

Each time you abandon a mini-god, a more expensive initial sacrifice will be required to join another one (or join it again).


This is just a brainstorming idea, I know how much work it would be to implement. I do thing it would add interesting decsions to the game, though: How many times have you reached the temple just to think none of the gods really suit you? With this scheme, you have the (somewhat risky) option of pressing on without a god, in favor of seeking the uncertain benefits of the petty spirits later. Demigods might be permitted to “worship” these minor gods, as it wouldn't be as much a subservient relationship as a mutual benefit partnership.

I also like the flavour of mischievous (or even cranky) spirits issuing unpredictable demands, giving gifts and taking them back when offended.

vintermann 2011-03-01 14:37

I like the quid-pro-quo idea and the idea of new opportunities in each branch. It might be easier to develop this as something like “The god with many faces” instead of inventing a new parallel religion system. Instead of seeing different minor gods, you might see a different faces with different benefits and costs in each area. It seems like a lot of work to come up with randomizable costs for each benefit that are still balanced, but maybe since many of the ideas are already used on randarts the gold price of those features in a shop could be used to calculate what different perks cost. Is it too quest-like for crawl? — jejorda2 2011-03-01 17:17
I don't think this will happen. We're not trying to emulate a polytheist society, we're trying to enrich the species/background choice by a third axis. It is very well possible to have a good game where players follow several gods at once (see Powder) but that's not something you'll add to a game like Crawl at this stage.
The plan is this: Adding new gods is fine and will happen on an irregular basis (i.e. when there are good enough proposals that draw attention by a developer or patcher). Not all gods need be Temple gods, just like Beogh, Jiyva and Lugono aren't. It is not necessary that new non-Temple gods are affiliated with a certain branch (nor should every branch get its god). Having very specialised, obscure gods is fine, as long as they're occasionally good for someone/something.
Apart from adding new gods, major and minor, there is the idea of random gods (which would have randomly chosen piety rules, powers, conduct — doing this in an interesting, somewhat coherent and balanced fashion is an interesting, but difficult task). From my experience, it is much easier to come up with a decent “ordinary” god (i.e. fully designed in advance) than with a decent randomisation system. — dpeg 2011-03-03 13:24

Credit god

The basic idea is a god that you can borrow from. I envision something vaguely similar to the gold god.

The idea that started this was the idea of being able to borrow MP (thanks to the Horn man for the initial idea). i.e. You are short on MP so you ask your god to loan you some. You are loaned MP, amount depending on invocations skill, and it must be repaid. The method of repayment is just slowing the natural MP recovery rate. With low piety, there would be a high interest rate and therefore, the maximum amount of MP that can be borrowed would be low (~20% of current MP). It should be noted that one couldn't get 20% boost of MP immediately; depending on their invocations, it might take several invokes to max out their loan.

While the above is a neat idea, it doesn't seem to have a very large drawback for using it all the time. There is the food clock, but for a race like mummies, it's almost like free MP (I agree that Sif already gives “free” MP, so this isn't a huge deal. However, this new god/ability combined with a staff of channeling would provide too much free MP to a mummy. At high piety, they could have essentially double their max MP and then if they need it, they could slowly channel more.) Based on this problem, I thought of having some sort of currency to buy MP with. The easiest way to do this is with regular gold; the second easiest way is to use piety; the third way would be to invent some new currency specific to this god.

If the currency is regular gold, then this gold could be stored with the god (i.e. banking) to gain interest. Because compound interest is very powerful, there would need to be some sort of drawback. It would be broken if a mummy could give the god money, wait 10,000 turns and then go buy every item from every shop. So I imagine that the interest rate would be small (1-5%/1000 turns or so) and there might even be a penalty for withdrawing. Also, since this is like banking, this god could perhaps represent an evil bank, i.e. charging small fees for doing anything. These fees could balance the potential interest.

If there exists a currency to buy MP with, then loaning MP would no longer be infinite. At this point, it wouldn't be broken for the god to loan you HP when you're in a tight spot (similar to the good gods' fatal damage negation, but with a different cost). This would probably come at a price of ~(1% of gold + 100) per 1% of health saved, or something similar. This might be too good.

