Thoth

**Thoth**, God of Knowledge, is one of the playable Favors in the game Immortal Redneck. Thoth grants far more mobility than any other Favor, with a flat 20 points added to speed and an additional jump, at the cost of 20 points of Defense and mediocre starting weapons. His teleport ability can be used to get out of sticky situations as well as to skip dangerous traps and terrain, but it's difficult to use well and requires practicing due to its finicky nature. His weapons are all very low-damage, and both his Energy Gloves and Energy Rifle have slow projectiles that require careful aiming, which runs counter to his high mobility. If the Redneck can find more powerful weapons, however, Thoth's high mobility and normal damage make him a very strong offensive Favor.

## Equipment and abilities

### Weapons

#### Energy Gloves

Description: A pair of red/black gloves that fire slow-moving, low-damage energy balls, and does not require ammo to fire.

* Damage Multiplier: Low
* Magazine Size: N/A
* Ammo Capacity: Infinite
* Reticle Bloom: Small
* Effective Range: Medium-short

#### Energy Rifle

Description: A full auto energy rifle. Fires fast moving bolts of plasma, but still requires the player to compensate for their slight travel time.

* Damage Multiplier: Low
* Magazine Size: 25
* Effective Range: Medium

#### Energy Ball

Description: A grenade-like device that, once thrown, sticks to the surface it hits and projects a ball of energy for a few seconds that damages anything nearby.

* Damage Multiplier: Moderately low
* Magazine Size: N/A
* Ammo Capacity: 8
* Reticle Bloom: None
* Effective Range: Long

### Abilities

Active skill: Short range teleport that travels strictly horizontally in the direction the Redneck is moving. After the teleport, the Redneck will stop very briefly in place and then, if in midair, will start falling as if he has just touched ground. Will be stopped short if it collides with anything and will not follow the slope of the floor when used grounded.

Passive skill: Extra jump. This stacks with all other bonus jumps gained by any means.

Skill tree upgrade: Reduced skill cooldown.

### Stats

HP: -9% penalty

Attack: No change

Speed: +20 point bonus

Defense: -20 point penalty

## Strategy

The most important thing with Thoth is to replace your Energy Gloves with a more reliable weapon. The Energy Rifle is also hard to use, but it's stronger and faster than the Energy Gloves. The Energy Ball, conversely, is very handy for dealing with crowds of enemies and for setting up traps, and is far more damaging than Thoth's other weapons. However, its tiny ammo count makes it difficult to rely on. Finding a reliable, strong weapon, such as the AK-47, can result in a very strong run due to Thoth's powerful mobility. Thoth himself does not impart a damage reduction; it simply feels that way because his starting weapons are all weak. So if you can replace those weak weapons, Thoth can turn the Redneck into a powerful, high-octane force. To do well with Thoth, however, his finicky teleport skill needs to be used properly as well. It will always travel in the direction the Redneck is moving in, unless the player is not currently inputting a direction, in which case it will travel horizontally forward in the direction the Redneck is looking. This means that if you jump in one direction, turn around, let up the movement key, even though you will still be travelling through the air in the original direction, you will travel in the direction you're looking instead because you're not actively holding a direction. Also, the teleport will stop dead if it encounters any form of terrain at all, even if it's just a pebble on the ground. It's good practice to always jump just before using the teleport to avoid a potentially hazardous early stop. Thoth is very difficult to use well due to his complicated kit and weak starting weapons, but he can likewise be very rewarding once the player is accustomed to it.