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put inscriptions in inventory at start (minor spoilers!)

Posted: Tue Nov 12, 2013 7:43 pm
by random417
so, I started a shalore slinger today to try out the new trees. I wanted to pick up some of the AM escorts , mostly for track and the light armor skill. I pulled the point out of the racial, but couldn't pull the runes off. the same thing could apply to doomed or solipsist, really, any class that likes crit stuff enough to run shalore, but doesn't need magic. I'd rather inscriptions ( or at least runes) start in the inventory so we have the option to not use them. thoughts?

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Tue Nov 12, 2013 8:22 pm
by random417
seems like it's only shalore and undead out of the races that get any runes... maybe shalore should just start with the standard set. undead aren't gonna be able to go anti magic, out betray anyway. maybe start shalore with just a movement infusion, or that and a healing? Still sets them apart, but keeps the runes out, for off builds

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 1:11 am
by HousePet
Shaloren are inherently magical so the option of going with antimagic is rather unliked. (even if they were not to be killed on sight)

The issue here is more that a variety of escort rewards are automagically locked to them, which is restrictive to builds.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 2:01 am
by 0player
A friendly reminder that the whole Shaloren race was once infused with immortality magicks by one mad arcane blade. Not to mention the Spellblaze. I think any self-respecting Ziguranth (ha, an oxymoron!) shoud hunt down those abominations.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 3:51 am
by random417
HousePet wrote: The issue here is more that a variety of escort rewards are automagically locked to them, which is restrictive to builds.
^This exactly



0player wrote:A friendly reminder that the whole Shaloren race was once infused with immortality magicks by one mad arcane blade. Not to mention the Spellblaze. I think any self-respecting Ziguranth (ha, an oxymoron!) shoud hunt down those abominations.

But the "Story of my salvation" lore talks about turning away from a magical path. I wouldn't choose Shalore if I wanted to go AM, but it is possible. The problem is mostly with the early escorts, and that there's no option to not have spells so you can betray from the beginning. I just want one point in track for my Doomed, or the mobility tree for my archer. I could deal with not getting them, but to get the proper escort on L1 of my starting dungeon, and not have the chance to betray is real annoying...

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 2:25 pm
by 0player
random417 wrote: But the "Story of my salvation" lore talks about turning away from a magical path. I wouldn't choose Shalore if I wanted to go AM, but it is possible. The problem is mostly with the early escorts, and that there's no option to not have spells so you can betray from the beginning. I just want one point in track for my Doomed, or the mobility tree for my archer. I could deal with not getting them, but to get the proper escort on L1 of my starting dungeon, and not have the chance to betray is real annoying...
There's difference between brewing potions and being an immortal abomination whose kin still worships magic.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 5:29 pm
by Crim, The Red Thunder
There is indeed a difference. One isn't magic at all, but science. The other is magic, but being born to a race does not immediately dictate that you approve of that race. Self-hating shalore could easily exist. Surely some of them deplore the things their ancestors did, and pursue the foolish powers of antimagic to fight their kin.

I have NO objection to this whatsoever, other then that antimagic is inherently evil and wrong.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 6:59 pm
by random417
another option would be to let us delete inscriptions from the level up screen, so I could just delete the runes

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Wed Nov 13, 2013 10:26 pm
by Sirrocco
Having some ability to purge inscriptions at will seems reasonable.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Thu Nov 14, 2013 4:16 am
by The Revanchist
Was there not something in the ToME lore, I believe on the Welcome sign in Zigur, about members who come into contact with arcane runes being obligated to burn the "infected" skin? I'd think that would be an effective way to erase them... Albeit painfully.

And of course, using natural fire. Not some blasphemous magic fire.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Thu Nov 14, 2013 4:52 am
by Crim, The Red Thunder
All fire is inherently magical and connected to it's home elemental plane of fire. After all, does it not move, shift, and dance as it burns? Clearly, these are magical baby fire elementals. Take THAT zigur, and stuff it up your dogma.

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Thu Nov 14, 2013 7:55 am
by jinsediaoying
allow inscription deletion is a good solution

Re: put inscriptions in inventory at start (minor spoilers!)

Posted: Fri Nov 15, 2013 1:35 am
by The Revanchist
Crim, The Red Thunder wrote:All fire is inherently magical and connected to it's home elemental plane of fire. After all, does it not move, shift, and dance as it burns? Clearly, these are magical baby fire elementals. Take THAT zigur, and stuff it up your dogma.
If that means all those "devout" Zigur-followers need to repent for... repenting, then I wholeheartedly agree.

Although I can't tell if they stand for Nature, or against magic. Those two things don't seem entirely linked. Creatures like Norgos, Wrathroot and the Sandworm Queen (not to mention every dragon I'm aware of) all seem to both protect Nature, and wield magic.

My question, then, is what do the Ziguranth think they stand for?