If this god goes the currency route, then piety could be based on “creditworthiness.” That is maybe too big of an idea for a game. It could be easily implemented as ”{credit god} likes it when you borrow. {credit god} dislikes it when you fail to repay debt.” Failing to repay debt would difficult to do. The main ways to have that problem is to use guardian spirit as a DD, or get MP drained by an anti-magic weapon or eye - If not using standard currency. If using currency, then it would obviously be running out of money.

I like the borrowing MP ⇒ slower MP recovery rate idea. So maybe money will be used in small amounts to initiate the loan.

I currently don't have any piety scale worked out or any other effects. Sorry for being so indecisive. In my current life situation, I don't have time to flesh out an idea, and I hope that planting it here will let it grow.

God of Bargains

“Crazy” Edalo [feel free to change] is a merchant god. He offers 'gifts' to his followers, at a cost of piety. What he has in 'inventory' changes, but is usually an active power offered by some other god.

Edalo offers no passive rewards, only the 'gifts' in his shop, accessed by 'p'raying.

  • Likes Offerings of gold or valuable items.
  • Likes you buying items from shops.
  • Stable over time.
  • Edalo doesn't have any dislikes, since in order to get anything from him at all, you'll be spending piety.

God of Requests

“Ghib” is the god of requests. He allows followers to request and acquire items, so long as they do the same for him.

The basic idea of Ghib is that he will always have a request for you (visible by praying) along the lines of:

  • Find and tribute certain items
  • Go to a specified level that you have not been to
  • Kill specified enemies (either a known unique or a number of a certain species) possibly with a requirement of having a certain item equipped
  • Train a skill to a certain level
  • Achieve a certain status condition
  • Other strange things - think along the lines of Xom

Each request has a time limit - you get more piety the faster you fulfill his request.


  • Gain piety when you fulfill one of Ghib's requests, lose it when you don't (along with a punishment)


  • Ghib gifts scrolls of acquirement and items that are in the “miscellaneous” category of the scroll. Gifts have a long timeout.


  • Piety level -:
    • Scroll of acquirement identified (passive).
    • Treasure trove is free to enter (passive).
  • Piety level x:
    • Scroll of acquirement gives better items - Rate improves with piety. (passive).
  • Piety level xx:
    • Request help - Provides one of the following (randomness weighted depending on the situation): (costs 2 mp, 40 piety)
    • If enemies are close:
      • Provide the effects of one potion of berserk, speed, agility, might, brilliance, or magic
      • Provide the effects of one scroll of summoning, blink, teleport, fog, or fear
    • If you are hurt
      • Provide the effects of one potion of curing, healing, restore abilities, or resistance
    • If one of your items is cursed
      • Provide the effects of a scroll of remove curse
    • If you are hungry
      • A food that can be consumed by you
    • Otherwise
      • Gift a random scroll, potion, or a small amount of gold
      • Disarm traps in the vicinity (possibly including magical traps)
      • Magic mapping
  • Piety level xxx:
    • Request magic - Same effect as the scroll provides - choice of book, wand, or jewelry (costs 5 mp, 50 piety)
  • Piety level xxxx:
    • Request weapon - Same effect as the scroll provides - choice of weapon, armour, or staff (costs 5 mp, 80 piety)
  • Piety level xxxxx:
    • Request resistance - Gives you an item or mutation that has the resistance you specify with a chance of ++/+++ or additional artifact qualities (costs 5 mp, 100 piety)
  • Piety level xxxxxx:
    • No more requests - Ghib will stop making requests (passive).

Additionally, once per game you can pray at his altar with + piety to spawn a bazaar portal.


  • Ghib steals an item or gold from you (with a high chance of him stealing a {god gift})
  • Ghib requests a punishment from another (random) god
  • Ghib sends you deeper into the dungeon
  • Ghib forces sage effect (with one of your bad aptitude skills that you don't need)
  • Ghib steals some of your XP

Dreaming God

First off, if this is posted in the wrong place, I apologize. From everything I gathered, this is the place to put completely new god proposals. If this is not the case, please let me know and I will move this feature request.

This world is nothing more than a dream, and Balor is the dreamer. The dreaming god desires nothing more than his uninterrupted slumber, which his followers must preserve if they wish to partake of his dream.

