#4536
Implement “special abilities” for each role that behave like (or simply are) techniques, but which would probably use the #monster command. These include:
- Monks’ ability continuously doubles their martial arts damage (i.e. x2, x4, etc) for as long as they keep landing hits within one action. Missing or declining to attack breaks this effect.
- Wizards can extract magic from the air, which drains Pw from enemies and gives it to the hero.
- Tourists can throw a party, which pacifies everyone within some range until someone takes damage.
- Barbarians can buff their attack, perhaps by giving any weapon a Cleaver-like arc (though they often get Cleaver anyway).
- Archeologists can detect enchanted treasure (not just all objects) on the level.
- Priests don’t get a new ability because they already have one: turn undead.
- Valkyries can freeze an area near them, freezing water into ice and dealing cold damage to monsters that is higher the closer they are to the hero.
- Samurai can swap places with a hostile monster, dealing some damage and stunning them in the process.
- Cavemen can get a big boost to stone throwing/slinging range and damage, or can get some sort of “primal rage” that boosts speed and doubles all damage.
- Knights can give their steed a free attack after each hit they land on something (which can extend to dragon breathing if they are riding a dragon).
The other half of this idea is to give other unique abilities to each demon boss, but these aren’t specified.
Interestingly, using the #monster command implies that you can only use these abilities when in your normal non-polymorphed form.