I can't be stopped! My best, or worst, Necromancer ideas!

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Delmuir
Uruivellas
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I can't be stopped! My best, or worst, Necromancer ideas!

#1 Post by Delmuir »

This class is predicated on disposable summons, range-restricted spells designed to stack damage and status effects, a manipulable aura which affects spell range, Lichform which grants longer-ranged spells, and advanced minions that don’t degrade outside of your aura. This class would have MANY permanent changes to the world effects and are marked with an asterisk (*).

Souls are maintained as a resource but are used only for sustains, advanced minions, the Animus category, and passive bonuses.

The mana-based spells are designed to be expensive with long cooldowns.

Necrosis - each skill in this category produces a permanent change to the world.

Blurred Mortality… Starts your descent into necromancy:

*Creates the Necrotic Aura and increases its radius with each point invested.
*Grants ability to acquire and retain souls.
Grants the classic negative life sustain which costs 1 soul to maintain.

Impending Doom… must be applied in your Necrotic Aura but it, like all effects, continues to work even if enemies leave said aura.

*Life and mana regen and heal mod are now tied to souls in possession. Equipment bonuses and other external influences now have zero effect. See soul bonuses at the end. As you use souls, either consuming them or using them for sustains, your life and mana regen and heal mod will decrease.

Undeath Link drains a small amount of life from all undead, enemies and minions both, as arcane damage and 10-50% is recovered as a heal (affected by your heal mod). Only affects undead within your Necrotic Aura.
*When in negative life, gain "incorporeal" status. Non-magic or mind attacks have 50% chance to miss entirely. Darkness and arcane resistance AND resistance cap increased by 25%.

Lichform… minor changes.

Gains 20% arcane resistance instead of cold (along with darkness, of course)
Necrotic Aura +1 (at Lichform level 4)
Blurred Mortality gains scaling with constitution (at Lichform level 6)
Scales past level 7. Every additional level grants +1 to all stats.


Necrotic Minions - highest active talent level between first two skills determine minion level for all minions.

Summon Melee… summons all melee minions with mana instead of souls. Only works if you have at least one soul in reserve. Not even Hidden Resources can mitigate this limitation.

Summon Ranged… summons all ranged minions with mana instead of souls. Only works if you have at least 1 soul in reserve. Not even Hidden Resources can mitigate this limitation.

Sacrifice… same effect but now sacrifices 3 regular minions instead of a Bone Giant. If you don’t have 3 minions but do have a Bone Giant then it will sacrifice it instead, and you’d have a chance to recover that soul if you have Animus Hoarder.

Dark Empathy… Basically the same but other abilities will be shared if this ability is maxed.


Grave - Undead Explosion stills works if your Aura is off but only on your minions.

Grasping Claws

Attacks all enemies within your necrotic aura for 50/50 physical/darkness damage over 3 turns. At higher levels it also has a chance to cause bleeding, decrepitude disease, and pinning. Only hits enemies.

Undead Explosion… blow up undead things for various types of damage.

Skeletons or Bone Giants cause physical damage with chance to cause bleeding. All other lesser minions cause blight damage with chance to cause rotting disease. This can be used on all undead, including enemies, though enemies have a reduced chance of success based on how much life they have.

If used on ghostly minions, it merely eliminates them, doing no damage. If you have Animus Hoarder and you use this skill on an Advanced Minion then you’ll have a chance to recover that soul.

Cursed Blood

Affects all enemies with one of the status effects from Grasping Claws or Undead Explosion, and within your Necrotic Aura.

Enemies afflicted with pin suffer more physical damage; afflicted with bleeding suffer pustules that explode in radius 1 causing blight damage; afflicted with disease suffer 50% blight/darkness damage.

Every enemy affected by Blood Curse reduces the cooldown on Grasping Claws, Undead Explosion, or Mark of the Sepulchre randomly by 1.

Mark of the Sepulchre

Targets one enemy and marks them for 3-8 turns. Any attack that lands while this is active has a 20-50% chance to put a random skill on cooldown, including sustains. Attacks from your minions count at 10-25% IF Dark Empathy is maxed.

Additionally, marked enemies have reduced blight, darkness, and physical resistance.


Animus - the attack range Purge is not limited to your Necrotic Aura, though you can’t gain a soul if the enemy dies outside of it. Critical Category.

*The first talent point invest in the Animus category grants the “claim soul” ability. This ability that lets you permanently mark an enemy, at no cost, thus “claiming” its soul. If said enemy dies within your Necrotic Aura, you gain its soul. Multiple enemies can be “claimed” concurrently. This ability works on all enemies that you can see or sense, even through walls. Finally, the “claimed” effect is magical and can be eliminated accordingly.

Consume Soul… essentially the same.

Animus Hoarder

Increases soul capacity from a base of 5 up to 21, grants a 25% chance to recover a soul when an advanced minion dies or is sacrificed within your Necrotic Aura.

Animus Purge

This essentially becomes Forgery of the Haze combined with the classic Animus Purge skill. Use two souls to force a copy of your spirit into the enemy, taking it over and granting it your abilities. Doesn't work on anti-magic enemies and does 50% darkness/cold damage.

Anima Offering

Consume 3 souls to increase damage output by 100-200%, casting speed by 50-100% for 3 turns, and darkness, arcane, and cold resistance penetration by 10-25%.

If Dark Empathy is maxed then your minions gain damage bonuses. All enemies hit while this spell is active by you (or your minions at 5% with Dark Empathy) have a 10% chance of having their souls “claimed.”
*Gain 0.01 to Necrosis mastery for each of your max soul cap.


Nightfall - Fear the Night permanently alters the world.

Invoke Darkness

Hits entire Necrotic Aura with moderate darkness damage and lowers darkness resistance by 10% and resist all by 2%. At level 3,6,9 and so on, its duration increases by 1 (starts at 2) and the effect stacks.

Circle of Death… mostly unchanged but limited to Necrotic Aura and gains a permanent change.
*Gain +1 all saves for every soul in your possession

Rigor Mortis… limited to Necrotic Aura and reduces enemy global speed but no longer grants minion damage bonus.

Fear the Night

All Nightfall spells do bonus resource drain damage if the enemy is currently afflicted by ANY detrimental status effect. Sustain costs 1 soul.
*The first point in this skill grants a permanent passive bonus to darkness damage of +5% at the expense of -10% light resistance.


LOCKED CATEGORIES

Advanced Necrotic Minions - advanced minions don’t degrade outside of your Necrotic Aura and can crit, granting an additional +3 levels.

Recall Minions… Just Shadow Tunnel.

Bone Giants… same but costs 1 soul and 2 minions. Counts as two against minion cap.

Legion

Consume 3 souls to create a Legion minion. Counts as 3 against your minion cap. It has base 70% (before Dark Empathy) resist all as it is permanently out of phase, 35% chance to be targeted by enemies. Immune to confusion, disease, and silence. Very hard to kill but is susceptible to manaclash as it turns to stone when its mana is reduced to 0.
Legion doesn’t do direct damage but instead attempts to apply fear effects, confuse, and slow. Any enemy afflicted by a status effect from Legion is “claimed.”
Legion allows you to see in radius 1 through the eyes of all of your minions at level 5.

Lich…costs 2 souls and 1 regular minion. Counts as two against minion cap. Higher levels grant chance of different kinds of Liches.


Mastery of Death - all skills are sustains and each cost 2 souls. Dark Harvest permanently changes the world.

Spectral Armor

Creates a cap on the number of status effects you can be afflicted with at one time. Status effects are capped at a 10-2. New status effects are still applied but overwrite any current afflictions. Every status effect overwritten increases your armor by 2 for 10 turns. Additionally, you gain 20-50% of your armor stat as a flat damage reduction.
Works for minions if Dark Empathy is maxed.

Eternal Servitude

All undead (minions and enemies) that die within your Necrotic Aura have a 25-75% chance to become poltergeists. Poltergeists have high physical damage resistance but are susceptible to arcane and nature damage. They seek out an enemy and try to possess its body, destroying themselves in the process but doing darkness/arcane damage with a chance to cause bleeding. Akin to Will o’ the wisps.

Whispered Warning

Holds all incoming damage and aggregates it into a SINGLE attack that hits right before your next turn. This sustain is a great compliment to Sacrifice shield, Dark Harvest bonus, and similar effects.

Dark Harvest

Every death within your Necrotic Aura, including your own minions, heals you a modest “5-15” life and mana plus granting a 15-25% chance to reduce a random cooldown by 1.
Each death within your aura also has a 50% chance to extend the duration of any damage shield by 1, including Sacrifice (level 3).
This talent is also granted to your minions if Dark Empathy is maxed.
This talent can trigger with Eternal Servitude twice, once when the minion dies and again when the poltergeist “explodes.”

*By having all four abilities in this category, you lose 100 max mana but gain a 100% chance to avoid/ignore the first instance of damage suffered per turn while in negative life (that originated when you were positive, thus it won’t protect you from a 1-shot).


Advanced Necromancy

Aura Mastery

Passive that produces an effect akin to “burning wake” such that ANY spell or ability (this includes equipment) that you use that attacks outside of your aura leaves a lingering “shadow aura” that counts as your aura for the purpose of all effects, i.e., spells, summoning, Necrosis effect, et al. Lasts for 1-3 turns. At level 3 it leaves a lingering “shadow aura” as you move. With increased movement speed, this can significantly increase the size of your effective aura.
*Grants 1% movement speed for every soul in your possession

Meat Shield

1 soul sustain grants 70% chance of creating a physical ward upon killing a corporeal enemy or minion within your aura. Doesn’t apply to Dreads, Legion, or fire elementals, et al. Has a cap on max wards that grows with talent points invested.

Surge of Undeath

Consumes 100 mana. Undeath surges through your aura, doing darkness damage to everyone within it. All undead must save against your spell power or suffer darkness damage. If the attack reduces affected undead below 15-45% life then they must save again or become your minion converts (your own minions do not have to make this check). Any converts over your max summon cap are converted into poltergeists if you have eternal servitude.
Living creatures must save against your spell power or be classified as undead for 10 turns (thus disabling their inscriptions). This classification is not precisely a status effect and as such it cannot be eliminated.

Dark Eruption

Every turn for 5-12 turns, one of your minions explodes in a burst of darkness/arcane damage equal to 25-55% of their max life and radius 1-3. If a minion-eruption kills an enemy then it also explodes for 15-30% of its max life, producing a potential chain-reaction. This spell can crit with each explosion.
You can summon new minions and the effect will continue so long as the spell remains active. In theory, with Shalore and cool-down reductions, and a crowded area, you should be able to keep this spell going for a while. More so, it affects all minions, including advanced minions. This spell would be kind of like Chain Lightning meets Aether Breach meets Undead Explosion and it would be appropriately expensive, probably 150 mana.


GENERICS

Sacrifice - make permanent trade-offs, all passives at 1.3 mastery. Reaping permanently changes the world.

Blood Oath… trade 10 life per level to gain Necrosis effect added to your aura.
Necrosis effect: Enemies within your aura must save against your spell power each turn or suffer “Necrosis” which causes 0.5-1% max life plus 0.5-2% loss of current life for 3 turns. Necrosis doesn’t affect constructs.

Death’s Bargain… trade 20 life per level to reduce all spell cooldowns and mana cost by 5-20%. At level 5, all talents gain a flat 1-turn cooldown reduction after all % reductions.

Arcane Sacrifice… trade 1 from all stats per level to gain 15-40% silence resistance.
At level 3, you gain 5-12% arcane, darkness, and blight affinity.
At level 5, it reduces manaclash and other resource drain talents in ratio to your arcane resistance such that at 100% resistance, you’d reduce resource drain by ⅔. This also increases your arcane resistance cap by 5%.

Reaping… each generic point invested grants 1.5 talent point per active talent level (so 6.5 gets you 9 and if you upgrade the category and get an amulet of mastery then in theory you could get it to 10, gaining you 15 talent points). At level 5, any category you upgrade gains 0.40 instead of 0.20. This permanently changes the world and is not retroactive if you later improve your mastery.

Conveyance and Survival as well...

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