I suppose the Shadowblade class gets a similar boost to power with this new release.
Mana rune sure makes a difference
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Mana rune sure makes a difference
Heh. That new mana regeneration rune makes the Arcane Blade a *lot* more powerful in the beginning of the game. Where before I could only sparsely use flame, and almost never turned on arcane combat because it drained my mana too fast, I can now happily scorch everything I see before slashing it with arcane combat 
I suppose the Shadowblade class gets a similar boost to power with this new release.
I suppose the Shadowblade class gets a similar boost to power with this new release.
Re: Mana rune sure makes a difference
Yeah, maybe manasurge rune should multiply your natural regen instead
[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: Mana rune sure makes a difference
While perhaps more interesting than a flat amount of mana, this would make the rune be totally useless to those without mana regen, which isn't just Arcane Blades without Arcane Feed, but also other classes who get spells from Escort Quest and like them enough to sacrifice a rune slot ...darkgod wrote:Yeah, maybe manasurge rune should multiply your natural regen instead
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
Re: Mana rune sure makes a difference
While I do think that in it's current form, being available from the start, it is too powerful a rune,
I do appreciate it giving characters without natural mana regeneration a means to regenerate mana.
Perhaps, this rune should not be available at game start. A quest to get it would be nice.
Another rune could be added for magic-using characters to start out with:
Rune of Wild Mana
Activating this rune instantly restores your mana. It also sets all your skill's cooldown timers to full red, (not including sustained skills), teleports you to a random location within 10-ish tiles and stuns you for a turn. (Evil grin)
Eventually, with stun resist and teleport control, this rune will be less risky to use.
I do appreciate it giving characters without natural mana regeneration a means to regenerate mana.
Perhaps, this rune should not be available at game start. A quest to get it would be nice.
Another rune could be added for magic-using characters to start out with:
Rune of Wild Mana
Activating this rune instantly restores your mana. It also sets all your skill's cooldown timers to full red, (not including sustained skills), teleports you to a random location within 10-ish tiles and stuns you for a turn. (Evil grin)
Eventually, with stun resist and teleport control, this rune will be less risky to use.
Re: Mana rune sure makes a difference
@martinuzz: I think that even with that, restoring MP outside combat will still be easy and thus Arcane Blade and Shadowblade will still find it unnecessary to invest in the MP-restoring talent...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...
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Re: Mana rune sure makes a difference
Haven't not played yet, keep that in mind while reading this suggestion.
Why not have a variable regen increase based on your natural regen IF you have one. If you do not have natural regen, grant a natural regen (like 0.5/turn) instead.
Why not have a variable regen increase based on your natural regen IF you have one. If you do not have natural regen, grant a natural regen (like 0.5/turn) instead.
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Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Mana rune sure makes a difference
Just having them not available in the west outside of angolwin would be pretty flavorful and keep non-mages from using it too early.