Hepliaklqana

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Hepliaklqana altar.png "Through your memory, the past survives and persists."
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.

Racial restrictions

Demigods cannot worship Hepliaklqana (or any other god).

Appreciates

Hepliaklqana likes it when you explore the world.

Deprecates

  • Abandonment.
  • Inactivity (on average, you lose 1 Piety about every 500 turns).

Given Abilities

Piety Level -: "Hazy"

  • No abilities given.

Piety Level *: "[Species] Child" Once reaching 1* of piety, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.

  • Recall - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 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.
    • 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). Costs 2 MP and a 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. Costs 4 MP and a small amount of piety.

Piety Level *****: "Grand Scion"

  • When using Transference, creatures next to your target (i.e. the monster 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 (XL - 1)*2/3 +1
  • HP: HD * 5 + max(0, (HD - 12) * 5)
  • MR: 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
  • 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. The normal ally XP penalty does not apply to your ancestor.

Ancestor powers
XL Knight Battlemage Hexer
1 Flail, kite shield, and chain mail (bonus AC above) 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

This section contains advice from other players, which may be subjective, outdated, inaccurate or ill-advised. Take advice as you see fit, and read at your own risk!

The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar.

The hexer is arguably stronger than the other two ancestor types since they can get Mass Confusion and an antimagic quick blade.

Tips & Tricks

  • Characters with ranged weapons or Conjurations can use their ancestor as a shield, blocking enemy attacks while you fire back. If your ancestor dies, they'll come back soon enough.
    • Melee characters can instead attack with their ancestor; like how monsters are more effective when they surround you, you and your ancestors are more effective surrounding monsters. Of course, this doesn't stop you from using your ancestor as a distraction to run away.
  • Characters with fast movement speed (spriggans, felids, flying tengu, and swimming merfolk) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting Ctrl+e). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.
  • 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'll even come 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 also 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 as a poor man's scroll of blinking -- it even works on formicids!
  • Even though you can shoot projectiles and cast spells through your ancestor, this doesn't apply to your Orbs of Destruction. Your ancestor cannot dodge them, and a knight ancestor can even reflect them back with a shield of reflection.

History

  • 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 ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosDithmenosFedhas MadashGozag Ym SagozHepliaklqanaIgnisOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaNemelex XobehXom
Evil BeoghKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil