Well i have been playing for awhile, its a great game and here is a suggestion i had for the game, it has alot of the elements and such that make a great RPG, well what i am proposing is a new class revolving around a random encounter.
As you are no doubt running around Maj'Eyal (the original story) you may or may not have found the (SPOILER) Cult doing experiments on women or the trap door that leads to the assassins lair, well my suggestion is another random encounter, that requires the following:
Minimum Level 20
Minimum Cunning 20
Minimum Dexterity 20
As you go along in the game, randomly a special miniboss will apear in a dungeon, hes an odd looking species you have never encountered before, the miniboss itself uses a type of magic that you have never seen, when you kill it a little message apears, as you examine the creature you killed you wonder what it could be, around its neck is a small talisman of a tribal god but you are unable to identify it. It tells you to find someone who researches history, so in one of the towns put a NPC that does just that, as you bring the trinket to him he tells you they are an ancient and powerful race that had a grasp on magic none could match and still cant. He tells you around Maj'Eyal there are ruins that the species built to point where their fortress is, he says he doesnt know where they would be or if they even exist. Anyway he gives you the talisman back which is now a necklace you can wear, it increases all stats by 2 and "Glows with a faint aura".
Now as you run around, as long as you have 20 cunning you will stumble upon one of these ruins around derth, you dont remember them being there but they are here as clear as day (you need to be wearing the necklace as well as having 20 cunning for them to appear) It tells you to either examine the ruins or leave, if you leave you can come back to the ruins anytime via the little ruin marker on the map, if you examine them it tells you the symbols match those that are inscribed on the necklace, if you have 20 dexterity or more you can then notice the symbols point to one perculiar stone in the centre of the ruin, as you examine it you notice a small hole about the size of the idol necklace, you can then insert it and a passageway will open, the passage itself is filled with random undead level 20-27 depending on level. Its a small dungeon, the miniboss being another of that species, after defeating it, it will attempt to speak to you in its language, this is where you decide to either kill it or attempt to converce with it.
If you kill it you find a piece of animal skin leather that looks like a map with more ruins on it as well as some other goodies and treasure and another idol key necklace, if you converce with it, it will try to mimic your language, after conversing for awhile it grasps enough of your language to speak to you, it tells you it is (insert species name here) and its name is (insert name here) It has kept guard of these ruins for thousands of years, even as the original guards wasted away to bone it has lived to guard them. Before it dies it gives you the map telling you the other ruins are in danger and he wants you to go to them handing you the map, and gives you his idol key as well.
As you go through the rest of the ruins you find that they are being corrupt each by different forces, one is being corrupted by a necromancer who has killed the (insert species name here) you kill the necromancer and take the idol, one of them a nest of vampires led by a vampire master lord who has been torturing the (insert species name here) you find it just before it dies and he tels you where he hid his idol, you go to the odd chest in the ruins and open it to find the idol and a perculier staff with a blade on the end, its a staff that increases spellpower by 16 and does 200% melee damage.
The last ruin is infested by bugs, and stuff like that. When you get to the end the final room is locked tight, you find an odd orb in one of the rooms that asks you what the species is called, answer correctly and it opens the door, if you dont it spawns a bunch of monsters, when dead you can ask again until you get it right, these give no exp.
He notices you have many of their idols and prepares an assult, you can tell him your mission and what has happened, or you can just kill him, you now have 4 necklaces, as you leave the last ruin you are ambushed by one of the (insert species name here) which knocks you unconcious and takes you somewhere, you appear in a very large ruin much like the ones the map has shown you to, he then tells you that what you are trying to find will destory you, and if he cant talk you out of persuing this (he says hunt if you killed them or were generally evil towards them, or quest if you were nice or merciful towards them) then he will keep you here for all eternity, you have to find a way out of your cell, if you are a mage you can teleport out, he will attack, or you could try talking to him or you could attack him, either way before he dies he will tell you the whole story.
He tells you long ago his species were numerous, they were once able to die but the gods (before being hunted by the godslayers) gave them power like none other, many used this power to defend, but many desired more, a cival war erupted, thousands died until there were less than 100 of them left, they swore never to use this power again, and locked its secrets in the very ruin you are being held, he tells you not to release the evil gift they gave them, for it will destory you just as it destoryed them, and then he dies.
As you go through the 5 level ruin, you will encounter random enemies, on the 5th floor you come accross a large chamber with the final boss, an ancient blight dragon (assuming they have those, kind of like a corrupted undead dragon) as it dies you get some great treasure, around the room you find 4 stones with insert holes like the first ruin, after you insert one into each the final room openes, in there you find a book with a brilliant aura of the elements, and here is your choice:
Choice 1: You open the book, the powers held inside transfer from the tome into you, and you unlock the Elementalist class.
