Class idea: Dreamwalker
Posted: Sun Mar 04, 2012 5:37 am
The Dreamwalker is a highly mobile caster/fighter with two states: Asleep and Awake. When Awake, the Dreamwalker is a melee fighter; when Asleep, a caster. She changes state every 9 turns unless something adds to her Insomnia (see below). Talents do not cool down while in the opposite state. After 9 turns, a Nightmare (a random boss combination set at the start of the game, and unkillable) emerges to hunt her down. Nightmare is generated randomly in LoS and will teleport to the player if she breaks LoS. He disappears when she changes state.
AI Dreamwalkers are generated in one state or the other and do not have to deal with Nightmare.
UNLOCK: Kill Miranda. The Nightmare (see below) has Miranda's sprite.
RESOURCES: Horror and Insomnia. Horror counts up and increases Nightmare's damage. Horror is set to 0 (or the minimum after sustains) when the Awake/Asleep cycle flips. Higher Willpower reduces the effects of Horror.
Insomnia delay the Awake/Asleep shift. Any amount of Horror above the minimum used for sustains counts as +1 to Insomnia. This means that the Nightmare never appears while resting, but does appear if you use any ability while fighting. Bump attacks do not generate Horror, so very trivial encounters can be handled with no turns of Nightmare, mid-level encounters involve a little Nightmare, and boss fights will have lots of Nightmare turns.
She has access to the following talents (Dreamwalker trees are generic unless stated otherwise):
AWAKE (uses Horror as a resource):
Awake/Angel of Death (unlocked, class points, physical damage):
1. Mark of Cain (passive): Any weapon wielded by the Dreamwalker becomes a two-handed scythe. It retains its previous egos, but damage is now related to a combination of Strength, Dexterity and Willpower. The percentage of Willpower that is translated into damage increases with points invested.
2. Sweep (sustain): Bump attack becomes a two-square cone in front of the Dreamwalker. Percentage of regular damage increases with points invested. Instant cast, 15-turn cooldown.
3. Fell Hand: Touch a melee foe for massive damage and daze. 30-turn cooldown.
4. Deadly Gaze (sustain): Adds armor penetration and accuracy.
Awake/Time Is Running Out (locked, class points, temporal damage)
1. Steal Dream: Hit an opponent for no damage. A percentage of the damage you would have dealt is instead returned to you as health.
2. Insomniac: Gain damage resistance as your Insomnia rises.
3. Time's Up: Touch a dazed foe in melee for a chance to kill it outright. Does not work on bosses, reduced chance to work on elites. 30-turn cooldown.
4. Wailing of the Clocks: A [talent_level] long clock hand sweeps clockwise around the battlefield, centered on the caster. This appears as a cone which attacks each quadrant around the caster in turn. On the fifth turn, a voice is heard saying "Hurry up please, it's time," and all opponents in range are dazed. Can only be cast in an open area and follows the caster.
Dreamwalker/Awake (generic points):
1. Awakened Eye (sustain): Improves seeing through stealth, invisibility, and melee critical hit chance. 30 cooldown.
2. Yawn: Enemies in a 2/4/6/8/10 cone are dazed for 1/1/2/2/3 turns with no saving throw. 30 cooldown.
3. Prick (sustain) : Blows have a 4x[talent level]% chance to daze the opponent if hit.
4. Sleep is Death (sustain): Instead of killing the player, fatal blows sustained while Awake have a 20x[talent level]% chance to put her to Sleep with 4x[talent level]% of health remaining and the sustain deactivated. 50 cooldown.
ASLEEP (uses Horror as a resource)
Air and Storm trees (the former is locked). Uses Willpower and Horror instead of Magic and Mana.
The Dreamwalker/Asleep tree (all passives):
1. Lightning Rod: Raises resistances to lightning damage by 20x[talent level] while Asleep. Investing points in this tree disables use of movement infusions. Raises resistance cap by 6x[talent level].
2. Warm Bed: As above, but for cold damage, and disables use of sun infusions.
3. Nightcap: As above, but for blight damage, and disables the use of regeneration infusions.
4. Hot Toddy: The Dreamwalker cannot be killed by physical damage while Asleep, instead being Awakened with 10x[talent level]% health. Disables use of shield runes.
