Difference between revisions of "Hepliaklqana"

From CrawlWiki
Jump to: navigation, search
(Updated Idealise description)
(Hepliaklqana doesn't actually give you the Frail mutation, but reduces your max HP by 10% (this stacks with frail, of course). Added more info on abilities, still requires some exact numbers.)
(24 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{version|trunk}}
+
{{version021}}
[[File:Hepliaklqana altar.png]]
+
[[File:Hepliaklqana altar.png]] "Through your memory, the past survives and persists."
 
{{flavour|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.
 
{{flavour|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.
  
Line 13: Line 13:
 
==Deprecates==
 
==Deprecates==
 
* Abandonment.
 
* Abandonment.
 +
* Inactivity (on average, you lose 1 Piety about every 500 turns).
  
 
==Given Abilities==
 
==Given Abilities==
 +
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.
 +
 
'''[[Piety|Piety Level -]]:''' "Hazy"
 
'''[[Piety|Piety Level -]]:''' "Hazy"
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.
+
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.
+
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.
  
'''[[Piety|Piety Level *]]:''' "Foo Child"
+
'''[[Piety|Piety Level *]]:''' "[Species] Child"
 
*No abilities given.
 
*No abilities given.
  
 
'''[[Piety|Piety Level **]]:''' "Storyteller"
 
'''[[Piety|Piety Level **]]:''' "Storyteller"
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.
+
*'''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]].
  
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.
+
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.
 
 
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.
 
  
 
'''[[Piety|Piety Level ***]]:''' "Brooding"
 
'''[[Piety|Piety Level ***]]:''' "Brooding"
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength, spellcasting, and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.
+
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety.
 
 
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.
 
  
 
'''[[Piety|Piety Level ****]]:''' "Anamnesiscian"
 
'''[[Piety|Piety Level ****]]:''' "Anamnesiscian"
*No abilities given.
+
*'''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|Piety Level *****]]:''' "Grand Scion"
 
'''[[Piety|Piety Level *****]]:''' "Grand Scion"
*No abilities given.
+
*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|Piety Level ******]]:''' "Unforgettable"
 
'''[[Piety|Piety Level ******]]:''' "Unforgettable"
 
*No abilities given.
 
*No abilities given.
 
==Punishments==
 
{{flavour|
 
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, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.
 
  
 
==Ancestor==
 
==Ancestor==
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:
+
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
+
*'''HD''' (XL - 1)*2/3 +1
*HP = HD * 5 + max(0, (HD - 12) * 5)
+
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)
*MR = HD*HD/2
+
*'''MR:''' HD*HD/2
*Base damage = HD + 3;
+
*'''Base damage:''' HD + 3, * 2 for the battlemage;
*Base AC = HD
+
*'''Base AC:''' HD
**(knight gets 5+HD/2 bonus AC)
+
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player
 +
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity
 +
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly
  
Ancestors do not time out, can follow you down up the stairs and cannot be dispelled.
+
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.
  
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].
+
{| class="wikitable" border="1"
 +
|+Ancestor powers
 +
|-
 +
!XL
 +
!Knight
 +
!Battlemage
 +
!Hexer
 +
|-
 +
|1
 +
|[[Flail]], [[shield]], and [[chain mail]] (bonus AC above)
 +
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]
 +
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]
 +
|-
 +
|15
 +
|[[Broad axe]] of [[flaming]]
 +
|[[Bolt of Magma]]
 +
|[[Paralyse]]
 +
|-
 +
|19
 +
|[[Large shield]] of [[reflection]], haste self
 +
|[[Lajatang]] of [[freezing]], haste self
 +
|[[Mass Confusion]], haste self
 +
|-
 +
|24
 +
|[[Broad axe]] of [[speed (brand)|speed]]
 +
|[[Lehudib's Crystal Spear]]
 +
|[[Antimagic]] [[quick blade]]
 +
|}
  
The choices are presented as abilities upon reaching XL 15:
+
==Punishments==
 +
{{flavour|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...}}
  
*Knight: Demon Trident
+
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 about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.
  
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon
+
==Strategy==
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice
+
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, but at the moment there is noticeable power difference that makes this way of choosing less appealing.
is permanent and cannot be undone.
 
 
 
*Knight: Broad Axe
 
 
 
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of
 
cleaving through many surrounding foes with each blow. This choice is permanent
 
and cannot be undone.
 
 
 
*Battlemage: Iceblast
 
 
 
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion
 
of cold and physical damage. The blast radius can often hit multiple foes, but
 
may be ineffective if you are in melee yourself, since your ancestor will avoid
 
affecting you with the blast. This choice is permanent and cannot be undone.
 
 
 
*Battlemage: Bolt of Magma
 
 
 
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating
 
beam of fire and physical damage. This choice is permanent and cannot be
 
undone.
 
  
*Hexer: Paralyse
+
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.
  
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,
+
===Tips & Tricks===
if they fail to resist, leaves them completely helpless for the next several
+
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your magic. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.
turns. This choice is permanent and cannot be undone.
+
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) 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...
*Hexer: Englaciation
 
 
 
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all
 
non-cold-resistant nearby foes for several turns. This choice is permanent and
 
cannot be undone.
 
 
 
==Strategy==
 
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, but at the moment there is noticeable power different that makes this way of choosing less appealing.
 
  
 
==History==
 
==History==

Revision as of 06:43, 16 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.
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

While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.

Piety Level -: "Hazy"

  • 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 *: "[Species] Child"

  • No abilities given.

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. 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.

Ancestor powers
XL Knight Battlemage Hexer
1 Flail, 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 Large 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 about as much XP as ending Ashenzari wrath. The XP is permanently gone.

Strategy

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, but at the moment there is noticeable power difference that makes this way of choosing less appealing.

Hexer is generally considered to be stronger than the other two ancestor types since they can get Mass Confusion and an antimagic quick blade. Battlemage usually tapers off in power around Lair and has problems due to requiring a clear line of sight to the target.

Tips & Tricks

  • Characters with ranged weapons or ranged Conjurations should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your magic. Searing Ray in particular is tricky to use without your ancestor moving into the line of fire.
  • Characters with fast movement speed (centaurs, spriggans, felids, and any character with boots of running) 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...

History

Hepliaklqana was added in 0.19.

Gods
Good ElyvilonZinThe Shining One
Neutral AshenzariCheibriadosFedhas MadashGozag Ym SagozHepliaklqanaIgnisNemelex XobehOkawaruQazlalRuSif MunaTrogUskayawVehumetWu Jian
Chaotic JiyvaXom
Evil BeoghDithmenosKikubaaqudghaLugonu *Makhleb *Yredelemnul
* Chaotic & Evil