Survival Skills This would be either a rogue or warrior archetype, not sure which. Description: Be prepared! Learn a wide variety of nifty tricks that will save you from yet another stupid death! Level 1: Spare Rations. Basically generates low-efficiency food, similar to lucky pick. Absolutely impractical for use in actual battle, but very useful for healing between battles without causing massive amounts of monsters to appear. Level 2: Keyhole Peek. Allows you to see through doors when you are right next to them. Vision range through doors is significantly reduced. Level 3: Door Dive. Lets you move two spaces up, down, left or right, and if you land on the other side of a doorway, auto-closes the door for you. *Alternative: Lets you move one space without losing your turn, which still lets you escape your pursuers by closing the door behind you. Level 4: "Not like this!" Days of valiant fighting, only to be slain by a lowly trap. NEVER AGAIN! Grants extremely high resistance to necrotic and acid damage for 5 turns. Mainly meant to save you from death by thaumite infection or acid traps. Any thoughts?
Levels 1 and 4 are doable as-is. I don't think there's any way to cause effects to interact with doors ATM though. I like the ideas, though, they're a fairly brilliant way to take advantage of the most common environmental element of the game.
Thanks for your input! 2 and 3 are actually the ones I'd most want to see, they're things I'd REALLY like to be able to do. Shame they're not doable at the moment...
Well 2 could almost be accomplished by jumping two spaces forward without requiring sight, followed by a turn of stealth, followed by teleporting back. Of course I can't quite think of a way to reliably move you back without requiring you face a certain direction. 3 could create a 3x1 temporary blockade, which would give you time to close the door.
Come to think of it, any reliable form of 'high degree' of Necro resistance would make Necronomiconomics basically instantly overpowered, so that's probably a no-go, too.
Probably it would be best as a general Remove Curse effect. That would be broader in purpose, but still serve to remove those effects without giving anything weird like Trap Affinity to do it.
The one thing I'd like from an anti-RNG / survival skill is a one-hit-kill avoidance skill. Something that lets me melee Named monsters without worrying about a counter + crit sending me from full health to dead instantly.
Yeah, I really wanted that as the capstone skill in Bushido, but as coded ATM, there's no way to distinguish between a "you just got Countered" attack and a normal attack. If there were, I'd totally put in a "+100% counter chance vs. 1 attack, triggered 100% of the time when you get Countered" buff.
Hey, I made a mistake. When I said "necrotic" I meant "Putrefying", which is the damage that thaumite infections inflict. That means it wouldn't be game-breaking with necronomiconomics, but I guess, now that it's been suggested, a status-ailment cure would still be better.
Why not have it mimic the effect of a Potion of Purity? Hell, you could make it a "panic button" ability: mimic effects of potion of purity, potion of spatial instability, and potion of steeling, once every 100 turns or something.