New class: Whistlers
Posted: Mon Aug 30, 2010 9:16 pm
Still needs to be fully planned, but I can't wait to make it public domain and receive your feedbacks and suggestions!
Name: Whistler
Metaclass: Divine
Main Stats: Willpower and Magic
Background
In the beginning there was only void. Then Eru Iluvatar and his Ainur created the universe, weaving its fabric with the power of their divine chants: the Ainulindalë, the Music of the Ainur. Later on, before the First Age, Ainur descended on Earth. Under the name of Valar and Maiar they wandered the lands, created light to ban the darkness, and bestowed the gift of life upon the world. They expecially enjoyed the company of their first-born children: the Elves. Some one favoured them at the point to teach them the secret art of Music, thus allowing some worthy, gifted and willful beings to forge the shape of the world at their pleasure, and bend the nature to their own will. Some of them survived through the Ages, and still wander these lands, preserving them from corruption for the sake of their ancient masters.
Race restriction: elves (this would be a good class to be unlocked in an ancient, dangerous place, like the Ancient Elven Ruins)
Note: when reading the talent trees, keep in mind that this is meant to be a difficult but enjoyable class to play, filled with really powerful talents which in turn can't be used very often. Any usage should be carefully planned, to not leave you helpless in front of a new enemy. Cooldowns and costs need to be heavily balanced, and any suggestion from experienced players is well appreciated! (I never made it to the Far East yet -.-)
Base combat talent tree: Spell/Staff
Ainulindalë/Prelude: Creation
Base req depending on Magic
- Fire Wall
Sustained
Cooldown: 30
Cost: +pos
Call upon the fire element to surround you in a wall of flames, during %d% turns, and dealing %d% damage to each enemy standing in a radius of 1 from you.
At level 3 it affects a radius of 2.
At level 5 it affects a radius of 3.
Note: the damage decreases over radius: full damage for radius 1, half damage for radius 2, one third for radius 3.
- Ice Tomb
Activated
Cooldown: 40
Cost: +pos, -neg
Call upon the water element to imprison an enemy in a block of ice, freezing him in place for %d% turns. Enemies frozen in this way can be shattered into pieces by a physical attack doing more than %d% damage.
At level 3 it affects a radius of 2 around the target.
At level 5 it affects a radius of 4 around the target.
Note: duration raises with talent level, damage needed for shattering decreases with talent level.
- Earth's Cradle
Sustained
Cooldown: 80
Cost: +pos
Call upon the earth element to isolate you from the world. The earth raises to completely surround you in solid rock, making you immune to physical and magic attacks, but you cannot move or attack, and have limited supply of air to breath.
At level 3 you will be given Regeneration while in the cradle.
At level 5 you will be given Restoration while in the cradle.
Note: this is intended to be a one shot life saver spell to be used when the situation is turning desperate. The character is given infinite resist to physical and magical attacks, but he starts suffocating (like being in water tiles) and thus cannot stay in indefinitely. He cannot attack or see what happens in the surroundings (equivalent to full blindness), AoE talents like Fire Wall will be deactivated and disabled, but he can restore himself with potions etc. At level 5 he will gain Restoration, which removes negative effects (poison, bleed, disease), heals him over time (like Regeneration) and replenishes his mana pool. Regen and Restore are immediately deactived upon exiting.
- Perfect Storm (maybe it needs a more dreadful name)
Activated
Cooldown: 60
Cost: +pos, -neg
Call upon the air element to bring havoc upon your enemies. A powerful storm with a duration of %d% will affect a radius of 3 around the target, causing any enemy inside the area to be hit by Lightning each turn.
At level 3 it will affect a radius of 4 around the target, causing Chain Lightning.
At level 5 it will affect a radius of 7 around the target.
Note: Lightning and Chain Lightning damage is calculated as usual, based on character skills. Caster is immune to the storm effects, so it can be cast even around the character himself.
Ainulindalë/Ambar-metta: Prelude to Dagor Dagorath
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta!
Base req depending on Willpower
- Pestilence
Sustained
Cost: +neg, -pos
AoE around the character, spreading diseases.
