Chronomancer (Class Idea: with Revisions added)

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: Chronomancer (Class Idea: with Revisions added)

#46 Post by edge2054 »

Taxorgian wrote:My revised idea would be something like
Time Snap: For Paradox div 30 turns the player does all actions at half speed (probably skip a player turn after any player action). At Paradox>=800 all stats are temporarily reduced by 10 as well.

[You all are posting FAST! :lol: ]
I'll put this in the doc.

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

Re: Chronomancer (Class Idea: with Revisions added)

#47 Post by edge2054 »

Here's the ideas so far for the Anomaly List. I didn't name any of these effects because I figure when an anomaly occurs the player should simply get the message, 'A Temporal Anomaly Has Occurred!!' It'll then be up to the player to figure out what said Anomaly was by reading the combat log, checking their inventory, or witnessing the effects (such as being teleported or seeing a monster vanish). Figuring out exactly what happened will be half the fun!! (On that same note the Spacetime Corrections should give a similar announcement 'A Spacetime Correction Has Occurred!!' and function similarly.)

If anyone has any ideas feel free to contribute :)

1 - Character is Phase Doored (as though he’d read a scroll of Phase Door)
2 - Target is Phase Doored
3 - Character is Teleported (as though he’d read a scroll of Teleport)
4 - Target is Teleported
5 - Character has a (TI/25)% chance of being Phase Doored every turn for the next (TI/50) turns
6 - Target has a (TI/25)% chance of being Phase Doored every turn for the next (TI/50) turns
7 - Character is Teleported up or down (50/50) one Dungeon Level (if effect occurs in town nothing happens)
8 - Character is Teleported to Bree (or the Far East version of Bree as appropriate)
9 - Character is placed in a Temporal Bubble for (TI/100) turns.
10 - Target is placed in a Temporal Bubble for (TI/100) turns.
11 - (TI/500)*(TI/500)*(TI/500) of the items in the characters inventory (chosen at random) are regenerated (as in rerolled at random)
12 - Character’s body begins to regenerate (as per Chronomantic Metabolism)
13 - Target’s body begins to regenerate (as per Chronomantic Metabolism)
14 - Character’s body begins to decay (as though Slow Decay had been cast)
15 - Target’s body begins to decay (as though Slow Decay had been cast)
16 - Character de-evolves, losing (TI/100) from each stat for (TI/50) turns.
17 - Target de-evolves, losing (TI/100) from each stat for (TI/50) turns.
18 - Character is slowed (as the Temporal Spell) for (TI/200) turns
19 - Target is slowed (as the Temporal Spell) for (TI/200) turns.
20 - Character is hasted (as Temporal Spell) for (TI/200) turns.
21 - Target is hasted (as Temporal Spell) for (TI/200) turns.
22 - Character is stunned for (TI/200) turns (resistance applies).
23 - Target is stunned for (TI/200) turns (resistance applies).
24 - Target is cloned (no affect if the target is the character)
25 - The character loses or gains (50/50) (TI/50) gp.
26 - A monster is generated 10-(TI/100) tiles away from the character.
27 - An item is generated 10-(TI/100) tiles away from the character.
28 - Ability does not take affect and the character’s TI score instead is reduced by the amount that would normally have been gained.
29 - Ability’s target is reseletcted at random from available targets (if it’s not a targetable spell it takes effect as normal)
30 - Ability takes affect as normal but all numeric values are halved (including TI cost)
31 - Ability takes affect as normal but all numeric values are doubled (including TI cost)
32 - Another available ability takes effect instead of the one attempted and is placed on cooldown. (If the first ability always affects the character the second effect targets the character automatically. If the first ability targets a creature and the second ability always affects the character the second ability still targets the character. Otherwise the second ability targets the first abilities intended target.)

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Chronomancer (Class Idea: with Revisions added)

#48 Post by Taxorgian »

#24 should have an exception for unique monsters. I would suggest the clone should be the nastiest type of monster of the same kind common to the area. For example:

Bill the Stone Troll produces a Mountain Troll Thunderer
The Shade of Angmar produces a skeleton master archer (or 50/50 skeleton master archer or armored skeletal warrior)
Old Man Willow produces a huorn
The Sandworm Queen produces a sandworm destroyer
The Minotaur of the Labyrinth produces a Maulotaur
The dragon in Carn Dum produces an ice wyrm
The Master produces an elder vampire
etc.

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

Re: Chronomancer (Class Idea: with Revisions added)

#49 Post by edge2054 »

Taxorgian wrote:#24 should have an exception for unique monsters. I would suggest the clone should be the nastiest type of monster of the same kind common to the area. For example:

Bill the Stone Troll produces a Mountain Troll Thunderer
The Shade of Angmar produces a skeleton master archer (or 50/50 skeleton master archer or armored skeletal warrior)
Old Man Willow produces a huorn
The Sandworm Queen produces a sandworm destroyer
The Minotaur of the Labyrinth produces a Maulotaur
The dragon in Carn Dum produces an ice wyrm
The Master produces an elder vampire
etc.
For sure. I have another similar effect in mind for a Paradox Mage spell and intended to have uniques be exempt but didn't think to add it here.

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

Re: Chronomancer (Class Idea: with Revisions added)

#50 Post by edge2054 »

Started the Paradox Mage thread. Not a whole lot new there yet but did manage to get two of the talent trees stated out, Age Manipulation and Inertial Control. The Time Warden will probably share the Inertial Control tree with the Paradox Mage which means they'll need some sort of Spellpower increasing talent like Arcane Blades have and a tree to put it in.

