1.7 Necro idea (spoilers) UPDATED

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

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Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

1.7 Necro idea (spoilers) UPDATED

#1 Post by Delmuir »

The 1.7 Necro does exceedingly well in moderately close quarters and "in the mix" so to speak. More so, it's the rare class that can use constitution as its secondary stat. Consequently, I suggest creating a class of armor that would benefit this curious mage...

1. Bone Plate... this would be heavy plate armor and the bonuses would be primarily armor (no defense) and resistances, including bonuses to resistance caps BUT which would be susceptible to nature damage. The key bonus would be negative life, crit shug off, and strength PLUS damage when hit in melee.

2. Amulets that are "dried brains." They'd offer cunning, category mastery, and cooldown reduction but at the cost of constant mana drain.

3. Amulets that are "dried eyeballs." They'd offer +1 range to spells but at the cost of reduced vision range. Additionally, they'd offer resistance to blind and perhaps some other bonuses.

Maybe these aren't good ideas...

UPDATE:

1. I think Eternal Night is too cheap for what it does. As such, I suggest 100 mana and 1 soul for a sustain cost.

Overall, there has to be a price to pay for all of these good sustains. Reducing your soul capacity is an excellent way of doing it.

2. I think if you kill the Master before Celia (thus, before performing the lichform ceremony) then you can use his heart instead. More so, the Master's heart should offer a different bonus than Celia's... in this case, I think it should offer +2 to max soul capacity.

3. Each turn enemies spend in the Corpselight should reduce their cold resistance by 2%.

4. Ghost Walk's duration for return should be increased to 4... or perhaps just to 4 of 5 if you add more points. Some way to slightly increase it as I keep ending up one turn late, ha ha. It just seems a little short.

5. Utterly Destroyed should be a soul sustain (1 soul).

6. Soul Leech... Additionally to its current function, each talent point invested in this should reduce the cooldowns of all skills that use souls by 2-4%. NOT active level but direct investment (it would need a hard cap for the Infinite Dungeon).

7. Hiemal Shield... needs some help and I have ideas but they're all hard to code. Thoughts anyone?
Last edited by Delmuir on Fri Aug 21, 2020 8:55 pm, edited 1 time in total.

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: 1.7 Necro idea (spoilers)

#2 Post by PseudoLoneWolf »

I'm not sure that introducing entire subclasses of items for one class is a great idea, but I do like what you have here and I think they'd all make excellent unique artifacts.
Let slip the toast of war.

Just a dood
Halfling
Posts: 93
Joined: Wed Oct 16, 2019 2:33 am

Re: 1.7 Necro idea (spoilers)

#3 Post by Just a dood »

Maybe some more ice and darkness related items that give mastery? the ice trees from necro were already added to the silk current robe.

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