More unlockable trees

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Tasseographer
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Re: More unlockable trees

#16 Post by Tasseographer »

Having more unlockable trees that are available to EVERY character really appeals to the part of me that enjoys crazy build ideas. It seems strange that Survival is the only one.

I've seen the Runemaster class thrown around a lot and I think it would be nice to give players the option of getting more heavily invested in the Rune/Infusion system, since it's more or less unique to ToME as a replacement to potions and scrolls. We already let people buy a new slot for a category point, but it's such a bad trade-off that I only find myself doing that when there's not a single talent category I want. It's a last resort, not a viable option. Why not expand on that?

Here's a quick brainstorm:

//RUNES AND INFUSIONS TREE

/Blank Canvas
You have learned to use more runes and infusions than the average adventurer.
You gain [Talent Level] new slots for runes and infusions.

/Rune Mastery
When calculating the effects of runes, your attributes are treated as being 35/44/52/59/65% higher. (Or something like this. Not sure about game balance. If you don't want players to have to hunt for runes that use appropriate attributes to their class... I don't know. Change the numerical effect independent of attribute? Just brainstorming.)

/Fleshbound
Being infused with so much natural magic and decorated in so many runes has had a physiological effect on you.
You gain [Talent Level] Strength, Dexterity, Constitution and health regeneration for each Infusion you have bound.
You gain [Talent Level] Magic, Cunning, Willpower and Spellpower/Mindpower for each Rune you have bound.

/Overcharge
Instant activation.
The next rune or infusion you activate will draw power from all the runes and infusions on your person, increasing its effect dramatically. Runes and infusions tapped in this way will be placed on cooldown for a number of rounds.
Numeric Effects of Rune/Infusion: +10/20/30/40/50% per slot. Add 20/18/15/12/10 to the cooldown count of all runes and infusions.

edge2054
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Re: More unlockable trees

#17 Post by edge2054 »

Really neat idea Tasseo (though Blank Canvas is way overpowered).

This could even be split into two trees with the effects more biased towards runes or infusions. For instance an infusion tree might have an infusion like effect that triggers everytime you activate an infusion (such as a mini-heal for instance).

Tasseographer
Wayist
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Re: More unlockable trees

#18 Post by Tasseographer »

It occurred to me to divide Runes and Infusions up, but I decided to keep it simple for the introductory post. Dividing them means paying special attention to what advantages the tree gives to the living that the undead can't access (due to their inability to use infusions).


I thought that Blank Canvas was probably overpowered, but my internal thought process was like, "Well, it's a category point and a general point for something you normally have to spend just the category point on at first level..." It might be a little better balanced to have it yield a new slot only at 1, 3 and 5, and maybe add a slight bonus in between.

Goblinz
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Re: More unlockable trees

#19 Post by Goblinz »

Maybe instead have a talent that reduces the cooldown of runes/infusions. Runes and infusion should probalbly be different tree. Then you could tie them into the magic vs anti magic fight maybe (i think this has been suggested). It would be nice if all classes had unlockable trees. some of the more unquie ones like brawlers and mindslayers and even doomed may not need them. they are not easy unlocks and are pretty unquie. but certainly all the "core" classes could use them along with the easier unlocks.
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edge2054
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Re: More unlockable trees

#20 Post by edge2054 »

Also with them being different trees one could require magic and the other willpower. Would make a lot of sense.

Tasseographer
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Re: More unlockable trees

#21 Post by Tasseographer »

In my opinion, Infusions are a lot more powerful than runes, and much more an asset to survivability. Dividing them up gives us an opportunity to give runes a comparative boost.

So maybe something more like:

//RUNEMASTER TREE

/Runic Mastery
Increases rune power (not actually sure how rune effects are calculated!) by 33%/44%/53%/60%/65%.
At level five, a new rune slot is unlocked.

/Inktides
Reduces the cooldown of all runes by 10%/20%/30%/40%/50%.
At level five, a new rune slot is unlocked.

