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TOPIC: 2026 Transmute Tokens

2026 Transmute Tokens < = Latest Version 2 months 1 day ago #25

With people not being a fan of the FoP Legendary (I'm in the "I don't know if I'd ever craft it" camp, and would love a xbow for my rogue main), could we not solve the problem by making the FoPs at Relic/Legendary class-specific?

Slap a "Cleric, Druid, Paladin Only" on class restrictions and then the healers keep their heals and are rewarded for building another legendary with another full heal (and open it up to "heal any player" instead of just "you"). Then, that sets up future FoP transmutes to have class specific skills/abilities/perks/etc.
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2026 Transmute Tokens < = Latest Version 2 months 1 day ago #26

I have to agree that these legendaries seem a little too much.

The FoP is a cool idea, but would absolutely obsolete Clerics at higher levels, unless a LOT of death is coming at mythic.

I think the crossbow would be nice to have back.

I do think a vampiric ring transmute might be nice, though I can see that getting into silly healing levels as well.

Maybe if the vampiric ring prevented spell based healing?
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 
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2026 Transmute Tokens < = Latest Version 2 months 1 day ago #27

My thoughts on the Figurines:

I think the argument is that it's unlikely that you'll receive negative conditions twice in the same game (outside of Grind) so that's why either of these are effectively "immune to all harmful conditions). Do they take an action or a free action?
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2026 Transmute Tokens < = Latest Version 2 months 1 day ago #28

I sometimes play Paladin or Cleric and would be disinclined to play either in a high level run if folks were equipping the new FoPs.

I’d be fine going another route with the transmute chain, but think the tokens themselves are cool looking and perhaps workable with changes.

Saint: Heals you 10 points and removes one condition of a missed save 1/game.
Angel: Heals you 20 points, negates the results of a missed save and restores 1 spell or special power 1/game. May not equip the FoP Saint.

Those would both be very, very good.

I really like the 2 Arcanum transmutes, including the artwork and the new names.
Last edit: by Scott Kwiker.
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2026 Transmute Tokens < = Latest Version 2 months 1 day ago #29

Some more thoughts on the Ring of the Sacred Circle:

Looking at the other Transmuted Grand Eldritch tokens that have come before, those were just the name, picture, and serial number. I'm wondering if the same treatment should be given to the Ring. This would give it a more mystical vibe like the others and also allow it to be refined in a way that trying to do that on the token is problematic. I still think the ring is too good and needs to be reduced in power, but just by a little bit.

When it comes down to it, it gives +5 HP, +3 Saves, +3 AC, +1 to hit and damage in melee, +1 to hit in range with some other minor things like intelligence and maybe another FoP.

Another option is to just list the stats on TokenDB like with the Rod of 7 parts. Here's the thing, if it more matches the 5 individual rings, then the stats would be:

1. +5 HP
2. + 2 AC
3. +2 Saves
4. -2 damage from Melee attacks
5. +1 to all Ability Scores

Which translates to:

+ 5 HP, +2/3 AC, +2/3 Saves, -2 damage from Melee attacks, +0/1 to hit in melee, +0/1 damage in melee, +0/1 to hit in range, and a few other minor things.

The Ring of the Sacred Circle is clearly better than the sum of its parts comparing to the individual rings. You get 1 superior ring what would take up 5 slots.

For the sake of simplicity and bringing the power level down just a bit, here is my suggestion:

This uniquely numbered token grants the powers from all five of the individual rings, as shown below:

+5 HP
+2 to AC
+2 to Saves
-2 damage from melee attacks
+1 to all ability scores

In addition to the aforementioned powers which are always active, once per calendar year you may play a special sub-class character for a single adventure run.


What this does is it doesn't make the extra to hit in melee and ranged and the extra damage in melee a given. So it's just a small tweak but it makes it an exact sum of its parts. Also, it provides a bonus which is the subclass card, and for those that missed out on the rod this is a cool bonus!
Cleric since '09. Moonlights as Dwarf.
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2026 Transmute Tokens < = Latest Version 2 months 1 day ago #30

Kirk Bauer wrote: My thoughts on the Figurines:

I think the argument is that it's unlikely that you'll receive negative conditions twice in the same game (outside of Grind) so that's why either of these are effectively "immune to all harmful conditions). Do they take an action or a free action?


