A | B | C | D | E | G | H | I | J | K | |
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1 | Rune Ideas | |||||||||
2 | Status | Rune | Feasibility | Desirability | Author | Notes | ||||
13 | TODO | Liquid Heals | _ | 2 | WARN - Side Effect: Immune to all melee enemies | |||||
16 | TODO | Cheat Death (Consumable) | _ | 3 | Not sure how to make this consumable. I guess it just grants 1 stack of undying but doesn't come back? jamisonperkins@gmail.com do you think that's feasible? | |||||
18 | TODO | End turn at exactly 0 mana = heal | _ | 3 | ||||||
19 | TODO | Remove expense scaling on death | _ | 3 | Clever! How do you see this being used? jamisonperkins@gmail.com | |||||
24 | TODO | Degenerate Gambler: 50/50 chance to double your unspent skill points or lose them all | _ | 3 | ||||||
25 | TODO | Extra damage to bosses | _ | 4 | ||||||
26 | In Progress | Refresh stamina on kill | _ | 4 | ||||||
27 | TODO | Trigger event when you choose your spawn point (this is a category of runes, could be explosions, heal, whatever) | _ | 4 | Jordan | We should be able to get a lot of runes out of this | ||||
28 | TODO | _ | _ | |||||||
29 | TODO | Chance for units to drop stamina potion on death (chance increases with quantity) | 5 | 4 | ||||||
31 | In Progress | Black Coin (5 levels) - When you damage an enemy, they have a 2/4/6/8/10% chance to instantly die. Does not work on bosses, and minibosses take damage equal to 25% of their max health instead. | _ | 4 | Arivia | |||||
33 | TODO | Runes that cause special effects when inflicting a "heavy impact" | 3 | 4 | force moves dont yet have a source player | |||||
35 | TODO | Interest: At the start of each turn add X% Skill Points of your total unspent skill points | _ | 4 | Xulqelyat | |||||
36 | In Progress | Extra Dmg to enemies full hp | _ | 5 | ||||||
37 | In Progress | Extra Dmg to enemies nearby | _ | 5 | ||||||
38 | In Progress | Extra Dmg to enemies far away | ​ | 5 | ||||||
39 | TODO | Shoot arrow at rand enemy on hit | _ | 5 | ||||||
40 | TODO | Pickup spawns golem | _ | 5 | I think runes that spawn archers would be more fun than runes that spawn golems | |||||
43 | TODO | Alchemist's Set (3 levels) - every 3/2/1 turns creates a random potion near you at the start of your turn. | 5 | 5 | Arivia | |||||
44 | TODO | Belladonna Extract (3 lvl) - at the start of your round, apply 1/2/3 poison to enemies within attack radius/2. | 5 | 5 | Arivia | Very cool! | ||||
45 | TODO | spread curses on kill (poison/suffocate/bloat chains) | _ | 5 | ||||||
46 | X | Carrion Mage: For every stack of any curse, gain 10 additional mana on turn start | 5 | 5 | Vinnick | Cool idea but many curses wont affect the player negatively | ||||
49 | In Progress | Golemancer: Whenever you cast a health cost spell spawn a blood golem | _ | 5 | Vinnick | Not sure what a blood golem would be but I like this idea. Maybe it should have special attributes. Ideas jamisonperkins@gmail.com ? | ||||
50 | TODO | Chance of spawning a random blue portal when you kill an enemy | _ | 5 | Arivia | This would be really cool for getting around the map | ||||
53 | TODO | Eye of Darkness - The first summon per round does not cost mana. | 2 | 5 | Arivia | We might need an onCast event that has access to spells in cast | ||||
54 | TODO | Hat of Despair - When you kill an enemy, you apply the effect of the Enfeeble ability to everyone around him. | _ | 5 | Arivia | |||||
56 | TODO | Rip (15 mana, movement-attacking, required spells: Slash + Pull*) - the spell deals damage to enemies depending on the distance to which they were pulled. It works on allies in the same way as before. | _ | 5 | Arivia | Originally suggested as a spell but making enemies take damage while being pushed/pulled by any means sounds REALLY cool. (Should leave behind blood trail too) | ||||
58 | TODO | Plague Doctor Mask (3 levels) - When you kill an enemy with the poison effect, it explodes, spreading poison to all enemies in a small/medium/large radius around it. | _ | 5 | Arivia | Should it spread the amount of poison stacks that it had on it? jamisonperkins@gmail.com | ||||
