Explanation says they are masters of sun and moon magic. Though their only sun spells are celestial/sunlight. Which are pretty weak to build around. Another thing that bothers me there is no a lot of ways to spend light energy and I'd like to have more ways to do so as anothiril. So here is my idea to solve this by adding one locked category. The idea was to make some other non corona builds possible so all effects from new school indeed may crit, but not trigger corona this still keeps anothirils identity of crit machine. Also I wanted to play around more under looked darkest hour which is not as bad as it looks and probably best invisibility effect in game.(just 50% damage reduction instead of 75% and 25% with tricks of trade.). Instead of adding new skills new tree focuses on making celestial/sunlight more useful for a price, and plays around with chants and hymns giving reason to learn more then one or two each.
Celestial/irradiation
Sun Core
passive
Level 10
Magic 22
Your celestial/sunlight talents cast Searing light on each square they land for 0 additional cost.
This instance of searing light can't crit and doesn't empowered by flare Spell.
Some effects of Celestial/Irradiation scale with this talent level instead of their.
Darkest hour explosion range is increased by 1 at raw level 5, and it also drops searing light at all levels.
Reduces damage you take from your celestial/sunlight talents by 20%/40%/60%/80%/99% (raw levels)
Increases duration of searing light by 10%/30%/60%/100%/150%, but weakens it. Searing light deals 96%/88%/76%/60%/40% and +30% at 100 spellpower scaled with level
Critical effects of celestial/Irradiation talents don't power Corona.
(should i nerf a bit sustain of Darkest hour with this category adding:
If darkest hour active all positive costs(i.e. >0) of positive energy are 25%. All positive costs of negative energy are 200%.)
Flare
active/spell
Level 14
Magic 30
Target: self
Casting Speed 100%
cooldown: 8 turns (Maybe more considering totality and lighting effects(such as bath in light and Sun Flare. Idea is being able to use it at each spell at end of game. Maybe make it scalable with level)
positive energy cost 0
Vision range is reduce by 7/6/5/4/3 until next celestial/sunlight spell cast(and this value is reduced by spellpower)
(You are hidden in the dark though so unless enemy has infra-vision he can't see you, unless some sustained lighting effect is present)
Your light radius is reduced to 0 and you treat all tiles as unlit in terms of vision.(being cocooned in sun prominence blinds you.)
Unlights squares in range of 1/1/2/2/3 (Raw levels) restoring x% of cooldown of this spell per unlit tile. x scales with talent level.
The cost of next Celestial/sunlight Spell is inverted and costs 2 times more positive energy. The spell itself has additional effect.(For example Fire beam would cost 40 positive energy instead of -20)
Searing light:Applies "magical:Sticky light" effect for 1/2/2/3/4/4 turns.
magical:Sticky light -- Searing light and blazing light effects stick to the target. This effect attracts searing light and blazing light at range 0/0/1/1/2. Range and effect duration scale with Sun Core talent(The duration and range may be increased if searing light crits)
Flame Beam: Turns all existing searing light effects to blazing light effects of same duration which deal increased blazing light damage. Additional damage scales with Sun Core level from 20% to 80%
and can be farther empowered by spell power. (If Flame Beam crits then it converts in 1 Aoe around it?)
Sun flare: Marks targets with magical:irradiation making them spawn Light wisp for 1/2/2/3/3 turns with 20/35/55/60/68% chance. They have no offensive talents and come with
one random Celestial/Hymn or Celestial/Chant. Level Of talent is equal to level of corresponding chant but not higher then Sun core. They have 100% light and fire damage resistance and light affinity of x%.
Wisps Grant you cumulative benefits of their chants and hymns, but their effects on you are severely weakened.(Wisp's benefits of chants and hymns you get scale with your level of corresponding chant or hymn. Wisp can't have chant or hymn you don't know.).
Blind Targets have increased chance to spawn wisp.
Wisps come with 0%/10%/30%/60%/100% filled positive energy bar depending on Sun Core level.