- War
Activated
Cooldown: 60
Cost: +pos, -neg
Transforms you into an avatar of destruction. For the duration of the spell (%d% turns), you can no more access your mana pool, but are granted +%d% strength, +%d% dexterity, +%d% attack, +%d% armor and +%d% physical damage.
Note: This spell is intended to turn a mage into a powerful warrior, and bonuses (which increase with talent level) should be tuned so that the resultant warrior stats are powerful like it was:
- 1 -> 5 levels above character level
- 2 -> 10 levels above character level
- 3 -> 15 levels above character level
- 4 -> 20 levels above character level
- 5 -> 25 levels above character level
Armor should rise enough to make him almost unbeatable in melee fighting.
Staff should be replaced by a greatsword scaled to caster level (iron, steel, etc.)
Note: this spell is intended to be useful to quickly dispatch of groups of melee fighters (or maybe archers within reach), and should be almost useless against magical attacks. All sustained effects are deactivated upon transforming.
- Famine
Activated
Cost: +neg, -pos
Drains target's mana/energy/whatever pool, the idea is greatly reduce target's ability to use talents / cast spell.
- Death
Activated
Cooldown: 60
Cost: +neg, -pos
You command the death to embrace the target (living) creature. If it does not immediately die, it still remains greatly weakened, losing %d% percent of his health, and suffering a penalty of %d% to its stats.
Note: since they already escaped death, undeads are always immune to the death effect; however, they still suffer the penalties. Boss rank targets are equally immune, but suffer the penalties. Chance of immediate death is given by a formula taking into account talent level and target level, roughly talent_level * 15% - target_level%.
Ainulindalë/Interlude: Hymns of Life
Base req depending on Willpower
- Life Spark
Activated
Cost: +pos, -neg
You transfer part of your life force into inanimated matter, bringing it to life. The newborn creature will follow you and battle on your side.
Note: the idea is that you can donate life to inanimate matter, but since you are no god, you can only transfer in it a sparkle of your own life. When the spell is cast a dialog will let the player choose how many hp transfer; the resulting creature's health will be 3xhp, and your health meter (maximum, not current value) will be reduced of a hp amount. Much like a sustained talent which costs hp instead of energy. Creature level will depend on talent level. Creture type will depend on targeted terrain: Tree -> Huorn/Ent, Stone -> Stone Golem/Giant, Lava or such -> Fire Elemental, Water -> Water Elemental. When the creature dies, the spark returns to you, and the health meter is restored. You can have only one follower created in this way.
- Harvest Life
Activated
Cost: +neg, -pos
For %d% turns, you will be able to drain the life force of enemies approaching you in a radius of %d%
Note: radius, duration and health drained depend on talent level. HPs drained stack with both current and maximum values of your health meter, and are subtracted from targets' current and maximum values
- Dominate Life
Activated
Notes:
Domination success depends on talent level and difference in willpower between the caster and the target (positive or even negative). Roughly: talent_level * 15% + (char_wil - target_wil)%
Domination lasts for talent_level * 10 turns. At level 5 it lasts until the target dies or you leave the current dungeon.
You can only dominate a small amount (depending on willpower) of creatures at any given time; succesfully dominating other targets will make the current ones (in stack order) turn hostile again.
If Domination fails, it still leaves the target confused/dazed for talent_power turns.
All experience collected by dominated creatures is transferred to the character (like for summons).
Normal experience is given to the character upon dominated creature's death.
Target is still susceptible of damage from caster's AoE spells and talents, but won't turn on him if hit.
- Revive
Passive
Upon death, you have a chance of %d%% to be able to keep together your life force, and be reborn somewhere in the wilderness to continue your mission.
Note: I was thinking of a slight chance, but still worth enough investing talent points, like 4-5% per talent level. Maybe the chance could be higher for the first revive, then drastically decrease upon each subsequent death.
Ainulindalë/Interlude: Hymns of Time
Base req depending on Magic
This tree still needs to be planned from scratch. I was thinking of some spells of teleportation and time control (time freezing would be nice).