Balor is intended as a god for stealth oriented characters. He is somewhat unusual in that worshippers do not want to attract his attention - rather, they must be as quiet as possible. Piety for Balor corresponds directly to how deeply he is sleeping. His primary draw is his LOS reduction, and his granted ability to see things beyond a player's line of sight. He also grants several useful statuses and invokable abilities. More on this later.


- Likes not being disturbed. Players will slowly gain piety over time using experience gain as a timer (to avoid scumming from mummies and other races with low or no food clocks).

- Dislikes when other monsters make loud noises (e.g. by shouting, casting loud spells, etc.)

- Strongly dislikes when you make loud noises, even unintentionally. He doesn't mind soft noises, like reading a scroll (aside from ones like immolation or noise) or reciting a quiet (but not silent) spell.

Granted Powers

Note that Balor's Line Of Sight reduction does not stack with other sources such as Darkness. Note also that his terrain/monster detection is NOT the same as Ashenzari's; Balor let's you see things that you would be able to see anyway if your line of sight had not been reduced; he does not allow you to see through walls. I should also clarify that the terrain/monster detection only works up to a distance of 7 tiles from your character; it does NOT let you see beyond your original LOS range. So, for instance, at max piety, you would be able to see up to a distance of 3 and detect things up to a distance of 7.

Piety ()

(Active): You can pray to invoke silence. Thematically, Balor casts silence on you to shut you up so he can get back to sleep. (Cost: Piety) Balor mumbles, 'Shut up mortal, and leave me alone!'

Piety (*)

(Passive): LOS is reduced by 1 rank. Your focus narrows as you slip deeper into Balor's dream

Piety (**)

(Passive): LOS is reduced by 1 additional rank. Your focus narrows as you slip deeper into Balor's dream

Piety (***)

(Passive): LOS is reduced by 1 additional rank. Your focus narrows as you slip deeper into Balor's dream

(Passive): You gain clarity. You realize that you are dreaming

(Passive): You can detect terrain and monsters up to 2 spaces beyond your line of sight, but only if you would be able to see them with a greater LOS. Your awareness of the dream expands.

Piety (****)

(Passive): LOS is reduced by 1 additional rank Your focus narrows as you slip deeper into Balor's dream

(Passive): You can detect terrain and monsters up to 3 spaces beyond your line of sight, but only if you would be able to see them with a greater LOS. [no message]

Piety (*****)

(Passive): LOS is reduced by 1 additional rank Your focus narrows as you slip deeper into Balor's dream

(Passive): You can detect terrain and monsters up to 4 spaces beyond your line of sight, but only if you would be able to see them with a greater LOS. [no message]

(Active): You can invoke flight. You suddenly become aware of limitless possibilities (Cost: MP, Piety)

(Active): You can invoke (non-instant) teleportation. Same message as above. (Cost: MP, Piety)

Piety (******)

Either no new abilities, or Awaken (described below), though Awaken might be too controversial.

Ability descriptions

Balor will silence you if you disturb him. (Invoke silence)

Reality is limited to a small area around you. (LOS reduction)

You are aware of the dream beyond your narrow focus. (Terrain/monster detection)

You are lucid. (Clarity)

You have learned to fly and to visit other places in your dream. (Invoke flight, teleportation)

[possible] When you die, you will awaken. (Awaken)

Abandonment and Penance

Balor doesn't really care if his followers abandon him, since he would rather not be disturbed. However, he still remains aware of them, and since they are no longer his followers, he is less inclined to be forgiving of disturbances. Thus, he will only punish you shortly after he is due to give punishment and you make a noise. Hence, if you continue to be silent after abandoning him, his wrath will eventually dissipate on its own (“Balor snores loudly”).

Possible punishments:

- Casting radius 1 silence on you (“Shut up, mortal! I'm trying to sleep!”)

- Smiting you (Balor lashes out at you for disturbing him!)

Controversial Suggestions

These are neat abilities that I thought would fit well with Balor, but may be controversial. They are by no means necessary to the god.