59 | TODO | Spawn with impending doom (maybe some upside? resets to 3 turns on kill?) | 4 | 5 | used for contaminate strategies OR purify + keep upside | |||||
61 | TODO | Life steal % | _ | _ | ||||||
62 | TODO | Stat per curse affecting self | _ | _ | ||||||
63 | TODO | Double Damage, 1 Max Hp | _ | _ | we can use your damage scaling PR for this (I adjusted Empower so the copy says it doesn't effect players but we could still use the rest of it potentially) | |||||
65 | In Progress | Level start Charm enemy | _ | _ | ||||||
67 | In Progress | Level start Curse enemy | _ | _ | ||||||
68 | TODO | Level start Damage enemy | _ | _ | ||||||
69 | TODO | No summons, units have undying | _ | _ | ||||||
70 | TODO | Convert HP to 2x shield, 1 max hp | _ | _ | ||||||
74 | TODO | Permanent blood curse | 3 | _ | ||||||
75 | TODO | Affect card rarities | 2 | _ | Not sure if this is do-able yet? | |||||
76 | TODO | Stamina Circle | 2 | _ | Hard to convert to rune (networking) | |||||
77 | TODO | Double Mana, only regen half | _ | _ | ||||||
78 | TODO | Gain shield when boss spawns | _ | _ | ||||||
79 | TODO | Mirage Mantle (5 levels) - gives a 10/15/20/25/30% chance to avoid damage from an attack | 5 | _ | Arivia | |||||
80 | TODO | Magic Tome (5 levels) - reduces the basic mana consumption of spells by 6/12/18/24/30%, does not affect health consumption. | 2 | _ | Arivia | |||||
81 | TODO | Abyssal Shield (4 levels) - all damage taken is reduced by 5/10/15/20% | 5 | _ | Arivia | |||||
82 | TODO | Magic Boots (3 levels) - movement costs 15/30/45% less stamina. | 3 | _ | Arivia | onMove would work well with the "rip" rune on row 110 | ||||
83 | TODO | Magic Stabilizer (3 levels) - the cost of mana and health consumption for using spells grows 10/20/30% slower. | 2 | _ | Arivia | changes mana ramp | ||||
84 | TODO | Spell Redistributor (3 lvl) - every 7/5/3 spell cast grants a stackable barrier that can block 5 damage. | _ | _ | Arivia | |||||
85 | TODO | Echo of War (1 lvl) - when you cast any attack spell on any creature, all other enemies on the map, regardless of distance, receive 1% of their maximum health in damage for each spell. | _ | _ | Arivia | |||||
89 | TODO | Idea a new class called the monk where damage spells are double the cost but non damage moves like repel or push are half costs | _ | _ | True Dragon god (aodhan) | |||||
90 | TODO | Enemies in Liquid take more damage | _ | _ | ||||||
91 | In Progress | poisons now slow | _ | _ | ||||||
93 | In Progress | claiming a bounty immediately places another one on a new random unit | _ | _ | ||||||
94 | TODO | claiming a bounty grants additional damage (for rest of level?) | _ | _ | ||||||
95 | TODO | claiming a bounty (... other ideas) | _ | _ | ||||||
96 | TODO | each time you damage a unit, it gains +20% debilitate | _ | _ | ||||||
97 | TODO | "souls as resource" ideas below: | _ | _ | ||||||
99 | TODO | gain an additional soul with each kill | _ | _ | ||||||
100 | TODO | recycle - gain 1 soul when your summoned unit dies | _ | _ | ||||||
101 | TODO | extra mana at the start of turn per soul currently held | _ | _ | ||||||
102 | TODO | minibosses only cost 1 soul (instead of 3) | _ | _ | ||||||
103 | TODO | resurrect spells no longer require souls | _ | _ | ||||||
104 | TODO | restore 40 hp for each soul spent | _ | _ | ||||||
105 | TODO | delayed damage - Like poison, but disappears once triggered | _ | _ | ||||||
106 | TODO | Faustian Pact: gain 2 mana every level, 1 cast range, -1 health, -1 stamina | _ | _ | Vinnick | |||||
107 | TODO | Summons deal more damage | _ | _ | ||||||
108 | TODO | Summons start with more health | _ | _ | ||||||
109 | TODO | Blood Shield (Level 1) - Once every 4 turns you gain the Blood Shield effect, which can block any damage once, BUT the health consumption for casting spells increases by 25%. | _ | _ | Arivia | |||||