/Runebound Skin
For each rune bound to the character her Magic, Willpower and Cunning are increased by 1/2/2/3/3.
At level 3, each rune bound to the character increases her Spellpower/Mindpower by 0/0/1/2/3.
At level 5, each rune bound to the character increases her mana regeneration by 1, and a new rune slot is unlocked.

/Rune Channeling
(Instant activation)
The next rune you activate draws power from all runes on your person, increasing its runepower by 10/20/30/40/50% per rune scribed to you. Add 10/9/8/7/6 to the cooldown count of all your runes.
At level 5, a new rune slot is unlocked.



//INFUSED ADVENTURER

/Power In The Blood
Your body has adapted to the effects of infusions and uses those resources well. Beneficial effects of infusions last 1/2/3/4/5 turns longer.
At 5th level, you gain another infusion slot.

/Oversaturated
When saturated with magic from infusions, you experience heightened physical abilities.
Your Strength, Dexterity and Constitution increase by 1/2/3/4/5.
Your Health and Stamina regeneration increase by +0.5/+1/+1.5/+2/+2.5.
(Is this balanced? I think we can expect people to be saturated most of the time... I know I am without even trying. Might have to dial down the numbers.)

/Infusion Addict
You use your infusions more often than is probably wise.
Reduces the cooldowns on your Infusions by 5%/10%/15%/20%/25%.

/Untapped Power
When you would be reduced to 0 life, so long as at least one infusion is available, you are healed for an amount dependent on your talent level and infusion power and that infusion is placed on cooldown.


-----

Again, this is just brainstorming. Feel free to make balance notes and criticisms.

jotwebe
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Re: More unlockable trees

#22 Post by jotwebe »

General Balance: Runemaster Tree

Looks pretty good already. One slot per maxed talent sounds all right to me - potentially very powerful, but also quite expensive. So the maximum number of slots would be nine (the 3 starting ones + 2 unlockables + 4 from the tree). I'm not sure if you took this into account for the per-rune bonuses - those can get really scary, I think.

Generally it would be interesting to base the effects on effective talent level rather than raw talent level (not the slot unlocks though!). Since there aren't that many category points available, there'd be a choice between less or more powerful slots...

Specific thoughts: Runemaster Tree
/Runic Mastery
Increases rune power (not actually sure how rune effects are calculated!) by 33%/44%/53%/60%/65%.
At level five, a new rune slot is unlocked.
Looks okay to me. Maybe call it Runic Power, since that's a bit more descriptive for what the talent does.
/Inktides
Reduces the cooldown of all runes by 10%/20%/30%/40%/50%.
At level five, a new rune slot is unlocked.
Dunno about the name. I've always assumed that runes aren't necessarily ink - it's the shape that counts, less so the material. Arcane Rush?
/Runebound Skin
For each rune bound to the character her Magic, Willpower and Cunning are increased by 1/2/2/3/3.
At level 3, each rune bound to the character increases her Spellpower/Mindpower by 0/0/1/2/3.
At level 5, each rune bound to the character increases her mana regeneration by 1, and a new rune slot is unlocked.
Flat bonuses for each rune get a bit extreme when you have a lot of them. I'd suggest diminishing returns instead:
+1.0, +0.9, +0.8 stat bonus per rune, per effective talent level, rounded. So:
  • at TL 1 and 2 runes: +2
  • at TL 2 and 3 runes: +5
  • at TL 3 and 4 runes: +10
  • at TL 4 and 5 runes: +16
  • at TL 5 and 6 runes: +23
  • at TL 5 and 9 runes: +27
  • at TL 1 and 9 runes: +5
  • at TL 5 and 1 rune: +5
Still somewhat scary at the high end, but then it costs a lot to get there too.

