Improving Skeleton Race

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

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shwqa
Halfling
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Improving Skeleton Race

#1 Post by shwqa »

Playing as a skeleton are not as good as most races. They are designed to be fightering type characters with their +str and +dex but can't join anti-magic IIRC. They can't use infusions which is the main, easiest, and cheapest source of healing in the game, which is painful for a class meant to be in the middle of fight. Sure they get some immunes but I can never had a problem with fear. Poison and bleeding are easy an cure for most other races because they have infusions. To put a cherry on top they level up the slowest any race can level up. Their race skills suck compared to the rest of the races.

Current Skills
Skeleton: +2 str and dex per level. This is an alright skill.

Sharp Bones: A trap. first level does 14 damage first level and doesn't scale fast enough to be worth the effort

Bone Armour: Basically a shield rune but only protect for about 10-40 damage and has a huge 30 turn cool down

Re-assemble: a weak healing spell which does about 10 healing on first level and doesn't scale enough to make it worth the healing. However at level 5 you gain the ability to respawn if you die
one time which is pretty amazing

Suggested Skills

Re-assemble: Passive: Improve regeneration +4 life/turn per level. At level 5 you gain the ability to respawn once more.

Skeleton: Kept the same

Rune enhancement: Active (high cooldown): Rune effects are enhanced +10% each skill point and last one turn longer (2 turns at level 5)

Bone Armor: Just make this skill useful by upping the amount of damage blocked



Basically the idea of the new skills is at the low level skeletons can heal on their own. 20 hp is pretty useful at the beginning of the game until you can get a decent shield. At the end game you generally have 1K+ health, so I don't feel it is that useful then but you got the spare respawn for that point of the game. Also it work well with berserker class. Once re-assamble start becoming useless then rune enhancement starts helping skeletons survive. Bone armor gives you a spare shield rune in exchange for general skill points which is a fairly good deal.

darkgod
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Re: Improving Skeleton Race

#2 Post by darkgod »

yeah they suck ..
I've upped the values for next beta and changed the trap into something .. quite beter
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Grey
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Re: Improving Skeleton Race

#3 Post by Grey »

Re-assemble actually scales very nicely with Dex. The only problem is that limits its class usefulness, and of course it has a horrendous cooldown.

Bone shield would be good if it acted like the bone shield spell. Sharp Bones is just hopeless - I look forward to seeing its replacement.
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shooth
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Re: Improving Skeleton Race

#4 Post by shooth »

Even with their current drawbacks, I found skeletons to be awesome archers, slingers, and zerkerz. I dont think every race should necessarily be good for every class. I also found that re-assemble scales pretty well. Combined with a good shield (or two), it was almost adequate for endgame stuffs - probably is if youre a more careful player.

But while DG is feeling generous, how about some love for Ghouls... retch needs some kind of replacement. Maybe a physical attack which, if it gets a kill on a non-undead mob, grants a certain amount of healing. Or some kind of skill which allows for greater hp regen for every mob killed recently. Something like this, the more gory and blood-splattered the better.

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Grey
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Re: Improving Skeleton Race

#5 Post by Grey »

A brain-eating attack for ghouls would be fantastic :)
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Final Master
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Re: Improving Skeleton Race

#6 Post by Final Master »

Isn't that what Gnaw is already?
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