I'll be updating this header with further details as they come, any suggestion or critic is appreciated!
Name: Whistler
Metaclass: Divine
Main Stats: Willpower and Magic
Background
In the beginning there was only void. Then Eru Iluvatar and his Ainur created the universe, weaving its fabric with the power of their divine chants: the Ainulindalë, the Music of the Ainur. Later on, before the First Age, Ainur descended on Earth. Under the name of Valar and Maiar they wandered the lands, created light to ban the darkness, and bestowed the gift of life upon the world. They expecially enjoyed the company of their first-born children: the Elves. Some one favoured them at the point to teach them the secret art of Music, thus allowing some worthy, gifted and willful beings to forge the shape of the world at their pleasure, and bend the nature to their own will. Some of them survived through the Ages, and still wander these lands, preserving them from corruption for the sake of their ancient masters.
Race restriction: elves (this would be a good class to be unlocked in an ancient, dangerous place, like the Ancient Elven Ruins)
Note: when reading the talent trees, keep in mind that this is meant to be a difficult but enjoyable class to play, filled with really powerful talents which in turn can't be used very often. Any usage should be carefully planned, to not leave you helpless in front of a new enemy. Cooldowns and costs need to be heavily balanced, and any suggestion from experienced players is well appreciated! (I never made it to the Far East yet -.-)
Base combat talent tree: Spell/Staff
Ainulindalë/Prelude: Creation
Base req depending on Magic
- Fire Wall
Sustained
Cooldown: 30
Cost: +pos
Call upon the fire element to surround you in a wall of flames, during %d% turns, and dealing %d% damage to each enemy standing in a radius of 1 from you.
At level 3 it affects a radius of 2.
At level 5 it affects a radius of 3.
Note: the damage decreases over radius: full damage for radius 1, half damage for radius 2, one third for radius 3.
- Ice Tomb
Activated
Cooldown: 40
Cost: +pos, -neg
Call upon the water element to imprison an enemy in a block of ice, freezing him in place for %d% turns. Enemies frozen in this way can be shattered into pieces by a physical attack doing more than %d% damage.
At level 3 it affects a radius of 2 around the target.
At level 5 it affects a radius of 4 around the target.
Note: duration raises with talent level, damage needed for shattering decreases with talent level.
- Earth's Cradle
Sustained
Cooldown: 80
Cost: +pos
Call upon the earth element to isolate you from the world. The earth raises to completely surround you in solid rock, making you immune to physical and magic attacks, but you cannot move or attack, and have limited supply of air to breath.
At level 3 you will be given Regeneration while in the cradle.
At level 5 you will be given Restoration while in the cradle.
Note: this is intended to be a one shot life saver spell to be used when the situation is turning desperate. The character is given infinite resist to physical and magical attacks, but he starts suffocating (like being in water tiles) and thus cannot stay in indefinitely. He cannot attack or see what happens in the surroundings (equivalent to full blindness), AoE talents like Fire Wall will be deactivated and disabled, but he can restore himself with potions etc. At level 5 he will gain Restoration, which removes negative effects (poison, bleed, disease), heals him over time (like Regeneration) and replenishes his mana pool. Regen and Restore are immediately deactived upon exiting.
- Perfect Storm (maybe it needs a more dreadful name)
Activated
Cooldown: 60
Cost: +pos, -neg
Call upon the air element to bring havoc upon your enemies. A powerful storm with a duration of %d% will affect a radius of 3 around the target, causing any enemy inside the area to be hit by Lightning each turn.
At level 3 it will affect a radius of 4 around the target, causing Chain Lightning.
At level 5 it will affect a radius of 7 around the target.
Note: Lightning and Chain Lightning damage is calculated as usual, based on character skills. Caster is immune to the storm effects, so it can be cast even around the character himself.
Ainulindalë/Ambar-metta: Prelude to Dagor Dagorath
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta!
Base req depending on Willpower
- Pestilence
Sustained
Cost: +neg, -pos
AoE around the character, spreading diseases.
