Antimagic revisited

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Canderel
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Antimagic revisited

#1 Post by Canderel »

Summary: It sucks to take Antimagic, cause your item selection are drastically reduced, and you may miss out on that awesome randart. Also there are some good runes too.

Suggested Fix: Zigur doesn't condemn you for having used magic before, they accept you even if you've used it, even extensively. So why should a perfectly fine sword/axe/mace/etc. be condemned? Have Zigur have a process where they take out the "magic" bits of an item, and replaces (some) of them with other natural benefit. Ie. take out all egos on the item that's made of magic, and add one "natural" ego back onto the item.

I have an idea of some more antimagic skills, but I think that should be a whole class on its own. (There are Mage Hunter NPCs... makes sense that the player can play them).

ADDITION EDIT LATER: Also, how about a jewellery store in Zigur?

edge2054
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Re: Antimagic revisited

#2 Post by edge2054 »

Players can play mage hunter NPCs ;)

Not to get to spoiley but every talent they have is accessible to a single class (aside from one npc only talent that has nothing to do with antimagic).

Personally I'd like to see more antimagic artifacts and antimagic egos but to compensate I'd like them to disrupt spellcasting instead of only being usable by antimagic characters. This way we could add a lot more of these types of items to the game without making them so niche that no one could use them and give full blown antimagic characters more stuff to play around with.

Silvermoon
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Re: Antimagic revisited

#3 Post by Silvermoon »

edge2054 wrote:Players can play ... NPCs ;)
uh, what? :)

Aquillion
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Re: Antimagic revisited

#4 Post by Aquillion »

edge2054 wrote:Players can play mage hunter NPCs ;)

Not to get to spoiley but every talent they have is accessible to a single class (aside from one npc only talent that has nothing to do with antimagic).

Personally I'd like to see more antimagic artifacts and antimagic egos but to compensate I'd like them to disrupt spellcasting instead of only being usable by antimagic characters. This way we could add a lot more of these types of items to the game without making them so niche that no one could use them and give full blown antimagic characters more stuff to play around with.
Maybe make that work both ways? Allow antimagic characters to equip arcane stuff and even wear runes, but while they have either equipped their antimagic tree (and slime, if they have it) stops working?

Granted, that might be problematic with things like staves of conveyance, which antimagic characters would be able to use a lot. Hrm.

eronarn
Thalore
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Re: Antimagic revisited

#5 Post by eronarn »

Aquillion wrote:Granted, that might be problematic with things like staves of conveyance, which antimagic characters would be able to use a lot. Hrm.
Give antimagic characters a 'draining touch'. Any charges the item has are brought down to nothing when it's picked up and never recover. They can still wear magic items (including runes), but can't use antimagic while they are so equipped.

Canderel
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Re: Antimagic revisited

#6 Post by Canderel »

Erm... the topic here wasn't to change any restrictions of antimagic... It was to actually remove the magic off an item, and infusing it with a different power.

edge2054
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Re: Antimagic revisited

#7 Post by edge2054 »

Wasn't trying to derail your idea, just offer up other solutions to the problem you posed (antimagic sucks).

Figure if more antimagic egos and artifacts where made available then it wouldn't suck so bad.

As to converting magic into antimagic items, I don't like it. I can't picture the Zigur collecting something they'd consider to be perverted and infusing it with nature. Isn't there philosophy to destroy magic in all it's forms? Not heal the damage it's caused? (Though maybe a quest where you can get a random nature powered artifact after turning in so many arcane powered items to be destroyed would be cool.)

Also +1 on the jewelry store in Zigur. Not having access to the ring shop in angolwyn was probably the thing I hated most about going AM.

Laerte
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Re: Antimagic revisited

#8 Post by Laerte »

Canderel wrote:Erm... the topic here wasn't to change any restrictions of antimagic... It was to actually remove the magic off an item, and infusing it with a different power.
Yes, the fellow antimagic could bring the artifact or item (weapons and armor only) to the Master Blacksmith in Zigur and ask him to purify the equipment, getting rid of the arcane stuff and maybe infusing with a nature based one. For a tax of course.

Elkan
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Re: Antimagic revisited

#9 Post by Elkan »

You bring nasty, vile magic items to the Zigur forges and they strip out the magic and give you nice clean white items back, Every ten or so items you bring in for purification rewards you with a point of Zigur "favor" which can be used to have your white items infused with nature giving them a random ego.A lot of Zigur favour could be spent on giving a kosher ego item a random suffix or a prefix as long as it dosn't have one already (A suffix would be added if it has a prefix, a prefix added if it already has a suffix)
bringing in several Arcane artifacts should unlock the option to have a white item you posses raised to random artifact status with a chance at an antimagic, slime or harmony tree bonuses and the usual antimagic friendly ego poool.