Wisps get x% of healing they receive to Positive energy.(including affinity) and irradiate excessive amount as light damage in range of 1 Damage increased by y%. "x" and "y" are increased if Sun flare Crits, and scale with spellpower and Flare level.
At level 6 Irradiation effect range is doubled if Sun flare crits.
If Flare level is 6 or more Wisps have both chant and hymn.
(Should be number of wisps limited to cun/20 rule???)
Sunburst: Has chance to mark targets with "magical:pool of radiance" effect.
Which makes all targets to deal x light damage in range of 1/1/1/1/2 for 2/3/4/5/5 turns.
Damage scales with Sun core level,spellpower and amount of Searing light or Blazing light Stacks Target has under it.(Blazing light has greater effect.)
Subject itself recieves 25% of damage from effect. And blinded targets recieve increased damage. Chance to apply is increased if Sunburst is critical)
Sunburst reduces blindness resistance Scales With Sun core level.(Maybe add to Sun burst itself and scale it with Sunburst level?)
Conflugate
Active/spell
Level 18
Magic 38
Casting speed 0%(instant)
Cooldown 20 turns
Positive energy cost 10
For 5/5/6/7/8 turns makes your and Wisp's Chants and hymns to 1/2/2/3/3 Aura dealing increased chant and or hymn damage per turn.
Damage multiplier depends on percentage of current positive energy, spellpower, and sun core level.
Effect Strength depends on chant or hymn level and current positive energy( at max positive energy full strength lower is weaker)
The radiance is so strong that it drains 10% of current light energy per turn.
This ability may crit for duration.
If darkest hour active positive energy would grow instead. The positive energy gauge would be filled instantly as soon as darkest hour pops.(What is better after positive energy drain and damage calculation or before?)
If Conflugate has level of 6 or more it can crit for range, but also would drain more positive energy.
Additionally it has negative effects depending on chant and hymn active.
Only most powerful effect of similar chant or hymn is applied, though damage is for each dealt separately.
If chant or hymn changed in process then effect changed too.
Chant of fortitude: while active -- enemies have x% less of max HP. They receive protective shield which blocks 50% of damage for same amount.
Though if you deal a total damage of y% of shield it falls exposing them and granting you their shield instead, for Conflugate duration.
x depends on chant of fortitude level, and y% is scaled down depending on spellpower and Sun core level.
Chant of fortress: Enemies that stand less then 4 squares away from damage source take increased damage. Scale with sun core Level.
Resiliant chant: Targets burn for x% of light damage received for 2/2/3/3/4 turns. x and duration scale with Sun Core level.
If it is on supernova enemies just take more damage but it scales down fast.
Chant of radiance: Targets have reduced Fire and light resistances (maybe just light??)
Hymn of shadows: x% of damage backfire of up to y total. (Basically weak reflection shield) x and y scale with Sun Core level and spellpower.
Hymn of detection:Reduces stealth and invisibility powers.If target is illuminated also burns them per turn depending spellpower .
Hymn of of preservance: Reduces blindness resistance by x%
Hymn of Moonlight:Bolts (gain additional damage if necessary) and jump between targets inside Conflugate aura rapidly losing power. They can't hit same target twice or you.
Damage multiplier scales with sun core level, and spell power. Aura effects with coresponding chant or hymn
Super Nova
Active/spell
Level 26
Magic 54
casting speed 100%
positive energy cost 0
Cooldown 120+
range 2
Absorbs all your positive energy. to summon Part of the sun to this world searing all targets at 10 range for massive amounts of blazing light damage per turn for 10 turns and stripping all your beneficial effects and your field effects on arrival.
Damage though would fall quick with range.
You take 100%/90%/80%/70%/50% less damage from this spell depending on Sun core level. It can be farther scaled down by spellpower.
The shining is so strong that it is impossible to use sunlight talents for duration of skill, and non hymn darkness damage is 0%-80% depending on range of target from from supernova.(At least yours it maybe hard to code other talents)
If darkest hour was active on arrival, then it would be stripped and shining from supernova would be so strong that it would shroud 1-3 range area. Targets that are inside it can't be seen farther then 6/6/5/5/4 range away from them. Additionally super nova would project bath in light effect.
