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New monsters: alderkings, death trees for Depths and rarely Crypt
While plants have been very slowly added to Crawl due to the innate difficulties of designing more immobile monsters, the motile plant glyph ('f') is one of the few console glyphs mostly wide open for additional monsters. There's a lot of easy flavourful design space for more plants, and in particular, adding one of them in Depths has multiple benefits: it can connect the various spriggans moved there closer to a branch otherwise mostly preoccupied with giants and undead, it can make Fedhas's plant pacification mean a little more throughout the game, and it can help further split apart the artificial fortification spirit of the Vaults versus the more uncontrolled cavern-dungeon of the Depths. Alderkings are a translated name of something from various works of Germanic literature, a storied figure of a darkwood elf king that haunts deep forests and absconds with or kills trespassers. (Crawl's elves aren't particularly fey, so it's deployed around the main fey threats of spriggans instead. The translation drift between the Danish elverkonge and German erlkönig is a couple centuries old, so it feels fine to make it literally a tree as the artistic tradition still includes rather than some fey spirit. Without a name to the title and with a lot of differing takes in centuries of tradition, demoting them to a non-unique feels fine enough to me.) These are deep out-of-depth walking trees in Depths with mildly-below-ettin level melee damage, reasonable hp and AC but poor EV and rF-, plus three notable spells: * Grasping Roots, the ranged constriction spell used by shambling mangroves: aside from using a little more constriction in Depths as is less present in Vaults with tentacled monstrosities moved out from the branch, it also slows running away from its short-range other spells. * Siphon Essence, the range-2 torment into self-healing ability provided by talismans of death: an experiment in trying out more highly dangerous short-range spells and means of healing monsters in a more reasonably tangible fashion, a means of endangering lategame characters with very high defenses, and a chance to establish yet another unique way to deal unholy damage as Crawl's large focus on unholy threats regularly needs. Unlike Torment, this range can be avoided for a large number of characters, and it also can avoid hurting living allies as Depths still contains plenty of. * Dispel Undead, the not-ranged version players, their ghosts, and burial acolytes use: a chance to further emphasize that monsters can have varying Dispel Undead ranges, and one short enough to still emphasize their Grasping Roots. Thus, they pin their foes in place, cast high-damage short-range spells with various non-standard resistance checks, and then finish them off with heavy melee. Hopefully the obvious synergies between these spells and the rarity of a character caring about both Siphon Essence and Dispel Undead will be straightforward enough for players to learn and fear. They're quite scary in practice, but Depths threatens a lot with large bands of monsters; they'll mostly endanger reckless spell-less characters, who would be just as imperilled if not more so by shrike and spark wasp bands. One can always teleport before they get close, after all.... Aside from placing around once or twice per game in generic threat vaults and regular floor spawns, they also appear in a number of forested, necromantic, and magical vaults throughout Depths. As strong necromantic casters, these also appear in a sparse Crypt vaults that already used dead trees; since the branch has plenty of regular living necromancers already, this shouldn't be too out of place. (This also comes with some tweaking of various other uses of dead trees and petrified trees, to deal with the automagic feature-recolouring-to-tile match-up mess.) Their tile is an amalgamation of CanOfWorms's hill giant, Sastreii's demonic trees, roctavian's shambling mangrove, and ontoclasm plus lingerstink's Asterion. It animates in a mildly experimental fashion to bridge tree foilage and necromancy colours.
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