Damn me ...
Moderator: Moderator
Damn me ...
I was on my merry way to make Vor Pride, full of oh so friendly orc casters and suddently I was hit by many ideas about new spells for mages..
So I guess next beta you might get both new zones and some new classes, Pyromancer anyone ? Cryomancer ? ;>
So I guess next beta you might get both new zones and some new classes, Pyromancer anyone ? Cryomancer ? ;>
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Damn me ...
Sounds nice, all those elementalist schools.
Why not do Geomancer or Necromancer as well? Those are nice usually
The necromancer can raise dead and all the usual stuff...
He might have a skeleton pet (like the golem) and his "mana" (might be another resource pool) is regenerated only when he kills.
Why not do Geomancer or Necromancer as well? Those are nice usually

The necromancer can raise dead and all the usual stuff...
He might have a skeleton pet (like the golem) and his "mana" (might be another resource pool) is regenerated only when he kills.
Re: Damn me ...
Necromancer is planned but not as a mage, it'll be part of the "Corrupted" meta class which will include things like Necromancer, Blight Mage, Blight Warrior, Corruptor, ...
Pyromancer will get the Fire schoo obviously and a special school only for them:
Wildfire
- Blastwave: Fire DOT + knockback all those around you
- Dancing Fires: Slow but powerful fire DOT on all in LOS (up to a limit)
- Combust: Make all fire DOTs in an area go BOOM
- Wildfire: sustained, allows to ignore a percent of the target fire resistance
Burning a currently burning target will now add to the DOT instead of replacing it (same for bleeds and poisons)
Sounds nasty ?
Well the orcs will have it ...
PS: you will all hate me for making Vor Pride ..
Pyromancer will get the Fire schoo obviously and a special school only for them:
Wildfire
- Blastwave: Fire DOT + knockback all those around you
- Dancing Fires: Slow but powerful fire DOT on all in LOS (up to a limit)
- Combust: Make all fire DOTs in an area go BOOM
- Wildfire: sustained, allows to ignore a percent of the target fire resistance
Burning a currently burning target will now add to the DOT instead of replacing it (same for bleeds and poisons)
Sounds nasty ?
Well the orcs will have it ...

PS: you will all hate me for making Vor Pride ..
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Damn me ...
How about a Chronomancer?
I played a Heroes (table top RPG) character that focused on time manipulation. I could probably help out with some ideas if you want a class built around that.
Temporal Double is one of my favorites. Basically pulling 'clones' of yourself from other timelines.
Time Shift heal is pretty standard to and something similar is already in the game (damage displacement?).
A Probability Manipulation tree would fit well also. Full of sustained or passive abilities. Maybe even a passive 'luck' increase.
If it sounds like a direction you want to go let me know and I'll flesh it out more and post something in ideas.
I played a Heroes (table top RPG) character that focused on time manipulation. I could probably help out with some ideas if you want a class built around that.
Temporal Double is one of my favorites. Basically pulling 'clones' of yourself from other timelines.
Time Shift heal is pretty standard to and something similar is already in the game (damage displacement?).
A Probability Manipulation tree would fit well also. Full of sustained or passive abilities. Maybe even a passive 'luck' increase.
If it sounds like a direction you want to go let me know and I'll flesh it out more and post something in ideas.
Re: Damn me ...
Oh, that sounds cool!darkgod wrote:Necromancer is planned but not as a mage, it'll be part of the "Corrupted" meta class which will include things like Necromancer, Blight Mage, Blight Warrior, Corruptor, ...
Neat! Just make sure they have some way of dealing with all those fire resistant critters...Pyromancer will get the Fire schoo obviously and a special school only for them:
Wildfire
- Blastwave: Fire DOT + knockback all those around you
- Dancing Fires: Slow but powerful fire DOT on all in LOS (up to a limit)
- Combust: Make all fire DOTs in an area go BOOM
- Wildfire: sustained, allows to ignore a percent of the target fire resistance
Eh, as the recent victim of overland death by disease (L18 Arcane Blade that had so much promiseBurning a currently burning target will now add to the DOT instead of replacing it (same for bleeds and poisons)
Sounds nasty ?
Well the orcs will have it ...
PS: you will all hate me for making Vor Pride ..


