Changing Worried Loremaster rewards

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Should the Worried Loremaster rewards change?

No, they are completely fine as is.
1
6%
I would keep the +1 to any stat, but change the talent rewards.
7
41%
I would change the possible stat bonuses, but keep the talents.
2
12%
I would change both the possible stat bonuses and the talents.
7
41%
 
Total votes: 17

Message
Author
Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Changing Worried Loremaster rewards

#16 Post by Sirrocco »

Walking around in overland view will also do it - so you can refresh relatively easily when you're out of the dungeon. This makes these powers noticeably more palatable for some playstyles.

Massimiliano Marangio
Sher'Tul
Posts: 1120
Joined: Mon Sep 30, 2002 9:52 pm
Location: Germany

Re: Changing Worried Loremaster rewards

#17 Post by Massimiliano Marangio »

kingvictory2003 wrote:regaining equilibrium is impossible, or at least impractical
The first Antimagic talent regenerates equilibrium and stamina and gives you temporary resistances if you take magical or elemental damage.

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Changing Worried Loremaster rewards

#18 Post by Taxorgian »

The first Antimagic talent regenerates equilibrium and stamina and gives you temporary resistances if you take magical or elemental damage.
Yes. Antimagic to me seems like something my warrior-types would most prefer, but it is unbelievably powerful for wilders. If there are low-damage traps around, they have unlimited equilibrium (and can even protect themselves somewhat from monsters nearby if really lucky).

Vee
Thalore
Posts: 127
Joined: Tue Nov 02, 2010 10:27 pm

Re: Changing Worried Loremaster rewards

#19 Post by Vee »

Mind Sear is a very powerful Talent, even though I have to admit that Equilibrium poses a bit of a problem to non-wilders. The fact that you get a Beam "spell" at Talent Level 1 makes it a *very* interesting pick for melee characters, especially wyrmics that are basically melee wilders! I don't see so much of a problem with rewards that are less than rewarding to certain classes, as antimagic-based characters are limited in their picks of other rewards (walking around with hymn chant and some magic aura as with high antimagic Talents sounds very cheesy, if not bug abuse to me.). Same with a spellcaster escorting a warrior.
As to the +2 to all stats - why not let the engine pick 2-3 stats at random which then are offered as +2? Offering *every* stat as +2 sounds much to powerful a reward to me compared to the other escorts.

Vee

PS: Antimagic is *very* nice for wilders (wyrmics).
greycat wrote:An intervention was required (kill -9)

Burb Lulls
Spiderkin
Posts: 480
Joined: Mon Jul 26, 2004 5:20 am
Location: Blighty

Re: Changing Worried Loremaster rewards

#20 Post by Burb Lulls »

Just beat Ukruk for the very first time. I shall never cast aspersions on the loremaster's rewards again.

*pats disarm affectionately*

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