Ideas welcome for physical talents, I'm trying to flash them out a bit more, all three specializations or even generic talents or schools are welcome
Physical talents ideas
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Physical talents ideas
Hello
Ideas welcome for physical talents, I'm trying to flash them out a bit more, all three specializations or even generic talents or schools are welcome
Ideas welcome for physical talents, I'm trying to flash them out a bit more, all three specializations or even generic talents or schools are welcome
[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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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Re: Physical talents ideas
Combat
Weapons (Many)
Shield (Target, Kite, Scutum)
Armour (Light, Medium, Heavy)
Archery (Long, Arbalest, Horse)
Thrown Weapons (Knives, Bolas, Boomerangs, &c)
Riding
Martial Arts (Unarmed Combat)
Disarm Foe
Frenzy (Berserk)
Mounted Combat (must have Riding)
Dodging
Crafting (Make Armour/Weapons)
Stealth
Disarm Traps
Lockpicking
Appraisal (weak ID)
Camouflage (Stealth aid)
Hiding (Stealth Aid)
Ambush
Pick Pockets
Set Traps
Crafting (Make Armour/Weapons/Thieves toolkit)
General
Swimming
Merchant (improves buying/selling, is a points trap!)
Crafting (make general items)
Magical
Targetting (Improves damage)
Pump (Overload a spell, increases damage significanlty, increases cooldown time too!)
Spell Resistance
Spell Lists
Potions
Scrolls
Bonuses and Flaws
Consider doing this at character start:
Give a player 2 points to allocate.
A player may do this:
Choose a Bonus THEN choose a Flaw
Choose a Flaw THEN choose a Flaw OR a Bonus
Do nothing, in which case this screen will not be shown again it is onyl available at birth
Double flaw characters might get extra points in Talents to spend or something else or whatever...
Bonus
Gifted Learner - PC gets an extra point to spend: At start OR every 5 levels OR every 10 Levels
Martial Arts Teacher - PC gets one bonus point in MA at start
Master Brewer - PC gets bonus rank in Potions
Calligrapher - PC gets bonus rank in Scrolls
Flaw
Poor Learner - - PC gets one less point to spend: At start OR every 5 levels OR every 10 Levels
etc, etc, etc
Weapons (Many)
Shield (Target, Kite, Scutum)
Armour (Light, Medium, Heavy)
Archery (Long, Arbalest, Horse)
Thrown Weapons (Knives, Bolas, Boomerangs, &c)
Riding
Martial Arts (Unarmed Combat)
Disarm Foe
Frenzy (Berserk)
Mounted Combat (must have Riding)
Dodging
Crafting (Make Armour/Weapons)
Stealth
Disarm Traps
Lockpicking
Appraisal (weak ID)
Camouflage (Stealth aid)
Hiding (Stealth Aid)
Ambush
Pick Pockets
Set Traps
Crafting (Make Armour/Weapons/Thieves toolkit)
General
Swimming
Merchant (improves buying/selling, is a points trap!)
Crafting (make general items)
Magical
Targetting (Improves damage)
Pump (Overload a spell, increases damage significanlty, increases cooldown time too!)
Spell Resistance
Spell Lists
Potions
Scrolls
Bonuses and Flaws
Consider doing this at character start:
Give a player 2 points to allocate.
A player may do this:
Choose a Bonus THEN choose a Flaw
Choose a Flaw THEN choose a Flaw OR a Bonus
Do nothing, in which case this screen will not be shown again it is onyl available at birth
Double flaw characters might get extra points in Talents to spend or something else or whatever...
Bonus
Gifted Learner - PC gets an extra point to spend: At start OR every 5 levels OR every 10 Levels
Martial Arts Teacher - PC gets one bonus point in MA at start
Master Brewer - PC gets bonus rank in Potions
Calligrapher - PC gets bonus rank in Scrolls
Flaw
Poor Learner - - PC gets one less point to spend: At start OR every 5 levels OR every 10 Levels
etc, etc, etc
Regards
Jon.
Jon.
Re: Physical talents ideas
Weapons (many) .. yes indeed, what ? 
Thanks some nice ideas in there, not sure about flaws, I like it but I'd prefer "traits" like in fallout, both good and bad at the same time. Only given at birth
Thanks some nice ideas in there, not sure about flaws, I like it but I'd prefer "traits" like in fallout, both good and bad at the same time. Only given at birth
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Re: Physical talents ideas
Swords
Daggers (Off-hand weapons, etc))
Smallswords (Rapier, epee, smallsword, foil, etc)
Shortswords
Arming Swords (Long Swords)
Broadswords
2-H Swords
Axes
Throwing Axe (Throwing Axe, Hurkbat, etc)
Short Axe
Battle Axe
2-H Axe
Polearms
Halberd
Pole Axe
Danish Axe
Fauchard
Glaive
Guisarme
Maul
Voulge
Hammers
Bec de corbin
Horseman's Pick
Lucerne Hammer
Maul
Spears
Thrown (Harpoon, Javelin, Pilum)
Standard (Note: typically replaced by the Polearm by the14thC)
Staves
Staff
Club
Stick (Bo, Jo, Ko)
Flail
Mace
Mace
Morningstar
Knobkerrie
Plus many more...
