My attempt at a UC focused god: Quilvash

I am a big fan of DCSS, though I am not very good, and I have been wondering about what kind of feature I’d like to add to contribute to the game. While on a walk I happened to think about Avatar: The Last Airbender and how that could lend itself to crawl. To that end I came up with an idea for what I think is a potentially fun UC focused god that Claude I am calling Quilvash. So far this is the setup I have created and am currently play testing.

Parts of this may be OP, I’m still working on ideas for what abilities you get for pip 5/6 of piety but I think the current setup feels fun and has good incentives to skipping UC combat in favor of a un/randart.

One area I haven’t given this too much thought is how forms/talismans play into this or how this in combo with certain spells might make it broken. Maybe forms can be solved by the god disliking transformations.

Below is a summary of the piety levels and what abilities are unlocked. Still thinking through piety costs and how quickly it is gained back.

Summary:

4 “bending” types (taken directly from the show) Air,Water( Ice in DCSS ), Fire, Earth.

Piety levels and rewards:
Pip 1: you get to pick one of the 4 bending types. This bestows a passive UC brand:

  • Fire - Flaming
  • Water - Freezing
  • Earth - Protection
  • Air - Speed

Pip 2: you get an resistance based on type

  • Fire - rF+
  • Water - rC+
  • Earth - rPois
  • Air - rElec

Pip 3: gain an ego and apt changes to +1 for themed spell skill (like how draconians work)

  • Fire - Fire ego and a boost to fire magic apt
  • Water - Ice ego and a boost to ice magic apt
  • Earth - Earth ego and a boost to earth magic apt
  • Air - Air ego and a boost to Air magic apt

Pip 4: More resists based on type

  • Fire - rF+ (now rF++)
  • Water - rC+ (now rC++)
  • Earth - rCorr (now rPois + rCorr)
  • Air - rN++ (now rElec + rN++)

Pip 5: Berserk like ability which costs a lot of piety that gives the berserk like boosts ( hp gain, might, but no haste ) and a modifier based on bender type which wears off after a timer but can be extended and has a cooldown:

  • Fire - “inferno” - punches inflict “sticky flame” instead of flaming brand
  • Water - “blizzard” - punches inflict “hailstorm” instead of freezing
  • Earth - “earthquake” - punches inflict “petrify” instead of freezing
  • Air - “Hurricane” - punches inflict “airstrike” instead of speed

Pip 6: Avatar state - on activation a top level spell from the school matching the players bending is instantly cast then for 15 turns they get all the pip 1 brands except their main bending where they get the pip 5 “brand”. Using this brings them all the way down to min(pip 5) and can only be used when at max piety.

  • Fire - instant cast “ignition”, they get the freezing+protection+speed brand and “Sticky flame” is cast on their punch targets
  • Water - instant cast “polar vortex”, they get the flaming+protection+speed brand and “hailstorm” is cast on their punch targets
  • Earth - instant cast “shatter”, they get the flaming+freezing+speed brand and “petrify” is cast on their punch targets
  • Air - instant cast “chain lightning”, they get the flaming+freezing+protection brand and “airstrike” is cast on their punch targets

Could you re-work this so that you can pick the 4 different elements once each? Ie, one could get earth resistance, water attack, air magic, and a fire (a)bility? Then with the avatar state, you could somehow get all 4 resistances, all 4 magics, all 4 attack brands, and all 4 abilities (?)

(That’s just the way I’d build on this concept to make it even more interesting[1]. Instead of 4 possible builds, which just feels like having 4 different ‘gods’, you’d have 24 different builds, which would paradoxically make it feel more like there’s only 1 overarching concept.)


  1. to me ↩︎