Nekomancer Class V 1.0.1
Posted: Sun Oct 28, 2018 4:09 am
This addon adds the Nekomancer as a playable class. Nekomancers use their dank powers to manipulate the powers of cats in strange and beautiful ways. Something I often hear is that people like the spooky theme of Necromancer, but hate the gameplay. So I decided to make a Necromancer-like class with better gameplay but a silly theme.
The addon can be found here : https://te4.org/games/addons/tome/Nekomancer
Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees.
Talent Descriptions:
Class:
Spell/Threadfall:
Thread Bolt: You fire a bolt of thread, damaging all enemies in a line for %d physical damage.
Thread Weaver: You weave threads into armour, giving you %d armour and %d%% physical resist. The armour bonus will scale with your spellpower.
Entangling Threads: Your damaging Threadfall spells now also apply the Entangled effect to enemies they strike for 3 turns. The Entangled effect slows movement speed by %d%% and decreases physical resistance by %d%%. The Entangled effect ignores saves.
Thread Binding: You ensnare an enemy within %d squares with threads, dealing %d physical damage, disarming and silencing the target for %d turns. The disarm checks spellpower against physical save and the silence checks spellpower against mental save.
Spell/Groove:
Disco Ball: You conjure a strange mirrored orb and toss it towards a target, where it explodes in a burst of radiant light doing %d light damage in a radius of %d. This light explosion does not hurt allies and instead heals them for %d. The damage and the heal will both scale with your spellpower and can both crit.
Elegant Dance: Your elegant movements enhance your spellcasting. Each time you move, you gain a stack of Elegance, up to a maximum of five stacks. Each stack of Elegance gives %d%% light damage and %d%% movement speed(maximum %d%% light damage and %d%% movement speed at 5 stacks). Elegance stacks last three turns and have their duration refreshed each time a new stack is added.
Dance Floor: You turn an area of radius %d into a dance floor for %d turns. Each turn, every enemy on the dance floor will take %d light damage. Allies on the dance floor will instead be healed for %d. The damage and the heal will both scale with your spellpower and can both crit.
Eternal Dance: Your dancing skills reach their apex. If you would take more then %d%% of your maximum life in one blow, you consume two souls and nimbly dance out of the way of the blow, negating any damage above %d%% of your maximum life. If you do not have at least three souls, this ability will not trigger. Sustained talent, does not deactivate when souls reach 0.
Spell/Nekomatic Minions:
Cat Herder: You draw upon your inner catness and become able to create up to %d cats. You create a new cat every 10 turns while this talent is sustained. Cats have Sealed Soul and Engorged Eyes at level %d. Your cats inherit your increased damage and damage penetration. Your cats deal no damage to you and you deal no damage to your cats. If your cats wander more then 10 squares away from you, then they will teleport back next to you.
Cat Whisperer: Your knowledge of feline psychology deepens, letting you exhort greater agility from your cats. Your cats learn Evasion and Nekomata Pounce at level %d and additionally gain %d%% global speed.
Cat Magician: You imbue your cats with a fragment of your arcane powers. Your cats gain a %d bonus to spellpower and can cast Nekomata Claws and Nekomata Tail at level %d.
Cat Overlord: Your cats are an extension of your soul and share your burning determination. Your cats gain %d%% to all resistances and %d%% to stun, confusion and pinning resistances. Additionally, you can activate this talent to summon all your cats to you. If you are below the cat cap and have Cat Herder sustained, then you will summon cats up to the cap, at a cost of one soul per cat summoned this way.
Spell/Nekosis
Nekomata Claws: You grow vicious, yet adorable, claws and rake an adjacent opponent for %d physical damage. The damage increases with your spellpower.
Nekomata Pounce: You draw on the springiness of your cat soul and leap to a location within %d squares. If the target of your pounce was an enemy, you pin them to the ground with your claws for 2 turns. This pin bypasses saves.
Nekomata Tail: You temporarily grow a large and fluffy cat tail and whirl it around you, dealing %d physical damage and dazing all enemies within radius %d for %d turns. The daze checks spellpower against physical save.
Nekomata Form: You assume the form of a nekomata for the next %d turns. In this form, you deal %d% more physical damage and have %d more spellpower. In addition, your other Nekosis spells have their cooldowns reset.
Spell/Fantasy[High Level]
Fantastic Dance Festival: You and all your cats within sight perform a dazzling dance. Your dancing is so fabulous that all enemies within %d squares of a dancer take %d light damage. Allies within %d squares of a dancer are heartened by the performance and heal for %d life. If this healing would exceed their maximum health, then they gain any excess healing as a damage shield instead for 3 turns. The damage and healing both scale with spellpower and can both crit.
Fantasy Reverie: You trap an enemy within it's own fantasy world for %d turns. While so trapped, your enemy has its powers and saves reduced by %d as it struggles to distinguish fantasy from reality. Each turn under the effect, your enemy must make a mental save against your spellpower or lose one of its sustains due to lost concentration. If it succeeds on this save, then the duration of the effect is reduced by one. If the enemy has no active sustains, then it does not have to make a save. The initial application of this effect bypasses saves completely.
Fantasmal Orbs: Whenever one of your spells crits, you trap the excess magical energy in a luminous orb for 5 turns. You can only create one such orb per turn. Once you have at least two orbs, you can release their powers in a devastating magical explosion. The explosion deals %d light and %d physical damage(%d light and %d physical damage with max orbs) to all enemies within radius %d and shocks, dazes and blinds them for %d turns(%d turns with max orbs). The shock checks your spellpower against their spell save and the daze and blind check your spellpower against their physical save. The effect duration and damage scale with the number of orbs you have when you detonate them and the damage will scale with your spellpower. You can accumulate a maximum of %d orbs.
Embodiment of Fantasy: You complete your transformation into a creature of fantasy. You gain %d%% resistance to poisons, cuts, blinds, fears and diseases.
Generic:
Technique/Combat Training at 1.00 mastery
Cunning/Survival at 1.00 mastery
Spell/Vanishing
Uncertainty Principle: You render your position unstable, teleporting you randomly within a range of %d squares. This ability is instant to cast.
Diffusion Propagation: You infuse your own ethereal nature into your attacks. Whenever you cast a spell that takes a turn, you additionally deal %d physical damage in a radius of %d and reduce the affected foe's saves by %d. The save reduction lasts 2 turns and checks spellpower against spell save. The physical damage can crit and scales with your spellpower.
Quantum Entanglement: You interlace a nearby creature's self with your own for %d turns. During this time, %d%% percent of all damage you take is redirected to them as temporal damage. The percentage of damage redirected increases with your defense.
Phase Shift: You partially shift yourself into another dimension, turning yourself invisble with %d invisibility power, but reducing all damage you deal by 50%%. This partial shifting is very demanding on your soul reserves and consumes two souls per turn this effect is sustained.
Spell/Anime:
Sealed Soul: Deep within yourself slumbers the soul of a great and magical cat lord. You naturally regain one soul every turn. You can activate this ability to heal yourself for %d health and restore %d souls.
Engorged Eyes: Your catlike eyes are so large that nothing escapes your notice. You gain %d accuracy, %d%% spell crit chance and %d stealth and invisibility detection.
Soul Eater: You are the apex predator of the spirit world. You gain 1 soul each time you kill an enemy. Also passively increases your soul pool by %d.
Soul Gem: You learn to focus your soul into a gem, allowing you to equip gems. Additionally, you can activate this talent to fully move your soul into your gem. This distances your mind from the injuries you receive, giving you %d%% resist all. However, this adversely affects your reaction time, lowering your global speed by 20%% while this talent is active. These effects only apply when enemies are in sight.
Things that could change:
-I might add another locked class tree if I feel suitably inspired and if I think it wouldn't bloat the class. I think that the class is complete as it is now though.
-Basically anything balance related is up to be changed. I mostly just chose numbers and effects that seemed good, which is a pretty sketchy method. I've done some playtesting myself, but I don't think I'm a good enough player to judge how strong they are.