Choice 2: you take your weapon and strike the book, it explodes in a giant spray of magic that consumes you, unlocking the Destroyer class.
The elementalist class combines the elements in brilliant displayes of power, they use auras which change what the effect their spells will have.
The Destoryer class uses the raw power of the elemants to break their foes, aside from being a master at using one and two handed maces and hammers, they can use their power to augment their weapons to devastate their foes.
(So far i have few ideas as to what the classes abilities can actually be, but i thought the idea was good, please give feedback as to what you think, or how i could make it better or more lore based. I am new after all but i am trying to do my part and make the game even more fun than it already is thank you for reading idea 1!)
Possible new classes and suggestions
Moderator: Moderator
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- Wayist
- Posts: 19
- Joined: Wed Oct 31, 2012 4:27 am
Re: Possible new classes and suggestions
I can't really see a reason for the 20 Dex and Cun requirement. By level 20, getting those should be trivial even for classes that don't focus on them, but the possible necessity of hoarding items that increase those stats just adds tedium.
As for your story, I've never been a fan of too much plot in Roguelikes; it just gets boring to read the same dialogues over and over again, so I'd prefer you put most of it in some easily skippable lore. The kill-converse choice should perhaps be made more interesting (as most choices in ToME are), e.g. only one of the classes can be unlocked later, depending on which choice the player makes here.
About the classes you'd have to elaborate some more before I can say what I think about them; with such short descriptions, they sound too similar to Archmages and Arcane Blades respectively, but I'm sure the concepts allow for quite unique classes.
It might make for an interesting addon, although it sounds like much work: classes, dungeons, lore, optionally graphics, possibly even changes to the already existing later dungeons to accomodate to the levels gained there,... So for now, you may want to confine yourself to fleshing out only the classes or only the story/dungeons.
As for your story, I've never been a fan of too much plot in Roguelikes; it just gets boring to read the same dialogues over and over again, so I'd prefer you put most of it in some easily skippable lore. The kill-converse choice should perhaps be made more interesting (as most choices in ToME are), e.g. only one of the classes can be unlocked later, depending on which choice the player makes here.
About the classes you'd have to elaborate some more before I can say what I think about them; with such short descriptions, they sound too similar to Archmages and Arcane Blades respectively, but I'm sure the concepts allow for quite unique classes.
It might make for an interesting addon, although it sounds like much work: classes, dungeons, lore, optionally graphics, possibly even changes to the already existing later dungeons to accomodate to the levels gained there,... So for now, you may want to confine yourself to fleshing out only the classes or only the story/dungeons.
Die early, die often.
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- Wayist
- Posts: 19
- Joined: Wed Oct 31, 2012 4:27 am
Re: Possible new classes and suggestions
What i was going for with the elementalist is taking a fire aura and using a frost bolt, the frost bolt would do both fire and frost damage kind of thing, for each skill tree you would get first an aura, then a bolt, then a beam, then a cone and combineing auras with the other stuff would increase the damage, you could have all 4 auras on but it would destory your mana pool ect.
The destoryer uses his elemental auras to stun slow ect while doing high melee damage, so his fire aura would burn enemies near him every turn they stay near him, frost aura would slow and possibly freeze, poison aura would poison and confuse, and storm would shock when near and possibly stun.
As for the quest, yea it is long with alot of lore but some people like lore, like me i love lore, knowing the story of stuff, i mean is it that complex? the necromancer quest alone requires you to find 4 randomly spawning how to become a necromancer scrolls in one playthrough, then kill a lvl 30.
The requirements were just roleplay kind of thing, but other than the level requirement those can be forgotten.
I just wanted a couple mage like characters that are hard to unlock but are worth the effort to unlock twice, the elementalist is the master of all elements and has the power to combine them with their destructive potential, the destoryer is meant to show that you chose to destory the tome of power rather than take it for yourself, and by doing so you were blessed by the elements.
Is there anything you can suggest to make it better?
The destoryer uses his elemental auras to stun slow ect while doing high melee damage, so his fire aura would burn enemies near him every turn they stay near him, frost aura would slow and possibly freeze, poison aura would poison and confuse, and storm would shock when near and possibly stun.
As for the quest, yea it is long with alot of lore but some people like lore, like me i love lore, knowing the story of stuff, i mean is it that complex? the necromancer quest alone requires you to find 4 randomly spawning how to become a necromancer scrolls in one playthrough, then kill a lvl 30.
The requirements were just roleplay kind of thing, but other than the level requirement those can be forgotten.
I just wanted a couple mage like characters that are hard to unlock but are worth the effort to unlock twice, the elementalist is the master of all elements and has the power to combine them with their destructive potential, the destoryer is meant to show that you chose to destory the tome of power rather than take it for yourself, and by doing so you were blessed by the elements.
Is there anything you can suggest to make it better?