Anti-Magic Ego Ideas needed
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Anti-Magic Ego Ideas needed
Please post if you guys have ideas for some neat anti-magic egos.
Re: Anti-Magic Ego Ideas needed
Edit: Oh wait you said egos, not artifacts. Nevermind, I'll move my suggestion somewhere more appropriate.
Re: Anti-Magic Ego Ideas needed
Artifacts are good toolobe wrote:Edit: Oh wait you said egos, not artifacts. Nevermind, I'll move my suggestion somewhere more appropriate.


Re: Anti-Magic Ego Ideas needed
Oh, well I'm glad you like it. You can take a look at it over here:
http://forums.te4.org/viewtopic.php?f=3 ... 96#p127696
I don't have any ideas about egos right off-hand, though.
http://forums.te4.org/viewtopic.php?f=3 ... 96#p127696
I don't have any ideas about egos right off-hand, though.
Re: Anti-Magic Ego Ideas needed
Actually, you know what, I did think of something.
I think this might also work as an ego:
(weapon) of Nature's Vengeance
+ (X) spell save
+ (X) damage against magic users
+ (X) slime damage
I don't know how easy it would be to code something like that, but as I see it, the weapon could do like 10 percent more damage against enemies that have spell-resources available. Things like mana, light/dark, vim, and so on. Slime's really useful even against non-magical enemies, so it's a pretty competitive ego, I think.
I think this might also work as an ego:
(weapon) of Nature's Vengeance
+ (X) spell save
+ (X) damage against magic users
+ (X) slime damage
I don't know how easy it would be to code something like that, but as I see it, the weapon could do like 10 percent more damage against enemies that have spell-resources available. Things like mana, light/dark, vim, and so on. Slime's really useful even against non-magical enemies, so it's a pretty competitive ego, I think.
Re: Anti-Magic Ego Ideas needed
Manaburning (pretty much anything): deals mana burn damage (like mana clash talent, and still only if the enemy has the resource)
Mundane (anything but weapons): +spell save, + (arcane? blight? temporal?) resists
(helmet) of spitting: Activates for Slime Spit.
Pristine (anything?): + nature damage%, + nature resist penetration, + blight resist, - blight damage%,
(body armour) of Flowing Life: + life regen, + healmod, + HP, activates for healing nexus, HEAL damage when hit (heals enemies that hit you in melee)
Move all slime egos to antimagic.
Mundane (anything but weapons): +spell save, + (arcane? blight? temporal?) resists
(helmet) of spitting: Activates for Slime Spit.
Pristine (anything?): + nature damage%, + nature resist penetration, + blight resist, - blight damage%,
(body armour) of Flowing Life: + life regen, + healmod, + HP, activates for healing nexus, HEAL damage when hit (heals enemies that hit you in melee)
Move all slime egos to antimagic.
Re: Anti-Magic Ego Ideas needed
Moving slime egos to anti-magic would make a big difference.
Re: Anti-Magic Ego Ideas needed
Pristine could just be +% physical, rather than nature damage...
Or in armor, +% physical resists...
Or in armor, +% physical resists...
Re: Anti-Magic Ego Ideas needed
^^ Nature damage may be very important to future wilders,
More slime related stuff and a close look at the current slime tree would be good.Grey wrote:Moving slime egos to anti-magic would make a big difference.
Re: Anti-Magic Ego Ideas needed
Ok, lemme try to get an exhaustive list of stuff (excluding talents) that antimagic stuff can do:
* Stats (Wil, Con, Str, Dex, Cun)
* Resists (Arcane+++, elemental, poisons)
* Damage, Crit Chance, Crit damage%
* Status Effect resists
* Saves
* Max resources (HP, Equi, Stam, Hate , ... ?)
* Resource regen (HP, Stam, Hate, etc.)
* Speeds (Global, Movement, Attack)
* Cooldowns (reduce cooldowns?)
