#4846
Priests of Moloch should be able to be demonic, with either a demon monster type or racial monster template. There should still be some normal priests too; this merely suggests mixing in some demon ones.
Priests of Moloch should be able to be demonic, with either a demon monster type or racial monster template. There should still be some normal priests too; this merely suggests mixing in some demon ones.
Since cartomancers can get mail daemons as pets from randomly dropped summon cards, but the mail daemon is a useless pet because it has no attacks, there should be a new monster either as a grown-up form or replacing mail daemons entirely, called a “postmaster”, which is a useful and capable pet.
There should be shops that generate in Gehennom; they have amazing items, but only take payment in gems, with better gems buying better items. There are a couple issues to resolve, though: first, the shopkeeper has to be buffed enough that you can’t just kill them; and second, by Gehennom most randomly generatable items aren’t super useful to the average player.
One way to address the first issue could have these not appear as a traditional shop, but as some sort of wandering peaceful demon species (or randomly peaceful members of existing demon species), each of who offers a single item in exchange for a set list of gems. When paid, they summon the item out of a globe of darkness, so they can’t be killed to get it for free. If you decline the offer, they will turn hostile.
The second issue could be addressed by any of the following methods:
The Mitre of Holiness should, when worn, passively provide a damage bonus against undead and demons you attack.
Throwing holy water at demons should be buffed way over its current 2d6 damage, because it’s a fun interaction. Instead, it should severely weaken them, cancel them, stun them, and/or do a large amount of damage (perhaps 50% or some proportion of their max HP, possibly exempted for demon lords whose fights it would trivialize).
Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.
Various ritual spells that have been proposed:
Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.
Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.
In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.
Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.
Allow all lawful devils (or a random set of lawful devils) to accept a bribe, not just Asmodeus and Baalzebub. They will not vanish completely, but they will turn peaceful.
Demon cartographers (not specified if this would be a new monster species or just the occasional random peaceful monster of an existing species) who offer to sell you scrolls of magic mapping for exorbitant prices.
Split Gehennom into two different branches - Hell, which contains devils and the lawful “demon” lords like Asmodeus, and the Abyss, which contains demons and the chaotic demon lords. Either only one of these generates in a given game, or the player gets a choice of which one to go to in the Valley of the Dead. Alternatively, they’re sequential parts of Gehennom, with the Abyss being deeper.
Add more sources of nausea, particularly in the late game, because it’s an underutilized debuff that only really is relevant early. Proposed sources:
Most of these increased sources of nausea should be subjected to some sort of (low-chance) Constitution saving throw so that characters with better Constitution have an advantage.
Non-chaotic Priests get punished for having demon pets. The penalty is applied upon taming it and periodically from being on the same level as it, so that you can avoid penalties by abandoning it somewhere. (Internally, it should be applied when a tame demon moves; this means if you have multiple demon pets, the penalties stack up faster.)
If you bribe a demon lord with less than 1000 gold pieces, a Wizard-style periodic timer is started, except that every time the timer triggers random demons will be spawned around you. The demon lord itself may return, hostile this time.
All demons are automatically aware of all traps in Gehennom, so they won’t walk into them and trigger them.
When you become caught in a pit, bear trap, or other restraining trap in Gehennom, nearby demons become alerted and aware of your exact location, because they’re the ones who set the traps in the first place.
When a silver item would randomly generate within Gehennom, try to reroll its materials (possibly multiple times) so that it’s less likely to be silver. This is because the inhabitants of Gehennom would likely have tried to get rid of all the local silver. Additionally, demons should never receive silver items in their starting inventory.
Before you first enter the Valley, demons and undead (chosen from the graveyard monster algorithm, though perhaps excluding wraiths) continually spawn in the maze on the right of the Castle and try to path towards the upstairs. Also before it is set, in the Valley, awake demons and undead will try to path to the upstairs if they have nothing better to do.
After the Valley, have a guaranteed special level “The Gates of Hell”. This level design is very clear: “This is hell. These are the gates, and they are closed. You are not wanted here. Go away or perish.” The level is a large cavern, with a massive arc-like fortification across either the left or right side. The gates are implemented with both iron doors and a drawbridge across lava. There is quite a lot of lava, and a lot of demons inside and outside the fortification.
Demonbane, while wielded, warns of demons.
Fiery monsters and possibly some demons get healed by fire traps and will deliberately jump onto them in order to heal up.
Demon and undead pets move reluctantly over blessed items.
Arch-foocubi which do the same seduction as regular foocubi, but the random number they choose has a higher average than a foocubus’ 1-35, so the chance of a bad effect is greater and it’s less effective to boost your own stats. Perhaps rnd(35) + 25. They are also more grabby than regular foocubi, and will steal jewelry if you have insufficient gold.
Demon lord who has no real special abilities, but has a very, very high physical damage output. Or give one of the existing, uninteresting demon lords a high physical damage output.
New demon lord with a fire attack comparable to Asmodeus’ cold attack (this is actually already implemented, but is unused). It seems weird that no demon lords are really associated with fire.
New demon lord who spellcasts, favoring touch of death and summon nasties. However, the only thing it summons and gates in are incubi and succubi.
You can enter into a pact with a single non-unique demon of your choice over the course of a game. This gives you significant benefits (varying and according to the type of demon) but also major disadvantages for the rest of the game. One major disadvantage for all demons is that it becomes much harder to be in good standing with your god.
Other examples of advantage/disadvantage pairings:
Special candle found generated in Gehennom. While one is lit on a level, it suppresses spawn rates and makes the difficulty about what it is now (without the candle lit monsters will generate at a much higher difficulty). They should be fairly nonrenewable, perhaps wishable but not polymorphable. This limits your duration of time in “easy Gehennom” before it gets harder. The candles work the same outside Gehennom, but are less useful (maybe they specifically suppress demon spawns).