Idea: Wilder / Druid class

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Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Idea: Wilder / Druid class

#1 Post by Peppersauce »

Had this idea a long time ago, but I never got to it again, nor I have the time to try and code it these days, so... here it is, the Druid class... as I imagine it, it's not complete in any way, but it's meant to be the Wilder counterpart to mages... with some melee skills as well.

Code: Select all

Druid

Wilder, Wil/Cun Class

Description:

Guardians of the earth, their strong bonds with the natural elements and their unbending will grant them powers to preserve nature's balance and thwart its corruptions.

Starting values: +5 Wil/+3 Cun/+1 Con

Starting life: 90, +0 life per level

Starting equipment:
2x mossy mindstars (nature damage) (main set)
elm druidstaff (nature damage) (off-hand set)
elm totem of thorny skin
linen robe
Insidious Poison infusion (already in the 3rd slot)

Talents:

Standard talent trees:

Cunning - Survival (locked, 1.0)
Wild-Gift - Harmony (locked, 1.1)
Wild-Gift - Call of The Wild (1.2)
Wild-Gift - Fungus (locked, 1.0)

Custom talent trees:

Wild-Gift - Druidic Staff Techniques (Wil, class, 1.2)

-Naturalize Staff (Scales with effective talent level, no cost, 3 cooldown)
Cleanses a staff, converting it into a druidstaff, druidstaves get:
Base damage changes: 80% Wil, 20% Cun, accuracy, damage and staff effects based on mindpower (instead of Dex/phys power)
Druids with druidstaves and Staff Mastery get the phys power bonus from that passive converted into mindpower bonus (maybe?)
60/70/80/90/100%(*tlevel) effective power of bonuses and effects of converted staves, Command staff (if it's there) with druid category only (Nature/Acid/Lightning/Cold),
Spell effects converted (excluded +max resource stuff) into mind effects.
(ex. Spellsurge becomes Mindsurge(with percentage penalties/bonuses), +mana on spell crit becomes 1/10(of that amount) equilibrium regen on mind crit etc.)
If the staff was arcane it becomes powered by nature instead.
Also, when a druidstaff is equipped, the player gains .10/.20/.30/.40/.50(*tlevel) equilibrium per turn
At level 4 it can convert artifact staves, conversion can only be done once and it's permanent.

-Elemental Channeling (Scales with effective talent level, 12 equi, 9 cooldown)
elemental attack based on the druidstaff's element:

Nature: ??? (slime slow)

Acid: ??? (acid blind)

Lightning: 3 bolts that deal 10-60/25-75/40-90/55-105/70-120 damage to up to 3 enemies in a range of 6.
Tornado-like speed and target lock-on, earthen missiles-like targeting, Cun-based daze chance (3/3/4/4/5 turns) per hit.

Cold: ??? (ice freeze)

effects/damage scale with mindpower, unavailable if the equipped staff doesn't deal one of these 4 damage types.

-??? (Scales with effective talent level, 16 equi, 15 cooldown)
Swings the staff in a direction, hitting enemies in a cone of radius 1/2/2/3/4 for 60/80/100/120/140% weapon damage and 2/2/3/3/4 knockback.
This talent counts as a melee attack for on-hit effects and Slime Hands.

-??? (rush-like melee attack?)
???

Wild-Gift - Mindstar Channeling (Cun, class, 1.2)

-??? (Scales with effective talent level, 8 equi, 6 cooldown)
Projected melee attack (range 4) with damage based on a percentage (75% at level 1.0?) of the weapon(s) damage, two hits if 2 mindstars are equipped.
At level 5 this attack can't miss.

-??? (Scales with effective talent level, passive)
Gives the player a command mindstar skill (two actually, one for each hand) that can be used to change the mindstar's damage type.
Also gives 3/6/9/12/15% resistance penetration of the mindstar(s) damage type (if both mindstars have the same damage type the bonuses stack ofc).

-Guided Mindstars (Scales with effective talent level, 12 equi, 14 cooldown)
Focuses your mind into your mindstars, guiding them to the targeted location (range 8) and back into your arms, hitting any creature in the way for 80/90/100/110/120% weapon damage (800% travel speed?).
You won't be able to use your currently equipped mindstars for the duration of the attack, also the sheer concentration required by this attack fatigues your mind, reducing your mindpower and mindsave by 20/16/12/8/4% of their total for its duration (this mindpower reduction doesn't affect this attack's damage).