Field range depends on difference of negative and positive energy on activation, bath in light on positive, and spellpower.
Though energies quite unstable and upon rift deactivation combust dealing blazing light damage to everyone inside range scaling down with range(better get away fast)
You may summon it at same range from wormhole if you may teleport to target wormhole.
At level 2:Supernova Absorbs your searing light and blazing light efects in your vision range for additional damage, instead destroying them(blazing light has stronger effect). Damage received scales with spellpower.
Also if you teleport to wormhole you bring all supernovas in range of 0/0/1/2/3 (Depending on sun core level) with you.(move to level 6 effect?)
At level 3:Chants and hymns instead of stripped from you are moved to supreme Anthem of sun giving all effects of chants and hymns to supernova.
If Conflugate is active then aura effects would be transferred too and become range 10 which also scale down rapidly farther target is(damage too). If conflugate ends Aura around supernova ends until conflugate reactivated.
Subjects touching it receive bonuses of Anthem of sun. (you may activate chant that is not on cool-down for extra boost, though One that goes to sun anthem is deactivated and on cooldown)
Additionally depending on number of chants and hymns transferred, supernova would shoot x spread fast rotating beams for duration.
Positive energy of supernova is equal to your maximum positive energy for conflugate calculations.
At level 4:Skill absorbs all wisps instead destroying them adding their chants and hymns to empower Anthem of the sun.
At level 5:Pool of radiance damages all targets inside supernova light with, damage scaled by range from supernova. Amount of Searing light and blazing light stacks is equal to amount that were absorbed.
At level 6:Supernova absorbs your circles casting them from itself as part of Anthem of the sun with increased spell power(you Spellpower and increased damage used)
Circles are treated as yours.
At level 7:Summons Supernova at each wormhole that is in teleportation range. But they 40% weaker.(both effects and damage but effects strength stacks)
At level 8: Circles coming from supernova become range of 10 aura, but severely scale down in effects and damage if range to target is higher then range of circle.
Damage from absorbed light energy scales with spellpower. (But none of talent levels)
Supernova inherits your spellpower, increased damage, and damage penetration for effect calculations.
Passive:Chants and hymns become instant cast as passive effect.
upd. Added level and stat requirements indicating this category as advanced.
Light based Anothirils?
All new ideas for the upcoming releases of ToME 4.x.x should be discussed here
Moderator: Moderator
Message
Author
Jump to
- General
- ↳ Announcements
- ToME 4
- ↳ General Discussion
- ↳ Dumb Questions
- ↳ Character Reports
- ↳ Ideas
- ↳ Spoilers
- ↳ Metaclass: Warriors
- ↳ Metaclass: Rogues
- ↳ Metaclass: Mages
- ↳ Metaclass: Wilders
- ↳ Metaclass: Celestials
- ↳ Metaclass: Defilers
- ↳ Metaclass: Afflicted
- ↳ Metaclass: Chronomancers
- ↳ Metaclass: Psionics
- ↳ Metaclass: Adventurers
- ↳ Metaclass: Tinkers
- ↳ Metaclass: Demented
- ↳ Bugs
- ↳ Bugs Archive
- ↳ Development
- ↳ Addons
- T-Engine 4
- ↳ General Discussion
- ↳ Ideas
- ↳ Modules
- ↳ Development
- ↳ Bugs
- ToME 2.x.x
- ↳ General Discussion
- ↳ Ideas
- ↳ Gameplay
- ↳ Spoilers
- ↳ Modules
- ↳ ToME/Bugs
- ToME 3.x.x
- ↳ General Discussion
- ↳ Ideas
- ↳ T-Engine Development
- ↳ Modules
- ↳ Spoilers
- ↳ Bugs
- Behind the Void
- ↳ Tolkien
- ↳ The Void
- Archives
- ↳ Archives