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TOPIC: 2026 Transmute Tokens < = Latest Version

2026 Transmute Tokens < = Latest Version 2 months 12 hours ago #1

Thanks for your feedback and patience. See attached. Having a 3X Crit mechanic has issues for the programmers and DMs, so I went down the track of making the crossbow a cool creepy-monster killer. And yep, I left is as "all classes can use it" since it has restricted uses. I opened the monster list at Relic to give it more applications.

Thanks for your feedback!

truedungeon.com/files/Trans_26xx.jpg
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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2026 Transmute Tokens < = Latest Version 2 months 12 hours ago #2

Craven's Vampire Ring is now strictly better than Muk's Ring of Havoc:

I'd:
Set it at +4 or 5 damage
make the damage type (melee or ranged) is choosen at start, or make it Melee only
make it so you can't equip multiple Vampire rings.

I'd also put the Relic ring at +3 damage so it's not strictly better than Relic Ring of Havoc for Melee players.
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2026 Transmute Tokens < = Latest Version 2 months 12 hours ago #4

I think if the 3x is just for the rogue then it is no worse then the assassins crossbow and +2 Death Flail. I’m not sure if there are any other 3x items. I get the GMs would have an issue if there were 10 players with 3x items but for the rogue the main thing that makes the class legendary special is the assassins crossbow and the extended range.
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2026 Transmute Tokens < = Latest Version 2 months 12 hours ago #5

I'm super super excited to see the vampire rings! However, as much as I love my own idea being up there, I agree that they seem to be too strong compared to Muk's. I think the Relic ring should be set to +3 damage, and the Legendary to +4 or +5 damage as the other Matthew suggested ^^ The Legendary should also probably apply to Melee only.

Side note, I like the art for the Relic ring but the faces on the Legendary creep me out a little xD

Also wanted to say that I'm happy that the Ring of the Sacred Circle is getting number IDs, since it will be my first token have such after marveling at others' Ro7P and Skulls of Cavadar <3
Turned into adventurer jerky by Smoak in 2010
Proudly part of first group to survive Felurian's Feast at GHC 2021
Receives -3 Treasure thanks to dumb goblins
~Dungeon Master~
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #6

The Legendary Figurine was so much cooler, I would've made that. There's never been a Legendary Figurine before. The Ring is a step backwards and boring. Same on the Crossbow.
"The Dreams of Youth are the Regrets of Maturity."

Boom goes the Devil Drake when this Rogue slides a 20 with a Holy Hand Grenade.

My Rogue Build: truedungeon.com/forum?view=topic&catid=569&id=244107&limitstart=0
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #7

Also that ring is stupidly good. But like mucks it boost wizard spells as well and would render Relsa’s a cleric and Druid token basically.
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #8

Progression I would do for ring is:

UR - melee +2 damage, 1/rm heal 3hp on successful hit
Relic - melee +3 damage, 1/rm heal 4hp on successful hit
Legend - melee +4 damage, 1/rm heal 5hp on successful hit

Given that it's a take on Ring of Dark Health and given that vampires stealing lifeforce at long distances from attacks isn't all that common in entertainment, seems like should stick with only melee.
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #9

I agree that the Vampire Rings are probably too strong. Drop the Relic to 3 and make the legendary 5 and keep it melee.

Also, someone wearing the Vampire rings make an attack in a non combat room to trigger the healing of the rings? Pretty sure Cave Wall is easy to hit.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #10

I like the rings and the crossbows as a whole. Agree the rings should be toned down a bit number wise, but like the theme and art.

I understand where there *could* be coding problems for x3 crit, but am also a little confused as there are already multiple x3 crit items in the game, which have already been coded?
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #11

Ian Lee wrote: Progression I would do for ring is:

UR - melee +2 damage, 1/rm heal 3hp on successful hit
Relic - melee +3 damage, 1/rm heal 4hp on successful hit
Legend - melee +4 damage, 1/rm heal 5hp on successful hit

Given that it's a take on Ring of Dark Health and given that vampires stealing lifeforce at long distances from attacks isn't all that common in entertainment, seems like should stick with only melee.


Yeah - I’d also tone down the healing from what’s in the sheet.

The above is good, or scale it with frequency not healing amount.

Ur heal 2 1/room
Relic heal 2 2/room
Legendary heal 2 1/round
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2026 Transmute Tokens < = Latest Version 2 months 11 hours ago #12

Ian Lee wrote: Progression I would do for ring is:

UR - melee +2 damage, 1/rm heal 3hp on successful hit
Relic - melee +3 damage, 1/rm heal 4hp on successful hit
Legend - melee +4 damage, 1/rm heal 5hp on successful hit

Given that it's a take on Ring of Dark Health and given that vampires stealing lifeforce at long distances from attacks isn't all that common in entertainment, seems like should stick with only melee.


+1 with this Ring progression. Glad the Vampire Ring made it through though, I think it's a cool Token.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
Last edit: by Rob F.
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