110 | TODO | Gravewind Dagger (Level 1) - By damaging targets you steal 5% of the damage dealt as stamina, but your initial stamina limit is reduced by 2 times (by 4 for Far Gazer). | _ | _ | Arivia | |||||
111 | TODO | Haunted Skull (Level 1) - Your attack spells apply the Enfeeble effect of the current level to enemies, BUT you cannot restore health. | _ | _ | Arivia | |||||
112 | TODO | Guardian Angel (1st level) - when you receive a fatal blow from an enemy for the first time in a round, instead of death, you restore half of your health. Recharges when moving to the next location. | _ | _ | Arivia | |||||
114 | TODO | Golden Cross (1st level) - every 4th blessing works with a double effect. | _ | _ | Arivia | |||||
115 | TODO | Angelic Veil (Level 1) - You have a 20% chance to avoid any damage. | _ | _ | Arivia | |||||
116 | TODO | Primordial Purity (Level 1) - Any poison damage you take is converted into health equal to 50% of the poison damage. | _ | _ | Arivia | |||||
117 | TODO | Reflect: Attacks from ranged enemies bounce back at them | _ | _ | Jordan | |||||
118 | TODO | Subspace Coin (3 levels) - when you kill an enemy, 2 blue portals may appear in their place and in a random other place with a 2/4/6% chance. Also with a 20% chance, when this effect is triggered, instead of 2 blue portals, 1 purple portal may appear. | _ | _ | Arivia | |||||
119 | In Progress | Seal of Death - when you apply attack spells to enemies, you impose the effect of the Suffocate ability on them. | _ | _ | Arivia | |||||
121 | TODO | Vertigo: Randomly displace yourself after every kill | _ | 3 | PickaPecka | |||||
122 | TODO | investment: gain 10% of your stored sp every finished level | _ | _ | Monarch | |||||
123 | TODO | witch bane: do more damage to targets with mana | _ | _ | Monarch | |||||
124 | TODO | stolen valor: when killing a champion gain its effect for a number of turns | _ | _ | Monarch | |||||
125 | TODO | undying: the first time you die each level revive at 10% hp | _ | _ | Monarch | |||||
126 | TODO | friendly fire: your damaging spells heal allies | _ | _ | Monarch | |||||
127 | TODO | bounty weakness: targets with bounty do less damage | _ | _ | Monarch | |||||
128 | TODO | inspiring: nearby allied npcs gain damage boost | _ | _ | Monarch | |||||
129 | TODO | disarming personality: 1 nearby enemy gets pacified every turn | _ | _ | Monarch | |||||
130 | TODO | Defiance and Confidence as player runes | _ | _ | Xulqelyat | |||||
131 | TODO | Make all summon spells cost health | _ | 4 | Jordan | |||||
132 | TODO | A rune that adds bloat modifier when you spawn | _ | _ | Cake | |||||
133 | TODO | halves cast range or makes all casts melee and in return you could get a damage/health multiplier | _ | _ | HeyShadowPhoenix | |||||
134 | TODO | Every turn, your mana, hp, and stamina rotate in an order. | _ | 4 | Akira | |||||
135 | TODO | Every unique blessing on an ally gives a buff. | _ | 5 | Akira | Example: Giving Regen, can give armor as long regen is on. Shield can provide armor or regen as long as the shield stays on. etc. Or can just be random buff on any random ally. | ||||
136 | TODO | Specific spells cost hp instead of mana. | _ | 5 | Akira | |||||
137 | TODO | Investment: you invest SP in this node, to gain more in the future. | _ | 5 | Akira | |||||
138 | TODO | Reroll the mana cost of spells to be 20% less to 20% more. I'd make sure tho it's not completely random, but more so all your spells are rolled and 50% of them are cost up to 20% less, and the rest cost up to 20% more. | _ | _ | Akira | |||||
139 | TODO | % chance for active decoy to take damage instead of you. At 50% or lower hp, you swap with your decoy. | _ | _ | Akira | |||||
140 | TODO | Spells are no longer casted from your position, instead they are casted from your closest target. | 2 | _ | Akira | |||||
141 | TODO | For every spell upgrade you've bought (slash -> heavy slash, etc) gain a free rune or discount reroll | _ | _ | Akira |