I think that there could be a few more inscription egos added, as there is currently only the +effect based on a stat ones. My ideas:
Powerful: Gives a bonus to its power equivalent to 30-70 of the stat that boosts an ego inscription
Quick: -10-30% cooldown
Lasting: +10-40% duration. Only applies to inscriptions with duration.
Reaching: +20-60% range. Only applies to inscriptions with range.
Focused: +30-100% power, -20-50% range. Only applies to inscriptions with both range and power.
Desaturated: 50% chance to not be affected by saturation, and does not cause it.
Balanced: inscription only, recovers 0.2 * WIL equilibrium on use.
Do you think that this would add to the game? Would it upset balance too much? Do you have any other ideas for them?
Inscription Egos
Moderator: Moderator
Re: Inscription Egos
Whilst it's not a bad idea I think your suggestions are a little too much on the strong side. Some of the figures should be half or even lower. Also the way egos work it's easier if they can be applied to all of that item type, as opposed to only those with x or y effects. For instance instead of Lasting and Reaching, combined them into Extended, which does both of their effects and would apply to all inscriptions. Even then I think the way egos are coded might make some of these extensions to effects might be hard to code in, and the likes of your Balanced infusion idea (where it's an extra effect entirely) might be the easiest implementation.
Re: Inscription Egos
Well, i like this idea, is something similar to the D&D metamagic, just tone down the numbers. However, this egos should make runes and infusions more interesting out of the stat-based ones, i'd totally want it!
Re: Inscription Egos
I wouldn't mind egos on inscriptions, but your suggestions overlap pretty heavily with the randomness that already defines inscriptions effects - power, duration, cooldown. If these became fixed (or at least varied less so 50-life shielding runes aren't common in Dreadfell) I could see a reason for these egos.
Overall, I'd rather see more inscriptions instead of ego'd inscriptions - for example, Displacement Shield would be a fun one. Adding egos makes them complicated and hard to track down, when the desire is to find them with relative ease so you can shore up in any gaps in your class/talent build.
Overall, I'd rather see more inscriptions instead of ego'd inscriptions - for example, Displacement Shield would be a fun one. Adding egos makes them complicated and hard to track down, when the desire is to find them with relative ease so you can shore up in any gaps in your class/talent build.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Inscription Egos
Infusion egos
Sustaining -- restores a small amount of stamina, eq or psi
Invigorating -- increases maximum health for a duration
Soothing -- reduces duration of any negative effects by a turn
Bolstering -- boosts heal mod % for a few turns
Bloodfuelled -- killing an enemy reduces its cooldown
Answering -- being hit for over 15% of your health reduces its cooldown by 3
Vengeful -- increases power as health decreases
Irenic -- small cooldown and increased power when used at full or >90% health
Trusty -- cannot be put on cooldown by stun or other effects, can be used when frozen, confused.
Providential -- temporarily increases saves
Relenting -- chance to slow nearby animals, evil creatures
Luminous -- lights squares, deals light damage to nearby evil creatures
Dampening -- grants antimagic armour for 1 turn, reduces duration of magic effects on nearby creatures
Concordant -- reduced Saturation
Consuming -- leeches adjacent enemies' mana to increase effect
Synergistic -- reduces the cooldown of identical or similar spells, identical other infusions
Charmed -- increases Luck so long as it is equipped
Crippling, Numbing, Stoning Insidious Poison -- inflicts low-duration secondary poison effect
Rune egos
Recharging -- restores a small amount of mana, vim or positive & negative energy
Retributive-, Sheathing-, Concussive-, Searing-, Reflective, Disruptive, Feeding -- retributive effects that (conveniently) last as long as the rune's (Shielding / Invisibility) base power. retributive deals physical or arcane damage, sheathing slows, concussive has a chance to daze, searing burns, reflective returns damage to magic users, disruptive has a chance to teleport enemy, feeding regenerates a certain amount on each hit.
Beguiling -- forms a non-damaging illusory copy for a few turns (Phase Door / Teleport)
Overcharging -- gains increased power and reduced cooldown when no other runes are on cooldown
Reactive -- used automatically when hit for 15% health, reduced cooldown when doing so
Quickening -- small movement speed boost for a few turns after use
Synergistic -- reduces the cooldown of identical or similar spells and runes
Blademaster -- performs melee attacks on adjacent creatures when used
Elusive -- can use when silenced, ignores ice and other constraints
Contingent -- comes off cooldown and reduced cooldown when low on all resources (or high on Paradox). No effect without a mana, vim, Paradox or energy bar.