* Buffs/Debuffs (Slime, silence, manaburn, anti-teleport, etc.)
* Stats (Wil, Con, Str, Dex, Cun)
* Resists (Arcane+++, elemental, poisons)
* Damage, Crit Chance, Crit damage%
* Status Effect resists
* Saves
* Max resources (HP, Equi, Stam, Hate , ... ?)
* Resource regen (HP, Stam, Hate, etc.)
* Speeds (Global, Movement, Attack)
* Cooldowns (reduce cooldowns?)
* Buffs/Debuffs (Slime, silence, manaburn, anti-teleport, etc.)
Re: Anti-Magic Ego Ideas needed
Excuse the free-form brainstorming (but thanks Reenen for the inspiration) 
Stuff to fight blight and corruptors would be good (ie blight resist would be better then poison, disease immunity would be good too).
Spell reflect might be good, magical status effect removals, magic status effect duration reduction, magic status effect reflect (percentage chance when hit with a negative magical effect that it hits the source instead of the target). Spell retribution (hit with a damage that's caused by a spell do X to the source).
Magical Armor (like Anti-magic shield but with hardiness).
And don't worry about effect suggestions being to powerful. If it can't go on an ego then it could go on an artifact instead.
Anything slime related would be awesome.
Anti-magic sounding names would be good too
But I encourage everyone to think outside the box. Just because it hasn't been done before doesn't mean it can't and even if I can't do it maybe Darkgod can help. And even if it can't be done at least we tried

Stuff to fight blight and corruptors would be good (ie blight resist would be better then poison, disease immunity would be good too).
Spell reflect might be good, magical status effect removals, magic status effect duration reduction, magic status effect reflect (percentage chance when hit with a negative magical effect that it hits the source instead of the target). Spell retribution (hit with a damage that's caused by a spell do X to the source).
Magical Armor (like Anti-magic shield but with hardiness).
And don't worry about effect suggestions being to powerful. If it can't go on an ego then it could go on an artifact instead.
Anything slime related would be awesome.
Anti-magic sounding names would be good too

But I encourage everyone to think outside the box. Just because it hasn't been done before doesn't mean it can't and even if I can't do it maybe Darkgod can help. And even if it can't be done at least we tried

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- Archmage
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Re: Anti-Magic Ego Ideas needed
Ideas for antimagic-feeling names:
"Ziguranth" or "of Zigur", of course.
"of castigation"
"vengeful" or "of vengeance"
"judge's" or "of judgment"
"of recantation"
"penitent"
"of karma"
"of integrity"
"spellhunter's"
"flagellant's"
"of reckoning" ("of nature's reckoning", prehaps?)
A lot of this is vaguely Inquisition-themed, but then the Ziguranth pogrom seems to draw a lot of inspiration from that particular well in the first place.
"Ziguranth" or "of Zigur", of course.
"of castigation"
"vengeful" or "of vengeance"
"judge's" or "of judgment"
"of recantation"
"penitent"
"of karma"
"of integrity"
"spellhunter's"
"flagellant's"
"of reckoning" ("of nature's reckoning", prehaps?)
A lot of this is vaguely Inquisition-themed, but then the Ziguranth pogrom seems to draw a lot of inspiration from that particular well in the first place.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: Anti-Magic Ego Ideas needed
"Damage reflection" would be an interesting addition to damage resistance and affinity.
If antimagic is a desired ego, I'm going to revisit my suggestion of damage types with distinguished sources (physical/spell/mental), just like the timed effects split. That way an Antimagic item could resist/reflect some spell damage, for example, but not fire damage from a dragon's breath attack. Lots of skills could be changed appropriately, and broader damage resist egos would make collecting resist gear more interesting and approachable.
I think "spellplated" is an infused-with-nature ego that would better serve as an antimagic ego.
Here's an odd one - "Interruption." Like manaclash, but passive and triggered whenever an actor uses a spell on you. It would be a very scary ego to run up against as a spellcaster. In that vein, projector-style damage that is activated whenever you are attacked, not just from melee attacks.
