Anti-Magic Undead
Posted: Mon Jul 23, 2012 1:38 am
In the current game:
By lore: undead are banned from using equilibrium-based talents, infusions, and the anti-magic class. By lore, they are too separated from nature to join with nature.
By logic: undead are banned from using infusions, and anti-magic characters are banned from using runes. If a character could somehow take both, they'd give up ALL the rune/infusion options. Giving up one isn't too bad, as it frees up more slots for the other. Giving up both would cripple any character in the game.
Suggestion:
By lore: the Zigurath discover a form of fungus that can consume the magic that brings life to undead, grow throughout the undead's body, and power a new life by nature. They may still be banned from the 'fungus' path, as it could interfere with the fungus in them now. (mechanically, fungus mostly boosts regeneration infusions anyway)
Mechanics: undead can take the anti-magic path, though it may mean a harder test for them. They gain the ability to use equilibrium, though infusions are still banned. The sacrifice of both infusions and runes would require a GREAT bonus if this idea is taken. Because the gold spent for runes/infusions is cheap compared to the points spent on talents, the bonus should not come as a talent tree, but as an automatic bonus (think like a necromancer using lichform). Since it isn't something that can be further invested in, and because it would probably be taken early, I suggest the bonuses scale with character level, so that the fungus 'grows' as the character does.
New Life Fungus (passive): The fungus which has taken root in your body, becoming the new source of life for you, grants you exceptional regeneration capabilities (+lvl/2 HP regen, +lvl/4 stam regen, +lvl/8 psi/equilib regen), as well as substantial resistance to damage (+lvl/4 all damage resist, or maybe individual for most damage types) and much faster movement (+lvl/2 global speed).
Those are some huge bonuses, I know, but they come at the cost of ALL healing, regeneration, movement, wild, hero, etc infusions, AND ALL shielding, phase door, teleportation, invisibility, and damage runes. There are a few, pretty rare, items that can grant some of these effects (healing, shielding, teleportation, damage are the only ones I know), but they generally don't scale, or only scale a little, and are pretty rare. Also, since those bonuses would be pretty small at lower levels, it may be advisable to make it start at a fixed amount and then add the level-scaling quantity (i.e. +10+lvl/2 HP regen).
This would, of course, require a significant expansion in lore, so it would be a HUGE step to take, but I think it would unlock some interesting possibilities.
By lore: undead are banned from using equilibrium-based talents, infusions, and the anti-magic class. By lore, they are too separated from nature to join with nature.
By logic: undead are banned from using infusions, and anti-magic characters are banned from using runes. If a character could somehow take both, they'd give up ALL the rune/infusion options. Giving up one isn't too bad, as it frees up more slots for the other. Giving up both would cripple any character in the game.
Suggestion:
By lore: the Zigurath discover a form of fungus that can consume the magic that brings life to undead, grow throughout the undead's body, and power a new life by nature. They may still be banned from the 'fungus' path, as it could interfere with the fungus in them now. (mechanically, fungus mostly boosts regeneration infusions anyway)
Mechanics: undead can take the anti-magic path, though it may mean a harder test for them. They gain the ability to use equilibrium, though infusions are still banned. The sacrifice of both infusions and runes would require a GREAT bonus if this idea is taken. Because the gold spent for runes/infusions is cheap compared to the points spent on talents, the bonus should not come as a talent tree, but as an automatic bonus (think like a necromancer using lichform). Since it isn't something that can be further invested in, and because it would probably be taken early, I suggest the bonuses scale with character level, so that the fungus 'grows' as the character does.
New Life Fungus (passive): The fungus which has taken root in your body, becoming the new source of life for you, grants you exceptional regeneration capabilities (+lvl/2 HP regen, +lvl/4 stam regen, +lvl/8 psi/equilib regen), as well as substantial resistance to damage (+lvl/4 all damage resist, or maybe individual for most damage types) and much faster movement (+lvl/2 global speed).
Those are some huge bonuses, I know, but they come at the cost of ALL healing, regeneration, movement, wild, hero, etc infusions, AND ALL shielding, phase door, teleportation, invisibility, and damage runes. There are a few, pretty rare, items that can grant some of these effects (healing, shielding, teleportation, damage are the only ones I know), but they generally don't scale, or only scale a little, and are pretty rare. Also, since those bonuses would be pretty small at lower levels, it may be advisable to make it start at a fixed amount and then add the level-scaling quantity (i.e. +10+lvl/2 HP regen).
This would, of course, require a significant expansion in lore, so it would be a HUGE step to take, but I think it would unlock some interesting possibilities.