And what about items that will let you change races/classes or maybe that turn you undead or make you a lost soul?!
Tell me what you really think you won't hurt my feelings.

Moderator: Moderator
I disagree. You could keep the same items. Say if you were a level ten warrior you could switch classes to a monkand have the ability to level barehanded combat, which would start at level 0, but you'd be gaining exp as a level 10 character, like in DnD. Also you could have prerequisites and prestige classes, like an assassin for roguesdarkgod wrote:THere is no point, the class only serves as a skill template
Fumblefingers give you extra skill points in random school.Rali wrote:The closest thing I can imagine that would work with the current skill system is to add guilds... so a paladin would take training from the temple and the fighters' guild, and maybe drop by somewhere else for magic item training.
I can't believe what I'm hearing.LogrusMage wrote:i'v been wanting to play alchemy since i started in ToME, i think it looks really interesting, but i'v tried an alchemist a few times, and found them so underpowered as to be totally unplayable.
In some versions, alchemists do not need any other advantages.LogrusMage wrote:their only real advantage is better eq.