Class Idea: Neomage
Posted: Mon Sep 13, 2010 8:36 pm
Thought I'd have a go at this class-making lark, and I've had a half-idea floating around for a while. And now you've all got to suffer through it 
The Neomage
The general idea behind this was a return to the ToME 2 thaumaturge - a real 'attack' mage, sacrificing some utility for access to some heavy-duty (and potentially costly) attack spells. Anyway, since I've only got a loose grasp on the balance in this game this is likely to be full of holes and problems. ...
Description - "While archmages seek to study and learn from magic, neomages seek simply to abuse it. While their lack of formal study or training harms their capacity for mana, their eagerness for power and sheer lack of inhibition allow them to delve into wild and forbidden schools of magic others wouldn't dream of using. Irresponsible at best and outright diabolical at worst, sometime's it a little difficult to tell whether the neomage is wielding the magic, or the magic is wielding the neomage..."
Pre-Existing Skill Trees - Cunning / Survival, Spell / Fire, Spell / Water (all 0.90 mastery and locked)
Skill Tree - Talent / Neomagery [1.20] (generic)
Break Staff (activated)
Manawell (passive)
Hardened Psyche (passive)
Mana Absorption (sustained)
Skill Tree - Spell / Forbidden [1.20] (skill)
Overcharge (activated)
Disintegration (activated)
Additionally, there's a reason why this spell is forbidden. With each casting, you have a (20 - skill*3)% chance to disintegrate an item in your inventory. No currently equipped items or artefacts, of course.
Devastation Orbit (activated/sustained?)
(perhaps this could use two skills: 'devastation orbit - conjure' and 'devastation orbit - launch')
Manastorm (activated)
Skill Tree - Spell / Dimensional [1.20] (skill)
Dimensional Veil (sustained)
Sanity Blast (activated)
. Stuns the target for 1+skill turns and deals darkness damage. (dark enemies would be more used to such horrors)
Warp Door (activated)
)
Malefic Portal (activated)
Thoughts:
I chose fire and water magic for the neomage since they both consist entirely of attack spells. However, they both also have stunning spells, and with the stunning and confusion spells already available...
To unlock this sort of class, maybe you'd have to deal a large amount of damage, 500-600, with a single spell. "Feeling so much power from your spells, you start to wonder: Just how much power is it possible for magic to give you?"
Regardless of length, I'm hardly serious about this

The Neomage
The general idea behind this was a return to the ToME 2 thaumaturge - a real 'attack' mage, sacrificing some utility for access to some heavy-duty (and potentially costly) attack spells. Anyway, since I've only got a loose grasp on the balance in this game this is likely to be full of holes and problems. ...

Description - "While archmages seek to study and learn from magic, neomages seek simply to abuse it. While their lack of formal study or training harms their capacity for mana, their eagerness for power and sheer lack of inhibition allow them to delve into wild and forbidden schools of magic others wouldn't dream of using. Irresponsible at best and outright diabolical at worst, sometime's it a little difficult to tell whether the neomage is wielding the magic, or the magic is wielding the neomage..."
Pre-Existing Skill Trees - Cunning / Survival, Spell / Fire, Spell / Water (all 0.90 mastery and locked)
Skill Tree - Talent / Neomagery [1.20] (generic)
Break Staff (activated)
- Mana Cost: 0
- Cooldown: 10
Manawell (passive)
- Mana Cost: 0
- Cooldown: 0
Hardened Psyche (passive)
- Mana Cost: 0
- Cooldown: 0
Mana Absorption (sustained)
- Mana Cost: 100
- Cooldown: 100
Skill Tree - Spell / Forbidden [1.20] (skill)
Overcharge (activated)
- Mana Cost: 0 (but only usable when at 100+% mana)
- Cooldown: 40
Disintegration (activated)
- Mana Cost: 20
- Cooldown: 5
Additionally, there's a reason why this spell is forbidden. With each casting, you have a (20 - skill*3)% chance to disintegrate an item in your inventory. No currently equipped items or artefacts, of course.
Devastation Orbit (activated/sustained?)
- Mana Cost: 30
- Cooldown: 30
(perhaps this could use two skills: 'devastation orbit - conjure' and 'devastation orbit - launch')
Manastorm (activated)
- Mana Cost: 35
- Cooldown: 10
- 1 enemy: 0% HP damage.
- 2 enemies: 0% HP damage.
- 3 enemies: 0% HP damage.
- 4 enemies: 5% HP damage.
- 5 enemies: 10% HP damage.
- 6 enemies: 15% HP damage.
- 7 enemies: 20% HP damage.
Skill Tree - Spell / Dimensional [1.20] (skill)
Dimensional Veil (sustained)
- Mana Cost: 60
- Cooldown: 40
Sanity Blast (activated)
- Mana Cost: 35
- Cooldown: 10

Warp Door (activated)
- Mana Cost: 30
- Cooldown: 20

Malefic Portal (activated)
- Mana Cost: 60
- Cooldown: 100
Thoughts:
I chose fire and water magic for the neomage since they both consist entirely of attack spells. However, they both also have stunning spells, and with the stunning and confusion spells already available...

To unlock this sort of class, maybe you'd have to deal a large amount of damage, 500-600, with a single spell. "Feeling so much power from your spells, you start to wonder: Just how much power is it possible for magic to give you?"
Regardless of length, I'm hardly serious about this