As explained to me in a previous thread, all figurines are instant actions to activate.
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2026 Transmute Tokens < = Latest Version 2 months 23 hours ago #31

No class should be required to survive a run. Any combo of 10 of the 12 classes should work. There are tokens that make any specific class not required to survive a run. If you don't enjoy playing a class then move to another class.
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2026 Transmute Tokens < = Latest Version 2 months 23 hours ago #32

edwin wrote: No class should be required to survive a run. Any combo of 10 of the 12 classes should work. There are tokens that make any specific class not required to survive a run. If you don't enjoy playing a class then move to another class.

All classes should also have a role to play in a run. If some tokens cause some classes decidedly outshine others, or have abilities that cause a class to have no role in a run, then those tokens should be adjusted / removed.
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2026 Transmute Tokens < = Latest Version 2 months 23 hours ago #33

Suggestion for Bel's Figurine of Power: Angel. How about changing this to "Ignore any single source of damage or effect which would cause your character to die during combat"? To me that would still feel balanced and appropriate for a Legendary FoP - it would still go in pretty much every build.

Ioun Stone: Accursed Node feels a bit too good at +3 to all three of the core stats. There's already a Relic Bead which only grants +3 to two stats, and Bead is very arguably a more valuable slot so the Ioun should not be stronger than that. Maybe make it +3 to STR and CON, and next year make one which is +3 to DEX and CON in a charm slot so there's an asymmetric set of them across all three slots?

I'm honestly not sure what I think of Craven's Accursed Charm - it feels like it's too strong, but then again there's not much precedent for Legendary Charms to compare it to.

Like others I am sad to see the crossbow go - if it's too complex to make it happen this year, it will more than likely be too complex in future years as well. I'd really like Rogues to get a new Legendary weapon, even if it's not a x3 crossbow.
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build
Last edit: by Iross.
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2026 Transmute Tokens < = Latest Version 2 months 21 hours ago #34

Kirk Bauer wrote: My thoughts on the Figurines:

I think the argument is that it's unlikely that you'll receive negative conditions twice in the same game (outside of Grind) so that's why either of these are effectively "immune to all harmful conditions). Do they take an action or a free action?


All figurines have this text in TokenDB: "Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard."
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2026 Transmute Tokens < = Latest Version 2 months 21 hours ago #35

Kirk Bauer wrote: My thoughts on the Figurines:

I think the argument is that it's unlikely that you'll receive negative conditions twice in the same game (outside of Grind) so that's why either of these are effectively "immune to all harmful conditions). Do they take an action or a free action?


I agree with the point that getting conditions multiple times is rare enough that this works out to basically immune to harmful conditions.

Consider, what percentage of runs does a player:

Suffer 0 negative Conditions: 30% ?
Suffer 1 negative Conditions: 30% ?
Suffer 2 negative Conditions: 30% ?
Suffer 3 or more negative Conditions: 10% ?

Then the relic and legendary Figurines combine to make makes 90% of runs suffer 0 negative conditions. If you're only allowed to equip one or the other, then it's still 60% of runs with no negative conditions.

Plug in your own numbers, but in my experience the numbers above are, if anything, high for the number of negative conditions imposed.
Last edit: by Matthew Hayward.
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2026 Transmute Tokens < = Latest Version 2 months 20 hours ago #36

Iross wrote: Suggestion for Bel's Figurine of Power: Angel. How about changing this to "Ignore any single source of damage or effect which would cause your character to die during combat"? To me that would still feel balanced and appropriate for a Legendary FoP - it would still go in pretty much every build.


That's a cool idea, like UR Woundous Savior Stone: tokendb.com/token/savior-stone/

"Also unlike most other back-from-the-dead items, a Savior Stone does not restore lost HP, per se. When invoking this Stone’s power, the character doesn’t die, get raised, and healed. Whatever thing caused their death is negated–as if it never happened. Because the death never occurred, no matter how many HP the character had before the death-effect (would have) happened, that’s how many HP the character has after the Stone’s power is invoked."
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