-Smash Wave (Scales with effective talent level, 18 equi, 18 cooldown)
Creates a shockwave (radius 2/2/3/3/4?) by smashing equipped mindstars on the ground, damage based on a percentage of the weapon(s) damage (50/55/60/65/70%?).
Chance to cause status effects based on mindstar elements (slime slow, acid blind, lightning daze and ice freeze only), 2 hits if 2 mindstars are equipped.

status effect chance increases with cunning


Wild-Gift - Nature Control (Nature tree) (Cun, class, 1.3)

-Slime Coating (Scales with effective talent level, sustain, 15 equi, 15 cooldown)
Coat your weapons in slime, each time one of your weapons hit a target they deal 4/8/12/16/20 nature damage (half-damage when dual-wielding) and have a 5/10/15/20/25% chance to slow it.

damage scales with cunning

-Poison Sting (Scales with effective talent level, 8 equi, 4 cooldown)
Range 6/7/8/9/10, 40/60/80/100/120 nature damage + 40/45/50/55/60 numbing poison damage overtime (3 turns)
At level 5 it becomes a beam.

damage scales with mindpower

-Entangling Roots (Scales with effective talent level, 20 equi, 16 cooldown)
AoE, radius 2/2/2/3/3-3/3/4/4/5 (from min to max Cun), 6/7/8/9/10 turns, 14/16/18/20/22 nature damage + pin, movement speed reduction if target saves from pin

damage scales with mindpower, radius with cunning and level

-???
???

Wild-Gift - ??? (Acid tree) (Cun, class, 1.3)

-Acid Spores (Scales with effective talent level, 6 equi, 4 cooldown)
Range 10, 1(*tlevel) bolts that deal 40 acid damage, earthen missiles-like targeting and speed.
At level 3 bolts have a chance to blind for 3 + (tlevel) turns

damage scales with mindpower, chance to blind with cunning

-Acid Trail (Scales with effective talent level, sustain, 15 equi, 15 cooldown)
Every time you move you leave a trail of acid that lasts 2/2/3/4/4 turns, dealing 15/20/25/30/35 acid damage over 3 turns to anyone that steps on it except you.

damage scales with cunning

-???
???

-???
???

Wild-Gift - Storm Caller (Lightning tree) (locked, level 10 min, Wil, class, 1.3, lightning unlock needed?)

-Call Thunder (Scales with effective talent level, 9 equi, 4 cooldown)
A thunder falls on a target creature, hitting for 50-100/90-140/130-180/170-220/210-260 damage and stunning it for 4/5/6/7/8 turns.

damage scales with mindpower

-??? (sustain)
???

-???
???

-???
???

Wild-Gift - ??? (Cold tree) (locked, level 10 min, Wil, class, 1.3, cold unlock needed?)

-???
???

-??? (projectile)
???

-??? (defensive talent)
???

-???
???

Wild-Gift - Totemic (Wil, generic, 1.0)

-Totemic Gifts (Fixed scaling, passive)
Enhances totems, when equipped they instill the following bonuses into the player:
Thorny skin: +3/6/9/12/15 armor, +5/10/15/20/25% armor hardiness, 2/4/6/8/10 physical damage when hit

Cure Poisons: +4/8/12/16/20% nature and acid resist and damage

Cure Illness: +8/16/24/32/40% blight resistance, 4/8/12/16/20% disease immunity

Healing: +12/24/36/48/60 life, +0.40/0.80/1.20/1.60/2 life regen, +8/16/24/32/40% healing mod

(are there more totems around???)

The player must be wearing light or no armor for the gifts to be effective.

-???
???

-Totemic Harmony (Fixed scaling, passive)
Switching between totems no longer affects charm cooldowns.
Reduces totem cooldowns by 5/10/15/20/25%.
At level 5 you can instantly switch between totems.
(Equipping them (ie. no totem in the totem slot at equip time) still takes a turn and affects cooldowns)

-Ritual Sacrifice (Fixed scaling, 15 equi, 80/72/64/56/48 cooldown)
Sacrifices an equipped totem to give invulnerability (a 10000000 shield) for 1+totem tier turns.
The player is able to sacrifice only totems of tier equal or below the talent level.

Wild-Gift - Nature Bonds (Nature-based movement tree) (Cun, generic, 1.0)

-Earthen Link (Scales with effective talent level, 6 equi, 9 cooldown)
marks a tile in 3/4/5/6/7(8 at 5/5 1.20) range, line of sight needed, 1 turn cast, when hit the player is teleported to the marked location, leaving a 1hp decoy into its previous location that has a 50/60/70/80/90%(100% at 5/5 1.20) chance to fool attackers into hitting it, attacks targeting the decoy never miss.
The mark lasts for 2/3/4/5/6(7 at 5/5 1.20) turns.
This skills works only if the player wears light or no armor.

-Leaves Blessing (Scales with effective talent level, sustain, 15 equi, 20 cooldown)
Any time the player is hit he gains 5%(*tlevel) movement speed and 3%(*tlevel) global speed up to 10%(*tlevel) movement and 9%(*tlevel) global.
Any turn the player doesn't take damage the bonuses decrease by 5%(*tlevel) and 3%(*tlevel) respectively.
This skills works only if the player wears light or no armor.

-Roots Aura (Scales with effective talent level, 12 equi, 15 cooldown)
Every turn for 2/3/4/5/6 turns every creature in a 1/1/2/2/3 radius around the caster will be knocked 1/1/2/2/3 tiles back and have a chance to be pinned by roots for 2/2/2/3/3 turns, suffering 5/7/9/11/13 nature damage per turn.
damage scales with mindpower

-??? (Scales with effective talent level, 20 equi, 30 cooldown)
Target a wall tile in 3/4/5/6/7 range (no los needed), you'll be teleported on the other side of it if there is an empty tile, if not you'll teleport inside the wall with a burrowing ability that lasts for 5/6/7/8/9 turns.
At level 1 it can only target trees, at level 2 it can target underground vegetation, at level 3 it can target slime walls, at level 4 sand walls, at level 5 it can target any wall.
This skills works only if the player wears light or no armor.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Idea: Wilder / Druid class

#2 Post by HousePet »

I'm definately thinging of writing one.
My feedback meter decays into coding. Give me feedback and I make mods.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Idea: Wilder / Druid class

#3 Post by ghostbuster »

I was also thinking of a wilder/druid class. Here are my present reflexions.

Druid are the servants of nature and are given great powers over the climate, animals and even vegetation.

None of their offensive talents is supposed to be very powerful and they can only summon animals. But they can have *many* summons and have outstanding healing/defence habilities.

Code: Select all

CLASS TALENTS

ANIMAL CONTROL (lvl 1, unlocked)
--------------

Summon animal
Activated
Range 10
Cooldown 5
Eq 5

Summon an animal for (5..10)turns. 
At level 1, this can be an insect
At level 2, this can also be an ant
At level 3, this can also be a rodent
At level 4, this can also be a canine
At level 5, this can also be a feline
At level 6, this can also be a bear or a snake

Animal training
Passive

Your mastery in animal training give them (20..100)% of your current resistances, immunities and damage modifier.
Your summon also get an additional talent with a probability of (30..60)%. Depending on your level in Animal training, this talent can be :
At level 1: Taunt 
At level 2: Spit fire, Spit Acid
At level 3: Breath cold, Breath lightning
At level 4: Stun
At level 5: Rush

Animal Husbandry
Passive

Whenever you summon an animal, you will get additional (TL/3+WIL/25) animals summoned.


Animal breeding
Activated
CD: 15
Eq: 15

Make one of your summon breed. For the next 6 turns, it will have a probability of (50..100)% of spawning a copy of itself.



CLIMATE CONTROL (lvl 1, unlocked)
---------------

Rain dance 
Sustained 
Range 0 
Cooldown 15 
Sustained eq 30 

Surrounds yourself with a constant rain of radius (2..3). The rain deals (10..20) physical stacking damage for 3 turns and all the affected targets will be soaked for 3 turns. 

Activating rain dance will desactivate any other dance and put all dances in a 15 turns cooldown.

* Soaked effect: -10% global speed, -10 % cold resistance, +10% fire resistance. 25% chance if hit by cold damage to be frozen for 3 turns.

Damage scales with mindpower.

Sundance
Sustained 
Range 0 
Cooldown 15 
Sustained eq 30 

Channel the sun power to surround yourself with a terrible drought of radius (2..3). The dryness deals (10..20) fire stacking damage for 3 turns and all the affected targets will be exhausted for 3 turns. 

Activating sun dance will desactivate any other dance and put all dances in a 15 turns cooldown.

* Exhausted effect: -10% damage, +20 % fatigue.

