Pern

Everything about ToME 4.x.x. No spoilers, please

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nsrr
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Pern

#1 Post by nsrr »

I noticed in the donation page that when darkgod very first started work on the game that would evolve into ToME it was an Angband variant called PernAngband.

Anyone still around who played it back when it still had Pern elements? I realize that was many years ago, but I'm curious what it was like.

It's quite a coincidence that what has become my favorite game was once based on Pern, because my parents named me after one of Anne McCaffery's characters. A dragon rider from the Pern series, no less. If you think people have a hard time with your name, try having one with an apostrophe in it :lol:

PowerWyrm
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Re: Pern

#2 Post by PowerWyrm »

T'Ron? :lol:

Castler
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Re: Pern

#3 Post by Castler »

It's been quite a while since I played Pernband, but I remember some of it. Surprisingly, it's apparently still available from various places on the Internet; I think it was turned into ToME due to copyright concerns. (At the time, Anne McCaffrey was hostile toward any fan works such as Pernband.)

Anyway, here's what I recall, with some help from downloading an old archived copy and poking around. If any other old fans notice any mistakes, please let me know.

Pernband started as a variant of Zangband, with Zelazny (Amber) themed elements partially or mostly replaced with Pern and Tolkien elements. So playing Zangband would probably give you a pretty good feel for what the game was like.

ToME 4 (the current game) has changed quite a bit from ToME 2, which in turn has changed a fair bit from ToME 1 / Pernband. There was, if I remember correctly, no skill system; abilities were determined by your class, race, and similar starting choices. There were quite a few schools of magic, some pretty unique and flavorful (tribal, crusade, sigils, etc.), that some of the character classes could choose among. Options for races included fantasy staples (human, dwarf, elf, etc.), some more exotic ones (mindflayers, vampires), some downright weird (spectres were horribly frail but could pass through walls; deathmolds couldn't walk but were terrifyingly strong), and, of course, dragonriders. Classes also ran the gamut of standard (warriors, mages, rogues) to weird/unique/awesome (symbiants, mimics, and possessors).

The setting was mostly Tolkien, with some backstory about how dragonriders traveled from Pern and got involved in the struggles against Morgoth. As one of the old Angband derivatives, Pernband had well-stocked town stores and large, randomly generated dungeons, with each dungeon level re-created each time you entered, so it could encourage somewhat grindy play, as you gained experience and gold, stockpiled consumables like potions and scrolls, and hunted for randomly generated equipment to provide the resistances you needed to survive deeper dungeon levels. (By contrast, ToME 4 eliminates consumables and actively discourages grinding.)

After the Pern elements were dropped and Pernband became ToME, most of the game elements remained recognizable. Harpers became bards; dragonriders became thunderlords (riders of Manwe's eagles); references to Between were replaced with the Straight Road. ToME 2 added a skill system, for more flexible character development, although skills were mostly various numeric bonuses, and it reworked Pernband's dozen or so magic schools into something a little more consistent (elemental schools, conveyance, divination, etc.). ToME 3 was aborted and never saw an official release. ToME 4 was a more radical redesign: the skill system became the core of character development (with numerous unique talents), a no-consumable no-grinding philosophy was adopted, a unique setting was developed, and so on. Still, parts of the game have definitely carried forward: the schools of magic match ToME 2, unique classes like ToME 2's daemonologist have been brought forward and redesigned for 4's talent system (we're still eagerly awaiting a possessor class), and Derth has (IIRC) a striking resemblance to old Bree.
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nsrr
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Re: Pern

#4 Post by nsrr »

That's quite interesting! Thanks for the rundown on the history of it. I think I may need to go track it down now so I can satisfy my curiosity. Or at least try out the the T2 for T-engine 4 port. I don't imagine I would spend much time on it, as I am a big fan of the no-consumable, no-grind play style and talent system that ToME4 uses, but I still want to check it out.

Amphouse
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Re: Pern

#5 Post by Amphouse »

How did the symbiants and mimics work?

Massimiliano Marangio
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Re: Pern

#6 Post by Massimiliano Marangio »

If I remember correctly, a symbiant could hypnotize and "wear" immovable monsters (floating eyes, molds, Q,...) and use their powers.

A mimic could use special cloaks to change the form as well as grow various extra limbs and merge with the walls.

Hedrachi
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Re: Pern

#7 Post by Hedrachi »

Oh god, the memories of that game... the Sokoban dungeon, the invisible castle... but yeah, symbionts wore eyes and other immobile stuff and got powers through doing so.
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MisiuPysiu
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Re: Pern

#8 Post by MisiuPysiu »

I loved the TOME 2. It was at that time I joined this forum:)
The class I liked the best was the possesor. You had the ability to posses a body of a dead monster. Also minibosses and bosses could be possesed. You could end with a body of a Special monster and have 6 arms and no legs :D

ech... old good times...

Ravenholme
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Re: Pern

#9 Post by Ravenholme »

MisiuPysiu wrote:I loved the TOME 2. It was at that time I joined this forum:)
The class I liked the best was the possesor. You had the ability to posses a body of a dead monster. Also minibosses and bosses could be possesed. You could end with a body of a Special monster and have 6 arms and no legs :D

ech... old good times...
I seem to recall that Possessor was supposed to make a return as an Ashes related Donator only class, but I think they hit major problems with implementation and it has been quietly shelved.

HousePet
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Re: Pern

#10 Post by HousePet »

Possessor had nothing to do with Ashes.
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