Zigur favor could be tracked in a manner similar to fortress energy.

bricks
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Re: Antimagic revisited

#10 Post by bricks »

Interesting idea, Elkan. Going a step further, using the transmog chest as an analogy - a rod of magical absoprtion, powered by arcane-disrupting forces. It works much like the transmog chest, bringing up a dialog for arcane-powered items. The item is destroyed and the rod gain a certain amount of power. Once you pump it up with enough juice, you have enough energy to imbue a white item with natural powers. The amount of power you use determines the item quality (green-blue-purple) and is never powered by arcane forces. The rod would be available, say, after completing the Urkis quest through Zigur.
Sorry about all the parentheses (sometimes I like to clarify things).

Canderel
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Re: Antimagic revisited

#11 Post by Canderel »

I really like the ideas coming through, but i'd try to auto-merge it with the chest. Wouldn't want people having to sort loot.

My idea stems from finding a great artifact and then going awww its powered by arcane forces and was crafted by a master. I wouldn't mind it being restricted to only artifacts.

The game could track which egos were used to create an artifact, and then the 'magic egoes' could be removed. And a new non-magical ego be added. Ideally each ego's contribution should be remembered and only that part removed, but one could also remove each bonus type the magical part added. Though then one could reduce the item quite a lot.

And lastly i would just like to mention that i don't mind doubling us on egoes in this circumstance, antimagic haven't got such a great time of it anyway. doubling us on egoes in this circumstance, antimagic haven't got such a great time of it anyway.

bricks
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Re: Antimagic revisited

#12 Post by bricks »

Unless you mean randarts, egos aren't used to make artifacts. If anything, that should be the one case where such a mechanic shouldn't be applied, since there are some phenomenal antimagic artifacts.

I don't think it should be combined with the chest. Having two options for destroying items would make it a trade-off, instead of an obvious, automatic choice. Using the same scaling as the chest, I think 10 power would be more than acceptable for creating a purple-quality item from a white item (since the latter are somewhat rare). It also kind of subverts the whole randart grinding thing by giving better access to equipment that is very valuable. The problem with ego-stripping is that I don't think the game tracks egos at all, it just applies them when generating the item.
Sorry about all the parentheses (sometimes I like to clarify things).

Canderel
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Re: Antimagic revisited

#13 Post by Canderel »

Yes, I meant Randarts :-D

I like your idea, but a rod just doesn't quite make sense, it sounds kinda "magic" to me.

Elkan
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Re: Antimagic revisited

#14 Post by Elkan »

I was thinking of having to manually take the "powered by arcane forces" to Zigur to have them stripped down, its a bit of micromanagement, but hey its for the cause, right? the only Issue I have is that you will lose access to this feature during the far east section. Although a workaround "rod" has been proposed it does seem thematically opposed to what the Ziguranth stand for.

Oh... as I wrote that I came up with a neat solution...

Remember that potion you drank, made from the scales of a very rare drake? Well after you manage to impress the Ziguranth sufficiently (say 25 favor accrued) they honour you by allowing you to care for a hatching of that species of antimagical wyrm. The hatchling is fed on the energies of these baneful enchantments, and in return it will bestow natural blessings upon white items you offer it. And allows you to do the Zigur stuff away from Zigur. (basically just a carried artifact like the orb of knowledge, only a lot cuter) The logic in giving you the hatchling being that the local wyrmics dont come into contact with enough to feed a growing drake and as you seem to be slaughtering such a large collection of evil mages on your travels, you could help raise the little wyrm properly.

bricks
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Re: Antimagic revisited

#15 Post by bricks »

If you need a precedent, the Rod of Recall is powered by Unknown Forces, and the Rod of Spydric Poison is powered by Nature. "Rod" doesn't mean wand, and if that is really all that bothers you, it could just as easily be a branch from an important tree mentioned in lore, or a bone from that dragon that the antimagic potion comes from. The micromanagement is exactly why I suggested this. Antimagic doens't need any more penalties, and the transmog chest exists exactly because micromanagement sucks.

I would like something to come of that "special dragon blood," even if it's just a random boss. It could drop the antimagic potion, and grant antimagic to anyone who drinks it and qualifies, or increase antimagic mastery for those who already know it. Those with arcane knowledge wouldn't be able to drink it, though they could take it to Angolwen for research and receive an artifact in return.
Sorry about all the parentheses (sometimes I like to clarify things).

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