Torment: Tides of Numenera Interview (2024)

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The Inner Strength DLC for Solasta: Crown of the Magister is scheduled to go live on November 14, 2022, and as such, now's the time to learn a few things about the Warlock class the DLC is going to introduce. Check it out:

Read the Fine Prints

So you're telling me you want to learn magic, but you've got no money to enter a magic academy and no ancient bloodline running through your veins? It's alright, just sign here and I'll take care of it. What is this? You can't read either? Even better!

Jokes aside, Warlocks are spellcasters whose magic originates from their pact with an otherwordly being - a pact that could be your stereotypical deal with the devil, a whimsical interest from a powerful fey, or even the protection of a compassionate entity. Their patron grants them power in exchange for services, a facet of the class that can be very interesting to explore on Tabletop but which could not be implemented in Solasta.

Starting at level 1 Warlocks get access to Pact Magic. This type of magic is very different from other spellcasters, as Warlocks know very few spells and have even less spell slots... with only 1 at level 1, 2 at level 2 and 3 at level... 11! What sorcery is this?! However they regain their spells on a short rest instead of a long rest, and all their spells are automatically upcasted to the highest level they can cast (which caps at 5th spell level)! This makes Warlocks very explosive spellcasters who can afford to go all in during each and every fight. Also, don't forget to learn Eldritch Blast - Warlocks' signature cantrip! It's by far the most powerful cantrip in the game, and it synergizes with many Eldritch Invocations.

At level 2 Warlocks get their first two Eldricht Invocations. Those are like special Feats available only to them, which can go from granting them additional spells to greatly improving Eldritch Blast. There are a total of 22 Eldritch Invocations available in Solasta, and Warlocks can learn an additional one at level 5, 7, 9 and 12. On top of that, they can also swap one of them each time they level up so you won't ever be stuck with one you dislike!

At level 3 Warlocks get their Pact Boon, which gives them the choice between Pact of the Blade, Pact of the Chain and Pact of the Tome:

  • Pact of the Blade: Weapons wielded by the Warlock count as magical for the purpose of overcoming resistance and immunity.
  • Pact of the Chain: As Solasta does not handle familiars, Pact of the Chain has been adapted to grant Warlocks the power to bind themselves to one of four creatures for a minute (bonus action, recharges on a long rest). The Imp grants them darkvision, resistance to fire and poison. The Pseudodragon grants them advantage on all saving throws against spells and magical effects. The Quasit grants them resistance against bludgeoning, piercing and slashing non-magical attacks. The Sprite grants them +2 cells movement speed and immunity to opportunity attacks.
  • Pact of the Tome: The Warlock can immediately choose 3 additional cantrips from any spellcasting class.
At level 11, Warlocks unlock Mystic Arcanum. As stated above, Pact Magic is limited to spells below level 5 (as getting 9th level spells refreshed on short rests would be insanely strong) - but that doesn't mean Warlocks can't get access to them! Mystic Arcanum allows them to choose a 6th level spell that they can cast once per long rest.

The Fiend (SRD)

When we were talking about your stereotypical deal with the devil, Fiend Warlocks are the first thing that come to mind. Having made a pact with a powerful demonic (or devilish!) entity, Fiend Warlocks get access to the Dark One's Blessing, which makes them gain temporary hit points every time they kill a hostile creature (reminder: temporary HP do not stack), At level 6, they can call upon the Dark One's Own Luck, granting them an additional d10 to all their ability checks and saving throws for one minute. And at level 10, their Fiendish Resilience allows them to choose one damage type that they'll gain resistance again - which can be swapped at the end of each short rest! Although be careful, magical weapons will bypass it.

The Hive (Homebrew)

Bravery or simply insanity? Some Warlocks have chosen to make a pact with the Hive, a mysterious entity which scholars have theorized to be in control of Redeemers all over Solasta. Hive Warlocks display many similarities with those giant mutated insects, applying Weakening Pheromones whenever they hit their enemies with spells, which gives them disadvantage on their next saving throw. At level 6, they get Magic Counter which allows them to cast an improved version of Counterspell once per short rest (without using a spellcasting slot). And at level 10, Reactive Carapace makes them instantly gain temporary HP until the start of their next turn immediately after they take damage from a spell or magic effect.

The Timekeeper (Community)

The winner of the Wishing Well, Timekeeper Warlocks have made a pact with an unknown entity from beyond space and time. At level 1, enemies damaged by their spell become afflicted with the Curse of Time, taking a small amount of damage at the start of each of their turn. At level 6, Time Shift allows Timekeeper Warlocks to vanish from the battlefield after taking damage, only returning at the beginning of their turn with all the damage taken undone by rewinding time (once per long rest). Finally at level 10, they get Accelerate - using a bonus action they can grant the effect of Haste to an ally for a single turn, without the lethargy when the effect ends (proficiency bonus per long rest).