Anyway, since spellpower/mindpower are derived from the mental stats, there's no need for the extra increases above TL 3. Similarly, the mana regeneration would be a bit much, and near-useless for non-mana users, too. Frankly the talent seems powerful enough as it is.
/Rune Channeling
(Instant activation)
The next rune you activate draws power from all runes on your person, increasing its runepower by 10/20/30/40/50% per rune scribed to you. Add 10/9/8/7/6 to the cooldown count of all your runes.
At level 5, a new rune slot is unlocked.
Again, I think diminishing returns would be in order. With the same system as for Runebound Skin (each rune above the first counts as 10% less) you'd have the same values as in the list there, only in percent. So the maximum boost, not counting mastery would be 270% instead of 450%.

Those probably ought to be multiplicative with the bonuses from the first tier talent, which would possibly make them crazy high again. So, one possibility would be to reduce the bonus to 5% per talent level - stacking multiplicatively with the 33-65% bonus from Runic Mastery. Possibly the cooldown increase could be softened, like 11 - (TL + number of runes)/2.

Or do it differently altogether:

Runic Chaining (activated, instantaneous, no timeout)

On activation, the next TL runes will take no time to activate, but do not have an immediate effect (gain status effect Chaining Runes (TL)). Instead, they are used to charge the final rune with a bonus of 20% per TL to its power (stacking multiplicatively with the increase from Rune Mastery). It is possible to cut the chain short if you do not want to use the maximum allowed number of runes by activating it again.
Either way, the status effect changes to Runic Chain (number of runes), and the next rune activated will be boosted. All runes used in the chain will have their cooldown reduced by 1 (after the reduction from Inktides) and the final rune will have its cooldown reduced by TL.

***

That's it for now, I'll look at the Infusion Tree another time :)
Ghoul never existed, this never happened!

hamrkveldulfr
Halfling
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Re: More unlockable trees

#23 Post by hamrkveldulfr »

Inspired by the poison tree, an unlockable set of skills came to mind!
you fight your way down through the cultists secret lair, when you reach the bottom one of the high cultists is impressed and realizes that someone strong enough to tear through their defenses may be an asset in whatever plans they have. you can attack them and procede as usual...
or agree to allow them to continue, joining their ceremony and gaining a nice new skill tree

Summon demon - a dark pact has given you some control over a minor demon. be wary.

Summon Demon - summons a demon to your aid, this demon has a 50% chance to attack indiscriminately, possibly targeting you. it's attributes are equal to 50% of your will at level one, and 100% at level 5. The demon lasts up to 5 turns at level 1 and 15 at level 5.

Greater control - dominate the demons will with your own. with every point in this skill the demon you summon has 5% less chance to be hostile towards you. you are also energized by every drop of blood your demon spills, for you gain 5% of any damage your demon does as health, up to a maximum of 15% at level 5

Hellish armory - Becoming a thrall to the demon has advantages. with your continued devotion your demon is granted access to better weapons and armor.
with every level in this skill your demon gains +2 armor +2 defense +2 spell power +2 spell save +2 accuracy, and +2 damage

Unwavering devotion - it is hard to tell who serves who now, you feel invigorated when your demon is summoned. With every point in this sustain you gain a bonus to constitution and all saves while your demon is summoned. you also gain resistances to stun, freeze, knock back, and pin.

Your demon has access to corrosive vapor, flame, chain lightning, Stone strike, and stunning blow.
it has burning wake, acid skin and resolve active as sustains

jotwebe
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Re: More unlockable trees

#24 Post by jotwebe »

Here's an alchemist tree based on the Magum Opus, or the creation of the Philosopher's Stone, as described in
this Wikipedia article.

It's a set of three single target activated talents which can be either used on the alchemist (and possibly also the golem) for beneficial effects or on an enemy for damage and negative effects. Both versions provide a timed effect that will enhance the effect of the next higher talent. This should provide a bit more single-target-oomph and will hopefully lead to interesting tactical choices: will I use the talent on myself, my golem or on the enemy? I like the names from the article, but if people deem them confusing, the English ones would work, too. All stats are off the cuff ballpark figures.

