Unlock condition: lvl 25+, wil 50, cun 25, antimagic.
The player char has chosen the path to become an antimagic expert.
Magic must fail, Wizards must die, Arcane taints must be erased from Eyal.
1. Adding two new talent trees, wild-gift/witch-hunt and wild-gift/horizon walker.
Wild-gift/witch-hunt: knowledge is power. nothing is better to pry open arcane user's mind than a keen edge.
Enhanced interrogation (passive): With a dosage of dilated regeneration infusion, dying mages will stay conscious until every arcane secret is extracted.
For every kill of arcane user, gain small amount of spell save permenantly. This has a max limit.
In addition, the manaburn damage will use the highest dmg%/respen%.
Stake and pile: drive ooze-infused stake into filthy arcane user, piercing their armors and protection magics as they weren't exist.
Deal wep% manaburn damage over 5 turns and inflict 50% slow on spell speed.
Against arcane user: it will ignore save, armor and resistance, and will always hit.
Malleus maleficarum: Crush arcane user's head with Thaloren-wood mallet.
Deal ~300 physical damage and inflict brainlock.
When used on target with stake and pile debuff: pin the target and block teleport.
Burning at the stake: nobody expects the Ziguranth inquisition. But when they come, the mages and their symphatizers will burn.
Must be used on the target with stake and pile debuff. For every spell cast, the duration of stake and pile will be extended by 1 turn. The target will receive the manaburn damage same as the resource cost, ignoring the resistance.
Wild-gift/horizon walker: protect Eyal from the otherworldly magics.
Eyal shrugged: they will know what it feels like to have a planet over their shoulder.
Pick a target. It will have Increased fatigue of~100% for next 10 turns.
Against arcane user, the fatigue is doubled (~200%)
Slient spring: on the magic-tainted land no wildlife will remain; but the rocks and branches will tell where the unnatural beings exist.
On entering new zone, mark arcane users and unnatural beings (horror, undead, construct, etc)
Furthermore, when hit by unnatural or arcane user, by 20% chance leaves tide will be activated with no cost. (Talent level same as this talent's level)
Mossbloom: the nature itself will retaliate against arcane forces.
When spell is cast in player's line of sight, radius 3 moss area will be spread under the caster. The type of moss will be randomly selected.
Dead magic zone: emit a radius 5 aura of suppression, centered from the player. This mind power can be used instantly, and will increase 10 equalibrium/turn, doubled every turn. When the equalibrium check is failed, this talent will go under cooldown.
In the dead magic zone, magic will cease to function, include:
*target equipped arcane weapons will be disarmed.
*target equipped arcane armors in body slot will have armor hardiness of 0.
*arcane and spell projectiles will be instantly destroyed as it enters the dead magic zone.
*any magical effect (ex: inferno) will cease.
*arcane trinkets will stop functioning.
*Spellcasting and using runes will be extremely difficult, every target in the zone will have 50% spell failure.
When this sustain is deactived, these effects will end immediately.
2. Killing renowned arcane users will award generic talent trees and fortify antimagic talents.
It is not retroactive; sooner the player initiates into the practice of antimagic, more rewards would be given.
Rhaloren inquisitor: +1 resolve.
The shade: +1 antimagic zone
Spellblaze crystal: +1 antimagic shield.
Subject Z: +1 mana clash
Urkis: will award wild-gift/fungus with no category point cost. (+0.2 multiplier if already unlocked)
Grand corruptor: will award wild-gift/harmony with no category point cost. (+0.2 multiplier if already unlocked)
Master: +0.2 wild-gift/antimagic multiplier
Vor: +0.2 wild-gift/antimagic multiplier
Rak'shor: +0.2 wild-gift/antimagic multiplier
The wizards: +1.0 wild-gift/antimagic multiplier
Linannil: no reward. Instead, the protector Myssil will personally pat your back.
3. The chance to encounter with antimagic fixdarts will be increased. The rare/artifact item from floor or rewards from chest/sac will be strongly weighted to have antimagic properties.
Note the item drop from monsters will be the same.
Antimagic evolution: inquisitor
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