More Prodigies

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

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Faeryan
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More Prodigies

#1 Post by Faeryan »

I was thinking it'd be neat if there were a new prodigy for each race and each class. Something that'd complement their features/skills.

It'd give players a bit more to base their builds on than just racial tree.

Don't have any suggestions at the moment but feel free to discuss.
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Doctornull
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Re: More Prodigies

#2 Post by Doctornull »

I really like the idea of more Prodigies, but I don't want any Prodigy to be a no-brainer for every character of a particular class or race.

So long as the new Prodigies can apply to several different builds & are competitive with existing options, they're great.

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Planetus
Archmage
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Re: More Prodigies

#3 Post by Planetus »

I like this idea. It's a good way to both expand prodigy options and differentiate races. What are some thoughts on what they should be?

Higher: Arcane Recuperation - Gain +0.50 mana and stamina regen. Would be good for Arcane Blades and Shadowblades, but maybe not worth it by the time you get prodigies? Fits with Higher theme.
Cornac: Specialization - Gain +2 category points. Doubles down on racial bonus, and there are quite a few classes that could make use some extras. +2 instead of +1 because it costs a prodigy point.
Shalore: Arcane Manifestation - Gain +30% arcane resist, +10% arcane resist max, +10% arcane damage, and +30% arcane resistance penetration. Too much? %s can change, but this works with the arcane resistance prodigy. The damage bonuses only work with Archmage, though. Maybe more elements?
Thalore: Natural Healing - Gain +3.00 HP regen and +30% healing mod. Maybe too powerful? Fits with AM theme's dependance on healing.
Halfling: David and Goliath - Gain +20% damage all per size category an enemy is larger than you.
Dwarf: Stone's Embrace - When next to a stone wall (natural or artificial), gain +10 armor, +20% armor hardiness, +20 defense, and +10% resist all.
Skeleton: Skeletal Brethren - Whenever you kill an enemy, you have a 10% chance to reanimate it as a skeleton allied to you. More powerful enemies become more powerful skeletons, but all skeletons loose 5% of their max HP per turn.
Ghoul: Ghoul Plague - Retch, Leap, and Ghoul Bite gain the ability to disease enemies.
Yeek: Psionic Scion - Gain +1.00 psi regen, +20% mind damage, and +30% mind resistance penetration. Would stack well with the nerfed Mental Tyrant.

Of course, these are all off the top of my head, so feel free to tear them apart.

HousePet
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Re: More Prodigies

#4 Post by HousePet »

Absolute No to making prodigies for specific races or classes.
They should be generic enough for almost anyone to use.
The current prodigies for extended gem imbuing and arcane traps are too restricted already.
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Orangeflame
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Re: More Prodigies

#5 Post by Orangeflame »

Personally, I think it would be neat that once you reach 60 or some other arbitrary round amount of some stat (high enough that it would be difficult to get via only items), you can get a weaker version of some prodigies for that stat.

Some prodigies look cool, but you rarely ever get to experiment with them because your build would do so much better with a certain one. This could give you a chance to use some of the (still) underused prodigies.

Strength:
I Can Carry the World, no strength bonus
Flexible Combat, 20% chance

Dexterity:
Through the Crowd, no save bonus
Roll with It, no damage avoidance

Constitution:
Armour of Shadows, 1/3 armour bonus
Corrupted Shell, decreased bonuses

Magic:
Arcane Might, 25% magic stat modifier
Revisionist History, 10 turns (like in 1.0.4)

Willpower:
Lucky Day, 20 luck
Hidden Resources, 30 turn cooldown

Cunning:
Worldly Knowledge, category is locked
Fast as Lightning, 6 turns in one direction

No idea if this is doable (or balanced, for that matter)
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SageAcrin
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Re: More Prodigies

#6 Post by SageAcrin »

I agree with Housepet, though having said that, a single Prodigy talent that has differing effects for each race("Heritage" for a name?) would be fine.

HousePet
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Re: More Prodigies

#7 Post by HousePet »

Or something to do with traditions?
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darkgod
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Re: More Prodigies

#8 Post by darkgod »

I could perhaps see a 7th line of prodigies not bound to a particular stat, but we'd need to design 8 of them :)
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SageAcrin
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Re: More Prodigies

#9 Post by SageAcrin »

There's still 12 leftover Prodigies in my Added Prodigies add-on, some of those may still be good for that.

Or, alternatively, for taking a current Prodigy skill's place in a stat column.

(I'm looking at Worldly Knowledge in particular here, which really ought not to be tied to a specific stat, off the top of my head. Moving that would leave a gap in Cunning, for example.)

HousePet
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Re: More Prodigies

#10 Post by HousePet »

darkgod wrote:I could perhaps see a 7th line of prodigies not bound to a particular stat, but we'd need to design 8 of them :)
Errr, why 8 of them?
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darkgod
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Re: More Prodigies

#11 Post by darkgod »

To keep the current structure!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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HousePet
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Re: More Prodigies

#12 Post by HousePet »

Oh, you mean add a new column.
I thought you meant row.
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Planetus
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Re: More Prodigies

#13 Post by Planetus »

Maybe make a new column that has stat-free prodigies that give bonuses themed off of each stat (6), and the last two are other things (maybe luck and damage resistance, maybe something like:
Hereditary Strength: Gain +50lb carry weight, +10% physical damage, damage resistance, and resistance penetration, +10 armor, and +10% armor hardiness
Hereditary Dexterity: Gain +5% global speed, +10% movement speed, +50% immunity to pin, +50% immunity to stun/freeze, +20 defense, and +20 accuracy
Hereditary Constitution: Gain +400 HP, +50% knockback, poison, disease, and bleeding immunity
Hereditary Magic: Gain +10% damage, resistance, and resistance penetration for: arcane, fire, cold, lightning, positive, negative, and temporal
Hereditary Willpower: Gain +300 max mana, +50 max psi, +200 max stamina, +50 max positive and negative energy, and +30 effective willpower for calculating equilibrium and paradox failures
Hereditary Cunning: Gain +30% critical chance, +50% critical power, +50% critical hit negation, and +20 see invisible and detect stealth
Hereditary Luck: Gain +30% critical chance, +30% critical hit negation, +20 defense, +20 accuracy, and +10% immunity to all status effects
Hereditary Resistance: Gain +20% maximum resistance to all resistances

Again, just off the top of my head.

AlexMdle
Halfling
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Re: More Prodigies

#14 Post by AlexMdle »

Why not open another open document for suggestions, like you did with default prodigies?

Strongpoint
Wyrmic
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Re: More Prodigies

#15 Post by Strongpoint »

I'd love to see some random result prodigies. One that give random benefit from list of possibilities. In fact I want more random everything in TOME, while early random stuff encourages Startscumming, few will restart a game on LVL30 because they got bad result from prodigy

I'd love to see stuff like Worldly Knowledge that gives one random generic tree from the whole list of generic trees(excluding racials) giving you something ranged from epically good generic (like aegis for sun paladin) tree to almost useless.

Also, I'd love a prodigy unlockable by personally killing off all escorts, just because I want :twisted:

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