Various summoner-style egos; "Viperfriend" ego gives you a chance to spawn an allied snake whenever you take damage/fall below a certain amount of health. "Ritchlord" lets you summon a flamespitter that lasts for a few turns.
"Web-covered" weapon ego casts "web" on melee attacks.
If antimagic is a desired ego, I'm going to revisit my suggestion of damage types with distinguished sources (physical/spell/mental), just like the timed effects split. That way an Antimagic item could resist/reflect some spell damage, for example, but not fire damage from a dragon's breath attack. Lots of skills could be changed appropriately, and broader damage resist egos would make collecting resist gear more interesting and approachable.
I think "spellplated" is an infused-with-nature ego that would better serve as an antimagic ego.
Here's an odd one - "Interruption." Like manaclash, but passive and triggered whenever an actor uses a spell on you. It would be a very scary ego to run up against as a spellcaster. In that vein, projector-style damage that is activated whenever you are attacked, not just from melee attacks.
Various summoner-style egos; "Viperfriend" ego gives you a chance to spawn an allied snake whenever you take damage/fall below a certain amount of health. "Ritchlord" lets you summon a flamespitter that lasts for a few turns.
"Web-covered" weapon ego casts "web" on melee attacks.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Anti-Magic Ego Ideas needed
Witch-sensing - During the spellblaze, items were crafted to find the presence of magic users. You detect creatures that have X or more runes or spells off of cooldown, in a radius of Y. This detection may be passive, or it could be an item ability.
Spell shield - This item can create a temporary shield, that counters a spell, and returns the energy to the user. This item takes no time to activate, and if you are hit by any spell (even a spell that ordinarily wouldn't require a save), your spell save is temporarily increased by X for this effect, and a check is made to resist the spell. If it succeeds, the spell has no effect, and you regain Y stamina or lose Y equilibrium, where Y scales with the spellpower of the spell.
Energy Absorbing Weapon - If you are hit by a spell that deals energy damage, you resist X% of it. This damage is "stored" in your weapon, and this is added to the damage on hit with the weapon.
Spell deflection - If you are hit by a bolt, beam, or other single target spell, % chance that the effect stops at you. Then another copy of the spell originates from you, to a random square within range. (If you want more chance for the spell to hit an enemy, you can always add a % chance for a random target within range.)
Mana severing - (Status effect idea) - prevents the target from gaining any mana, positive/negetive energy, etc. Prevents runes and abilities that use these resources from cooling down.
Spell shield - This item can create a temporary shield, that counters a spell, and returns the energy to the user. This item takes no time to activate, and if you are hit by any spell (even a spell that ordinarily wouldn't require a save), your spell save is temporarily increased by X for this effect, and a check is made to resist the spell. If it succeeds, the spell has no effect, and you regain Y stamina or lose Y equilibrium, where Y scales with the spellpower of the spell.
Energy Absorbing Weapon - If you are hit by a spell that deals energy damage, you resist X% of it. This damage is "stored" in your weapon, and this is added to the damage on hit with the weapon.
Spell deflection - If you are hit by a bolt, beam, or other single target spell, % chance that the effect stops at you. Then another copy of the spell originates from you, to a random square within range. (If you want more chance for the spell to hit an enemy, you can always add a % chance for a random target within range.)
Mana severing - (Status effect idea) - prevents the target from gaining any mana, positive/negetive energy, etc. Prevents runes and abilities that use these resources from cooling down.
Re: Anti-Magic Ego Ideas needed
of Slicing
applies only to swords/axes.
upon hit:
20% chance to induce blood loss (bleeding for damage equal to hit damage over 5 turns)
activates for:
lvl 3 Sweep
applies only to swords/axes.
upon hit:
20% chance to induce blood loss (bleeding for damage equal to hit damage over 5 turns)
activates for:
lvl 3 Sweep