Question about fungi tree

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jinsediaoying
Wyrmic
Posts: 284
Joined: Thu Mar 29, 2012 2:11 am

Question about fungi tree

#1 Post by jinsediaoying »

Fungi t3 is a little confusing, seems it give you energy when you gain a regeneration effect, will this affect the regeneration you gain from Fungi t2?
and is that mean I can treat healing and regeneration talents as sort of instant?

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Question about fungi tree

#2 Post by Mewtarthio »

Yep. Anything that gives you the Regeneration effect will trigger Ancestral Life.

jinsediaoying
Wyrmic
Posts: 284
Joined: Thu Mar 29, 2012 2:11 am

Re: Question about fungi tree

#3 Post by jinsediaoying »

Mewtarthio wrote:Yep. Anything that gives you the Regeneration effect will trigger Ancestral Life.
Will drain life triggers t2?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Question about fungi tree

#4 Post by lukep »

IIRC, "minor" heals such as Drain Life or Waters of Life were excluded from it, specifically to prevent something like This Character.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Question about fungi tree

#5 Post by Mewtarthio »

For the record, the following should be a comprehensive list of everything that triggers Fungal Growth (and Arcane Shield, which uses the same attribute):

Code: Select all

Arcane Reconstruction (Aegis)
Heal (an NPC talent)
Nature's Equilibrium (Mindstar Mastery)
Refit Golem (the Alchemist starting talent)
Conversion (Feedback)
Nature's Touch (Call of the Wild)
Body Reversion (Age Manipulation)
the summoned Turtle's Grand Arrival effect
Pride of the Orcs (Orc racial talent)
Infusion: Healing (the infusion, obviously)
Re-assemble (Skeleton racial talent)
Swallow (Sand-Drake Aspect)
Healing Light (Light)
Life Tap (Advanced Golemancy)
Undeath Link (Necrosis)
Bathe in Light (Light)
the Tree of Life artifact's activated effect
totems "of healing"
the on-hit effect of the Goedalath Rock

Wolpertinger
Wayist
Posts: 24
Joined: Wed Jun 16, 2010 6:08 am

Re: Question about fungi tree

#6 Post by Wolpertinger »

lukep wrote:IIRC, "minor" heals such as Drain Life or Waters of Life were excluded from it, specifically to prevent something like This Character.
Seems like that character relies on Bloodcaller heals-on-hit or Waters of Life heals-over-time. Seems to me like it might possibly more reasonable to allow 'minor' heals to trigger it as long as they are a 'single' heal (and an actual talent, instead of an item) instead of a sustain or multiple small heals over time (ruin, for example).

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: Question about fungi tree

#7 Post by Mewtarthio »

Wolpertinger wrote:
lukep wrote:IIRC, "minor" heals such as Drain Life or Waters of Life were excluded from it, specifically to prevent something like This Character.
Seems like that character relies on Bloodcaller heals-on-hit or Waters of Life heals-over-time. Seems to me like it might possibly more reasonable to allow 'minor' heals to trigger it as long as they are a 'single' heal (and an actual talent, instead of an item) instead of a sustain or multiple small heals over time (ruin, for example).
The trouble is, the game doesn't know whether a given heal is a "single" heal or a "small" heal. It just knows that the player is getting a heal. The only way to change that is to explicitly specify what type of heal is getting called, which the "allow_on_heal" attribute effectively does right now.

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