Infinite dungeon and antimagic

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Laerte
Halfling
Posts: 88
Joined: Sat Sep 11, 2010 12:23 pm

Infinite dungeon and antimagic

#1 Post by Laerte »

It is possible to get antimagic while in Infinite dungeon?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Infinite dungeon and antimagic

#2 Post by lukep »

No.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Laerte
Halfling
Posts: 88
Joined: Sat Sep 11, 2010 12:23 pm

Re: Infinite dungeon and antimagic

#3 Post by Laerte »

How sad... there should be an antimagic race.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Infinite dungeon and antimagic

#4 Post by greycat »

It's also not possible to buy Shoot or Combat Training talents in the ID, for classes that don't start with them. That means your Archmage, Anorithil, Doomed, etc. will never ever ever be able to wear that iron helmet.

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Infinite dungeon and antimagic

#5 Post by Aquillion »

Perhaps random artifact scrolls or potions should occasionally drop in the ID and Arena, granting things like that that can be earned in the main game? This would allow players to experiment with main-game builds in those situations (of course, the antimagic one would have to warn you what it's going to do, and not work for magic classes.)

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Infinite dungeon and antimagic

#6 Post by greycat »

An antimagic potion could be a guaranteed drop from a random unique which is some kind of nature-elemental or forest-spirit or what have you. The character could simply be given the Shoot talent outright, the same way he's given a pickaxe. It's not so clear how the character would learn combat training, though. And that doesn't seem like it should be a freebie.

eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: Infinite dungeon and antimagic

#7 Post by eronarn »

greycat wrote:It's not so clear how the character would learn combat training, though. And that doesn't seem like it should be a freebie.
It seems like it would be reasonable to give it to everyone as a locked tree that doesn't already have it.

Having alchemist potions be rare drops there could be an interesting thing, I suppose.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Infinite dungeon and antimagic

#8 Post by bricks »

Alchemist potions are really minor boosts.

From the extremely small amount of background that the Infinite Dungeon adventurers have, I think some access to advanced talents should exist. Perhaps an intro dialogue, akin to that for the Arena, that asks about your adventures prior to entering the dungeon, i.e:
Before entering the Infinite Dungeon, you...
...trained in basic combat techniques. (Combat Training unlock)
...practiced the basic use of ranged weapons. (Shoot unlock)
...joined a clandestine order of those sworn to oppose magic. (Same requirements/consequences as Antimagic)
...achieved harmony with the natural world. (Learn Harmony tree, same as SWQ heart)
...learned to use corrupted magics. (Learn Hexes, same as siding with the Grand Corruptor)
Only problem with this is that the SWQ Heart is actually still available, should she spawn in the dungeon.
Sorry about all the parentheses (sometimes I like to clarify things).

Sirioh
Cornac
Posts: 39
Joined: Tue Apr 12, 2011 3:52 am

Re: Infinite dungeon and antimagic

#9 Post by Sirioh »

The ID in general probably needs a once-over to update it. There's a lot of things available in the regular game that aren't in available in the ID, and I'm sure that makes a sizeable difference in character power by the level cap (on top of ID already arguably being harder "end game" because of sheer randomness and the fact that there is no cap to the depth, AFAIK).

Maybe add some unique items from ID bosses (or, perhaps better, in ID vaults) that replicate some of the rewards found from quests in the regular game. And, depending on the philosophy behind the ID, remove the level and stat caps so that you can potentially continue forever (although I'm sure enemies will outscale you before you out power them, simply because of talent caps).

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