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TODO: update
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kiedtl committed Jun 26, 2024
1 parent eab4e6c commit 75ee48d
Showing 1 changed file with 30 additions and 28 deletions.
58 changes: 30 additions & 28 deletions TODO
Original file line number Diff line number Diff line change
Expand Up @@ -444,44 +444,27 @@ x ring of condemnation: [holy] instakill undead, at cost of 10 turns held.
- cannot be used while corrupt and target must be undead, doesn't affect
non-undead

- ring of deceleration: Adjacent mobs have their attack speeds slowed
significantly. Three willpower checks are carried out, stopping at first
failure: 1 succeeded == 150%, 2 succeeded == 300%, 3 succeeded == 400%.
- ring of abjuration: [holy] mark any living creature (even foe, even death
mage) as "dispelling undead" causing any adjacent undead (even allies) to
take damage

- ring of provocation: (Alvoc) Tear apart a nearby (standing on/adjacent)
corpse in a crazed animal rage, causing all visible enemies to either flee or
become enraged (50/50 chance). Target corpse must be "named".
x ring of deceleration: Adjacent mobs have their attack speeds slowed
significantly.

- ring of ____________: (Alvoc) +50 attack speed, -50 move speed
- ring of protection: shielding, more effective with increased willpower
- also has +Armor% that lasts a bit longer than the shielding

- ring of precognition: 0 MP, +15% evasion, MP drained selectively
- option: 1 MP each time attacked
- option: 1 MP every turn w/ enemies adjacent
- option: MP every turn for every adjacent enemy

- ring of distortion: (alt) Bends space around player, granting +20% evade and
-20% melee.

x ring of obscuration: Grants "invisible" status, drains 1 MP for each enemy
that can see player in exchange for them not noticing player. No MP drain
when player can't be seen. 0 MP to start with. (Needs downside. Maybe doesn't
work if player is directly adjacent, or player is corrupted and target is
undead?)

- ring of ____________: Grants enemy on conductive terrain "gathering charge"
status, causing them to take damage each turn they stand on that terrain
(status is cured when they walk off)

- ring of demolition: Explosion centered on player, player takes no damage.
(Needs some downside/quirk to make it interesting. Only works if completely
surrounded (by either allies or enemies? hmm, could be useful for summoners)?
Damage is low, but gives player bad/good effect for each enemy injured?)

- ring of ____________: Gives "sanctuary" + disorient status effects. Sanctuary
status damages and .Held's(10) any mob adjacent (cardinals only), and doesn't
affect mobs with .Held. Creates puzzle-like gameplay. Damage could scale with
some stat.

- ring of infestation: Gives infestation status (mob-only), "night beatles"
burst out of affected mob when status effect ends. Night beatles should only
be dangerous in larger numbers (maybe steal ghoul respawn mechanic from SPD?)
Expand All @@ -497,13 +480,18 @@ x ring of detonation: make enemy explosive+noisy+insane+immobile
x ring of deception: [anti-Holy] undead mistake you for ally unless non-undead
allies are nearby

- ring of deconstruction: rolling boulder

- ring of conscription: [anti-Holy] raise the corpse the player stands on at
the end of the pattern to fight, giving it impressive tankiness and stat
boosts. Zombie will be immobile however, and will die if player moves more
than 4 tiles away.

- ring of deconstruction: rolling boulder

- ring of provocation: (Alvoc) Tear apart a nearby (standing on/adjacent)
corpse in a crazed animal rage, causing all visible enemies to either flee or
become enraged (50/50 chance). Target corpse must be "named".


x ring of magnetization: cause knockback of all nearby foes onto a single foe.
Like Gell's Gravitas in DCSS. Knockbacked foes could possibly hit player, so
player must plan accordingly.
Expand Down Expand Up @@ -534,8 +522,24 @@ x ring of cremation: Makes all adjacent foes temporarily vulnerable to fire,
x ring of extermination: fire bolt of fire in direction.
- Move forward against guard, move right/left, move forward


Ideas:
- ring of ignition: Summon orbs of lava (a la DCSS' Foxfire).
- Move in zig-zag direction away from mob.
- ring of ____________: (Alvoc) +50 attack speed, -50 move speed
- ring of distortion: (alt) Bends space around player, granting +20% evade and
-20% melee.
- ring of ____________: Grants enemy on conductive terrain "gathering charge"
status, causing them to take damage each turn they stand on that terrain
(status is cured when they walk off)
- ring of demolition: Explosion centered on player, player takes no damage.
(Needs some downside/quirk to make it interesting. Only works if completely
surrounded (by either allies or enemies? hmm, could be useful for summoners)?
Damage is low, but gives player bad/good effect for each enemy injured?)
- ring of ____________: Gives "sanctuary" + disorient status effects. Sanctuary
status damages and .Held's(10) any mob adjacent (cardinals only), and doesn't
affect mobs with .Held. Creates puzzle-like gameplay. Damage could scale with
some stat.

Other ideas:
- Passively allows player to know if they're still being pursued.
Expand Down Expand Up @@ -1531,8 +1535,6 @@ x Holding map
- Symbol is destroyed (since it's an item)
- Dispel Undead
- Bread of life: +max_HP, -Pot
- Ring: mark any living creature (even foe, even death mage) as "dispelling
undead" causing any adjacent undead (even allies) to take damage
- Angels spells
- Hellfire spell (irresist damage)
- Disintegration (punch through walls, same as ring)
Expand Down

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