More Prodigies
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: More Prodigies
That would be cool. Perhaps a "dishonourable" prodigy?
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- Halfling
- Posts: 103
- Joined: Wed Dec 04, 2013 11:49 pm
Re: More Prodigies
while there is already some prodigies unavailable to undead races (all antimagic, all wilder) and they have a lot more disadvantages id like to see 1 or 2 fitting ones only available to undead races.
i recently noticed undead dont have any way to remove magical effects - the only way is to find gloves of dispersion together with relentless pursuit
the result is: impending doom, the curses and so on ar far more of a danger for undead characters than they are for living ones - which doesnt seem to fit thematically imo
so id propose to make one prodigy filling that gap - maybe not the boring route just remove the condition but have a chance to reflect it on the enemy in a stronger way so he will really suffer, same could apply to some diseases - a ghoul suffering from ghoul rot? he already has that rot
another cool prodigy would be maybe to take off parts of ur body and toss em nearby to fight with you/have combat effects (maybe different for skeleton and ghoul like skeleton throws his head and ghoul just some flesh)
if the skeleton head gets destroyed u will have to find a new one from another skeleton or humanoid body before u can use it again, the the ghoul might lose temporary con until he kills some living enemys
will be pretty hard to balance this to a useful but not OP ability
just some early ideas - feel free to discuss / change
i recently noticed undead dont have any way to remove magical effects - the only way is to find gloves of dispersion together with relentless pursuit
the result is: impending doom, the curses and so on ar far more of a danger for undead characters than they are for living ones - which doesnt seem to fit thematically imo
so id propose to make one prodigy filling that gap - maybe not the boring route just remove the condition but have a chance to reflect it on the enemy in a stronger way so he will really suffer, same could apply to some diseases - a ghoul suffering from ghoul rot? he already has that rot

another cool prodigy would be maybe to take off parts of ur body and toss em nearby to fight with you/have combat effects (maybe different for skeleton and ghoul like skeleton throws his head and ghoul just some flesh)
if the skeleton head gets destroyed u will have to find a new one from another skeleton or humanoid body before u can use it again, the the ghoul might lose temporary con until he kills some living enemys
will be pretty hard to balance this to a useful but not OP ability
just some early ideas - feel free to discuss / change
Re: More Prodigies
- Mighty Grip: Ability to wield two-handed weapons in one hand.
- Worldbreaker: every time you hit an enemy, everyone adjacent to that enemy takes some fraction of the damage (30%?)
- I Am Reborn: applies a brief debuff of some sort (50% damage for 2-3 turns, perhaps). When the debuff expires, heals all damage, removes all other debuffs, and possibly does a bit of localized area-effect light damage.
- Worldbreaker: every time you hit an enemy, everyone adjacent to that enemy takes some fraction of the damage (30%?)
- I Am Reborn: applies a brief debuff of some sort (50% damage for 2-3 turns, perhaps). When the debuff expires, heals all damage, removes all other debuffs, and possibly does a bit of localized area-effect light damage.
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: More Prodigies
Mighty Grip prodigy + Reaving Combat talent = Death to all who oppose? Dual weilding two-handers seems like a pretty desirable reward.
Was that intentional?
Was that intentional?
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- Uruivellas
- Posts: 717
- Joined: Mon Jul 16, 2012 6:03 pm
Re: More Prodigies
You could make it like shortstaves are right now, where Reavers can't use them in their off-hand.
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: More Prodigies
Even "only" a two hand and one hand are still considerably more dangerous than just the normal amount. Which I approve of.Mewtarthio wrote:You could make it like shortstaves are right now, where Reavers can't use them in their off-hand.
Re: More Prodigies
Just correcting that, iirc, the "right now" part means 1.0.5, whereas 1.0.6 will "fix" it.Mewtarthio wrote:You could make it like shortstaves are right now, where Reavers can't use them in their off-hand.
A bit off topic but for a good cause: I think the staff accuracy bonus is a bit too much. Would it be too much to fine tune it a bit lower, like half of what it's now, or maybe instead of proc damage make it proc chance, maybe around 0,1% / accuracy.
The two handed prodigy is a bit overkill, I guess, though I'd really love seeing a race/class that can do it, like a troll berserk or something. Doesn't make it any less overkill, but still.. Would be hella awesome to do that.
Stronk is a potent combatant with a terrifying appearance.
Re: More Prodigies
I do think the undead might be served to have their own prodigy.
My humble suggestion is an undead "revulsion" aura. It would be an aura that, unless you save against it, causes "revulsion" in the living only. For any enemy in the aura, it would reduce global speed, accuracy, saving throws by... say 1% for every ten points of "x" stat.
