Randart at Last Hope's shop

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

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Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Randart at Last Hope's shop

#1 Post by Omega Blue »

Right now the whole thing is pretty random and you are not sure if the thing that comes out will be suitable for you...It's quite an iffy thing for 4000 gp.

I am wondering if some dialogs can be added, with the merchant asking me what I like it to do, e.g. protection, better accuracy, resistance, that kind of thing, and then he goes off to work.

Also would be nice if it can make a tool or some misc item, such as arrows, sling bullets, torques, totems...

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Randart at Last Hope's shop

#2 Post by Planetus »

I love both ideas. A list of generic mod categories like protection (armor, defense, resistances, when-hit effects, saves), attack (on-hit effects, bonus damage on weapons, damage type boosts, power boosts, etc.), performance (stat boosts, speed boosts, maybe some more) and maybe a few more categories would substantially reduce the randomness while still keeping some of it. The other approach would be to categorize things by class, with the option to make something for whatever class you want for some of the esoteric builds. Berserker get's str and con boosts, phys damage boosts, armor and armor hardiness, and/or activated talents that rely on str or con, for example.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Randart at Last Hope's shop

#3 Post by jenx »

And PLEASE, add randart ammo. It is tough for slingers and archers to have to stumble upon it.
MADNESS rocks

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