The Dreamwalker also has three trees that can be used in either state. Using these talents adds to the Dreamwalker's Insomnia, such that they will remain in their current state for a number of additional turns equal to the rank of the talent. Thus, the price of using these talents is additional turns spent dealing with Nightmare. Of course, you might actually want to spend extra turns in one state or the other if you've invested more heavily in one tree or if your opponent is more vulnerable to one state's abilities.
The Dreamwalker/Dream Whispers tree:
1. Roll Over: If awake, sleep; if asleep, wake up. Instant cast, no cost, can only be cast when Horror is at the minimum after sustains. Designed to allow players to select how they wish to start a battle. 60-turn cooldown.
2. Dream Logic (sustain): Increases defense, slows enemy projectiles, allows instant swapping of weapons. When activated, counts as a permanent +1 to Insomnia.
3. Flight: Movement speed increase and evasion for a number of turns scaling with willpower and talent level.
4. Enter the Dream: Control the mind of a dazed opponent for a number of turns depending on talent level: 1 for bosses, 1/1/2/2/3 for elites and 2/4/6/8/permanent for mundane foes. If you control an enemy permanently, their Strength and Dexterity are drained and transferred to you by an amount depending on your Willpower. Only one enemy can be controlled at a time. 50 cooldown.
The Dreamwalker/Dream Mastery tree:
1. Swap: Change places with a dazed opponent in LoS. 10 range, 4/3/2/1/0 cooldown.
2. Somnambulance: Targeted teleport up to 6/7/8/9/10 squares away with 4/3/2/1/0 cooldown.
3. Dream Sight: Telepathy 2/4/6/8/10 squares away for 1/2/3/4/5 turns. 5 cooldown.
4. Lucid Dream: Take control of an enemy's dream. Sends the targeted enemy to a parallel dimension, which is a small trap-filled maze with the enemy in the center. Auto-explore does not work here. The player begins at one edge of the map and must find and kill the enemy (whose resistances are all reduced by 150%) before a timer runs out. If she succeeds, she is returned to the time before the Lucid Dream and the enemy will be dead. If she fails, she is returned to the same time, all damage dealt to the enemy during the Dream is ignored and she is dazed for 5 rounds. More points increase the timer. 50 cooldown.
The Dreamwalker/Dreamreading tree (class):
Access to a random race tree (set at character creation).
AI Dreamwalkers are generated in one state or the other and do not have to deal with Nightmare.
UNLOCK: Kill Miranda. The Nightmare (see below) has Miranda's sprite.
RESOURCES: Horror and Insomnia. Horror counts up and increases Nightmare's damage. Horror is set to 0 (or the minimum after sustains) when the Awake/Asleep cycle flips. Higher Willpower reduces the effects of Horror.
Insomnia delay the Awake/Asleep shift. Any amount of Horror above the minimum used for sustains counts as +1 to Insomnia. This means that the Nightmare never appears while resting, but does appear if you use any ability while fighting. Bump attacks do not generate Horror, so very trivial encounters can be handled with no turns of Nightmare, mid-level encounters involve a little Nightmare, and boss fights will have lots of Nightmare turns.
She has access to the following talents (Dreamwalker trees are generic unless stated otherwise):
AWAKE (uses Horror as a resource):
Awake/Angel of Death (unlocked, class points, physical damage):
1. Mark of Cain (passive): Any weapon wielded by the Dreamwalker becomes a two-handed scythe. It retains its previous egos, but damage is now related to a combination of Strength, Dexterity and Willpower. The percentage of Willpower that is translated into damage increases with points invested.
2. Sweep (sustain): Bump attack becomes a two-square cone in front of the Dreamwalker. Percentage of regular damage increases with points invested. Instant cast, 15-turn cooldown.
3. Fell Hand: Touch a melee foe for massive damage and daze. 30-turn cooldown.
4. Deadly Gaze (sustain): Adds armor penetration and accuracy.
Awake/Time Is Running Out (locked, class points, temporal damage)
1. Steal Dream: Hit an opponent for no damage. A percentage of the damage you would have dealt is instead returned to you as health.