Or maybe, rather than an aura, it should just line of sight... every turn, enemies have to save against being disgusted.
My humble suggestion is an undead "revulsion" aura. It would be an aura that, unless you save against it, causes "revulsion" in the living only. For any enemy in the aura, it would reduce global speed, accuracy, saving throws by... say 1% for every ten points of "x" stat.
Or maybe, rather than an aura, it should just line of sight... every turn, enemies have to save against being disgusted.
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: More Prodigies
Flavor-wise, that's make sense for a Ghoul.
As for a Skeleton, though... What is there, beyond the necromancy itself, to be repulsed by? Perhaps they'd get something flavor-related to them?
I don't know what might work, though.
As for a Skeleton, though... What is there, beyond the necromancy itself, to be repulsed by? Perhaps they'd get something flavor-related to them?
I don't know what might work, though.
Re: More Prodigies
I'm not sure why the distinction... people would be repulsed by the sight of the dead walking about, regardless of the state. Perhaps, as was jokingly noted, you just make it a "fear" bonus.The Revanchist wrote:Flavor-wise, that's make sense for a Ghoul.
As for a Skeleton, though... What is there, beyond the necromancy itself, to be repulsed by? Perhaps they'd get something flavor-related to them?
I don't know what might work, though.
I find the prodigies confusing and underwhelming but this strikes me as a bit of fun. It wouldn't do anything in the extreme but would just act as a sort of general improvement to your character...
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- Halfling
- Posts: 103
- Joined: Wed Dec 04, 2013 11:49 pm
Re: More Prodigies
another idea, while thinking about the dexterity changes in 1.10 now reducing the enemys critical hit multiplier - what about that crit reduction from armor training skill? dont know how exactly it works but i guess its only vs melee/archery attacks.
so another prodigy could be one for heavy armor users, or just use this as changes to shadow armor prodigy (which is among the weakest prodigys i think?)
shadow armor/ or <insert new name>:
-effectively doubles or (+33%/+50%/+75%) ur resistances gained from ur body armor (only body armor not helms etc)
-critical hit reduction from armor training applies to spells and mindpowers (100% or less)
could bring options to non antimagic melee builds that focus more on defense, imagine this combined with infusion of wild growth from the alchemist quest
dont have much clue about the numbers/balancing so just take it as random numbers
so another prodigy could be one for heavy armor users, or just use this as changes to shadow armor prodigy (which is among the weakest prodigys i think?)
shadow armor/ or <insert new name>:
-effectively doubles or (+33%/+50%/+75%) ur resistances gained from ur body armor (only body armor not helms etc)
-critical hit reduction from armor training applies to spells and mindpowers (100% or less)
could bring options to non antimagic melee builds that focus more on defense, imagine this combined with infusion of wild growth from the alchemist quest
dont have much clue about the numbers/balancing so just take it as random numbers
Re: More Prodigies
allright time to start designing prodigies
they all require at least 50 of the stat to use
Strong: pending name
pending prereqs
Usage speed: 2 turns
Cooldown:at least 20 turns
Range:3 or 4+2 per size category over the enemy
on the first half of the first turn, you grab the enemy, and throw it behind you from thier location to the ground, or to a wall, if one is adjacent to you, doing 20% of its life in physical damage or ((strength*4)+(phys power*4)) physical damage, whichever is lower; if the enemy you threw lands on an enemy, it does x physical damage + or - y% per size category of the striking enemy above or below the stricken enemy. On the second half of the first turn, you do this again. On the second turn, you throw the enemy to the targeted location, doing z physical damage; if the thrown enemy lands on an enemy, it does a physical damage + or - b% per size category of the thrown enemy over or under the stricken enemy.
the effects will vary with terrain and/or walls, the damage dealt by this ability cannot be increased by your physical damage modifier, and you cannot use this ability that is at least one size category larger than you arethis includes gargantuan+1, which is category 4 and lacks an exclusive name
Dexterity: Lightning Reflexes
Have taken at least 50000 lightning damage
Use: Sustained
Cooldown:30 turns
Usage speed:1 turn
its like the defensive effect of elemental surge: lightning/lightning rune, except once per turn for 1 attack per turn, and cannot happen twice in two turns
Constitution: Indomitable
pending prereq
passive
You gain (constitution*.2) life regen, +5% to all resistance caps, ignore 5% of all types of resistance penetration against you, and you shrug off 5+5% of all damage taken, up to a maximum of 5+(constitution*.2) damage.
Damage reduction from this ability is not factored into your resistances or your resist all, and is calculated separately from and immediately after your damage resistances.
