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ToME: the Tales of Maj'Eyal • View topic - The RAGEMAGE (Arcane/Temporal Mage/Brawler)

ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Fri Apr 23, 2021 6:12 pm

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PostPosted: Sun Jan 24, 2021 5:10 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
Yep, it's class time. This mage attempted to peer through the veil to the days of humanity's birth, using divination and the barest foundations of chronomancy. It didn't quite work, but it didn't quite fail, leaving them with a primeval power - and a tendency to barbaric rage when threatened. Curiously, this rage seems to heighten their powers, allowing them to wield magic as an instinctive part of their combat style.

"An Angolwen project once attempted to use a mixture of divination and chronomancy to examine the days before the spellblaze; to break through that impenetrable barrier.",
"It didn't work. But it didn't quite fail either, leaving a savage fury in the researchers.",
"Curiously, while in the throes of this mana-fuelled rage, the mages found themselves wielding magic with an instinctive skill.",
"Since then, these original researchers have taught their ways to Angolwen's followers. You are one of them - one of the infamous order of the RAGE MAGE.",
"Rage Mages act like arcane/temporal spellcasters, until reduced to half health. When that happens, they get angry, turning their unique talents into melee talents.",
"They use: Magic, Constitution, and Cunning.",
"Stat modifiers: +4 Constitution, +4 Magic, +1 Cunning",
"Life per level: -2",

--new class talent trees
["spell/manarage"]={true, 0.3},
["spell/mana"]={true, 0.3},
["spell/timestream"]={true, 0.3},
["spell/warp"]={true, 0.3},
--high level
["spell/avatar"]={false, 0.3},
["spell/reality"]={false, 0.3},

--existing generic trees
["technique/combat-training"]={true, 0.1},
["spell/conveyance"]={true, 0.3},
["spell/divination"]={true, 0.3},
["spell/aegis"]={true, 0.1},
["technique/conditioning"]={true, 0.1},

The Rage Mage starts in Angolwen, but does not have access to the Abashed Expanse. (As half the enemies there are immune to arcane damage, and being melee there is painful.)

Spell/Manarage
Harbor a deep fury that empowers and disarms you at low health. Forbids heavy armor.

Arcane Rage
You are trained in the ways of the Mage Rage. As long as you're not wearing heavy armor, dropping below half health will send you into an Arcane Rage for 5 turns.
When you enter an Arcane Rage, you:
-Are shielded for (30-250) (Based on spellpower and talent level)
-Do not die until -(10-40% max health) health. At the end of your rage, you will be set to 1 life if below, not counting as a heal. (Based on Constitution and max life)
-Are disarmed, but have Unarmed Mastery equal to your talent level. (Increases all unarmed damage by (33-76%) and physical power by 30.)
-Use Constitution and Magic in place of Strength and Dexterity on unarmed attacks.
-Transform your Rage Mage attacks into melee attacks, dealing unarmed damage.
-Spells that take a turn will trigger a free melee attack at a random target in melee range for (20-70%) arcane damage. (Based on talent level)
Even while not raging, you are considered trained in unarmed combat, and receive physical power (currently 0.5-25) and attack speed while unarmed.

Furious Assault
Your overwhelming rage fills your body with energy, allowing you to move and strike with the speed of a feral beast.
Your rage now improves your movement speed by (70-110%), and your attack speeds by (22-40%).

Anger Management
Your advancing control of the primal fury within you allows you to do one of two things.
If you are raging, you can instantly activate this talent to stop raging.
If you are not raging, activating this talent causes you to start raging, exactly as if your Arcane Rage talent had triggered.
Talent cooldown drops significantly with talent level. (45-25)

Not Done With You!
You take control of your rage, stifling it and using that energy to renew your body. Then you unleash it again, renewed.
Activate this talent to end and immediately restart a rage, triggering on-end and on-start effects.
Additionally, whenever you end your rage, you are healed for (10-240). This applies after you are healed to 1, if below 1 life, and that healing will now trigger on-heals.
Healing scales with spellpower and talent level.

Spell/Mana
Arcane spells that can be twisted into arcane melee strikes.

Mana Missile
Release a rapidfire (cooldown 2) bolt of mana, dealing 18-230 arcane damage.
The damage will increase with your Spellpower.

In manarage, this becomes:
Mana Punch
Leap at a foe within a range of 3, striking them for (80-150%) unarmed damage as Arcane. (cooldown 3)

Fill the Vessel
A vessel empty of water is soonest filled. As you use all your mana in a furious whirl, you regenerate it faster.
Increases mana regeneration rate by (0.5-3). The regeneration increases proportionally to your missing mana, to a maximum increase of 300% of the base value (1.5-9) at 0 mana.
Current mana regen: (x)
This mana regeneration will not be included in the mana regen on your character sheet or resource bar.