-If a talent straight-up isn't working, then I might replace or rework it.
-I might redo some of the icons if they're too hideous/boring
-Most talents are currently lacking particle effects/sound effects. I personally play with the sound off, so I don't care about the latter, but particle effects should be forthcoming eventually.
Things that will not change:
-I will not change Nekomancer to use a different resource. I might change the maximum or the regeneration rate or the talent costs, but I'm not switching to mana or anything.
-I will not enable Nekomancer on enemies. Balancing a class is hard enough without also balancing rares with the class and I don't want this addon to have any impact on your game if you're not playing Nekomancer. Also, forcing you to fight cat enemies is pretty disgustingly evil.
-Similarly, I don't feel like balancing Nekomancer Adventurer combos, so I won't. If you really must play an adventurer with Nekomancer talents, then the Slightly More Adventurous addon has you covered.
-I will not dignify the existence of Blighted Summoning by giving your Friend Cats benefits based on it. Take another prodigy.
I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active. There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some. I did overload a single file for the Nekomancer's unlock condition, but given that no other addon has ever overloaded that file, it really shouldn't be a problem.
Premptive FAQ:
Q: I downloaded this addon, but I can't start a Nekomancer character!
A: Nekomancer has a lock condition. It's fairly easy to fulfill, but if you don't feel like playing 15 levels of some other class before playing Nekomancer, then the Ignore Race/Class Locks addon should work fine with Nekomancer
Q: How do I unlock Nekomancer?
A: Seriously, it isn't that hard. If you don't get the unlock hint, then you must be some kind of no-good cat hater who doesn't deserve to unlock Nekomancer anyways.
Q: My starting manasurge rune won't work!
A: That's because Nekomancer doesn't start with a mana bar. Their starting manasurge rune is useless because I haven't figured out how to remove it yet. Low priority because it literally doesn't matter at all since you can just replace it on turn 1.
Changelog:
1.0.1: Updated description somewhat
1.0.0: Initial Nekomancer release
Credits
minmay for helping me avoid sustainbug
Recaiden for helping me with Soul Gems
Shibari and nsrr for misc coding help
jotwebe for having a very helpful icon making guide
otowakatori for giving me the idea for nekomancer
http://game-icons.net/ for all the icons.
The addon can be found here : https://te4.org/games/addons/tome/Nekomancer
Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees.
Talent Descriptions:
Class:
Spell/Threadfall:
Thread Bolt: You fire a bolt of thread, damaging all enemies in a line for %d physical damage.
Thread Weaver: You weave threads into armour, giving you %d armour and %d%% physical resist. The armour bonus will scale with your spellpower.
Entangling Threads: Your damaging Threadfall spells now also apply the Entangled effect to enemies they strike for 3 turns. The Entangled effect slows movement speed by %d%% and decreases physical resistance by %d%%. The Entangled effect ignores saves.
Thread Binding: You ensnare an enemy within %d squares with threads, dealing %d physical damage, disarming and silencing the target for %d turns. The disarm checks spellpower against physical save and the silence checks spellpower against mental save.
Spell/Groove:
Disco Ball: You conjure a strange mirrored orb and toss it towards a target, where it explodes in a burst of radiant light doing %d light damage in a radius of %d. This light explosion does not hurt allies and instead heals them for %d. The damage and the heal will both scale with your spellpower and can both crit.
Elegant Dance: Your elegant movements enhance your spellcasting. Each time you move, you gain a stack of Elegance, up to a maximum of five stacks. Each stack of Elegance gives %d%% light damage and %d%% movement speed(maximum %d%% light damage and %d%% movement speed at 5 stacks). Elegance stacks last three turns and have their duration refreshed each time a new stack is added.
Dance Floor: You turn an area of radius %d into a dance floor for %d turns. Each turn, every enemy on the dance floor will take %d light damage. Allies on the dance floor will instead be healed for %d. The damage and the heal will both scale with your spellpower and can both crit.
