Difference between revisions of "Primal Forest"

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(Added some basic info)
("5 bosses" instead of "Boss x5" (not sure which is better). Nature vs crystalline infection. You can see the forest floor from the canopy. Details on treants spawning from trees.)
 
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{| class="wikitable" style="border: 1px solid gray; font-size: large;"
 
{| class="wikitable" style="border: 1px solid gray; font-size: large;"
|Embers of Rage Version: || 1.1.10
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|ToME Version: || 1.7.6
 
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{{Zone
 
{{Zone
 
| name = Primal Forest
 
| name = Primal Forest
|guardian=[[Crystallized Primal Root]]
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|guardian= 5 [[Crystallized Primal Root]]s
 
| floors = 2
 
| floors = 2
 
| min_level = 25
 
| min_level = 25
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==Zone Information==
 
==Zone Information==
A forest-themed zone with some lore about the Menders, a successor to the main campaign's Zigur faction. This is an optional zone outside the main plot of the [[Embers of Rage]] campaign.
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A forest-themed zone with some lore about the Menders, a successor to the Zigur faction. This is an optional zone outside the main plot of the [[Embers of Rage]] campaign. It is the site of a battle between Nature and a crystalline infection, with anything else that wanders into the forest as collateral damage.
  
The first level of this zone will spawn treants out of the trees from time to time, similar to the [[Sludgenest]] in the [[Age of Ascendancy]] campaign
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===Forest floor===
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The first level of this zone is on the floor of the forest, with corridors between rows of trees and clearings. The entrance is always in the south of the map. The exit to the next level is a huge primal tree in a clearing, which can be climbed up (a prompt will automatically appear when stepping on the tree).
  
The second level is in the canopy of a tree, where multiple [[Crystallized Primal Root]]s are spread out among the branches. There are no obstructions to line of sight here, so players must be careful about drawing too much attention from enemies.
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Every turn, there is a chance that a tree will "awaken" as a hostile treant (or crystalbark), similar to the [[Sludgenest]] in the [[Age of Ascendancy]] campaign. The chance per turn begins at 1%, which increases by 1% every turn that the chance does not occur, up to a maximum chance, and resets to 1% when an enemy is generated. The maximum chance begins at 50%, and decreases by 3% every time an enemy is generated, down to a minimum of 5%. Only trees within 10 range of the player can turn into enemies. Treants spawned in this manner do not provide XP, but can still drop loot. This can be useful if the player needs to farm for equipment or tinkering ingredients, since lone treants are usually much easier to handle than patrols on the world map. The awakened treants get stronger over time as more of them are created:
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* Every 10 enemies, their level increases by 1. e.g. Increased by 50 after 500 enemies.
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* The enemies have a chance to be randbosses. The chance is <code>((X/20)^1.2 - 1)%</code>, where X is the number of the new enemy. Chances are rounded to whole number percentages. e.g. The chance is 0% until around the 30th enemy, and it reaches 100% at around 940 enemies.
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* In the case that they aren't randbosses, they can be rares. The chance is <code>(10 + (X/20)^1.6)%</code>, where X is the number of the new enemy. e.g. The chance starts at 10%, and it reaches 100% at around 330 enemies.
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{{Verify | Rounding}}
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===Canopy===
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The second level is in the canopy of a tree, where five [[Crystallized Primal Root]]s are spread out among the branches. These bosses drop the primal core ingredient, which is required for certain [[Tinkers|tinkering recipes]]. There are no obstructions to line of sight on this level, so players must be careful about drawing too much attention from enemies. The walls and empty space between the branches will allow projectiles and spells to travel over them, but will block movement (except for levitating characters) and area of effect attacks. To return to the previous level, the player can return to the middle of the level and climb back down the tree trunk to the ground (by manually changing level).
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The player can see the forest floor from the canopy: when they climb up to level 2, the full map of level 1 will be revealed, and it can be seen from level 2 as well (as a background). When returning to level 1, this can be used to find any items that were missed, etc.
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If the player kills all five Crystallized Primal Roots without killing any uncorrupted treants, they will earn the [[achievement]] '''Mender'''. Uncorrupted treants are called "treant", corrupted treants are called "crystalbark". Both kinds can spawn normally, awaken from the trees on level 1, or be summoned by the Crystallized Primal Roots.
  
 
==Zone Specific Artifacts==
 
==Zone Specific Artifacts==
* Schema for [[Life Support Suit]]: guaranteed drop on the second level
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* Schematic for [[Life Support Suit]]: guaranteed drop on the second level
  
 
[[Category: Embers of Rage]]
 
[[Category: Embers of Rage]]

Latest revision as of 08:58, 2 October 2023

ToME Version: 1.7.6
Primal Forest
Boss 5 Crystallized Primal Roots
Floors 2
Level Range 25 to 35
Item Level Range 3 to 3
Size 70x70
Zone Effect none

Zone Information

A forest-themed zone with some lore about the Menders, a successor to the Zigur faction. This is an optional zone outside the main plot of the Embers of Rage campaign. It is the site of a battle between Nature and a crystalline infection, with anything else that wanders into the forest as collateral damage.

Forest floor

The first level of this zone is on the floor of the forest, with corridors between rows of trees and clearings. The entrance is always in the south of the map. The exit to the next level is a huge primal tree in a clearing, which can be climbed up (a prompt will automatically appear when stepping on the tree).

Every turn, there is a chance that a tree will "awaken" as a hostile treant (or crystalbark), similar to the Sludgenest in the Age of Ascendancy campaign. The chance per turn begins at 1%, which increases by 1% every turn that the chance does not occur, up to a maximum chance, and resets to 1% when an enemy is generated. The maximum chance begins at 50%, and decreases by 3% every time an enemy is generated, down to a minimum of 5%. Only trees within 10 range of the player can turn into enemies. Treants spawned in this manner do not provide XP, but can still drop loot. This can be useful if the player needs to farm for equipment or tinkering ingredients, since lone treants are usually much easier to handle than patrols on the world map. The awakened treants get stronger over time as more of them are created:

  • Every 10 enemies, their level increases by 1. e.g. Increased by 50 after 500 enemies.
  • The enemies have a chance to be randbosses. The chance is ((X/20)^1.2 - 1)%, where X is the number of the new enemy. Chances are rounded to whole number percentages. e.g. The chance is 0% until around the 30th enemy, and it reaches 100% at around 940 enemies.
  • In the case that they aren't randbosses, they can be rares. The chance is (10 + (X/20)^1.6)%, where X is the number of the new enemy. e.g. The chance starts at 10%, and it reaches 100% at around 330 enemies.

Needs verification: Rounding

Canopy

The second level is in the canopy of a tree, where five Crystallized Primal Roots are spread out among the branches. These bosses drop the primal core ingredient, which is required for certain tinkering recipes. There are no obstructions to line of sight on this level, so players must be careful about drawing too much attention from enemies. The walls and empty space between the branches will allow projectiles and spells to travel over them, but will block movement (except for levitating characters) and area of effect attacks. To return to the previous level, the player can return to the middle of the level and climb back down the tree trunk to the ground (by manually changing level).

The player can see the forest floor from the canopy: when they climb up to level 2, the full map of level 1 will be revealed, and it can be seen from level 2 as well (as a background). When returning to level 1, this can be used to find any items that were missed, etc.

If the player kills all five Crystallized Primal Roots without killing any uncorrupted treants, they will earn the achievement Mender. Uncorrupted treants are called "treant", corrupted treants are called "crystalbark". Both kinds can spawn normally, awaken from the trees on level 1, or be summoned by the Crystallized Primal Roots.

Zone Specific Artifacts