I have three new ideas on what to make for a skill, these ideas are based off a book i have recently read and so these are concepts that i might have to alter slightley to make them work with Dredmor but here are the three and what i intend to do to them. Also if you know what book/books these are from good for you for reading. Allomancer: you gain all your powers from metals that are found around the dungeon and each metal gives you a unique attribute. For example pewter gives the player extra strength and balance (burliness and nimbleness) for a certain amount of time in which the metal is then "used" up. Another two metals push and pull metal objects, for this i was thinking of making custom projectiles that people can throw at people with steel and then retrieve with iron. Another example of the skill is Atium (not a real metal, i think) this skill allows you to dodge all incoming attacks and counter every attack for a time, however this is the rarest metals and one of the quickest burning and so this would only have something like a 6 turn burning limit. Tin is a metal that allows you to increase your perception, (enhance your eyesight and trap disarming skills) There are a few more but ill just let you decide if you like the idea or not Feruchemists: This skill works in the same way as one of the blood mage skills in which you store part of yourself away for use later. However this is differant as you can store all kinds of attributes in certain metals for example you can save up strength at the cost of being weaker for a time but stronger later. Or another use would be eliminating your health regen for a time for the cost of no regen for a similar amount of time, however this is one of those things i would have to change slightly because you could just sit in a room and charge up all your attributes for a certain amount of time. I will perhaps have a semi permenant cost. Another use of Feruchemists would be using brass to become more resistant to hyperborean but more vulnerable to fire or vice versa. Or Same as the allomancer use tin to charge up your sight for a time. I would like to fiddle about with this and see if it is possible to make the metal effects stronger for example using the pewter to enhance your strength ten fold for a turn or two or make it twice as strong for longer. This is supposedly the upside to Feruchemists over allomancers. Kandra: These are formless beings who can take the shape of any creature who's body they find, This could be useful in the case of stronger enemies but one of the upsides i want to make this is that it is very hard to die. This is because Kandra are just masses of mass and so cannot really die only the body they use can die. Again i would have to change the concept slightly to change this. To allow this to work i would have to make a certain amount of bones that can be dropped from a person/creature that you can then pickup and eat, this would gain you health equal to the strength of the creature and the creatures form, for example if you took the bones of a flying creature you could then fly around the dungeon in bat mode. However these changes can only happen when you have a new body ready. For this i would have to make it strong enough that it could be used without weapons to keep with the feel that you are merely a polymorph and have no definite shape and so weapons would be hard to use. These are only ideas on what to do because i have just finished year 11 and have nothing meaningful to do untill i get a summer job and so i want to try and make one of these skills. However i would rather i made the one that people like the idea of the most. To make all these skills work i would have to make new items, this would be new to me and so don't expect the skillset immediately. Any input people have would be appriciated. Thanks for reading and sorry for the long post
I like idea of the Kandra's ability of shape-shifting into different monsters and gaining the strengths/weaknesses of them as well. The allomancer and Feruchemists is cool too but not as appealing to me personally because i don't like having to micromanage several different items or buffs or spells and lose inventory space over it, which is why i don't use mods/skills similar to rune caster.
Thanks for the feedback, since you seem to be the only one atm i am going to start working on that part of the mod.
If I'm understanding Allomancer correctly, you're taking (new) items found around the dungeon and using them to power your attacks. I would personally welcome a skill line that simply takes existing ingots (plastic, iron, etc.) and using those as relevant attacks! It helps keep these items useful for those not taking a crafting skill and is inventive, using items to power attacks. Also, you couldn't use pewter if you wanted to stay true to the canon, says the description of Tin... http://j-factor.com/dredmorpedia/#1766
I could use existing metals but have a file type thing say if you have one iron ingot, you can shave that down to 5 iron strips which you can consume to push an object away. As for the canon do you mean for dredmor? Just because there is no pewter doesn't mean i shouldn't add some.
I'd like this much more than trying to keep twice as many otherwise useless materials around. It synergizes well with regular gameplay, essentially.
Adding more items to lug around will absolutely backfire. We have an inventory crisis already. Anyone who goes crafting heavy will immediately find they have to make massive piles of stuff to keep some room in inventory for picking other things up. Please, even if it does not match what you want the mod to do, use things that already exist. Breaking Iron Ingots into Iron strips is just another item that is unneeded. If you want my best idea for what to do, give your skill a means to easily farm alchemical ooze and use that for everything. It is the perfect mystery substance. And you can collect thousands of them if you make the skill right. All the code to allow farming it exists already in the expansion too.
The first book was fine, but things started to go really downwards from there. Also, Tin ups your perception, meaning (Trap) Sight Radius and perhaps Trap Affinity. Or make them more powerful and split them up, so you can use only one metal at a time. Breaking canon, you could also use two at a time, might be better for balancing reasons. Also, I want my mistcloak. Should give some . Coin pouches would also fit in here, or we could just fire zorkmids
Got you covered on the mist cloak, had already made it. However my art skills are lacking and for some strange reason it is not transparent.
For now then i will use the ooze instead of the ingots, however i am still going to add atium as a seperate component and then make it so the ooze gives you a random alomancer metal. If people don't like this i can change it later.
Not sure if i should change the skill into smaller segments, keeping the mistborn skill but after that then changing some of the skills into smaller versions to perhaps make them stronger and then reduce the need of a person to take mistborn skill if all they want is the pewter effect. These would be named such things as thugs and tin eye. Let me know what you think
Here is the link to the mod in its current state http://community.gaslampgames.com/threads/alpha-release-mistborn-skill.3784/