Druids regenerate an extra 1 HP per 10 turns for each neutral or friendly animal on the level (excluding breeders and summons not created by the druid). This results in a permanent loss of 1d3 Ma (purge is 200 corruption points per point of Ma lost). While in wilderness, druids are able to purge themselves of a small amount of corruption. Druids are much better at reading spellbooks in wilderness areas compared to dungeons (increased chance to learn + more castings). In addition to evading wilderness encounters, druids are also immune to weather effects at this point (this immunity should also apply in the IQD). Druids are now the class best able to deal with corruption. I still wanted to keep the wilderness flavour, but made the effects much more useful to encourage the druid to "return to nature" every so often. In their case, I just got rid of it.ĭruids get a complete overhaul of their class powers. I've been struggling to find useful things to do with the summoning abilities. Levels not listed will remain as they are. The level 50 powers, which are really hard to reach, I tried to make a bit more unique for most of the classes, though a few of them are probably still a bit lame.Ĭlasses where the class powers are basically fine, IMHO:Īrcher, Assassin, Barbarian, Bard, Chaos Knight, Duelist some classes get their best abilities quite early, others develop power as the game progresses. I tried to avoid making anything too overpowered, and tried to have some variations in terms of when things arrive-eg. They don't necessarily have to be fantastic, but they have to be thematically appropriate, and something the player might look forward to getting. The main goal here is to have all class powers at least in some way useful. This is probably not something that's ever going to get fixed since it's a fair amount of work, but I thought I'd brainstorm some ideas for how this could go to see what people think, and maybe in the hopes that somebody TB would revisit this issue. I suspect many of them were created well before a lot of the game was finalized, and, as a result, some of the effects that might have seemed good when TB first created them (pretty much anything involving the wilderness, for example) turned out to not be very useful. A lot of class powers in ADOM don't really make a lot of sense.
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