Specifically Demon Claws, as per this thread on the forum: http://forum.t-o-m-e.net/viewtopic.php?t=1891
Demon Boots and Armor feel just a little bit silly to me (I keep thinking of biker outfits), but I definitely like the claws. Or gauntlets, or whatever you want to call them.
The way I'd have it, the spells would be (re)arranged like this..
Demon Claws Item as per Fubar's post, but should provide climbing.
- Rending (Demonology @ 1)
Hits an opponent with a magically strengthened blow, and attempts to stun it. At level 10, causes bleeding. At level 15, allows the player to attack two opponents. At level 25, allows the player to attack three opponents.
The damage for this spell shouldn't depend on the damage of a wielded weapon, and enhancements from Demon Blade shouldn't be factored in.
- Demonic Fury (Demonology @ 10)
Sends the caster into a berserk rage, and increases spell failure rate by 5 + (spell level / 2) %. At level 5, provides enhanced regeneration. At level 15, removes (and provides enhanced recovery from) blindness and poison. At level 20, removes (and provides enhanced recovery from) cuts and stunning.
Should probably cost a lot of mana. For Demonologists, healing shouldn't come cheap.
- Unreal Swiftness (Demonology @ 15)
Makes the caster move hellishly fast, and provides levitation. At level 5, gives free action. At level 10, allows the caster to fly. At level 15, gives the caster wraithform for a short time.
As per Fubar's "Bat Out of Hell" spell. Speed bonus is never as good as Essense of Speed, but other stuff makes up for that.
Some of the other spells (particularly Mad Rush) looked nifty, but IMHO shouldn't be stuffed into the gloves.
BitsySpider It'd also be cool if Randarts (and maybe some of the fixed ones as well) had a flag that made into the demonology spellbook appropriate for that slot. Gothmog's set is great and all, but Demonologists should have a few more options at end-game.
LordEstraven: I don't think that would be a good idea. Randart demon items are fine, but one of the big things with demonologists is limitation of equipment. Your suggestion sounds nice but I think it could be very, very unbalancing.
LordEstraven: On further examination, climbing is more powerful than I thought, since monsters can't do it. Better nix the climbing and think of something else...
RavenRed: This has been reworked in 3.0. A lot more monsters will be able to cross mountains. nixing the mountainsis probably unnecessary. Nice spells, too BTW.
Sirrocco: If you *do* decide to nix climbing, throwing in a tunneling bonus as a replacement seems reasonable. Also, as a random thought, demonic boots seem reasonable to me - or, rather, demonic horseshoes. They're all heavy curse, recurse, and once you put the first one on you get a "demonic hooves" corruption that prevents you from wearing any other kinds of boots. You could give them unreal swiftness, as above, plus...
- Brutal Kick (rather different from the original) (Demonology @15)
Melee-range magical attack doing gravity damage. Damage is not insignificant, but the spell is not intended as a primary damage-dealer. At level 5, does gravity damage and then force damage. At level 15, does gravity damage and then force damage and then inertia damage. At level 25, adds short-duration time-cage on the end (as per Major Displacement) ("I'm gonna kick you into next week!")
- Infernal tread (Demonology @ 10)
Gives the caster levitate At level 10, caster ignores lava At level 20, caster ignores icy floors At level 30, caster ignores nether mists (and any other random terrain effects not yet covered) At level 40, caster autodisarms all known traps that he steps on
For amusement value, you could also toss in "autokills trees that he steps on" somewhere in there, if you wanted to.
Of course, we'd have to replace Unreal Swiftness with something - can't let the claws feel left out, after all.
- Diabolical Assault (Demonology @35)
Bolt effect (sorta). identify the enemy targeted by that bolt. Caster teleports to the square in the bolt's path immediately before the target and attacks in melee. Max Range starts at 3 and increases with level.
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