Arcane Blast
Conjures up mana into a powerful beam, doing (20-240) arcane damage.
The damage will increase with your Spellpower.

In manarage, this becomes:
Aether Jab
Strike the air, releasing a bolt of arcane power. This strikes all foe in a line with range 6, dealing (110-170%) unarmed damage as Arcane.

Mana Cascade
You set up a resonating mana cascade, growing stronger over time. This deals (15-160) arcane damage to foes within one at the start of your next turn, and then (23-240) damage to foes within two on the next turn, and then (30-320) damage to foes within three on the turn after that.
The damage ratings increase with your spellpower. Each radius increases by one at level 4.

In manarage, this becomes:
Cascade Strike
Drive arcane energy deep into yourself, setting up a powerful cascade. At the end of your turn, you release some of the energy with a powerful flailing blow.
This deals (80-150%) unarmed damage as arcane in a radius of one. Two turns later, the cascade explodes; filling you with power. You strike all foes within a radius of three, dealing (160-300%) unarmed damage as arcane.
At talent level 4, increase each radius by one.

Spell/Timestream
Temporal spells that can be twisted into temporal melee strikes.

Slipsnipe
Bend spacetime, delivering a bolt of energy through a rift, striking your foe in the back for (30-300) temporal damage and attempting to stun them for 3 turns.
Apply power is based on and damage will increase with your Spellpower.

In manarage, this becomes:
Slip-Strike
Strike through a rift in spacetime, hitting your target at range for (100-150%) unarmed damage as Temporal, and stunning them for 3 turns, applied with physical power.

Enter the River
Like the timestream itself, you take in everything that approaches you, and make it your own.
While you have the Damage Shield (or Psionic Damage Shield) effect, you note all incoming damage.
When the effect ends, this sustain is cancelled.
When this sustain ends, it grants 100% damage conversion, (2.5-10%) increased damage, and (8-21%) resistance and (17-43%) resist penetration for the most common type you took while the shield lasted.
If this type isn't Arcane or Temporal, you will halve your existing bonuses for that type, and then add your Temporal bonuses to it. Temporal bonuses will not be reflected in the effect tooltip, but will be included on your character sheet.
These effects last for 5 turns. Only talent level (and, indirectly, Temporal damage/resist/penetration) improves these bonuses.

Dilation Field
You dilate time around you, instantly slowing all other creatures within (2-5) by (10-30%) for (4-6?) turns.
The slow and radius scale with talent level, and the effect is applied using spellpower.

In manarage, this becomes:
Self-Dilation
In your rage, you use your magic internally, speeding up your own awareness.
For the next (4-6?) turns, your global speed is increased by (20-50%).

Reality Fizzle
You rub two pieces of spacetime together, creating a distorted ripple in spacetime.
Creates a time distortion in a radius of (2-3) that lasts for (6-10) turns, decreasing global speed by (30-60%) for 3 turns and inflicting (15-70) temporal damage each turn to all targets within the area.
The slow effect and damage dealt will scale with your Spellpower.

In manarage, this becomes:
Harsh Reality
You release a furious strike - and then, with an utter disregard for the stability of spacetime crash that moment in on itself twice more.
This creates three unarmed attacks at once, each dealing (20-100%) damage as temporal.
If your talent level is 4 or greater, you strike a fourth time. In total, you deal (60-400%) damage.

Spell/Warp
Chronomancy-derived spells that use advanced teleportation.

Warp Hammer
You warp the target, dealing (30-300) temporal damage over four turns. Targets with Reality Smearing active will instead recover (7-75) life over four turns.
If a target is reduced below 20% life while this effect is active, it may be instantly slain.
Additionally, you attempt to teleport them in a range of (4-8), and moving them at least (2-4) tiles if you succeed.
Damage and teleport power are based on spellpower. The damaging effect is applied with double your spellpower, but can be resisted.

In manarage, this becomes:
Hammer Warp
Warp through spacetime, teleporting up to (5-9) spaces and striking the target with a blow utterly dripping with chronomancy.
This attack deals (120-180%) unarmed damage as Temporal, but the damage is dealt over four turns. Targets with Reality Smearing active will instead recover life over four turns. (Total healing equal to a weapon attack dealing (48-72%) damage.)
If a target is reduced below 20% life while this effect is active, it may be instantly slain. The damaging effect is applied with double your spellpower, but can be resisted.

Enter the Vortex
You ride on the chaotic temporal energies you wield, allowing them to cleanse your weaknesses.
Your foes are unprepared, and attempting to manipulate space and time strips them of their strength.
Whenever you teleport, you cleanse yourself of a detrimental effect.
Whenever you see a foe teleport, you cleanse them of a beneficial effect.
This effect has a cooldown of (8-3) turns, applied separately for each creature. The cooldown is reduced by talent level.