At piety level (******), you gain the Awaken ability, which is passive. How this works is that the game creates a save file the first time you convert to Balor, at the point right before you adopt your new religion. Then, if you die at piety (******) (permanently, if you are a felid), then that save file is loaded instead of the game ending, allowing you a second chance, at the price of most of your progress (You awaken. That was a weird dream…). The catch is that when the save file is loaded, all alters to Balor immediately crumble into dust, so that you cannot convert again.

Thus, Awaken basically gives players a save point that may only be used once. The penalty of using it is that Balor disappears from the game. For a character that converts to Balor early, this basically gives them a head start on their next character, along with knowledge of the layout of the dungeon (for this reason, it might be advisable to preserve maps when the save is restored). Alternatively, a player might wait until late in the game to convert to Balor, so that they can have a second chance if things go wrong when attempting something dangerous, although this would require them to invest in stealth, since otherwise piety gain is practically impossible.I recognize, of course, that the game philosophy is against save points, and rightly so. My arguments for Awaken are that it is highly thematic, that it is especially beneficial for new players so that they can have a single second chance if things go wrong, and that it is restricted so that scumming it is impossible. However, it is by no means necessary for Balor to have it, and by its nature removing it does not in any way diminish Balor's usefulness (really, it is just an nice perk of worshiping Balor).

On the other hand, most situations that can result in a player's death also generate a lot of noise (i.e. piety loss), so I suppose using Awaken reliably might not even be possible.

Dream Morphing

The following is justified thematically, but might be a little too powerful/harmful to the player. Basically, the idea is that since you are in a dream, your environment should occasionally change, ostensibly without your noticing. This translates into the following possibilities:

- Random item alterations: Consumables probably shouldn't be able to change, but equipment might randomly change into similar equipment. For instance, you could have the ego of artifacts randomly change slightly (You suddenly realize that your mace is on fire, i.e. the item's brand switches to flaming. Or the item might gain an ego of +1 Str. (or -1, as the case may be)

- Random teleportation (You suddenly realize that you are in a different place. How did you get here?)

- Random status changes (You suddenly realize that you are flying, or, You suddenly realize that you are resistant to electricity)

If any of these are implemented, they should not happen very often, since constant change is really only the domain of Xom and Jiyva.

Justification for Inclusion of Balor

I believe that Balor is both sufficiently unique and sufficiently useful to warrant inclusion in the pantheon of Crawl. My reasons are the following:

- Balor's theme adds a lot to the backstory of Crawl. His abilities and conducts are consistent with his personal story. He also provides some pretty strict conducts, which is good, since many gods have extremely forgiving conducts (not necessarily a bad thing, but it doesn't feel as though the player truly has to sacrifice anything for the sake of his religion).

- Balor provides a god for characters who want to focus on stealth, especially assassins that do not want to invest in Hexes or spellcasting. There are no gods that currently directly favor a stealthy playstyle; Ashenzari is the closest thing to a god for stabbers, with his enemy detection ability. Note that his appeal is not strictly limited to stabbers; there are other characters that will find him useful, such as non-magic types who can use his invokable silence to counter enemy casters, and melee/short range characters who can use his one-way line of sight reduction to approach ranged enemies without being stuck full of arrows or conjured magic. - Should Balor's Awaken ability be included, he gives a nice way for new players to be able to learn from and fix their mistakes on a character without having to go through the early game again.

Also, I believe that Balor is well in line with the design philosophy.

- Balor's powerful LOS reduction and enemy detection abilities are balanced by the difficulty of maintaining them. Most enemies will shout when they notice you, which will quickly drain your piety if you are not careful. Thus, playing with Balor as your god is quite challenging and requires skilled play to be successful, satisfying the requirement of challenging, skilled gameplay.

- Balor provides the player with more of a meaningful decision with respect to whether or not to engage an enemy that is detected just outside of LOS, or whether to avoid it using Balor's reduced LOS. If Awaken is included, players also have to consider when the best time is to convert to Balor. Balor's other abilities also provide some useful tactical options.

- Balor's abilities cannot be scummed. Since piety gain is tied to experience, players cannot simply stay in one place and wait for their LOS to shrink. They must go out and risk making noise to try to get their piety up.

- Balor's abilities do not require spoilers to understand, as they are mechanically fairly simple and intuitive (with the possible exception of Awaken).