Daggers (Off-hand weapons, etc))
Smallswords (Rapier, epee, smallsword, foil, etc)
Shortswords
Arming Swords (Long Swords)
Broadswords
2-H Swords
Axes
Throwing Axe (Throwing Axe, Hurkbat, etc)
Short Axe
Battle Axe
2-H Axe
Polearms
Halberd
Pole Axe
Danish Axe
Fauchard
Glaive
Guisarme
Maul
Voulge
Hammers
Bec de corbin
Horseman's Pick
Lucerne Hammer
Maul
Spears
Thrown (Harpoon, Javelin, Pilum)
Standard (Note: typically replaced by the Polearm by the14thC)
Staves
Staff
Club
Stick (Bo, Jo, Ko)
Flail
Mace
Mace
Morningstar
Knobkerrie
Plus many more...
Regards
Jon.
Jon.
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Shoob
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: Physical talents ideas
archery 
- bows (improves accuracy and damage with bows) at lvl 5 gain chance to slow the target.
- crossbows (improves accuracy and damage with bows) at lvl 4 gain chance to pierce target (chance upped at lvl 5)
- slings (improves accuracy and damage with slings) at lvl 5 gain chance to knockback and stun
other archery/ranged talents
- multishot (bows/slings only): fires a volley at the target, # of missiles fired increases with talent level
- peircing shot (bows/crossbows only): fires a powerful shot that peirces through the target dealing 100-200% damage (increases with talent level) and hits an enemy beyond them... at lvl 5 it can pierce through multiple enemies. (ie chance is dropped by 20% or so each enemy it hits) so it could hit 5 enemies, but not likely), also damage is only increased if it peirces through them and %dam increased drops if it pierces (eg. at lvl 5 first monster will get 200% dam, next will get 180% dam (if pierced), next will get 160% dam (if pierced), and so on)
melee talents:
- disarm (sword): gives a chance each attack to lower the damage of the enemy. (or is this a one time thing) I am fine either way.
- charge: blinks you a couple of squares, your defense is lowered by 10+ for a turn, and you attack the enemy for 150-300%+ power.. charge range and damage increases with level
- bows (improves accuracy and damage with bows) at lvl 5 gain chance to slow the target.
- crossbows (improves accuracy and damage with bows) at lvl 4 gain chance to pierce target (chance upped at lvl 5)
- slings (improves accuracy and damage with slings) at lvl 5 gain chance to knockback and stun
other archery/ranged talents
- multishot (bows/slings only): fires a volley at the target, # of missiles fired increases with talent level
- peircing shot (bows/crossbows only): fires a powerful shot that peirces through the target dealing 100-200% damage (increases with talent level) and hits an enemy beyond them... at lvl 5 it can pierce through multiple enemies. (ie chance is dropped by 20% or so each enemy it hits) so it could hit 5 enemies, but not likely), also damage is only increased if it peirces through them and %dam increased drops if it pierces (eg. at lvl 5 first monster will get 200% dam, next will get 180% dam (if pierced), next will get 160% dam (if pierced), and so on)
melee talents:
- disarm (sword): gives a chance each attack to lower the damage of the enemy. (or is this a one time thing) I am fine either way.
- charge: blinks you a couple of squares, your defense is lowered by 10+ for a turn, and you attack the enemy for 150-300%+ power.. charge range and damage increases with level
Oliphant am I, and I never lie.
Re: Physical talents ideas
Ammunition!
Forgot to add ammunition!
So
Arrows:
Armour-Piercing
Standard (Broadheads)
Hunting
Screamers
Mechanical types
Bodkins
etc...
Slings:
Ordinary Sling
Staff Sling
Lead shot
Clay Shot
Kestros
etc
Forgot to add ammunition!
So
Arrows:
Armour-Piercing
Standard (Broadheads)
Hunting
Screamers
Mechanical types
Bodkins
etc...
Slings:
Ordinary Sling
Staff Sling
Lead shot
Clay Shot
Kestros
etc
Regards
Jon.
Jon.
Re: Physical talents ideas
Madmonk, you do not seriously think of having a talent per item ????? 
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
Re: Physical talents ideas
No, of course not, but you did ask for Ideas! So I am throwing lots of things out in the hope that we get some good out of it.darkgod wrote:Madmonk, you do not seriously think of having a talent per item ?????
Regards
Jon.
Jon.
Re: Physical talents ideas
I was more thinking along the lines of the existing physical talents, like stunnnig blow, ...