Magic: Ground Control
have taken damage from being inside the ground or walls(including stone wall) at least 10 times
Cooldown: at least 30
Range: 3 4 5 6 or 7, unsure
Usage speed: 1 turn
Directly control the ground, crushing an enemy with your surroundings, dealing (whatever% of your life you normally take when crushed by the sand in sandworm lair) up to a maximum of (spellpower*8) physical damage and removing (that much) breath from the enemy for one turn; can be targeted on the ground to create a temporary wall for two turns
effects may vary with the terrain, and this prodigy can only be used if there is ground available
sand grass will do the same thing, stone will hit 1.2 times harder
slime will do alot less damage as nature damage, slow you for some % for more than one turn, and something else too
dunno bout other terrain yet, such as lava and non-burning lava(charred scar/daikara)
Willpower: pending name
pending prereqs
you are granted Telekinetic Grasp and Beyond the Flesh; if you already have these abilities you can wield a second weapon or gem with this ability, and the second weapon will still automatically attack one opponent in melee range per turn
maybe nerf the second one to a gem if you're an adventurer with the abilities or mindslayer
Cunning: unorthodox attacks
pending prereqs
passive
increases your critical hit chance by(cunning*.3) and lets you ignore (cunning*.3) of an opponent's defense; also, you can negate (cunning*.02?) parried or deflected melee attacks per turn ala dual wield defense/repel/gesture of guarding; also, for the purpose of bypassing mental saves when inflicting mind damage to have the mind attack not be resisted, your mindpower is increased by (cunning*.3)
they all require at least 50 of the stat to use
Strong: pending name
pending prereqs
Usage speed: 2 turns
Cooldown:at least 20 turns
Range:3 or 4+2 per size category over the enemy
on the first half of the first turn, you grab the enemy, and throw it behind you from thier location to the ground, or to a wall, if one is adjacent to you, doing 20% of its life in physical damage or ((strength*4)+(phys power*4)) physical damage, whichever is lower; if the enemy you threw lands on an enemy, it does x physical damage + or - y% per size category of the striking enemy above or below the stricken enemy. On the second half of the first turn, you do this again. On the second turn, you throw the enemy to the targeted location, doing z physical damage; if the thrown enemy lands on an enemy, it does a physical damage + or - b% per size category of the thrown enemy over or under the stricken enemy.
the effects will vary with terrain and/or walls, the damage dealt by this ability cannot be increased by your physical damage modifier, and you cannot use this ability that is at least one size category larger than you arethis includes gargantuan+1, which is category 4 and lacks an exclusive name
Dexterity: Lightning Reflexes
Have taken at least 50000 lightning damage
Use: Sustained
Cooldown:30 turns
Usage speed:1 turn
its like the defensive effect of elemental surge: lightning/lightning rune, except once per turn for 1 attack per turn, and cannot happen twice in two turns
Constitution: Indomitable
pending prereq
passive
You gain (constitution*.2) life regen, +5% to all resistance caps, ignore 5% of all types of resistance penetration against you, and you shrug off 5+5% of all damage taken, up to a maximum of 5+(constitution*.2) damage.
Damage reduction from this ability is not factored into your resistances or your resist all, and is calculated separately from and immediately after your damage resistances.
Magic: Ground Control
have taken damage from being inside the ground or walls(including stone wall) at least 10 times
Cooldown: at least 30
Range: 3 4 5 6 or 7, unsure
Usage speed: 1 turn
Directly control the ground, crushing an enemy with your surroundings, dealing (whatever% of your life you normally take when crushed by the sand in sandworm lair) up to a maximum of (spellpower*8) physical damage and removing (that much) breath from the enemy for one turn; can be targeted on the ground to create a temporary wall for two turns
effects may vary with the terrain, and this prodigy can only be used if there is ground available
sand grass will do the same thing, stone will hit 1.2 times harder
slime will do alot less damage as nature damage, slow you for some % for more than one turn, and something else too
dunno bout other terrain yet, such as lava and non-burning lava(charred scar/daikara)
Willpower: pending name
pending prereqs
you are granted Telekinetic Grasp and Beyond the Flesh; if you already have these abilities you can wield a second weapon or gem with this ability, and the second weapon will still automatically attack one opponent in melee range per turn
maybe nerf the second one to a gem if you're an adventurer with the abilities or mindslayer
Cunning: unorthodox attacks
pending prereqs
passive
increases your critical hit chance by(cunning*.3) and lets you ignore (cunning*.3) of an opponent's defense; also, you can negate (cunning*.02?) parried or deflected melee attacks per turn ala dual wield defense/repel/gesture of guarding; also, for the purpose of bypassing mental saves when inflicting mind damage to have the mind attack not be resisted, your mindpower is increased by (cunning*.3)