Re: Damn me ...
Since the Alchemist can equip their Golem...
How about the "Skeleton" pet for an eventual Necromancer-type having interchangeable bone parts? IE: Swap in a Dragon Skull for a Breath Attack, Minotaur's Head for Horn Gore, and so on with other bony types that do various things. Could allow for some weird stuff too, like sacrificing the "arms" slots for another pair of good leg bones to make it a double speed or so quadriped suited for a ramming attack or some such.
Looking forward to this new zone and magical classes.
How about the "Skeleton" pet for an eventual Necromancer-type having interchangeable bone parts? IE: Swap in a Dragon Skull for a Breath Attack, Minotaur's Head for Horn Gore, and so on with other bony types that do various things. Could allow for some weird stuff too, like sacrificing the "arms" slots for another pair of good leg bones to make it a double speed or so quadriped suited for a ramming attack or some such.
Looking forward to this new zone and magical classes.
Re: Damn me ...
Ah yes could be interresting, but it would need a way to get those special items without polluting the drop table for all other classes
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Damn me ...
How about a skill similar to the Alchemist's imbue talent, where items and gems are combined to create bone parts? Helm+gem -> skull, boots+gem -> legs, etc.
<DarkGod> lets say it's intended
Re: Damn me ...
[there are new posts so I hope this isn't considered thread necromancy]How about a Chronomancer?
A way this can work in a T4 system is that the player's actual age is manipulated while performing chronomancy; more powerful spells age you more than weaker ones. At higher ages you would get temporary levels as well but the danger is that you might overshoot your own death (!). A spell like meditation for wilders could restore years of life.
Elves refuse to become chronomancers categorically for fear that Mandos will not accept them if they use a trick reserved for the Second Children and other mortals.
Time Management
- Time bolt (1 year) - Does unresistable damage to things that are neither undead nor immortal.
- Restore age (zero years) - Reverses the effects of a certain number of years' time on your body. Stuns like meditation.
- Time leap (4 years) - Allows you to immediately teleport to a position on the level you have already visited at the cost of items picked up on that level (lost "permanently") unless they are a unique's award.
- Timekeeper (10 years) - Temporarily increases your speed and decreases the speed of other things around you (non-living things have a chance to resist).
Advanced Chronomancy
- Undeath (passive) - Instead of instantly dying when you run out of life, you can for 50 turns assume an undead form. If you are not age-restored by the end of the 50 turns you immediately die (the Blood of Life does NOT prevent this, since you are already past your real death). 1/5 - Degenerate skeleton 2/5 - Full skeleton 3/5 - Ghoul 4/5 - Wight 5/5 - Vampire
Ghouls, wights and vampires can also drain life which restores some time.
- Paradox Twin (5 years) - You make a time loop to cause your future self to aid you. Note that damage taken by EITHER is character damage, but all armor and weapons (but not ammo) are shared. Consumables are NOT duplicated
- Time Leap (25 years, irreversible) - You gain 5 levels in the elapsed time.
- Wisdom of the aged (passive) - for each level in the talent +2 MAG, +2 WIL, -1 DEX, -2 CON
Re: Damn me ...
Yeah but if you consider the fact that some creatures simply do not age, or that they do in wildly different time scales.
Humans live like 70 years, dunadan around 160, dwarves in the likes of 300 and elves&orcs are immortal
Humans live like 70 years, dunadan around 160, dwarves in the likes of 300 and elves&orcs are immortal
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Damn me ...
Yeah, I think mana would work fine for chronomancy. The idea of it aging you is a neat one but probably not a fair system for Tome considering the vast difference in racial lifespans (unless you want to code it so each spell ages each race differently.)
Otherwise I like the spell ideas though I think some of them probably are to much work for the coder and the engine for a single class (like the teleport spell).
I'd do a Chronomancer as both time and probability for sure, otherwise the talent selection would look pretty bleak. The time tree mages have should work as a base tree for Chronomancers and maybe teleportation, advanced Chronomacny could be a tree that opens up at level ten and we could do age manipulation as another tree they start off with access too. The probability tree might be an interesting addition to a luck based class.
I'll write something up and post it in ideas.
Otherwise I like the spell ideas though I think some of them probably are to much work for the coder and the engine for a single class (like the teleport spell).
I'd do a Chronomancer as both time and probability for sure, otherwise the talent selection would look pretty bleak. The time tree mages have should work as a base tree for Chronomancers and maybe teleportation, advanced Chronomacny could be a tree that opens up at level ten and we could do age manipulation as another tree they start off with access too. The probability tree might be an interesting addition to a luck based class.
I'll write something up and post it in ideas.
Re: Damn me ...
The latter is why I mentioned that elves would never be allowed to become chronomancers. (Although orcs were Morgoth corruptions of elves, I wasn't sure they were supposed to be immortal also?) But some of them would be proportional effects, and chronomancy might have stronger spell effects the older you are with respect to your species' natural maximum (since you have the opportunity to have learned more) which makes lifespan differences a feature -- breemen don't have to be as old as dwarves must be to get elder-chronomancer powers. But with variable lifespan the special spell to get 5 levels would be 25% of your natural lifespan I think for balance.Yeah but if you consider the fact that some creatures simply do not age, or that they do in wildly different time scales.
Humans live like 70 years, dunadan around 160, dwarves in the likes of 300 and elves&orcs are immortal
Of course this may be moot given the new Ideas post.

Re: Damn me ...
I do really like this idea about using age as a resource pool. That said I don't like the idea of every class needing it's own resource pool.
Paradox would be another potential pool for a Chronomancer class. Really though aren't both of these just a form of equilibrium under another name?
Paradox would be another potential pool for a Chronomancer class. Really though aren't both of these just a form of equilibrium under another name?
Re: Damn me ...
The difference between my (extended) age idea and equilibrium is that there are benefits (and drawbacks) to BOTH high and low values (bigger power but bigger danger of killing yourself at high age). Equilibrium is something you always want to be as low as possible.
Re: Damn me ...
That's true. Still raises the question though does every class need it's own resource pool.
Maybe we could come up with a whole class category that uses this mechanic with a few subclasses. A temporal warrior (monk or speedster style character for example) would be one idea and time mage (chronomancer) another. Could add in a luck (probability) based character too.
Maybe we could come up with a whole class category that uses this mechanic with a few subclasses. A temporal warrior (monk or speedster style character for example) would be one idea and time mage (chronomancer) another. Could add in a luck (probability) based character too.