put inscriptions in inventory at start (minor spoilers!)

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random417
Halfling
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put inscriptions in inventory at start (minor spoilers!)

#1 Post 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?

random417
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Re: put inscriptions in inventory at start (minor spoilers!)

#2 Post 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

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

#3 Post 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.
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0player
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Re: put inscriptions in inventory at start (minor spoilers!)

#4 Post 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.

random417
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Re: put inscriptions in inventory at start (minor spoilers!)

#5 Post 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...

0player
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Re: put inscriptions in inventory at start (minor spoilers!)

#6 Post 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.

Crim, The Red Thunder
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Re: put inscriptions in inventory at start (minor spoilers!)

#7 Post 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.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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random417
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Re: put inscriptions in inventory at start (minor spoilers!)

#8 Post by random417 »

another option would be to let us delete inscriptions from the level up screen, so I could just delete the runes

Sirrocco
Sher'Tul
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Re: put inscriptions in inventory at start (minor spoilers!)

#9 Post by Sirrocco »

Having some ability to purge inscriptions at will seems reasonable.

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

#10 Post 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.

Crim, The Red Thunder
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Re: put inscriptions in inventory at start (minor spoilers!)

#11 Post 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.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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

#12 Post by jinsediaoying »

allow inscription deletion is a good solution

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

#13 Post 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?

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