Post Friday, 24th December 2021, 11:06

Armour Egos

I feel like there are rarely interesting choices in selecting which armour ego to wear for some equipment slots (especially boots). This is partly because non-body ego armour is rare enough that you're lucky to find more than one for a particular slot before some artefact renders them obsolete, and partly because there's often a clear advantage of one ego over another for a particular build or branch, but mostly because there aren't many options... so I want to encourage some brainstorming. Ideally, there should be a good mix of egos with general appeal to ensure that multiple appealing options are available regardless of build and those that synergize with particular builds to encourage adaptation and diversification of play. If the number of potential egos improves enough, then scrolls of brand armour may even become a potential source of meaningful strategic decisions.

Boots:
Dodging - When you successfully evade a melee attack, you automatically move one square away from the attacker, if that square is not occupied. Clouds would be considered to occupy a square if and only if they can adversely affect the wearer.
Kicking - Provides an auxiliary attack similar to an offhand punch.
Leaping - Gain the ability to perform an imprecise leap similar to a Barachi, but costing exhaustion instead of the Barachi's unmoving recharge.
Rubber - Gain rElec.

Helmets:
Breathing - Protects against engulf.
Piercing - Clouds can no longer obscure your line of sight.

Hats:
Mind - MP +9.
Wizardry - Wiz.