Displacing -- increases defense temporarily (or grants evasion)
Buffeting / Surging -- higher damage at near / far range (attack runes only)
Explosive -- enlargens effect area on area damage runes or deals splash damage to enemies adjacent to target on beam / bolt runes.
Aligned -- increases fire / acid / cold / arcane / temporal damage for a turn (attack runes primarily)
Draining -- leeches health from targets
Sustaining -- restores a small amount of stamina, eq or psi
Invigorating -- increases maximum health for a duration
Soothing -- reduces duration of any negative effects by a turn
Bolstering -- boosts heal mod % for a few turns
Bloodfuelled -- killing an enemy reduces its cooldown
Answering -- being hit for over 15% of your health reduces its cooldown by 3
Vengeful -- increases power as health decreases
Irenic -- small cooldown and increased power when used at full or >90% health
Trusty -- cannot be put on cooldown by stun or other effects, can be used when frozen, confused.
Providential -- temporarily increases saves
Relenting -- chance to slow nearby animals, evil creatures
Luminous -- lights squares, deals light damage to nearby evil creatures
Dampening -- grants antimagic armour for 1 turn, reduces duration of magic effects on nearby creatures
Concordant -- reduced Saturation
Consuming -- leeches adjacent enemies' mana to increase effect
Synergistic -- reduces the cooldown of identical or similar spells, identical other infusions
Charmed -- increases Luck so long as it is equipped
Crippling, Numbing, Stoning Insidious Poison -- inflicts low-duration secondary poison effect
Rune egos
Recharging -- restores a small amount of mana, vim or positive & negative energy
Retributive-, Sheathing-, Concussive-, Searing-, Reflective, Disruptive, Feeding -- retributive effects that (conveniently) last as long as the rune's (Shielding / Invisibility) base power. retributive deals physical or arcane damage, sheathing slows, concussive has a chance to daze, searing burns, reflective returns damage to magic users, disruptive has a chance to teleport enemy, feeding regenerates a certain amount on each hit.
Beguiling -- forms a non-damaging illusory copy for a few turns (Phase Door / Teleport)
Overcharging -- gains increased power and reduced cooldown when no other runes are on cooldown
Reactive -- used automatically when hit for 15% health, reduced cooldown when doing so
Quickening -- small movement speed boost for a few turns after use
Synergistic -- reduces the cooldown of identical or similar spells and runes
Blademaster -- performs melee attacks on adjacent creatures when used
Elusive -- can use when silenced, ignores ice and other constraints
Contingent -- comes off cooldown and reduced cooldown when low on all resources (or high on Paradox). No effect without a mana, vim, Paradox or energy bar.
Displacing -- increases defense temporarily (or grants evasion)
Buffeting / Surging -- higher damage at near / far range (attack runes only)
Explosive -- enlargens effect area on area damage runes or deals splash damage to enemies adjacent to target on beam / bolt runes.
Aligned -- increases fire / acid / cold / arcane / temporal damage for a turn (attack runes primarily)
Draining -- leeches health from targets
Re: Inscription Egos
I don't think that the numbers need a tone down to be balanced to the current rune egos. If you find one that scales with a primary stat, it can double or triple the effect of the inscription, which is much more powerful than the ones that I have suggested.
As for the egos overlapping with the random aspects of inscriptions, I don't see the problem. If it stays within the normal range, it is much the same as comparing an iron longsword of massacre to a plain steel longsword, or a +def/armour ego on body armour to a plain one of the next tier. If it goes outside of the normal range (which it could be forced to do), then it is more noticeable as an ego effect.
Some of the effects could be combined for easier coding, although it would be tough to have all egos that work on Healing (for instance), work on Lightning Rune without severely limiting their scope.
As for the egos overlapping with the random aspects of inscriptions, I don't see the problem. If it stays within the normal range, it is much the same as comparing an iron longsword of massacre to a plain steel longsword, or a +def/armour ego on body armour to a plain one of the next tier. If it goes outside of the normal range (which it could be forced to do), then it is more noticeable as an ego effect.
Some of the effects could be combined for easier coding, although it would be tough to have all egos that work on Healing (for instance), work on Lightning Rune without severely limiting their scope.