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Shoob
- Reaper
- Posts: 1535
- Joined: Mon Jan 22, 2007 6:31 pm
- Location: East of the sun, west of the moon
Re: Physical talents ideas
polearms
- reach attack (extend your polearm for a longer reach, but less damage) (short cooldown)
- defensive fighting: increases your defense, at lvl 5, you get an auto crit attack against monsters rushing you (placed in between the rush and the rush attack)
- vault: use your polearm to throw you up into the air and distance forward, range increases with level
- sweeping attack: attack all monsters in a radius of 2 from you
then add polearms... most polearms would be 2-handed... some weaker polearms could be one handed... (like spears)
ideas for polearms:
- spear
- longspear
- quarterstaff
- pike
- scythe
- halberd
- glaive
- fauchard
- reach attack (extend your polearm for a longer reach, but less damage) (short cooldown)
- defensive fighting: increases your defense, at lvl 5, you get an auto crit attack against monsters rushing you (placed in between the rush and the rush attack)
- vault: use your polearm to throw you up into the air and distance forward, range increases with level
- sweeping attack: attack all monsters in a radius of 2 from you
then add polearms... most polearms would be 2-handed... some weaker polearms could be one handed... (like spears)
ideas for polearms:
- spear
- longspear
- quarterstaff
- pike
- scythe
- halberd
- glaive
- fauchard
Oliphant am I, and I never lie.
Re: Physical talents ideas
Might suggest a few new talents in the future, but for now, I think that some of the passive Combat Techniques - mainly Quick Recovery and Fast Metabolism - should have a Constitution rather than Strength requirement.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
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bio_hazard
- Wyrmic
- Posts: 233
- Joined: Thu Dec 20, 2007 12:08 am
- Location: California
Re: Physical talents ideas
Can we have some Health talents available to all classes? Maybe Vigor (Max HP), Recovery (HP recovery), Resliency (reduces continuing damage).
Re: Physical talents ideas
Health can be learned by all provided they take the training
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
-
Final Master
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
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- Contact:
Re: Physical talents ideas
I like being able to apply status effects to enemy actors such as Sunder Armor and Shield Bash. I see though that not all status effects are available yet.
Maybe something like:
Open Wound ~ 50% damage but target struck bleeds (physical?) 10 damage a turn for 3 turns (Duration and bleed damage increase with skill level) Maybe 10/15/20/25/35 for 3/4/5/6/8 turns? That's 280 over 8 turns so maybe more useful as a run away kill skill?
Trauma ~ 20% damage but target is confused for 2 turns. Then higher levels maybe add reduced defense/attack/damage/speed?
Low Blow ~ 150% damage but target is 'tripped', (like a 1 turn stun that goes up in duration with monster size) and increase damage with level
Aura of Fear ~ Just that, the player gains a shield effect that generates Fear. Sustained/passive (doubtful) talent with a greater radius (starts at 1, then every other level gain 1 radius). Save vs Fear only required every time an actor enters the radius of the shield. Power of Aura of Fear increases with Willpower? (Think a very scary looking decked out adventurer. Someone hauling around artifacts of the world and slayer of everything would scare the hell out of me) Probably the 3 or 4th talent learned in a group.
Rapid Movement ~ Increase speed by .1 (which I guess would make a standard actor be 0.9?) but reduce all resists (mental, physical, spell) by 5. Sustained. A very erratic and darting person that is a bit too much off balance that they really can't properly defend themselves, but are really moving.
These are just a few I've had going through my head. I have quite a bit more but they would definitely fall under a more magicalesque category.
Maybe something like:
Open Wound ~ 50% damage but target struck bleeds (physical?) 10 damage a turn for 3 turns (Duration and bleed damage increase with skill level) Maybe 10/15/20/25/35 for 3/4/5/6/8 turns? That's 280 over 8 turns so maybe more useful as a run away kill skill?
Trauma ~ 20% damage but target is confused for 2 turns. Then higher levels maybe add reduced defense/attack/damage/speed?
Low Blow ~ 150% damage but target is 'tripped', (like a 1 turn stun that goes up in duration with monster size) and increase damage with level
Aura of Fear ~ Just that, the player gains a shield effect that generates Fear. Sustained/passive (doubtful) talent with a greater radius (starts at 1, then every other level gain 1 radius). Save vs Fear only required every time an actor enters the radius of the shield. Power of Aura of Fear increases with Willpower? (Think a very scary looking decked out adventurer. Someone hauling around artifacts of the world and slayer of everything would scare the hell out of me) Probably the 3 or 4th talent learned in a group.
Rapid Movement ~ Increase speed by .1 (which I guess would make a standard actor be 0.9?) but reduce all resists (mental, physical, spell) by 5. Sustained. A very erratic and darting person that is a bit too much off balance that they really can't properly defend themselves, but are really moving.
These are just a few I've had going through my head. I have quite a bit more but they would definitely fall under a more magicalesque category.
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bio_hazard
- Wyrmic
- Posts: 233
- Joined: Thu Dec 20, 2007 12:08 am
- Location: California
Re: Physical talents ideas
Can you elaborate on this? I've gotten the CL10 achievement, but only a limited set of options for new abilities were available (I think).darkgod wrote:Health can be learned by all provided they take the training