Magnum Opus: The Great Work of Alchemy
  1. Nigredo (Blackness): activated: Putrefication, the Death of the Soul
    This stage represents the lowest form of matter. Spiritually, while painful and harrowing, the "long dark night of the soul" offers potential for growth. After all, from the bottom of the pit, the only way one can go is up.
    Cast on self/golem: Provides "True Nigredo" timed effect: doubled saves for the next 5+TL turns, but also does 5% of the target's current HP as darkness damage and dazes for 5-(TL/2) turns.
    cast on foe: causes "Flawed Nigredo" timed effect for 5+TL turns: -5*TL% to light resistance, and does darkness+stun damage
    ---
  2. Albedo (Whiteness): activated: Purification, the Cleansing of the Soul
    Following the destruction of false beliefs follows the "washing away" of impurities, often using aqua vitae, vulgo: strong drink. The adept practitioner will be protected from all manner of negative influences of a more esoteric nature.
    Cast on self/golem: remove TL/2 negative effects (+2 if already affected by "True Nigredo") and gain "True Albedo" timed effect: +4% per TL resistance against all but physical damage types
    Cast on foe: remove TL effects, if under "Flawed Nigrado" only positive ones, causes "Flawed Albedo" timed effect for 5+TL turns, which causes a 10-20% chance of posive effects failing to take hold and reduces resistance to arcane damage by 5*TL%, does light damage
    ---
  3. Citrinitas (Yellowness): activated: Awakening, the Dawn of Enlightenment
    At this stage, the alchemist begins to unlock his or her inner potential. The lunar, or reflective light give way to the soul's golden, or solar light. Physically, this is manifested by a strong glow emanating from around the alchemists head.
    Cast on self/golem: gain "True Citrinitas" timed effect for 5+TL turns: spellpower is increased as with Arcane Power of the same TL, light radius increased by 1 per TL, and +5*TL resistance against blindness, stun/freeze, daze and confusion. If already affected by "True Albedo", the duration is doubled.
    Cast on foe: causes "Flawed Citrinitas" timed effect: dazes, and if already influenced by "Flawed Albedo", randomly either blinds/stuns/confuses, and if also under influence of "Flawed Nigredo" reduces all elemental resistances by 5% per TL. Does arcane damage.
    ---
  4. Rubedo (Redness): sustained: Wholeness, the Total Fusion of Spirit and Matter
    The pinnacle of the Magnum Opus, the creation of the Philosopher's Stone is in sight.
    Cast on self: Can only be cast if affected by "True Citrinitas". Reduce cooldowns for Nigredo/Albedo/Citrinitas, gain 10% per TL disease and silence resistance, gain 20 max HP and HP (which are taken as damage if Rubedo is deactivated) and increase HP and mana regeneration. Gain Transmutation ability (like the chest). At TL 5, the golem gains the ability Philosopher's Stone, which will bring a dead master back to life... ONCE.
Ghoul never existed, this never happened!

Goblinz
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Re: More unlockable trees

#25 Post by Goblinz »

The idea of having a talent that can be used both for offense is cool and it looks like a really cool tree. the doubleing of saves is a bit iffy but that falls into the balance category.

For the demon summoning tree would it use mana or vim? or be based of cool downs. An idea of for the demon tree is have a couple different demon types (like poisions). so the first talent would give me a fire demon at tlvl 1, an acid ad tlvl 3 and so on.
Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?

hamrkveldulfr
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Re: More unlockable trees

#26 Post by hamrkveldulfr »

I thought the demon tree would be health and cooldown based, with a long cooldown and a percentage of your health as `sacrifice`.
I thought the demon you summoned would be the same that killed melinda, so it's elements would stay the same, but different ones with different class abilities would be alot of fun, and allow some testing of cross class combos. or at the least another gamble on whether or not it would be usefull on whichever enemies you need it for

Aquillion
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Re: More unlockable trees

#27 Post by Aquillion »

Regarding the runic and infusion trees: It'd be nice if those trees gave you a way to use all the worthless runes and infusions you find. I'm not quite sure how, though... anything that consumes them would defeat the purpose of replacing potions / scrolls.

Perhaps a talent that lets you fuse two runes or two infusions to make another one at random, which is guaranteed to be at least as valuable as the average of the price of the two runes / infusions combined to make it?