Redirect Danger
You create a warped area of spacetime around you. For two turns, (30-75%) of all damage that strikes you is redirected, and (100% but increased by +temporal) of the blocked damage applied as temporal damage to a foe within a radius of (3-6) or cancelled if there are none.

In manarage, this becomes:
Redirect Self
You fill your body with warping energy. Any blow that would hit you during the next two turns instead agitates this matrix.
The damage is prevented, but every (30-370) damage that is prevented causes you to randomly teleport in a radius of (7-4).
This will only teleport you once per hit, no matter how much damage it prevents.

Adjusting the Field
Your attacks warp spacetime.
Usually, you do so carefully, causing any attack that deals at least (30-12%) of a target's health to teleport them away from you.
Their final position will be between (1-3) and (3-7) tiles further away from you than they began.
(That is, their starting distance from you will be added to the given numbers.)
Threshold reduces and ranges scale with talent level. Teleport checks teleport resistance and spellpower vs spell save.
When raging, the roiling energies will instead pin the target for (2-5) turns, applied with your spellpower. The duration will scale with talent level.
After a target is successfully Adjusted, they are immune for (20-8) turns.

Spell/Avatar
Advanced techniques for channeling arcane power through the body.

Obliterating Blast
You blast forth a slow-moving hole in spacetime, drifting slowly to a range of 8.
As it moves, it radiates energy, dealing (10-120) arcane damage to foes in a radius of 1.
The damage will increase with your Spellpower, and can crit when the projectile is created.

In manarage, this becomes:
Obliterating Dash
Surround yourself in arcane energies, lanching yourself as a projectile with a range of 4 tiles.
This will deal (80-150%) unarmed damage as arcane to all foes adjacent to your path (damaging a three tiles wide beam), and will also dig out up to (1-5) tiles with the force of your movement.
Damage and dig will increase with talent level.

Desperate Might
You stop holding back, pouring all your energy into every attack. This makes them more expensive to cast (+12-24% fatigue), but also increases your damage based on your missing mana.
You deal the regular 100% damage at maximum mana, and can deal up to (110-150%) damage at 0 mana.
The maximum damage increase scales in two ways with talent level, with both the base value and the gain from low mana increasing.
(From 2x5 at Talent Level 1 to 4x10 at TL 5.)
Current damage bonus if active: %

Mana Vortex
Create a powerful maelstrom of arcane energy, lasting for (5-9) turns.
Each turn, the maelstrom will pull in targets within a radius of 4, and inflict (10-50) arcane damage.
This will also partially unravel the targets, decreasing their all resist by 10%.
The damage will increase with your Spellpower. Radius and duration scale with talent level.
(Note that this talent will not interact with Psionic/Distortion talents.

In manarage, this becomes:
Impact Vortex
In a stunning display of arcane prowess, you surround a target with a furious sheath of arcane energy.
For the next 6 turns, it will constantly bombard the victim, effectively performing an unarmed attack for (40-55)% damage as arcane.
If the target dies, the arcane matrix will launch one final attack, dealing (80-110%) unarmed arcane damage in a radius 2 ball.
Damage increases with talent level.

Aether Flow
You improve your energy flow to a near perfect level.
This increases your arcane damage by (2.5-10%), grants you (6-16)% arcane resistance, and allows you to ignore (17-50%) of your targets' arcane resistance.
Additionally, whenever you spend a turn casting a spell with a mana cost, you have a (5-20%) chance to gain a turn.

Spell/Reality
Advanced techniques for altering spacetime as an attack.

Reach Through the Veil
You reach through spacetime, lashing out to trap your target against the ground beneath their feet.
This deals (30-300) temporal damage to a target within (6-9), and attempts to pin them for (2-5) turns.
Damage and pin application are based on spellpower. Pin duration and talent range increase with talent level.

In manarage, this becomes:
Tug Through the Veil
Drive your fist through the veil of spacetime, dragging your screaming foe into your reach without regard for the intervening distance.
This will deal (80-130%) unarmed damage as temporal to a foe within (6-9), attempt to pin for (2-5) turns with your spellpower, and pull the target to your side.
Damage, duration, and range will increase with talent level.

World Glitch
You break the world in an area around you, creating a field of radius (2-5) for two turn.
Foes in this field take (14-120) temporal damage and (7-60) temporal damage on creation, (21-180) total), and (7-60) more next turn. The initial burst knocks foes back three spaces, checking spellpower vs physical save.

