Sunday, 10 March 2013
Thursday, 7 March 2013
Daemon the 7DRL
Occult-themed rogue-like symbolising a journal through the Qlippoth (the dark side of the Tree of Life) using the dark arts of the Goetia to gain power and to know thyself.I'll update this blog with progress reports as the week progresses.
Tuesday, 19 June 2012
I'm alive
Monday, 17 October 2011
Magic in DAEMON Part 3

- Proc: the % chance of this power being triggered each turn. This use does not modify the recharge time so powers can be both passive (proc-based) and active (on-use). Can be modified by environmental factors, target availability, items and so on. Also thinking of allowing the random proc effect to be suppressed under certain circumstances.
- Effect: for damaging powers, the damage dealt. For non-damaging powers, the extent.
- Duration: the duration of the power for non-instant powers in turns, for instant-powers, the length of a HoT/DoT effect applied.
- Recharge: the time to recharge the on-use version of the power.
Tuesday, 11 October 2011
Magic in DAEMON Part 2
Monday, 10 October 2011
Magic in DAEMON Part 1
Saturday, 8 October 2011
Daemon
Saturday, 24 September 2011
Sunday, 18 September 2011
Welcome Kharne v3
Saturday, 17 September 2011
Friday, 9 September 2011
Magic Systems based upon the Goetia.
The interaction between the magician and the summoned spirits in Goetic magick is quite unique. Whereas in some traditions, spirits are prayed to or asked for guidance and wisdom, the spirits and demons of Goetia are bound and commanded by the magician to act as his servants. In such an interaction, it is highly important for the magician to be aware that he is calling upon these spirits to perform an action, rather than do it himself, because many of these beings are more powerful than him. Therefore, compelling the spirits to obey is a major concern. For protection, the magician employs elaborate circles and
rotes to confine the spirit. Once confined, the spirit must be forced to act in accordance with the will of the magician. Many different methods are employed to compel the spirits; lesser spirits can often be coerced, threatened or fooled into compliance, whereas more powerful spirits can be more difficult to control.Common methods of control include threats, particularly in the form of the vibration of divine names, which tells the demon or spirit that the magician speaks with the authority and power of the god whose name he intoning. Some magicians will try to persuade the spirit, sometimes resorting to begging and bootlicking. In many cases, the magician may try to bargain with the spirit, to which it will most likely happily agree, exchanging service for sacrifice of some kind.
The various Goetic demons and beings are often very specialized. Grimoires list long catalogues of spirits, their specific powers, and how they may be summoned by the use of different seals, incantations, sacrifices and incenses. Before conjuration, the magician must carefully consult these catalogues and select the single spirit best suited for the task.
The Goetic spirits are not well suited to conversation, as are the Enochian angels. The lesser spirits are often stupid and are not known for their honesty. Summoning of the demons for the purpose of gaining information is generally a waste of time, unless perhaps the being is specifically ordered to spy or seek out information for the magician.
Wednesday, 7 September 2011
Multiple Light Sources
Thursday, 25 August 2011
Tuesday, 19 July 2011
New Fonts?

Friday, 15 July 2011
Kharne Alpha 23 now available
- Moved to a new Versioning System.
- Status Conditions are now displayed at the bottom of the main display.
- The '@' symbol is coloured according to the current health of the Player Character.
- Added four more types of potions to cover Elemental Resistances, which add 40% to their respective resistances.
- Trying to drink a potion or reading a scroll whilst not being able to will now exit the inventory properly.
- Potions of Healing and Extra-Healing now cure poisons.
- Potions of Extra-Healing cure the Paralysis, Blinded, Confusion and Drained conditions.
- A message is generated whenever a level containing a Unique is entered.
- Wearing Heavy or Medium armour reduces stealth.
- Thieves now learn Stealth skills quicker.
- Warriors now learn Defense & Heavy Armour skills quicker.
- Stealth rolls are modified by the distance to Monsters.
Thursday, 14 July 2011
Status Effects

Wednesday, 13 July 2011
Monster Flags
- ALIGNMENT_EVIL
- BEHAVE_BERSERK
- BEHAVE_COWARDLY
- BEHAVE_FLEE
- BEHAVE_GREEDY
- BEHAVE_IGNORE
- BEHAVE_RANGED
- BREED_MULTIPLY
- DOOR_BASH
- DOOR_OPEN
- DROP_CASH
- DROP_CORPSE
- DROP_ITEMS_ARTEFACT
- DROP_ITEMS_COMMON
- DROP_ITEMS_EPIC
- DROP_ITEMS_SUPERB
- DROP_ITEMS_UNCOMMON
- GENDER_FEMALE
- GENDER_MALE
- GOT_ESCORT
- GOT_ESCORTS
- GOT_FRIEND
- GOT_FRIENDS
- IMMUNE_AIR
- IMMUNE_EARTH
- IMMUNE_FIRE
- IMMUNE_WATER
- INVISIBLE
- NEVER_MOVE
- POISONOUS
- REGENERATE
- RESIST_AIR
- RESIST_EARTH
- RESIST_FIRE
- RESIST_WATER
- TELEPORT
- TELEPORT_AWAY
- TELEPORT_BLINK
- TELEPORT_TO
- WALL_KILL
- WALL_PASS
- BEHAVE_BERSERK: This flag means the creature will do increased damage at low health.
- BEHAVE_COWARDLY: Creatures having this flag will run away when hurt, and use ranged combat where possible, although their priority is to keep moving away from the @.
- BEHAVE_FLEE: Creatures having this flag will flee when hurt badly.
- BEHAVE_GREEDY: Creatures featuring this will actively prefer to pick up equipment as opposed to engaging the @ where possible.
- BEHAVE_IGNORE: These creatures will not attack unless attacked first.
- BEHAVE_RANGED: These creatures will attempt to stay at range and attack from a distance where possible.











