ToME: the Tales of Maj'Eyal

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PostPosted: Mon Jan 11, 2010 12:13 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Sanity?

I assume you are going to calculate that off willpower, etc...

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Jon.


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PostPosted: Mon Jan 11, 2010 3:30 am 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1537
Location: The edge of the Abyss
Of course, you'd have to put in more ways of regenerating Sanity. Maybe that could be a mindcrafter only type of thing. Mindcrafters can slowly regenerate Sanity like they do health or magic.

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PostPosted: Mon Jan 11, 2010 8:20 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
I was more thinking of them like mind-vampires.
Restoring sanity with time just makes it an other mana bar, I think for diversity sake it could be fun to have it not regen but instead it can be filled up by draining the mental energies of your foes

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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Mon Jan 11, 2010 8:29 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
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Location: New Zealand
I agree, I didn't want just another Mage type, so leeching someone else's Sanity is great!

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Jon.


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PostPosted: Tue Jan 12, 2010 11:58 am 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
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Oh, dude, that would rock my face.

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PostPosted: Tue Jan 12, 2010 12:30 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Ok then I suppose we are in for the mind-vampires :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Jan 12, 2010 4:07 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
hehehe...

talent:

mind-battle/duel:

When applied to a monster, you and they take part in seeing who is more mentally capable. The loser gets sapped of sanity. Warning, high level monsters can resist and even kill you as you leave your mind open to them. Mindless beings are immune to this.

I would think that you and the monster get a roll and the difference between the two is applied as sanity drain/gain, and some of that is applied as damage as well.

as you increase it, your rolls will get better. and high willpower/cunning and lvl also increases rolls.

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PostPosted: Tue Jan 12, 2010 11:27 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
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Location: New Zealand
So I have taken the original spells and rearranged them as follows. Please feel free to muck around with this...

Travel School
1. Minor Displacement - Teleports you a short distance.
(Level 1 - 4) Range increases with level
(Level 5) Creates Voidgates

2. Major Displacement Teleports you a good distance.
(Level 1 - 4) Range increases with level, base Range is longest range of Minor Displacement
(Level 5) Creates Voidgates

3. Telekinesis (Level 28) Projects a wave of pure telekinetic force from your body, damaging and with a chance of banishing monsters. Not sure about this one...
(Level 1 - 4) Damage increases
(Level 5) Chance to banish Monsters

4. Recall
(Level 1) Recall to Surface only
(Level 2) Recall back to Dungeon Level (from surface only - this means you have to travel to the site)
(Level 3) Recall Item (pulls item to player)
(Level 4) Recall NPC (Swaps NPC and Player)
(Level 5) Full Recall (including back to town)

5. Prob Travel
(Level 1 - 5) Increasing distance travelled.

School of Knowledge
1. Precognition
(Level 1) Detects NPCs
(Level 2) Detect Traps
(Level 3) Detect Doors & Stairs
(Level 4) Detects objects and treasure.
(Level 5) Fully shows the entire level.
psis
2. Psychometry - Senses the quality of an item.
(Level 1) Sense Basic Quality (Cursed/Not Cursed)
(Level 2) Sense Quality of item (Worthless - Special)
(Level 3) Identifies To Hit/Damage Bonuses or Armour bonuses or other bonuses (Rings of Protection or Defenders, for example)
(Level 4) Identifies Prefix/Suffix
(Level 5) Identifies an Item.

Combat School
1. Neural blast - Fires a bolt or beam, to stun and damage monsters.
(Level 1) Bolt
(Level 2) Beam
(Level 3) Ball (?)
(Level 4) Area
(Level 5) LoS

2. Domination It attempts to dominate the minds of your foes, scaring them.
As Neural Blast

At Level (5) attempts to Charm as well.

3. Pulverise - Fires pure sound at your opponent, crushing their brains.
As Neural Blast but more damage...

4. Character Armour - Raises a physical shield around your body.
(Level 1) Physical Shield
(Level 2) It also grants resistance to fire.
(Level 3) It also grants resistance to cold.
(Level 4) It also grants resistance to electricity.
(Level 5) It also grants resistance to acid.

5. Mindwave - Blasts the minds of monsters close to you.
As Neural Blast

6. Psychic Drain - Drains the life of your foes and adds to your sanity reserves.
As Neural Blast, this is your method of topping up your Sanity reserves.

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Jon.


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