- Balor's abilities and punishments are internally consistent. Just because he is a god for stealthy characters doesn't mean he penalizes stealth for those that desert or anger him - rather, in keeping with his theme, he simply punishes disturbances, just in harsher ways. His abilities all fit with the theme of dreaming - in a dream, a person's focus narrows sharply so that they are only aware of a few things at a time, hence the substantial LOS reduction. Lucid dreamers gain great abilities, as players do at 'lucid' level piety. etc.

I eagerly await feedback and comments. — ACG 2012-1-03 04:52

Durability God

Halberhet is the god of durability and reveres rock and stone for its immortal immobility. Halberhet offers worshippers the opportunity to trade the frailty of flesh for the sturdiness and ageless fortitude of stone, by transforming them into living statues.

  • Passive: All statues, golems, and gargoyles are neutral (8's and 9's on console).
  • Passive: Followers are surrounded by an aura of stasis. Starts at 0-tile radius (only affects player), spreads outward at 1-tile per star of piety.
  • Passive: Followers are slowly transformed into a living statue. Starting at 2* gain AC/HP/Str bonuses + elemental resistances (more details below).
  • Active: “Harden” - Temporary AC and Dam bonus that ends in self-petrification. The idea is something similar to berserk, in that it gives a short-term offensive bonus followed by a period of vulnerability.
  • Active: “Create Shaft” - Manipulate dungeon floor to shaft a single enemy (checks enemy EV). Does not work on flying enemies or on the bottom floor of a branch.
  • Active: “Meld Into Dungeon” - Meld into the dungeon floor or wall. Makes you invincible for a short duration (similar to rock worms), but you lose ability to move for the duration of the ability.
Piety Overview
  • Upon joining, gain a 0-tile radius stasis aura. The aura spreads at 1-tile per * of piety.
  • Upon joining, all statues, golems, gargoyles, etc. are neutral.
  • Upon joining, gain one level of magic resistance.
  • At 1*, gain the “Harden” ability.
  • At 2*, begin turning into a statue. Gain 10% delay to ALL actions, +4%hp, +4SH, and +4 AC for every * of piety. It maxes out at 150% delay, +20%hp, and +20 AC at 6*.
  • At 2*, gain rPois and rN+.
  • At 3*, gain “Create Shaft” ability.
  • At 4*, gain rF+, rC+, rElec, rN++. Gain slow metabolism.
  • At 5*, gain “Meld Into Dungeon” ability.
  • At 5*, the effect of all potions is halved.
  • At 6*, gain rTorment (similar to Kiku torm damage reduction) and rN+++.

Piety gain: Pray to turn all corpses in LoS to stone, mechanically the same as Fedhas prayer (can either “be absorbed into dungeon floor” or literally turn into stones you can pick up).

Piety loss: Destroy stone (e.g.: by using shatter, LRD, wand of disintegration or digging, etc.), use any type of translocation, attack neutral statues or golems.

Wrath effects: Earth magic miscasts, Minefield-like effect except only with shafts, hostile golems/statues, petrification, rot.


Worshipping Halberhet provides a relatively crippling conduct in that it is nearly impossible to flee from dangerous situations due to permanent stasis and slowness. However, followers receive great defensive bonuses in the form of AC and resistances, as well as the offensive firepower (via Harden, which should be relatively cheap) to deal with dangerous situations. The more powerful abilities provide a decent escape tool by shafting enemies, as well as temporary invincibility to deal with very bad situations. — WalkerBoh 2013-05-09 19:53

Maybe this should be called “God of Rock”. Stasis is a very restrictive penalty, and I'm not sure how useful Meld Into Dungeon is - presumably you can't do much while you're melded, it's not going to help much with actual escape. — mumra 2013-05-10 05:27

I considered leaving stasis off entirely, partially because of the restrictiveness and partially because it's semi-inconsistent anyways as electric golems and Roxanne both use translocations. I think God of Durability still fits if I remove stasis. I also like the idea of Meld Into Dungeon, but as you said it's not really an escape tool. I'll work on tweaking this around, thank you for the feedback. WalkerBoh 2013-05-09 22:03

I'm testing out a Harden inspired ability for Grotesks (Gargoyle branch). Let's see how it goes! — brendan 2013-05-10 07:19

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