#4410
If they are outside of Gehennom, Infidels’ prayers to Moloch are more likely to succeed the deeper they are in the dungeon.
If they are outside of Gehennom, Infidels’ prayers to Moloch are more likely to succeed the deeper they are in the dungeon.
For Infidels, sacrifices of baby monsters (those with a “baby” in their name) are treated as though the monster had a higher difficulty than it actually does, as a reward for sacrificing babies.
A system where your god grants you cool abilities, but only if you actively obey randomly generated edicts they put forth. Examples:
If your god orders you to do something that would make you suffer alignment, anger, murder, or Luck penalties, you are not punished for that.
Conceieved as a new race, or an extension of the angelic race, but could also apply to Priests or Infidels.
Non-Infidels can permanently convert to Moloch if they find one of his altars, effectively becoming a weaker Infidel, but they then somehow have to play out the rest of the game as an Infidel, which means finding the Idol of Moloch and getting to the Astral Plane with it.
If you controlled levelport to level -10 or higher as an infidel, you don’t get admitted into heaven; they reject you and possibly shove you out to fall to your death on the ground.
An Infidel not carrying the Amulet can still cast spells (in contrast to the current setup where they cannot), but instead of casting the spells with Pw, they use blood magic and use HP instead. It doesn’t necessarily cost as much HP as it would Pw - there can be a scaling factor.
If trying to cast a spell that would cost more Pw than the hero has current HP, they die.
Allow playing Infidel as a gnoll. This specific combination does not serve Moloch; instead your goal is to restore Yeenoghu to godhood.