Eternal Dance: Your dancing skills reach their apex. If you would take more then %d%% of your maximum life in one blow, you consume two souls and nimbly dance out of the way of the blow, negating any damage above %d%% of your maximum life. If you do not have at least three souls, this ability will not trigger. Sustained talent, does not deactivate when souls reach 0.
Spell/Nekomatic Minions:
Cat Herder: You draw upon your inner catness and become able to create up to %d cats. You create a new cat every 10 turns while this talent is sustained. Cats have Sealed Soul and Engorged Eyes at level %d. Your cats inherit your increased damage and damage penetration. Your cats deal no damage to you and you deal no damage to your cats. If your cats wander more then 10 squares away from you, then they will teleport back next to you.
Cat Whisperer: Your knowledge of feline psychology deepens, letting you exhort greater agility from your cats. Your cats learn Evasion and Nekomata Pounce at level %d and additionally gain %d%% global speed.
Cat Magician: You imbue your cats with a fragment of your arcane powers. Your cats gain a %d bonus to spellpower and can cast Nekomata Claws and Nekomata Tail at level %d.
Cat Overlord: Your cats are an extension of your soul and share your burning determination. Your cats gain %d%% to all resistances and %d%% to stun, confusion and pinning resistances. Additionally, you can activate this talent to summon all your cats to you. If you are below the cat cap and have Cat Herder sustained, then you will summon cats up to the cap, at a cost of one soul per cat summoned this way.
Spell/Nekosis
Nekomata Claws: You grow vicious, yet adorable, claws and rake an adjacent opponent for %d physical damage. The damage increases with your spellpower.
Nekomata Pounce: You draw on the springiness of your cat soul and leap to a location within %d squares. If the target of your pounce was an enemy, you pin them to the ground with your claws for 2 turns. This pin bypasses saves.
Nekomata Tail: You temporarily grow a large and fluffy cat tail and whirl it around you, dealing %d physical damage and dazing all enemies within radius %d for %d turns. The daze checks spellpower against physical save.
Nekomata Form: You assume the form of a nekomata for the next %d turns. In this form, you deal %d% more physical damage and have %d more spellpower. In addition, your other Nekosis spells have their cooldowns reset.
Spell/Fantasy[High Level]
Fantastic Dance Festival: You and all your cats within sight perform a dazzling dance. Your dancing is so fabulous that all enemies within %d squares of a dancer take %d light damage. Allies within %d squares of a dancer are heartened by the performance and heal for %d life. If this healing would exceed their maximum health, then they gain any excess healing as a damage shield instead for 3 turns. The damage and healing both scale with spellpower and can both crit.
Fantasy Reverie: You trap an enemy within it's own fantasy world for %d turns. While so trapped, your enemy has its powers and saves reduced by %d as it struggles to distinguish fantasy from reality. Each turn under the effect, your enemy must make a mental save against your spellpower or lose one of its sustains due to lost concentration. If it succeeds on this save, then the duration of the effect is reduced by one. If the enemy has no active sustains, then it does not have to make a save. The initial application of this effect bypasses saves completely.
Fantasmal Orbs: Whenever one of your spells crits, you trap the excess magical energy in a luminous orb for 5 turns. You can only create one such orb per turn. Once you have at least two orbs, you can release their powers in a devastating magical explosion. The explosion deals %d light and %d physical damage(%d light and %d physical damage with max orbs) to all enemies within radius %d and shocks, dazes and blinds them for %d turns(%d turns with max orbs). The shock checks your spellpower against their spell save and the daze and blind check your spellpower against their physical save. The effect duration and damage scale with the number of orbs you have when you detonate them and the damage will scale with your spellpower. You can accumulate a maximum of %d orbs.
Embodiment of Fantasy: You complete your transformation into a creature of fantasy. You gain %d%% resistance to poisons, cuts, blinds, fears and diseases.
Generic:
Technique/Combat Training at 1.00 mastery
Cunning/Survival at 1.00 mastery
Spell/Vanishing
Uncertainty Principle: You render your position unstable, teleporting you randomly within a range of %d squares. This ability is instant to cast.