- War
Activated
Cooldown: 60
Cost: +pos, -neg
Transforms you into an avatar of destruction. For the duration of the spell (%d% turns), you can no more access your mana pool, but are granted +%d% strength, +%d% dexterity, +%d% attack, +%d% armor and +%d% physical damage.
Note: This spell is intended to turn a mage into a powerful warrior, and bonuses (which increase with talent level) should be tuned so that the resultant warrior stats are powerful like it was:
- 1 -> 5 levels above character level
- 2 -> 10 levels above character level
- 3 -> 15 levels above character level
- 4 -> 20 levels above character level
- 5 -> 25 levels above character level
Armor should rise enough to make him almost unbeatable in melee fighting.
Staff should be replaced by a greatsword scaled to caster level (iron, steel, etc.)
Note: this spell is intended to be useful to quickly dispatch of groups of melee fighters (or maybe archers within reach), and should be almost useless against magical attacks. All sustained effects are deactivated upon transforming.
- Famine
Activated
Cost: +neg, -pos
Drains target's mana/energy/whatever pool, the idea is greatly reduce target's ability to use talents / cast spell.
- Death
Activated
Cooldown: 60
Cost: +neg, -pos
You command the death to embrace the target (living) creature. If it does not immediately die, it still remains greatly weakened, losing %d% percent of his health, and suffering a penalty of %d% to its stats.
Note: since they already escaped death, undeads are always immune to the death effect; however, they still suffer the penalties. Boss rank targets are equally immune, but suffer the penalties. Chance of immediate death is given by a formula taking into account talent level and target level, roughly talent_level * 15% - target_level%.
Ainulindalë/Interlude: Hymns of Life
Base req depending on Willpower
- Life Spark
Activated
Cost: +pos, -neg
You transfer part of your life force into inanimated matter, bringing it to life. The newborn creature will follow you and battle on your side.
Note: the idea is that you can donate life to inanimate matter, but since you are no god, you can only transfer in it a sparkle of your own life. When the spell is cast a dialog will let the player choose how many hp transfer; the resulting creature's health will be 3xhp, and your health meter (maximum, not current value) will be reduced of a hp amount. Much like a sustained talent which costs hp instead of energy. Creature level will depend on talent level. Creture type will depend on targeted terrain: Tree -> Huorn/Ent, Stone -> Stone Golem/Giant, Lava or such -> Fire Elemental, Water -> Water Elemental. When the creature dies, the spark returns to you, and the health meter is restored. You can have only one follower created in this way.
- Harvest Life
Activated
Cost: +neg, -pos
For %d% turns, you will be able to drain the life force of enemies approaching you in a radius of %d%
Note: radius, duration and health drained depend on talent level. HPs drained stack with both current and maximum values of your health meter, and are subtracted from targets' current and maximum values
- Dominate Life
Activated
Notes:
Domination success depends on talent level and difference in willpower between the caster and the target (positive or even negative). Roughly: talent_level * 15% + (char_wil - target_wil)%
Domination lasts for talent_level * 10 turns. At level 5 it lasts until the target dies or you leave the current dungeon.
You can only dominate a small amount (depending on willpower) of creatures at any given time; succesfully dominating other targets will make the current ones (in stack order) turn hostile again.
If Domination fails, it still leaves the target confused/dazed for talent_power turns.
All experience collected by dominated creatures is transferred to the character (like for summons).
Normal experience is given to the character upon dominated creature's death.
Target is still susceptible of damage from caster's AoE spells and talents, but won't turn on him if hit.
- Revive
Passive
Upon death, you have a chance of %d%% to be able to keep together your life force, and be reborn somewhere in the wilderness to continue your mission.
Note: I was thinking of a slight chance, but still worth enough investing talent points, like 4-5% per talent level. Maybe the chance could be higher for the first revive, then drastically decrease upon each subsequent death.
Ainulindalë/Interlude: Hymns of Time
Base req depending on Magic
This tree still needs to be planned from scratch. I was thinking of some spells of teleportation and time control (time freezing would be nice).
I'll be updating this header with further details as they come, any suggestion or critic is appreciated!