2. Insomniac: Gain damage resistance as your Insomnia rises.
3. Time's Up: Touch a dazed foe in melee for a chance to kill it outright. Does not work on bosses, reduced chance to work on elites. 30-turn cooldown.
4. Wailing of the Clocks: A [talent_level] long clock hand sweeps clockwise around the battlefield, centered on the caster. This appears as a cone which attacks each quadrant around the caster in turn. On the fifth turn, a voice is heard saying "Hurry up please, it's time," and all opponents in range are dazed. Can only be cast in an open area and follows the caster.
Dreamwalker/Awake (generic points):
1. Awakened Eye (sustain): Improves seeing through stealth, invisibility, and melee critical hit chance. 30 cooldown.
2. Yawn: Enemies in a 2/4/6/8/10 cone are dazed for 1/1/2/2/3 turns with no saving throw. 30 cooldown.
3. Prick (sustain) : Blows have a 4x[talent level]% chance to daze the opponent if hit.
4. Sleep is Death (sustain): Instead of killing the player, fatal blows sustained while Awake have a 20x[talent level]% chance to put her to Sleep with 4x[talent level]% of health remaining and the sustain deactivated. 50 cooldown.
ASLEEP (uses Horror as a resource)
Air and Storm trees (the former is locked). Uses Willpower and Horror instead of Magic and Mana.
The Dreamwalker/Asleep tree (all passives):
1. Lightning Rod: Raises resistances to lightning damage by 20x[talent level] while Asleep. Investing points in this tree disables use of movement infusions. Raises resistance cap by 6x[talent level].
2. Warm Bed: As above, but for cold damage, and disables use of sun infusions.
3. Nightcap: As above, but for blight damage, and disables the use of regeneration infusions.
4. Hot Toddy: The Dreamwalker cannot be killed by physical damage while Asleep, instead being Awakened with 10x[talent level]% health. Disables use of shield runes.
The Dreamwalker also has three trees that can be used in either state. Using these talents adds to the Dreamwalker's Insomnia, such that they will remain in their current state for a number of additional turns equal to the rank of the talent. Thus, the price of using these talents is additional turns spent dealing with Nightmare. Of course, you might actually want to spend extra turns in one state or the other if you've invested more heavily in one tree or if your opponent is more vulnerable to one state's abilities.
The Dreamwalker/Dream Whispers tree:
1. Roll Over: If awake, sleep; if asleep, wake up. Instant cast, no cost, can only be cast when Horror is at the minimum after sustains. Designed to allow players to select how they wish to start a battle. 60-turn cooldown.
2. Dream Logic (sustain): Increases defense, slows enemy projectiles, allows instant swapping of weapons. When activated, counts as a permanent +1 to Insomnia.
3. Flight: Movement speed increase and evasion for a number of turns scaling with willpower and talent level.
4. Enter the Dream: Control the mind of a dazed opponent for a number of turns depending on talent level: 1 for bosses, 1/1/2/2/3 for elites and 2/4/6/8/permanent for mundane foes. If you control an enemy permanently, their Strength and Dexterity are drained and transferred to you by an amount depending on your Willpower. Only one enemy can be controlled at a time. 50 cooldown.
The Dreamwalker/Dream Mastery tree:
1. Swap: Change places with a dazed opponent in LoS. 10 range, 4/3/2/1/0 cooldown.
2. Somnambulance: Targeted teleport up to 6/7/8/9/10 squares away with 4/3/2/1/0 cooldown.
3. Dream Sight: Telepathy 2/4/6/8/10 squares away for 1/2/3/4/5 turns. 5 cooldown.
4. Lucid Dream: Take control of an enemy's dream. Sends the targeted enemy to a parallel dimension, which is a small trap-filled maze with the enemy in the center. Auto-explore does not work here. The player begins at one edge of the map and must find and kill the enemy (whose resistances are all reduced by 150%) before a timer runs out. If she succeeds, she is returned to the time before the Lucid Dream and the enemy will be dead. If she fails, she is returned to the same time, all damage dealt to the enemy during the Dream is ignored and she is dazed for 5 rounds. More points increase the timer. 50 cooldown.
The Dreamwalker/Dreamreading tree (class):
Access to a random race tree (set at character creation).