Class idea: crafters

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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Class idea: crafters

#1 Post by ghostbuster »

Crafters are mages that specialize on the mastery of magical items. Their power mostly depends on the items that they find. Their skills allow them to improve the use of infusions, runes, wands and of objects with a magical activation. They can also extract the power of any magical object or even from gold and use it against their ennemies. Their knowledge of magical objects allows them, to some extend, to add magic to some items.



Inscription mastery

* Inscription channeling (activated)
Mana 10
CD 5
Channel energy through one of the caster inscriptions. The inscription will be randomly selected among the infusions or runes of the caster not on cooldown. Infusions will generate a beam of nature damage, and runes a beam of arcane damage that will deal (x..y) damage. Ego inscriptions will deal additional damage based on the corresponding stat. The used inscription will be put on cooldown.

* Keep cool (passive)
Reduces the cooldown of all infusions or runes by (10..30)%. Also reduces the initial cooldown when using an inscription by (20..70)%

* Inscription cleaning (activated)
Mana 40
CD 40
Resets the cooldown of (1..5) of inscribed runes/infusions

* EZ inscriptions (activated)
Mana 50
CD 40
For the next (1..3) turns, the caster can use inscriptions directly from the inventory. Inscriptions activated this way will have their power reduced by (30..0)% and will be destroyed with a probability (100..50)%


Wand mastery (locked, req level 10)

* Recharge wands (activated)
Mana 100
CD 100
Fully recharge all the wands of the inventory. The maximal charge that will be achieved by this spell depends on the talent level and on the material of the wand and is equal to 2+min(talent_level,material_level).
This powerful spell will left the caster blind, stunned and confused for 20 turns.

* Wand fury (activated)
Mana 40
CD 25
Use in a single turn all the charges remaining in a wand. Higher talent levels allow to use wands with a better material.
With the knowledge of "wand fury", any wand activation can be critical, depending on the spellcrit.

* Enchant Wand (activated)
Mana 100
CD 150
Inscribe any level 1 known spell on a blank wand. The caster must have a talent level at least equal to the wand material level. Inscribed spells are activated at talent level 1 (2 at level 5).

* Wand blast (activated)
Mana 40
CD 35
Gather all the wands of the inventory in a powerful radius (2..4) ball dealing (x..y) arcane damage. Any wand with at least one charge left will add 1% damage to the ball. All the charges of the wands also have a (30..60)% probability to contribute by adding 1% damage. Used charges are removed from the wands.
This spell cannot be used if the caster does not hold one wand with at least one charge left.


Magical item specialist

* Magical explosion (activated)
Mana 35
CD 20
Extracts the magical power from an ego item and turn it to a radius (1..3) ball around the caster that will damage and push back monsters. Damage amount will be sqrt(item_cost) * (10 + 2*TL). Damage will be spread between arcane, nature and physical, depending on the kind of empowerement (arcane/nature/master) of the item. The item will be destroyed in the process. Artifacts cannot be used by this spell.

* Magic flow (passive)
Power regeneration of magical items is increased by (20..100)%

* Lightspeed magi (activated)
Mana 35
CD 50
For the next (1..3) turns, items can be manipulated extremely fast, reducing the activation time of items by (25..50)%

* Enchant staff (activated)
Mana 100
CD 150
Inscribes any known spell up to level 2 (3 at TL 5) on a staff. Spells will be activated at level (1..3). Spell activation will cost a power of (2..1.2)*(spell_cooldown+spell_mana) out of a total power equal to (1..1.5) times this value. Enchanted staves start with 0 power.
This powerful spell can only be used once per character level.


Object expertise (generic)

* Bribe (activated)
Mana 20
CD 10
Try to bribe ennemies by sending gold in a radius (1..5). Bribed units will be confused by the gold for (3..6) turns. Casting this spell costs (1..5) gold.

* Magical strength (passive)
Increases carrying capacity by (x..y). Also, magic instead of strenght is considered when determining max capacity

* Object manipulation (sustained)
Mana 150
Reduces the time required to wear an object or to exchange weapons by (20..100)%. Al level 5, items with a magical activation can be directly used from the inventory.

* Remove Magic
Mana 0
CD 40
Completely removes magic from an ego item with a material up to talent level. The converted magic energy will provide (10 + talent_level + material_level) mana, regenerate (5+TL+ML)% power to magical items and reduce by 1 the cooldown of inscriptions and spells curently on cooldown. Il will also for the next (2..7) turns surround the caster with a magic field dealing (10+TL+ML) arcane damage to anyone attacking him and add (10+TL+ML) arcane damage to his blows.
The transformed object will be left un-egoed.


These class specific talents will be completed by general mage spells all at mastery 1.0

Arcane
Earth (locked)
Fire
Water (locked)
Aegis
Conveyance
Phantasm (locked)
Air
Divination
Temporal (locked)
Meta (locked)

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