ToME: the Tales of Maj'Eyal

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PostPosted: Thu Feb 01, 2018 2:49 am 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
This is a pretty simple idea, and it's sorta similar to one of the other prodigies about Rakshor's Cunning (I think it's rakshor?). When dead, the alchemist is able to permanently, fully take over their golem. The player loses all racial generics, gets half the points spent, and the golem inherits all class and generic talents, and from that level on gain the normal level of stats and talent points per level.

Not entirely sure on if all stat points should be inherited, but it would probably make sense if it inherited the "non-physical stats" completely : mag, willpower, and cunning. Perhaps refund any points spent on Str/Dex/Vit at half (and retain the points the golem spent).

I would LIKE it if the golem-alchemist had access to more equipment slots, but it could be interesting even as is, they get the golem talent trees, ability to plant 2 extra gems directly in their chest.

I also have to ask : why is crafty hands a prodigy? Demonologists, Tinkers both are able to modify every item in their inventory with only talent points spent. It takes 5 talent points + a prodigy for Alchemists to be able to put gems into 3 equipment slots? I don't think gems are actually strong enough to justify this - there are some damn good unique gems, but they aren't reliable and there are also unique tinkers that are and are also very strong. My suggestion would be to enable additional items with additional levels of imbue item - so at level 2 you can imbue boots, at level 3 helms, at level 4 belts, at level 5 weapons/shields (could be too strong). If this feels too strong early game, move it the end of the tree and up the requirements.


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PostPosted: Thu Feb 01, 2018 3:39 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
Crafty hands is actually one of the better prodigies, given the power of charms.

The annoying part is that its just absolutely - terrible to use properly.


EDIT: im retarded, crafty hands exists because for some reason, all the prodigy lines need to be even, so you gotta fill it with something. Note, you can explain 60% of the prodigies in the game with this line of thinking.

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Last edited by Micbran on Thu Feb 01, 2018 4:05 am, edited 1 time in total.

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PostPosted: Thu Feb 01, 2018 3:52 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
@Micbran You're thinking of Swift Hands. Crafty Hands is the Imbue++ prodigy.


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PostPosted: Thu Feb 01, 2018 4:03 am 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
Effigy wrote:
@Micbran You're thinking of Swift Hands. Crafty Hands is the Imbue++ prodigy.

goddamnit

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PostPosted: Thu Feb 01, 2018 8:33 pm 
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Higher

Joined: Sat Feb 08, 2014 11:14 pm
Posts: 64
Kinda agree about Crafty Hands being too situational for a prodigy. The effect is good (since you can get things like full stun resistance or 10% extra resist all from it), but it should probably be moved to Imbue Item instead of taking a prodigy slot. Something like being the level 6 unlock for the talent, while mastery gets reduced to 1.00 (hence requiring a cat point) perhaps?

Stone Alchemy needs a complete rework anyway. Stone Touch is absolutely useless and Create Gems should be moved to Throw Bomb, since Stone Wardens have no use for them, except for the silly Gem Portal cost which is totally irrelevant. Although TBH I'd love to see Alchemist Gems removed altogether and have Alcs use sling ammo with gems tinkered onto them for Throw Bomb ammo instead. This would allow for more creative bombing and less inventory clutter.


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