Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Rune screen and rune effects
Rune screen
There is now a screen listing all runes, and highlighting those you have collected (I think it is accessed by the } key.) My first two suggestions are for that screen:
- For runes picked up, print and sort them by turncount of collection.
- For the abyssal rune, print a short (fitting on the line) statement about its properties, such as: "(more abyss exists and monsters spawn)"
Rune effects
Seeing how the abyssal rune actually has an effect on the game: why not other runes as well? This comes up from time to time, but the proposal are too power game-y for my tastes -- I don't want resistances etc. So I started to think whether I can find thematic branch restricted effects for some runes. Here are my ideas:
- Slime: Carrying the slimy rune makes you immune to acidic wall damage.
- Shoals: Carrying the barnacled rune changes the height map of all Shoals levels until there are only small puddles of water left.
- Tomb: Carring the golden rune makes you immune to mummy death curses.
- Vaults: Carrying the silver rune makes you immune to door sealing by wardens.
- Spider: Carrying the gossamer runes makes you immune to spider webs (but not nets).