Alchemists item tree

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
drayath
Wayist
Posts: 22
Joined: Sat Nov 27, 2010 10:53 pm

Alchemists item tree

#1 Post by drayath »

Just been playing arround with a new alchemist and noticed lots of new activatable items, and alchemists tends to have not much todo with generic points, so how about something like this to give a slightly alternaitve playstyle to an alchemist.

Note that i have done any lua scripting of much looking at the tome api's, so sort of hoping someones who knows what they are doing looks, thinkgs its a cool idean and decides to impliment it :wink: . If not may have a play around in a week or two depending on the feedback.

-------------

Tree: Item Mastery
Generic Tree (item/utility)
Alchemists: Start Locked, 1.0 multiplier
Main stat: Magic (or willpower as an alternative, this is a stat that dont normally need much of as an alchemist and would force a bit more of a choice). Stat requirments should be reasonably low (should be a valid level 1 buy for a human)


-----
Item Channeller (level 1)
Passive: increase charge rate of items by 10% per effective level (stacks with overcharged items)
This will charge items that normally have to be worn to charge, but the total charge rate will end up being (effective level * 10%) instead of 100% + (effective level * 10%)

Allows the use of items that normally have to be worn to activate for 200% - (effective level * 10%) movement cost. (cap effective level at 10)
Note this will allow the activation of items that you do not meet the requirements to wield.

Desc: With practice a skilled practitioner can ease the flow of their spare mana into carried items, and even active items with touching them.

Notes: more flexibility on item use if you have a backpack full of usefull item.
Tradeoff: may need more strength than usual to carry the items vs generally spellpower to use them to best effect.

-----
Item Overcharge (level 2)
Usage Time: 10 turns
Activate and select an activatable item, will create a new sustain.
No limit to number of sustains other than mana cost.

Sustain
Cost: 50 Mana
increase max charge of targeted item by (effective level * 10%)
increase charge rate of affected item by (effective level * 10%)
at raw level 5 the item will have +1 to its talent level when used.
This will charge items that normally have to be worn to charge, but the total charge rate will end up being (effective level * 10%) instead of 100% + (effective level * 10%)
If sustain is dropped for any reason the items charge will be reduced to 0.

Desc: By setting aside a a dedicated pool of mana for an item its effectiveness can be significantly improved

Notes: There are several items where +1 talent level (at level 5) upgrades the bolt to a beam
Notes: With channeler 5 and overcharge 5 sustain worn item has x1.5 max charge and x2 charge rate
Notes: Should number of sustains be limited???
Notes: usage time and item discharge of sustain drop is delibrate. Not intended to swap overcharged items in combat, and enemy abilities that drop sustains are nasty for you.

-----
Wand Maker (level 3)
Passive: Reduce time to use wands by 5% per effective level (cap -50%)
Usage Time: 10 turns
Cost: 100 mana
Active: Create Runic Wand

Select 1 wand and one rune, they will be combined together in a runic wand.
Wand will have an activation time of 1 turn (irrespective of original run activation time)
On Activation will cause normal rune effect
Wand will start with charges:
If reusing an existing runic wand: effective talent level (+25% chance of failure that will destroy wand and rune)
If using a normal wand: wand material level + effective talent level
If using a one of the empty wands: wand charges + effective talent level (believe this is 6-18 charges for the different material types so a nice boost for these normally useless items)
Any existing changes on wand will be removed and give no boost to the new wand (hard to balance if keep some of charges)

Desc: Allows runes to be bound to wands and as an added bonus the intimate knowledge of their construction allows their power to be used faster.

Notes: Runic wands can not be recharged in shops
Notes: The failure rate or reusing a runic wand, and the lowered charges you get are intended to help keep down the number of wands a player has if they are using them regually.

-----
Emergency Charge (level 4)
Active: Select effective talent level items and force power into them.
Usage Time: instant
Cost: 100 mana
Cooldown: 100
Select up to effective talent level activatable items.
Adds 50% of max charge of charge to a chargeable item (will not set charge above max charge)
Adds 1 charge to a wand with 5% chance wand will be destroyed.
Adds 1 charge to a runic wand with 20% chance wand will be destroyed.
Note same item can be selected multiple times (2 selects of a chargeable item will full charge it, 2 selects of a wand will have +2 charges and 2 chances to break)

Desc: In an emergency man can be channelled directly into items.

Notes: equivelent to the skill cooldown resets at level 4 in other trees
Notes: higher runic wand chance so that it is not better that using the wand maker to recreated wand (as that skill also needs a replacement rune)
Notes: items only get 50% charge per use as many items get more than one activation when fully charged.
Notes: The item chargeing is intended to be the main use of this, the wand charges is more for real emergencies (0->1 teleport/heal charge)
Notes: this will be 50% of the present maximum charge (so gives more absolute charge to presently overcharged items)

Post Reply