Maybe use that Evolutionary Perfection name that doesn't fit that other ability?

Evolutionary Perfection - Increases your Spellpower by 10% of your strength per point.

Anyway I work all day tomorrow and have a family function saturday followed by more work sunday so I won't be as active as I have been. I'll post when I can and work on this stuff as I can but probably won't get anything else substantial done until sunday night or monday morning.

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

Re: Chronomancer (Class Idea: with Revisions added)

#51 Post by edge2054 »

Slow day at work so managed to come up with a few new spell ideas.

Time Stop - You stop time for effectively 2 turns (+1 at level 5). During this time you can only take actions that effect yourself (quaff potions, move, read scrolls, cast buffs, etc.). and can only use first tier (+1 tier per talent point) abilities. While time is stopped you may not cast Borrowed Time (may have to add to this list to maintain balance).

Energy Decomposition - Spells cast at you may be rendered inert. For the next X turns all spells targeting you have an X% chance of having their effects nullified. AoE attacks operate normally.

Spacetime Destabilization - The targets link with the Spacetime Continuum is destabilized for the next X turns. While Destabilized the target teleports (range 11) at random each turn and suffers X damage every time it's teleported.

Temporal Storm - Like Thunder Storm, kinda. Temporal Storm 'bolts' are a random effect chosen from Spacetime Destabilization, Inertial Strike, Destabilize Lifeline, Slow Decay, and Ashes to Ashes. Temporal Storm TL determines damage using the aforementioned abilities damage forumla otherwise.

Temporal Distortion - Just liked the name. No idea yet what this will do. Could be a buff of some kind or an attack spell. I may just use the name instead of Lingering Image.

Temporal Wake - Another cool name idea but no effect attached yet.

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Chronomancer (Class Idea: with Revisions added)

#52 Post by Taxorgian »

Temporal Wake sounds to me like a 'chain lightning' type effect for slowing monsters.

Perhaps Temporal Distortion would be a spell that can be cast if Paradox >=500; it immediately causes one of the Paradox side effects (but when you want rather than randomly)?

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

Re: Chronomancer (Class Idea: with Revisions added)

#53 Post by edge2054 »

I like those ideas.

I'm thinking of revising Perfect Aim so both casters and weapon users can get some use out of it.

Perfect Aim - For X turns all your physical and magical attacks ignore 10%*TL of your targets defense, physical resistance, mental resistance, and spell resistance.

Thoughts?

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

Re: Chronomancer (Class Idea: with Revisions added)

#54 Post by edge2054 »

Alright, the talent tree outline is done.

14 trees total. Moved a lot of the talents around so the trees made more sense.


Here's the document link for anyone that's curious https://docs.google.com/document/edit?i ... y=CLDj_KEN#

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Chronomancer (Class Idea: with Revisions added)

#55 Post by Taxorgian »

Perfect Aim - For X turns all your physical and magical attacks ignore 10%*TL of your targets defense, physical resistance, mental resistance, and spell resistance.
I would rename this "Ethereal Aim" since it would involve partial phasing of the weapon/magic.

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

Re: Chronomancer (Class Idea: with Revisions added)

#56 Post by edge2054 »

It's still in the probability control tree though.

I'd imagined it more like if the attack has a chance to get through that chance is vastly improved by your manipulation of chance.

I'm not super attached to the name Perfect Aim though but I don't think Ethereal Aim really describes it right. If it was in the Spacetime Weaving tree that name would fit perfectly.

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Chronomancer (Class Idea: with Revisions added)

#57 Post by Taxorgian »

Then I think you should delete "physical resistance" (at least) from the list? I think that's physical armor (if I'm mistaken that's OK, the defense system of T4 is confusing as hell). If so, this isn't about merely making it hit more effectively (which seems like probability control) it's ignoring physical matter which should be spacetime as well.

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

Re: Chronomancer (Class Idea: with Revisions added)

#58 Post by edge2054 »

Yeah, it is confusing.

Armor - Reduces damage taken. It's a physical thing.
Physical Resistance - Reduces the chance you'll be stunned among other things.
Physical Damage Resistance (like the Sun Paladin and Arcane Blade abilities) - Works pretty much just like armor except it shaves off a percentage instead of a flat number.

Defense lets you dodge physical attacks and physical, spell, and mental resistance let you 'dodge' status ailments. Magical attacks don't have a corresponding dodge attribute, hence Energy Decomposition giving a flat chance to avoid rather then adding to an attribute that already exists.

To make it more confusing elemental resistances behave like 'physical damage resistance' as far as I can tell.

Taxorgian
Archmage
Posts: 300
Joined: Mon May 17, 2010 11:56 am

Re: Chronomancer (Class Idea: with Revisions added)

#59 Post by Taxorgian »

Sorry then, and I agree Perfect Aim is still a good name for it then. I suppose when the game is basically finished and documentation is written it will be easier to understand. :)

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

Re: Chronomancer (Class Idea: with Revisions added)

#60 Post by edge2054 »

Alright, so I'm getting ready to go through it all now and start typing these ability descriptions up at length. I don't know if I'll have it done before Tuesday but this did bring a question to mind.

DG do you want to add more damage types to the game or is 'generic' spell damage good enough?

I see three damage types in these spells aside from physical weapon damage. Time damage (direct ravages of time), Distortion (better name appreciated but trying to keep it one word for brevity) damage (damage caused by having your connection with the spacetime continuum disrupted or interfered with), and Inertial damage (gravity and inertial effects, if we go with 'generic' spell damage this would be physical damage).

What do you think?

Post Reply