Difference between revisions of "Hepliaklqana"
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*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly | *[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly | ||
− | Ancestors do not time out, can follow you up & down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. Ancestor kills do not penalize XP. You and your ancestor can fire projectiles and [[spell]]s through one each other without blocking the attack | + | Ancestors do not time out, can follow you up & down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. Ancestor kills do not penalize XP. |
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+ | You and your ancestor can fire projectiles and [[spell]]s through one each other, without blocking the attack. Spells like [[Fireball]] won't cause harm, no matter what. Spell-created entities ([[foxfire]], [[orb of destruction]]...) are unable to pass through the ancestor, but won't deal any damage to the ancestor. | ||
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Revision as of 22:00, 3 July 2023
Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents. |
Contents
Racial restrictions
Demigods cannot worship Hepliaklqana (or any other god).
Appreciates
Hepliaklqana likes it when you explore the world.
Deprecates
- Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).
- Abandonment.
Given Abilities
Piety Level -: "Hazy"
- No abilities given.
Piety Level *: "[Species] Child"
- Ancestor - You gain the presence of an ancestor, a permanent ally that fights alongside you. Your maximum HP is reduced by 10% in order to manifest it.
- Recall - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. (2 MP)
- Ancestor Identity - Allows you to choose your ancestor's name and gender. This does not take any time.
Piety Level **: "Storyteller"
- Ancestor Life - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.
- Knights gain increased AC, a shield, and eventually get the ability to cleave through foes. Knights attack +50% slower in melee.
- Battlemages gain an increase to melee damage and an assortment of damaging Conjurations.
- Hexers gain a branded short blade and an assortment of Hexes.
- See the Ancestor section below for more details.
Piety Level ***: "Brooding"
- Transference - Swaps one creature with your ancestor (you may target yourself). (2 MP, small amount of piety)
Piety Level ****: "Anamnesiscian"
- Idealise - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill. (4 MP, small amount of piety)
Piety Level *****: "Grand Scion"
- When using Transference, creatures next to your target (i.e. next to the creature you swap your ancestor with) will be drained for a duration depending on Invocations skill.
Piety Level ******: "Unforgettable"
- No abilities given.
Ancestor
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:
- HD:
(2 / 3) * (XL - 1) + 1
- HP:
HD * 5 + max(0, (HD - 12) * 5)
- Will:
HD * HD / 2
- Base damage:
HD + 3, * 2 for the battlemage
- Base AC:
HD
- Knight gets
5 + HD / 2
additional AC, described as chain mail to the player.
- Knight gets
- Resistances: rF+, rC+, Negative energy immunity, Poison immunity
- Flies, sees invisible, and regenerates quickly
Ancestors do not time out, can follow you up & down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. Ancestor kills do not penalize XP.
You and your ancestor can fire projectiles and spells through one each other, without blocking the attack. Spells like Fireball won't cause harm, no matter what. Spell-created entities (foxfire, orb of destruction...) are unable to pass through the ancestor, but won't deal any damage to the ancestor.
XL | Knight | Battlemage | Hexer |
---|---|---|---|
1 | Flail, kite shield, chain mail (bonus AC above) Attacks take x150% as long |
Quarterstaff, bonus base melee damage Throw Frost, Stone Arrow |
Dagger of draining, Slow, Confuse |
15 | Broad axe of flaming | Bolt of Magma | Paralyse |
19 | Tower shield of reflection, haste self | Lajatang of freezing, haste self | Mass Confusion, haste self |
24 | Broad axe of speed | Lehudib's Crystal Spear | Antimagic quick blade |
Punishments
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory... |
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.
Strategy
Having a separate body is incredibly useful; your ancestor can tank attacks, act as a distraction, and can often deal with enemies by itself -- especially with Idealize. Even if it fails to kill a monster, the ancestor will just respawn in a couple dozen turns. Hepliaklqana complements melee, ranged, and magical characters alike, as your projectiles will pass through the ancestor and vice versa.
Your ancestor's class can be chosen to complement your background:
- Characters with ranged weapons or Conjurations can use their ancestor as a shield, blocking enemy attacks while you fire through them.
- Melee characters can attack with their ancestor; like how monsters are more effective when they surround you, you and your ancestor are more effective surrounding monsters. Of course, this doesn't stop you from using your ancestor as a distraction to run away.
- Alternatively, melee characters can be the shield, giving your ancestor free turns to damage or hex your opponents.
In relative terms, Hepliaklqana is more noticeable on weaker species. However, Hep is a powerful god, no matter how strong your character is. While the 10% HP penalty is imposing for the weakest species (Spriggans, Felids, and the like), the ancestor is still useful enough to warrant worship.
Tips & Tricks
- Your ancestor moves at normal, 10 speed. Species with fast movement may want to use Ctrl-T to set autotravel speed to the ancestor's speed. Alternatively, the Recall ability is available from the start and only takes one turn to use.
- Inner Flame or scrolls of immolation work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They won't get angry, coming back no worse for the wear after the battle. Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...
- You can use Transference to execute a swap maneuver between your ancestor and a monster -- either to pull it in close or to get away from it. As long as your ancestor is several tiles away from you, you can swap them with a monster right next to you to allow you to escape. This basically works like a "blink other away" spell if done right, but with no checks for willpower on the monster's side.
- The same is possible for yourself. A properly set up Transference (telling your ancestor to retreat helps) functions much like a superior Passage of Golubria -- it even works on formicids!
History
- Prior to 0.30, knight ancestors attacked at regular (1.0; 0.66 with speed) delay.
- Prior to 0.27, your ancestor (and the -10% HP mutation) came on worship, rather than 1* of piety. Also, players and their ancestor could not fire through one another.
- Hepliaklqana was added in 0.19.
Gods | |
---|---|
Good | Elyvilon • Zin • The Shining One |
Neutral | Ashenzari • Cheibriados • Dithmenos • Fedhas Madash • Gozag Ym Sagoz • Hepliaklqana • Ignis • Okawaru • Qazlal • Ru • Sif Muna • Trog • Uskayaw • Vehumet • Wu Jian |
Chaotic | Jiyva • Nemelex Xobeh • Xom |
Evil | Beogh • Kikubaaqudgha • Lugonu * • Makhleb * • Yredelemnul * Chaotic & Evil |