Perhaps a talent that lets you apply a rune or infusion to a white piece of equipment, turning it magical with a value / color roughly dependent on the rune used? (It wouldn't actually give the object the rune's power, that would be overpowered. Though perhaps there could be a conversion algorithm to bias the produced item towards things that are similar to the power the rune has -- shield runes produce items that boost defense, etc.) This could be in an alchemist tree instead of a general one.

Hrm. In the same tree as the above, maybe something that lets you turn gems into infusions or runes?

Alchemists could perhaps benefit from a tree designed for using activated artifacts and wands better -- recharge speed boosts, wand-creation talents, etc. Though perhaps that could be a general tree.

Summoners could get a higher-tier tree based around summoning powerful named monsters (only one copy can be summoned at once, maybe only one thing from the tree at once period), which have to be defeated or encountered in-game or something first.

Aquillion
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Re: More unlockable trees

#28 Post by Aquillion »

Thoughts about Temporal Warden unlockable trees:

They have lot of options already, granted. But one thing I'd like to see for them is a tree that rewards them for teleporting a lot -- it feels like they should be able to get more benefit from warping in behind someone.

By 'teleport' here I mean any skill that moves you instantly from one point to another -- swap, temporal wake, etc. Their portal skill would only count when you step through it on the turn you created it, since the idea here is 'surprise' -- that'd keep you from getting the benefits of these skills by stepping back and forth through it repeatedly.

Something like, say:

A skill that gives you a bonus to your critical chance (and maybe multiplier) on the turn after you teleport.

A skill that gives you a bonus to your defense on the turn after you teleport.

A skill that raises your global speed for a brief while after you teleport...?

A skill that gets a free attack against all adjacent enemies after any teleport? (Problem: That might tie it too much into melee.) Or, perhaps, does a burst of temporal damage?

Flare
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Re: More unlockable trees

#29 Post by Flare »

A couple of unlocks for everyone, just so we don't have too many "1,000,000 damage" unlocks.

Hybrid archer/fighter: Fire 1,000 shots with non-archer characters
Hybrid archer/fighter: Have a character go from full to dead in only two shots by a single archer
Aerial brawler moves: Get knocked back 1,000 times
Aerial brawler moves: Max out all talents in the pugilism tree
Extra golem tree: Use one of the various quest rewards to teach the golem a skill that it would not normally get (like vim use or staff combat)
Extra golem tree: Equip the golem with the Golem's Eye
Alchemist spells: Transmute 100,000 items
Alchemist spells: Transmute 100 artifacts
Hunter's pet: Kill 100,000 of a type of animal (pick one)
Hunter's pet: Be a friend to all, er, most living things by killing a boss without killing anything else in the zone
Cursed items: Use level decay to destroy 1,000 items (but I'm hoping level decay goes away, and this won't possible)
Cursed items: As a cursed, learn to transmute items from an alchemist escort
Archmage absorption: Attempt to use the Staff of Absorption's power
Archmage absorption: Use Healing Nexus 100 times with archmages
Inscriptions: Get the maximum number of runes and infusions, and then attempt to get one more (though it would be better to make an inscription-based class. Maybe when I'm done with captains.)
Inscriptions: Heal, shield from, or deal out a total of 1,000,000,000 damage using inscriptions
Temporal teleport: Apply three phase door/teleport runes to a temporal warden

jotwebe
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Re: More unlockable trees

#30 Post by jotwebe »

I like the teleport-support tree idea a lot.
Aquillion wrote:A skill that gets a free attack against all adjacent enemies after any teleport? (Problem: That might tie it too much into melee.) Or, perhaps, does a burst of temporal damage?
High global speed should cover this already - it'll effectively grant you a free attack if it's like 100% for one round - and would be neutral in regard to archery/melée.

Perhaps a "teleport chain" timed effect that will reset the cooldown of the first teleport talent (swap/dimstep/wake) used afterwards? More than once with higher TLs?
Ghoul never existed, this never happened!

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