In manarage, this becomes:
Glitch Hand
You break spacetime, causing yourself to exist in multiple locations simultaneously. As befits a berserker-mage, you use this to punch everyone at once.
You teleport next to each creature within a radius of (3-6) (tooltip is one lower) striking each one for (80-130%) unarmed damage as temporal. There is no limit to how many foes you can strike this way, but each foe will only be hit once, and under some circumstances, foes may be missed.
After the attacks are performed, you will teleport to a position of your choice within range of your initial position. (This is the only purpose of this talent's target.)
Radius increases with talent level.

Loop Spellcast
Burn a spellcast onto the fabric of reality, causing it to repeat itself instantly when cast.
The second cast takes no time.
This effect will apply to the first spellcast with a manacost. If this effect is not used within 4 turns, or if you don't have enough mana to pay the cost, it will be lost.
This spell's cooldown will improve with talent level.
(ok so this talent was MEANT to reduce the mana cost of the second cast based on talent level, but I can't make it work? the code's all still in there, if anyone wants to take a look.)

Perfect Timing
You heighten your perception of time to an astonishing level.
This increases your temporal damage by (2.5-10%), grants you (6-16%) temporal resistance, and allows you to ignore (17-50%) of your targets' temporal resistance.
Additionally, you can see attacks coming, and channel mana to react to them in time. Any direct damage that would hit you for at least (30-13%) of your maximum life is reduced by (10-20%), at the cost of (9-22) mana.

Hope you enjoy it! There's a Secret Bonus feature implemented for adventurers and challenge builds.

Changelog
1.0.1
-fixed unarmed mastery
-secret permarage feature now 200% more accessible to adventurers
-minor improvement to hammer warp increases its range gain from mastery
-Dilation field duration scales with spellpower, and the tooltips tell you so. (Previously undocumented and also mindpower due to a copypaste error)
-Adjusting the Field cooldown no longer scales. Buff at most levels (20-8 changed to flat 11), nerf at high TL.
-Fixed minor tooltip error in obliterating dash.
-Glitch Hand radius buffed, I think at all levels.
-shield factor now included in manarage tooltip
-Now starts with +1 wil instead of +1 cun, because mana. Character creation now lists Willpower as their tertiary stat over cunning.
-Life per level reduced from -2 to -3. Character creation now lists life per level as -3 (special) instead of erroneously claiming +2.
-knowing manarage now reduces lifegain from Con by 1
-nerfed warp hammer and hammer warp because attenuating is STRONG
-QoL buff for warp hammer and slipsnipe: no longer goes on CD or takes a turn if you target an empty square
-fixed Empty Hand not being learnt! the most important part of this is, of course, the satisfying Punch sound effect.


Last edited by astralInferno on Thu Jan 28, 2021 10:30 pm, edited 1 time in total.

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PostPosted: Mon Jan 25, 2021 4:46 am 
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Joined: Mon Jan 04, 2021 3:01 pm
Posts: 3
I suppose Arcane Rage doesn't increase unarmed damage in rage.


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PostPosted: Mon Jan 25, 2021 7:18 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
As it says in the talent, it gives you Unarmed Mastery, so, yes, it does! Or should, at least.


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PostPosted: Wed Jan 27, 2021 12:50 pm 
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Cornac

Joined: Mon Apr 20, 2020 5:58 pm
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PostPosted: Thu Jan 28, 2021 10:30 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
...so it doesnt. I'd put a space in the reference to its name that wasnt there in the actual talent.
My apologies for assuming you were wrong, kato.

Version 1.0.1 is now out and fixes that issue,. as well as the lack of Empty Hand, and other things.

Changelog
1.0.1
-fixed unarmed mastery
-secret permarage feature now 200% more accessible to adventurers
-minor improvement to hammer warp increases its range gain from mastery
-Dilation field duration scales with spellpower, and the tooltips tell you so. (Previously undocumented and also mindpower due to a copypaste error)
-Adjusting the Field cooldown no longer scales. Buff at most levels (20-8 changed to flat 11), nerf at high TL.
-Fixed minor tooltip error in obliterating dash.
-Glitch Hand radius buffed, I think at all levels.
-shield factor now included in manarage tooltip
-Now starts with +1 wil instead of +1 cun, because mana. Character creation now lists Willpower as their tertiary stat over cunning.
-Life per level reduced from -2 to -3. Character creation now lists life per level as -3 (special) instead of erroneously claiming +2.
-knowing manarage now reduces lifegain from Con by 1
-nerfed warp hammer and hammer warp because attenuating is STRONG
-QoL buff for warp hammer and slipsnipe: no longer goes on CD or takes a turn if you target an empty square
-fixed Empty Hand not being learnt! the most important part of this is, of course, the satisfying Punch sound effect.


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