The Tree (Lost Valley)

Those who have braved the marshes of the Lost Valley know that some trees out there are better left alone. Unlike Druids who commune with Nature, Tree Warlocks' blessings are viewed by many as a curse. At level 1, Piercing Branches start to sprout from their skin, inflicting damage to any enemy who hits them with a melee attack. At level 6, they receive the Blessing of the Tree, granting them immunity against poison effect, and resistance against poison and necrotic damage as their blood and skin start to take a greenish color. And at level 10, they can unleash an Explosive Growth, sprouting branches from all over their body to inflict heavy damage to all enemies around them, shoving and restraining them on a failed dexterity saving throw (once per short rest).

Torment: Tides of Numenera Interview (2024)

FAQs

What is the blue tide in Torment: Tides of Numenera? ›

Blue Tide: Represents wisdom, enlightenment, and mysticism. It is the Tide of people whose goal is to expand the mind and the spirit.

What is the gold tide in the Torment: Tides of Numenera? ›

The Gold Tide is the Tide linked to empathy, charity, compassion, and sacrifice. People attuned to this Tide wish to help others before all, even if its take a toll on them. They can be true or false saints, philantropists, or even crime lord who cares for their communities.

How many companions can you have in Torment: Tides of Numenera? ›

Throughout your time in Numenera, there are six total characters you can choose from to add to your party, with a limit of three companions you can have in addition to your character. Each offers their own set of positives, so building your team will come down to how you like to play.

How long does it take to beat Torment: Tides of Numenera? ›

Powered by IGN Wiki Guides
Single-PlayerPolledAverage
Main Story1226h 58m
Main + Extras14635h 16m
Completionist3352h 1m
All PlayStyles19137h 39m

Is Torment: Tides of Numenera related to Planescape Torment? ›

Torment: Tides of Numenera is the spiritual successor to the renowned 1999 role-playing game Planescape: Torment, which, alongside other classics like Baldur's Gate, helped redefine the genre.

What are the dominant tides in Torment: Tides of Numenera? ›

The Tides
  • Blue represents wisdom, reason and insight.
  • Gold represents empathy, compassion, charity and sacrifice.
  • Indigo represents justice, equity, compromise and the greater good.
  • Red represents passion, emotion, action, pathos and zeal.
  • Silver represents admiration, fame and power.
Feb 28, 2017

How do you get a king tide? ›

Define King Tide:

King tides occur during a perigean (when Moon is closest to Earth) spring tide (full and new moon); in other words, a full or new moon must co-occur when the Moon is closest to Earth in its elliptical orbit.

What is the silver tide in the tides of Numenera? ›

The Silver Tide is the Tide linked to admiration, power and fame. People attuned to this Tide often seek to leave a mark on history or to influence other people.

Who is the Changing God tides of numenera? ›

The Changing God is a powerful being in Torment: Tides of Numenera. He was once a man who, through sheer genius and a touch of madness, managed to use numenera to transfer his consciousness from body to body, effectively cheating death.

Does Torment: Tides of Numenera have romance? ›

There is no romance for good reasons. One, the character portraits in this game makes you wanna barf.

Are there gender differences in Torment: Tides of Numenera? ›

There is at least one quest (in the beta) which is more difficiult to complete if you are male. There is no romance, and (as far as I know) no companions are gender locked. Originally posted by mreed2: There is at least one quest (in the beta) which is more difficiult to complete if you are male.

What is the level cap in Torment: Tides of Numenera? ›

Tier 6 is the max in the tabletop game.

Does Torment: Tides of Numenera have character creation? ›

Character creation in Torment takes place over your stay at the Dark Fathom, following your landing at the Broken Dome.

Can I run Torment: Tides of Numenera? ›

To play Torment: Tides of Numenera you will need a minimum CPU equivalent to an Intel Core i3-2340UE. However, the developers recommend a CPU greater or equal to an Intel Core i5-4400E to play the game. In terms of game file size, you will need at least 20 GB of free disk space available.

What are the blue items in Planescape Torment? ›

It means that the item is unidentified. Items can be identified by taking them to a merchant and paying for the identification or with an Identify spell. With a high enough lore skill a character might also be able to identify an item by simply right-clicking on it.

What is the Indigo Tide numenera? ›

The Indigo Tide represents justice, equity, compromise, and the greater good. These concepts should be taken in a broad definition, not a personal one like the laws. Rulers, men of the law, vigilantes and tyrants alike are often linked to this Tide.

What is the tides of Numenera system? ›

Instead of a classic alignment system acting as a character's ethical and moral compass, Torment: Tides of Numenera uses "Tides" to represent the reactions a person inspires in their peers. Each Tide has a specific color and embodies a number of nuanced concepts that are associated with it.

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