Idea how make runes\infusion choice more interesting:
Instead of having five generic slots for infusions, vary them by zones:
1 rune\infusion - Head
1 rune\infusion - Hands
1 rune\infusion - Legs
2 runes\infusions - Torso
Such differentiation may allow to do two interesting things:
First one is rune\infusion interaction with worn armor. The simplest example is that arcane disrupting runes may block runes that they are worn over, but there are other possible rune\infusion related egos for body armor
Second one - same rune\infusion can behasve differently depending on it's position.
For example:
Movement infusion on legs : As it is
Movement infusion on arms : Bonus to weapon speed only
Movement infusion on Head : Bonus to mindpower based actions speed only
Movement infusion on Torso - useless
Or
Regeneration infusion:
Torso: As it is
Legs\Arms: Halved health regeneration + stamina regeneration
Head: Halved health regeneration + psi regeneration
Or
Poison infusion:
Head: As it is
Arms: +X poison damage on melee hit for Y turns
torso: +X poison damage when hit for Y turns
Legs: no effect
Specific body slots for infusions\runes
Moderator: Moderator
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: Specific body slots for infusions\runes
It could work if you made infusions\runes equippable as part of inventory. Probably conflicts with darkgod's vision of how they work, as it adds complexity and makes them more like an inventory item. May be a good idea for a mod to try out. To make it worthwhile, runes could have different effects depending on which slot of the body they are placed on.