
Today, I bring to you the driving engine of Avatars and "Odyssey of The Summoner's" new scheme of gameplay: "Nature Taught" classes.
*** The motive...
In ToME's Inscription/Potion system, one can choose preset slots of abilities that can provide utility effects-- Abilities that are not limited by race or class; they're available to everyone. However, there is a loophole with a system of free healing and regeneration: In truth, it becomes like an extension of life... "Artificial Hitpoints", if you will. If there is no "quantity" on how many times I can heal myself for 500hp... Doesn't that just mean I essentially have 500 extra hit points?
Grasping this shortfall, I came up with an idea that would challenge this: Cutting out the middle man... And indeed, it has made for an interesting new experience in ToME...
Imagine, if you will... Your character has FAR more life than a standard, humanoid character... But the trade-off is that you can no longer access these convenient healing mechanisms. What has this done in the long run...? It has made you more efficient in short-term battles, but less resilient in long-term battles...-- Or, that is what you might think.
*** Enter: "Wild Power"
You gain 1 point of this new statistic for each point you place into the Natural Combat talent tree. It represents your "savagery", or your attachment to nature. For this reason, humanoids start with 10, while "Avatars" (summon classes) start with 30. The "Wild Power" cap is 100.
Each point of "Wild Power" increases your maximum life, your physical power, and of course, your equilibrium drainage rate.
-- But wait... Let's finally talk about what each of these different icons actually DO!
*** What is "Natural Combat"...?
As you can see, they each have 0/10...
You can invest up to 10 points in each of these talents and there are no restrictions on
how many different ones you could invest into.
Now, here's the really cool part: In becoming "Nature Taught", you have given up the usage of Inscriptions and conventional weaponry. This is okay, because you are probably a monster that can't swing a sword around anyways!
What you get in return is
ONE EXTRA GENERIC POINT PER LEVEL, such that you would have 50 extra spending points by the time you reach level 50. Now, I'm sure you might be thinking about all the things you would rather spend your generic points on than... WHATEVER is inside this tree-- But remember:
Your wild power is DIRECTLY linked to how many Natural Combat talents you know-- And thus, your general survivability and performance in battle!
Oh! The effects of each of these talents? Hold that thought!
*** Passive/Actived Talents; Pseudo inscriptions
Each Natural Combat talent is an Activated talent with passive effects upon putting points in (much like the various "<Dragon> Aspect" trees for Wyrmic). However, these point increases are
VERY EXPONENTIAL. You WILL NOT see great returns until you reach HIGHER talent levels!
Now, finally, here's the cool part: Each Natural Combat talent
can be activated to temporarily disable the passive effect and provide a new effect that scales on Wild Power, NOT talent level! This puts
ALL Natural Combat talents on cooldown, however.
I'll give you an example-- Just one! Wouldn't want to spoil the discovery too much, would I?
"Eagle Eyes" (top-left icon)
"Passive: [X] Accuracy and [Y] Critical Hit Power (scaling on Talent Level)"
"Activated (6 turns): [Q] See Stealth and [P] See Invisible (scaling on Wild Power)"
This talent's activated effect attempts to fill the "Sun Infusion's" niche.
*** Conclusion?
Because of the vast variety of stat-boosting pseudo-inscriptions that Natural Combat gives, the need for equipment/armor is (almost) removed. Now, you customize your savagery and create the beast of your liking with any of the qualities you could ever want! Will you be a tenacious hydra, or a slippery one? A tough fire drake, or a clever one? A deadly ritch, or an elusive one? The fun lies in figuring out what works best for you-- But more importantly: Figuring out what works best against the world of Eyal!
... Oh, so what are all the objects and equipment you find in the world going to be useful for then...? I suppose we can cover that next time. Release day is soon!
