This is intended to be a way that Transmuters can transition into the mid-game, especially transmuters who use weapons. It also has the old Hydra form devour-on-kill-for-hp gimmick, since everyone loved that. The maw provides an aux attack with damage that scales on Transmutations skill. Maw form melds the body slot, transforming it into a giant mouth, ala the Brazilian Mapinguari. The rF- of Ice Form is less appropriate for early-game characters who can no longer switch between forms, and Ice Form is not evocative - no one gets Ice Beasts. This is intended to replace Ice Form, a form to help transmuters transition into the mid-game. All your items meld, you can constrict, you get some AC and an HP bonus. Anaconda form turns you into a giant anaconda. It's also intended to provide a bridge between Tmut and weapon use, since a transmuter who finds a great weapon can switch from UC to that weapon without giving up their form and Tmut training.īeast form allows use of body armour so that it can present a reasonable slay-for-AC tradeoff without becoming overly strong for 'dex-based' characters, who wouldn't mind losing body armour nearly as much.Īnaconda: This is a tier 2 form. This is intended to provide a bonus which is compelling early game (when no or few aux armours have been found) but more tenuous later, especially for non-transmuters. It melds all aux armours in exchange for a Slaying bonus (ala Wereblood) - +2 at 0 skill, +8 at 13 skill (max). Take that, nerds!īeast: This is the starting form for the Transmuter background. Zin instantly excommunicates users of a talisman. Talismans can be used with Sacrifice Artifice, since they don't use Evo. You can evoke them from the floor and leave them there. Talismans don't need to be held after they're used. If the player enters a temporary form (Dithmenos's shadow form, Kirke's pigform, a /poly form.) while in a talisman form, when that temporary form ends, the player will re-enter their old talisman form. Given that they now take many turns to re-enter, it'd be far too brutal otherwise. Talisman forms are not removed by cancellation or dispelling. Use of a talisman form is intended to be a strategic decision, again like wearing armour, rather than something swapped in each fight. It takes 5 turns to enter or leave a talisman form, exactly as with armour or amulets. This is intended to roughly mimic max spellpower - it makes it more obvious that later-game forms will end up outscaling earlier ones. Above that skill, no further scaling applies. This is intended to roughly mimic the inability to effectively cast spells at low skills/high fail% - it provides a space in which an 'early' form can be better than a 'later' one, even if you've found both. Below that skill, entering the talisman form will reduce the user's maximum HP (while in the form). They do not care about Int, Spellcasting, other spell schools, wizardry, or encumbrance. Talismans scale only on Transmutations skill. Once entered, these 'talisman forms' last indefinitely. Instead, special items called 'talismans' must be found and evoked. The largest change is that forms are no longer entered via spells. This is a grand experiment, not a final state. I expect many things will need to be buffed, others will need to be nerfed, and some will need to be replaced entirely. Throughout, balance is a very rough sketch. This change is intended to allow more opportunities for players to shift into or out of a 'transmuter' playstyle, to improve the UI of forms, and to improve some miscellaneous issues, e.g.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |