New Class: Artist (Runemaster)

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

Moderator: Moderator

Message
Author
edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: New Class: Artist (Runemaster)

#31 Post by edge2054 »

madmonk wrote:Since Wards tend to be one shot things, I would make these permanent until used. No Sustain costs!
Hmm... have to figure out a way to balance this then. Have them be sustained with a cost of zero to keep the player from laying 800 wards? Would basically cap the number of offensive wards you could lay at 5.

Here's an advanced tree idea. If you like these feel free to modify them and give them spiffy names.

Circles (Circles can not be modified with Sigils)
- Binding Circle (melee/personal range): You create a binding circle in target tile and then choose a creature within a range of X. The targeted creature is teleported into the binding circle and dazed for tlevel turns.
- Circle of Elemental Rage (melee/personal range): You create a circle underneath the targets feet that lasts for tlevel turns or until the target moves. Each turn the target suffers X fire, frost, lightning, and physical damage. Additionally it may catch fire, be frozen, dazed, or stunned (random chance divided evenly among the effects, normal save applies).
- ????: Some kinda buff circle. Increasing relevant damage output through either spell power or a straight inflict X% more damage while standing in the circle.
- Protective Circle (melee/personal range): You create a protective circle at your feet that lasts tlevel turns or until you move. While in the Protective Circle you can not be effected by any outside means nor can you effect anything outside of the circle (think of this like a time prison you can't use on other actors but you can quaff potions and buff yourself while it's going).

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: New Class: Artist (Runemaster)

#32 Post by darkgod »

Just passing by before bed, interesting read, as for your question, I do think ego & arts should be allowed.
After all, all other classes are balanced with those in mind, why not this one?
The "power increase" that a class gives over having 0 talents should be similar for all classes, thus they dont need to be bared from using artifacts
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: New Class: Artist (Runemaster)

#33 Post by madmonk »

Latest Version

1) Brands changed to sustained costs
2) Glyphs adjusted to One shot items
3) Wards adjusted to one shot items
4) Runes adjusted to sustained
5) School of Sigaldry changed
6) Added Circles

The Artist!

Paint brush in hand, possibly the most dangerous graffiti artist you are likely to meet... The thing that makes this class interesting is how you use Sigils!

The Artists main stats are: Dexterity and Willpower. Dexterity for the manual dexterity required to paint the sign to be used and Willpower to provide the necessary Mana to power it up.

Schools and Talents (Notes)

Tlevel refers to Talent Level.
Use some sort of appropriate scaling formula for this to work. E.g When you see X below perhaps use: (A+(Tlevel*Stat)/B)
If a range is mentioned then the shortest standard bow range applies (8 squares??).
Only one spell can be applied to an item at a time. The SChool of Sigildry's Seal spell allows you to break this restriction and build up complex spells...
Sustain Costs have some yet to be determined value...
Circles cannot be combined with anything else.
If a glyph is applied (via Seal Sigil) to a Ward it is activated when the Ward is triggered.

Armour and Weapons
(Qv)

Circles
Circles are applied on the ground and are considered time limted in effect. They can be cast up to 2 squares away from the caster and at tlevel 5, 3 squares.

Binding Circle (melee/personal range): You create a binding circle in target tile and then choose a creature within a range of X. The targeted creature is teleported into the binding circle and dazed for tlevel turns.
Elemental Rage (melee/personal range): You create a circle underneath the targets feet that lasts for tlevel turns or until the target moves. Each turn the target suffers X fire, frost, lightning, and physical damage. Additionally it may catch fire, be frozen, dazed, or stunned (random chance divided evenly among the effects, normal save applies).
Reflection Reflect (20*tlevel)% damage inflicted on you back on the attacker. You take only a portion of the damage as a result.
Quiet You create a protective circle at your feet that lasts tlevel turns or until you move. While in the Protective Circle you can not be effected by any outside means nor can you effect anything outside of the circle (think of this like a time prison you can't use on other actors but you can quaff potions and buff yourself while it's going).

Brands
Brands can be applied to items or to traps (for additional damage). Brands are sustained spells. If armour is branded then it will increase the resistance to that element; if a weapon is branded then additional damage or other effect is dealt. In either case the amount of resistance/damage is dependant on the Tlevel of the brand.

Melzac's Brand Sustain Costs: X
Weapons/Traps: Each level does X Physical damage in addition to the normal base damage. At each talent level there is an (X)% chance to Sunder armour.
Armour: Each level increases defence/armour/physical resistance. At each Tlevel there is an (X)% chance to Sunder Weapon when hit.
Flamma Brand
Weapons/Traps: Each level does X Fire damage in addition to the normal base damage. At each talent level there is an (X)% chance of extra fire damage for 3 turns.
Armour: Each level increases Fire Resistance. At each Tlevel there is an (X)% chance to deal some damage when hit.
Meldrum's Brand
Weapons/Traps: Each level does X Acid damage in addition to the normal base damage. At each talent level there is an (X)% chance of blindness for 3 turns.
Armour: Each level increases Acid Resistance. At each Tlevel there is an (X)% chance to deal some damage when hit.
Rime Brand
Weapons/Traps: Each level does X Frost damage in addition to the normal base damage. At each talent level there is an (X)% chance to Freeze for 3 turns.
Armour: Each level increases Cold Resistance. At each Tlevel there is an (X)% chance to deal some damage when hit.

Glyphs
Glyphs are applied to items. Glyphs are one shot items. Glyphs have to be 'A'ctivated.

Romer's Glyph - Cast a light bolt for X damage. At Tlevel 5 X% chance of blindness for 3 turns.
Wall's Glyph - Cast a magic stone for X damage. At Tlevel 5 X% chance to hit a vital organ for double damage.
Erb's Glyph - Cast a magic mana bolt for X damage. At Tlevel 5 X% chance of extra damage for 3 turns.
Matthiessen's Glyph - Cast an elemental bolt for X damage. At Tlevel 5 X% chance of extra damage for 3 turns.(Random elemental bolt is chosen when triggered)

Wards of Trapping
Wards are applied on the ground and are considered one shot in effect. They can be cast up to 2 squares away from the caster and at tlevel 5, 3 squares.

Incendiary Ward - When triggered each level does X Fire damage. At each talent level the damages continues for Tlevel turns
Lewis' Ward - When triggered each level does X Acid damage. At TLevel 3 it becomes an Area Effect spell Radius 2. At each talent level there is a (X)% chance of blindness for 3 turns.
The Maze Ward - When triggered the target is stunned for (X) turns
Quake Ward - When triggered each level does X Earth damage. At TLevel 3 it becomes an Area Effect spell Radius 2. At Tlevel 5 it has a radius of 3. At each talent level there is a (X)% chance of Stun for 3 turns.

Wards of Utility
Wards are applied on the ground and are considered one shot in effect. They can be cast up to 2 squares away from the caster and at tlevel 5, 3 squares.

Travel Ward - When triggered random phase door; at Tlevel 5 Teleport. If a second travel ward is within range you will go there (random choice if more than 1 is in range).
Ward of Healing - When triggered heals X damage. At TLevel 5 it becomes an Area Effect spell Radius 2.
Ward of Power - When triggered X Mana is restored.
Recall Ward - When triggered recall 1 level (you are deposited on the up stairs of the revious level. At TLevel 5 it Recalls you to the entry to the dungeon (outside).

Runes
Runes enhance the caster. So physical stats are (STR, DEX, CON) and magical stats are (WIL, MAG, CUN). Runes are sustained spells . Only one rune can be cast on the caster at a time. Casting a second rune dispels the first (this includes any Runes that have a Sigil cast on them - even Morrison's).

Auroch Rune - Increases any physical stat - the stat is chosen when the Rune is cast. Target is the caster.
Blum's Rune - Increases any magical stat - the stat is chosen when the Rune is cast. Target is the caster.
7 League's Rune - Increases Speed by (tlevel*2)%. Target is the caster.
Flower Rune - Increases hitpoints by (tlevel*8)%. Target is the caster.

School of Sigaldry
Sigils are combinations of other signs. For example, you can use Sigils to enhance traps - take Maze and add Fire Damage to it. Or use them on armor or weapons...

Seal Sigil - Add a second spell to a primary spell. For example: lay a Maze Ward and then use the Seal Sigil to add Fire Brand damage to it. Once the Ward is triggered the brand will disappear too! Note that this will apply to all one shot effects!
Level 1 - Access to Brands - You can add 2 Brands together
Level 2 - Access to Glyphs - You can add 2 Brands or Glyphs together
Level 3 - Access to Wards - You can add 2 Brands, Glyphs or Wards together
Level 4 - Access to Runes - You can add 2 Brands, Glyphs, Wards, or Runes together
Level 5 - Add 3 spells together.

Radius - Cast a single Ward some X distance away in an orthogonal direction. At Tlevel 2, allow the diagonal; at Tlevel 4 any location within range may be specified. At tlevel 5 (optionally) cast a second identical ward some distance away, location determined by you...
Vault - Absorb a spell cast at you. You get a percentage of the mana used to cast the spell and take %damage less as a result, the mana gained is added to your Sigil and is used to power any spells (including sustained spells) you cast/have running before depleting you personal mana store. Such power usage is automatic.
Morrisson's Sigil Make spells permanent
Level 1 - Make any Brand permanent.
Level 2 - Make any Ward Permanent.
Level 3 - Make any Rune permanent.
Level 4 - Make any Glyph permanent (because of the one-shot nature of the Glyph, this would recharge the item over X turns).
Level 5 - Lock any Brand/Rune/etc, so it cannot be overwritten.
Regards

Jon.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: New Class: Artist (Runemaster)

#34 Post by edge2054 »

Like the new name for Store Sigil :)

Circles I pictured as all being melee/personal range. The teleport one lets you target someone further away to pull into it but the circle itself is dropped in an adjacent square. Reflection makes sense as melee/personal too or just at your feet like Quiet (like this name too). Depending on how things look after other trees are added Circles may be a safe candidate for an advanced tree (level 10). Quiet especially is really powerful and probably needs a large mana cost and long cooldown. Reflection may need a nerf too. What if it did half what you listed against melee and what you listed against ranged attacks? (So it'd do (10*tlevel)% for melee and (20*tlevel)% for ranged). Also AoE attacks should skirt reflection.

As a random thought what if Recall finished cooldowns? As in spell recall ;)

So... weapons and armor? Generic trees already in the game? What's your thoughts on those Jon?

Everything else is looking solid to me. I'm anxious to play it ;)

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: New Class: Artist (Runemaster)

#35 Post by darkgod »

I'm anxious to code it... :)

Seriously some of you will need to learn Lua, I can't keep up with all your classes ideas AND make new game content ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: New Class: Artist (Runemaster)

#36 Post by edge2054 »

darkgod wrote:I'm anxious to code it... :)

Seriously some of you will need to learn Lua, I can't keep up with all your classes ideas AND make new game content ;)
What's it take to start hacking the code using windows xp? I was thinking today at work that I should start goofing around with the talents in the game to get a feel for how they all work. Figure if nothing else I can figure out how to code the easier stuff by modifying an already existing talent.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: New Class: Artist (Runemaster)

#37 Post by darkgod »

Notepad++ I think is quite good
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: New Class: Artist (Runemaster)

#38 Post by madmonk »

Additional Schools?

Weapons & Armour (already noted)
Bows so you can use those if you choose.
Trap Detection/disarm (can't remember which one that is)

Not a lot else! I don't see the need. Let me know if you want to add things!

On Circles having a range - they have the same range as Wards.
Regards

Jon.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: New Class: Artist (Runemaster)

#39 Post by edge2054 »

No promises (yet) but I might be working on this in the near future. Did you have any updated ideas or refined ideas you wanted to add madmonk considering the current state of the game?

Also, I assume you don't mind if I take liberties with the class idea for the sake of implementation/balance/tedium-reduction/and fun!. If you do speak up now :)

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: New Class: Artist (Runemaster)

#40 Post by AlexMdle »

I guess I should spill some ideas if you like the idea of me spilling some ideas.

The class sofar makes an impression of working with items, so I had a few ideas with item use that could work. Sorry in advance if those go against the nature of the class in any way, it's just some harmless tree ideas :)


Tree Idea #1: Weapon Attunement

_____________
Runesmithing (Passive)

Temper your weapons with runic knowledge - All weapons you hold gain experience as you do and can level up. Once a weapon levels one of it's bonuses goes up. However, as it's power increases it becomes more unfocused - every 5 levels the weapon aquires a new random bonus to it's pool.

Wielding more than 1 weapon splits the experience between all weapons. Switching a weapon transfers 50/60/70/80/90% of the previous weapon's experience to the new one.
_____________

_____________
Tweaking (Active)

Gives you the ability to tamper with a weapon once, allowing you to lower the value of one bonus by 40% to increase the value of another bonus by 40%.

Can work with weapons of tier 1/2/3/4/5.

From level 3 on you can tweak random artifacts. From level 5 on you can tweak artifacts.
_____________

_____________
Runleash (Sorry, had to. Active)

Strike all enemies around with each weapon, dealing 40/46/52/58/64% weapon damage. Each strike triggers a weapon's brand damage and uses a bonus for the strike based on the brand:

Melzac: Attack gains +100 accuracy.
Flamma: Attack gains 25% extra chance to hit critically.
Meldrum: Attack gains 50% Armor penetration.
Rime: Strikes twice.
_____________

_____________
Varuna (Passive)

Your grasp of weapons is transcendent. Allows you to wield 1/1/1/2/2 extra one-handed weapons.
Each extra weapon grants 33% less stats (33% on first, 66% on second) and is 50/45/40/35/30% less likely to hit.
(On level 5, first weapon has 30% less chance to hit, second 60% less chance to hit.)
_____________

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: New Class: Artist (Runemaster)

#41 Post by jenx »

Does this class exist yet? Sounds awesome
MADNESS rocks

Post Reply