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Piety changes + new raise dead and ressurection

Posted: Mon Oct 05, 2015 9:48 pm
by dirza
I am a lot disappointed how people treat clerics like just another kind of mage. So i would like to offer suggestion to encourage religious play.

Step one
Remove gain of piety from killing and other doings.
Remove cost of piety when casting top clerical spells.
The only way to regain piety (which will decrease in time like now along with thirst and so on) would be on praying.

Step two
Raise dead - object will now suffer penalty like in respawn (which will last two times shorter)
advntages over respawn: you are raised in given location, no xp penalty on respawn, shorter recovery time
Failure chance: 5%
Modified by:
the targets opposite deity is opposite aligment (Evil X Good only) add 10% of failure
if failure occurs, the priest looses double the amount of piety, and body is gone (god refuses to raise the body)
if the target is not of your deity, the failure is increased further by 10 % (up to maximum 25%)

Cost: 10 piety

There is no reason why good aligned gods should be willing to raise evil back into life. And vice versa, evil gods have no slightest reason to raise good characters (yes, if you want to capture them, put the REAL EFFORT into it other than hacking and raising).

Ressurection
The target is back in life, full hps, no penalties from death.
Failure chance: 5%
Modified by: as on raise dead

The basic chance of failure will ensure, that you will never know if the target is heretic. Because there is always chance to fail it (you will not see any rolls). So failure to raise someone cannot be taken as poof of someones faith.

Step three
Altars
-you can consacrate now altar to any deity. Basic failure is 5% again. If your god is of opposite side of Evil X Good, then your chances are decreased by another 20%.
If you fail, the altar is destroyed.
, you loose 50% of your piety (your own god is angry)

-you can desacrate altars now only by performing ceremonies, failure will expose you to the anger of the god (see further)

Ceremonies
To encourage ceremonies and religious life of characters, lets let clerics to perform one ceremony per IG day. It will work as today - you trigger it on altar, and begin to pray with everyone nearby.
New feature:
chance to attract gods attention: 40%
bonuses: +2% per each of same faith within
In case of sucess: everyone involved gains the bonus to stats (like now from pray), plus bonus from domains of clerics.

Example: succesfull ceremony of cleric with domain travel and heal will add to the involved guys bonuses to their abilites, and on top also freedom of movement (travel domain) and regeneration X (domain heal). These blessings would last 10 turns + 1 turn per cleric level +1 turn per each of the faith present. Yes, they would last longer time but would be subject to dispels, breachs, or removed on the rest.

The heretics invovled in the ceremony would be passive penalty. They would gain blessings, but their presence would be ignored for any bonuses.

How to desacrate altar:
You need to perform the ritual onto it. It works same as the ceremony. But!
Ceremonies would increase altars points (from 0 - 100) and each attempt to desacrate would remove these points away (bonus per each person of same faith like you). Once it reached zero, the altar is consacrated to the new god.
Each time you try to do this, you get the chance to fail. If you fail, you loose your piety, and something ugly happens.

Depending how strongly the altar is consacrated the following will occur:
stripping everyone around from all magic
spawning the devils/demons/angels depending on the gods aligment hostile to trespassers
hammering them with divine damage on top



So you want to keep your temple safe, you have to perform ceremonies. While if yu play some culprit, you can perform secret rituals to influence it, but it would require a great effort to success. Not one click on altar.