Equipment suggestion: wizard hats for spellcasters

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mirrizin
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Re: Equipment suggestion: wizard hats for spellcasters

#16 Post by mirrizin »

It's interesting...reminds me of how in TOME's previous incarnation I used to run rohan knights and then try as hard as i could to get mindcraft, which meant my presumed combat wombats could then employ a wide range of utility spells (such as teleport) without the weaknesses of a mage. It's definitely the sort of play I tend toward, though I wonder how this would affect the balance between warriors and wizards...

The ritual thing sounds cool, sort of like the old princess quests.

Generally seems a good thing, though I'd be interested to see how it plays out, so to speak.

--mirrizin

Gwai
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Re: Equipment suggestion: wizard hats for spellcasters

#17 Post by Gwai »

darkgod wrote:Thanks :)

As for traps, wizards will have access to Sense as a skill, so improving it to detect traps wont hinder your combat abilities
No chance that we'll get a way to destroy the traps then? Can't really avoid traps in the maze, even when you know where they are.

darkgod
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Re: Equipment suggestion: wizard hats for spellcasters

#18 Post by darkgod »

You can phase door, if high enough you can choose where to go.
There is also the Slime skills to get through or the trap disarm in survival.
All of those are skills ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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Taxorgian
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Re: Equipment suggestion: wizard hats for spellcasters

#19 Post by Taxorgian »

I like the idea as well, although one of the spells from those schools does damage in beta4.

Bear summoning [I forget the Official Name (tm)] should be removed from the Nature tree since that can, in principle, cause damage and makes summoners less unique?
Perhaps it can be replaced by something like the old tree-walking from T2?
Or a spell to cause some monsters -- snakes, ants, bees, canines, bears -- to become neutral (at least temporarily)?

It would be interesting to know if any mages ever use it anyway....

Of course you could also have some skills or talents associated to races -- Elves get Nature for free, Hobbits get Cunning/Survival, Dunadan get Divine/Hymns, Dwarves get Divination (since Vision should be something they'd be good at, at least underground) or maybe Spell/Earth?

darkgod
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Re: Equipment suggestion: wizard hats for spellcasters

#20 Post by darkgod »

Well skills could do damage, but they dont define the whole attack mechanism of a class.
Wild Gift/Slime also has some attacks but that's fine.
As for races gaining some skills, possibly. The undead talents are not skills too.
[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 ;)

Baker
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Re: Equipment suggestion: wizard hats for spellcasters

#21 Post by Baker »

darkgod wrote:Well skills could do damage, but they dont define the whole attack mechanism of a class.
Wild Gift/Slime also has some attacks but that's fine.
As for races gaining some skills, possibly. The undead talents are not skills too.
Yeah, that's how I figured it too. A mage would always be a ranged spellcasting attacker, because that's where his talents lie, but he would be capable of buffing himself up with Warrior skills if he likes to get close now and again or to take Rogue skills instead if he feels he needs extra tools to get away from sticky situations.
It's interesting...reminds me of how in TOME's previous incarnation I used to run rohan knights and then try as hard as i could to get mindcraft, which meant my presumed combat wombats could then employ a wide range of utility spells (such as teleport) without the weaknesses of a mage. It's definitely the sort of play I tend toward, though I wonder how this would affect the balance between warriors and wizards...
I think it won't make as much of a difference as you'd think, because of the above. Skills would allow you to adjust your character to your preferred playing style, they wouldn't suddenly turn you from a mage into a tank, though. A sort of hybrid character is probably as far as it's going to go.

Also, it worked pretty well in T2, after all. Good ol' Fumblefingers was a pretty essential aspect of building your character, with multiple schools of thought on which skills complemented what class best. Balancing obviously wasn't perfect, but nothing really ever seemed completely overpowered or unplayably weak to me.

mirrizin
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Re: Equipment suggestion: wizard hats for spellcasters

#22 Post by mirrizin »

---Originally Posted by Baker:
I think it won't make as much of a difference as you'd think, because of the above. Skills would allow you to adjust your character to your preferred playing style, they wouldn't suddenly turn you from a mage into a tank, though. A sort of hybrid character is probably as far as it's going to go.---

That's exactly what I did, and what I figured this would do. Hybrid characters are interesting.

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