Diffusion Propagation: You infuse your own ethereal nature into your attacks. Whenever you cast a spell that takes a turn, you additionally deal %d physical damage in a radius of %d and reduce the affected foe's saves by %d. The save reduction lasts 2 turns and checks spellpower against spell save. The physical damage can crit and scales with your spellpower.
Quantum Entanglement: You interlace a nearby creature's self with your own for %d turns. During this time, %d%% percent of all damage you take is redirected to them as temporal damage. The percentage of damage redirected increases with your defense.
Phase Shift: You partially shift yourself into another dimension, turning yourself invisble with %d invisibility power, but reducing all damage you deal by 50%%. This partial shifting is very demanding on your soul reserves and consumes two souls per turn this effect is sustained.
Spell/Anime:
Sealed Soul: Deep within yourself slumbers the soul of a great and magical cat lord. You naturally regain one soul every turn. You can activate this ability to heal yourself for %d health and restore %d souls.
Engorged Eyes: Your catlike eyes are so large that nothing escapes your notice. You gain %d accuracy, %d%% spell crit chance and %d stealth and invisibility detection.
Soul Eater: You are the apex predator of the spirit world. You gain 1 soul each time you kill an enemy. Also passively increases your soul pool by %d.
Soul Gem: You learn to focus your soul into a gem, allowing you to equip gems. Additionally, you can activate this talent to fully move your soul into your gem. This distances your mind from the injuries you receive, giving you %d%% resist all. However, this adversely affects your reaction time, lowering your global speed by 20%% while this talent is active. These effects only apply when enemies are in sight.
Things that could change:
-I might add another locked class tree if I feel suitably inspired and if I think it wouldn't bloat the class. I think that the class is complete as it is now though.
-Basically anything balance related is up to be changed. I mostly just chose numbers and effects that seemed good, which is a pretty sketchy method. I've done some playtesting myself, but I don't think I'm a good enough player to judge how strong they are.
-If a talent straight-up isn't working, then I might replace or rework it.
-I might redo some of the icons if they're too hideous/boring
-Most talents are currently lacking particle effects/sound effects. I personally play with the sound off, so I don't care about the latter, but particle effects should be forthcoming eventually.
Things that will not change:
-I will not change Nekomancer to use a different resource. I might change the maximum or the regeneration rate or the talent costs, but I'm not switching to mana or anything.
-I will not enable Nekomancer on enemies. Balancing a class is hard enough without also balancing rares with the class and I don't want this addon to have any impact on your game if you're not playing Nekomancer. Also, forcing you to fight cat enemies is pretty disgustingly evil.
-Similarly, I don't feel like balancing Nekomancer Adventurer combos, so I won't. If you really must play an adventurer with Nekomancer talents, then the Slightly More Adventurous addon has you covered.
-I will not dignify the existence of Blighted Summoning by giving your Friend Cats benefits based on it. Take another prodigy.
I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active. There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some. I did overload a single file for the Nekomancer's unlock condition, but given that no other addon has ever overloaded that file, it really shouldn't be a problem.
Premptive FAQ:
Q: I downloaded this addon, but I can't start a Nekomancer character!
A: Nekomancer has a lock condition. It's fairly easy to fulfill, but if you don't feel like playing 15 levels of some other class before playing Nekomancer, then the Ignore Race/Class Locks addon should work fine with Nekomancer
Q: How do I unlock Nekomancer?
A: Seriously, it isn't that hard. If you don't get the unlock hint, then you must be some kind of no-good cat hater who doesn't deserve to unlock Nekomancer anyways.
Q: My starting manasurge rune won't work!
A: That's because Nekomancer doesn't start with a mana bar. Their starting manasurge rune is useless because I haven't figured out how to remove it yet. Low priority because it literally doesn't matter at all since you can just replace it on turn 1.
Changelog:
1.0.1: Updated description somewhat
1.0.0: Initial Nekomancer release
Credits
minmay for helping me avoid sustainbug
Recaiden for helping me with Soul Gems
Shibari and nsrr for misc coding help
jotwebe for having a very helpful icon making guide
otowakatori for giving me the idea for nekomancer
http://game-icons.net/ for all the icons.