Potions?
Posted: Fri Mar 02, 2012 8:02 am
Iv only been playing ToME for a few days but I'm wondering...
Are there potions in the game?
As an RPG player and as someone who played several other roguelikes why are there no potions(assuming there aren't)?
Why was a decision made to introduce the identification orb instead of allowing identifications scrolls?
ATM it seems there is absolutely no reason to have unidentified items in the game...
I mean, does clicking on the orb to identify an item instead of not having unidentified items add anything to the game???
Wouldnt identifying scrolls( that are hard to get) be more interesting to have in the game than an almost(but not completely)automatic (always available)way to identify items?
What is the reason behind giving every character either a health or a mana regeneration rune?
I'm really interested in this because it feels a bit weird to have those.
It kinda makes life regen and mana regen feel too easy and ininvolved..All you do is wait for the cooldown to end and press the rune button.
Potions provide a more complex and involved way or restoring HP and mana(need to have a stockpile of them and they can run out) as a oppose to a constant life and mana regen button that is always there...
Seems like it would have been much more interesting to have higher life/mana natural regen values to allow more combat sustain while also having potions with a cooldown to boost the sustain and than having the rest function to regain HP/mana AFTER battle.
Are there potions in the game?
As an RPG player and as someone who played several other roguelikes why are there no potions(assuming there aren't)?
Why was a decision made to introduce the identification orb instead of allowing identifications scrolls?
ATM it seems there is absolutely no reason to have unidentified items in the game...
I mean, does clicking on the orb to identify an item instead of not having unidentified items add anything to the game???
Wouldnt identifying scrolls( that are hard to get) be more interesting to have in the game than an almost(but not completely)automatic (always available)way to identify items?
What is the reason behind giving every character either a health or a mana regeneration rune?
I'm really interested in this because it feels a bit weird to have those.
It kinda makes life regen and mana regen feel too easy and ininvolved..All you do is wait for the cooldown to end and press the rune button.
Potions provide a more complex and involved way or restoring HP and mana(need to have a stockpile of them and they can run out) as a oppose to a constant life and mana regen button that is always there...
Seems like it would have been much more interesting to have higher life/mana natural regen values to allow more combat sustain while also having potions with a cooldown to boost the sustain and than having the rest function to regain HP/mana AFTER battle.