Damage scales with mindpower.

Storm dance
Sustained 
Range 0 
Cooldown 15 
Sustained eq 30 

Surrounds yourself with stormy clouds and extract electricty from them. Every turn a random target in range (2..5) is selected and receives (30..60) lightning damage. Also the electric field around you
deals (5..15) lightning damage to any attacker. All characters within range (2..3) will be electrized for 3 turns. 

Activating storm dance will desactivate any other dance and put all dances in a 15 turns cooldown.

* Electrized effect: -10% resist all, +10% movement speed.

Damage scales with mindpower.

Channel climate
sustained
Range 0
cooldown 10
Sustained eq 10

You channel the climate around you through your melee attacks.
If rain dance is active, you deal (5..15) cold damage with any blow (ice damage at level 5).
If sun dance is active, you deal (5..15) fire damage with any blow (fireburn damage at level 5).
If storm dance is active, you deal (5..15) lightning damage with any blow (lightningdaze damage at level 5).

Damage scales with mindpower.

WINDS (lvl 10, locked)
-----

Blowing in the wind
Activated
range 8
cd 10
eq 5

Blow a furious wind that will push away foes along the beam 1..2 tiles away and deal (50..100) physical damage.

If a dance is active, additional damage will be dealt.
- with rain dance, (10..20) cold damage is dealt and affected creatures get soaked for 3 turns
- with sundance, (10..20) fire damage is dealt and affected creatures get exhausted for 3 turns
- with stormdance, lightning will strike the final target for (30..60) lightning damage. Affected target are electrized for 3 turns.

Damage scales with mindpower.

Flying the wind
Activated
CD 20
eq 10
instant

You call a wind and you let it transport you rapidly. You gain +(150..250)% movement speed for (5..8) turns. When flying the wind, you do not trigger traps.

Speed scales with mindpower.

Gone with the wind
Activated
range 6..10
cd 10..6
eq 5

You call a wind and use it to launch a distant melee attack doing 120..150% damage.

Thyphoon
Activated
Range 10
Cooldown 15
eq 5

Create a radius (2..4) thyphoon in the selected area. Each turn the targets will be pull toward the center of the tornado, dealt (10..30) physical damage and disarmed for 3 turns. The typhoon lasts (5..8) turns.
If a dance is active, additional damage will be dealt.
- with rain dance, (10..20) cold damage is dealt and affected creatures get soaked for 3 turns
- with sundance, (10..20) fire damage is dealt and affected creatures get exhausted for 3 turns
- with stormdance, lightning will strike (1..6) random foes for (20..30) lightning damage. Affected targets are electrized for 3 turns.

Damage scales with mindpower

PLANT MASTERY (lvl 1, unlocked)
-------------

Call of the forest
Activated
Melee
CD 25
Eq 12

Make trees grow in a radius (2,3,3,4,4) around you. Every free tile has a probability of (30..40)% to be covered by a tree for (6..10) turns. Every created tree has a probability of (5..10)% to host a honey tree.
At spell level 5, you can walk through trees.

Honey tree
Activated
Melee
CD 25
Eq 12

Turns yourself to a honey tree for (6..10) turns. This will make you unable to move and you lose 20% fire resistance. 
Every turn you will attract a friendly swarn that will last (6..10) turns. These swarns will be:
- at level 1, a midge swarn with a probability (100..10)%
- at level 3, a bee swarn with a probability (60..15)%
- at level 5, a hornet swarn with a probability (50..25)%
- at level 6, a hummerhorn with a probability (50)%

You can also attrack a bear instead of a swarn with a probability of (5..10)%

Hide in grass
Activated
Melee
CD 25
eq 8

Surround yourself with a ring of protective giant venus flytraps that last for 6..10 turns. Any foe standing by you will be
pushed back to create the ring. 
These high herbs grant you 5..10 invisibility bonus for 6..10 turns.
At spell level 5, summoned plants can be poison ivys instead.
At spell level 6, a second ring of protective plants is created.

Herbal healing
Activated
Melee
CD 16
eq 8

Search in your immediate surrounding for a living plant and extract from it some herbal healing. It will regenerate (20..70) life per turn for 5 turns. 
If the plant is friendly it will be instakilled and you get an immediate healing of (30..60)% of its life. If the plant is hostile, it
will get 50% of its maximum life as nature damage and you will be healed by (30..60)% of the damage done.

Healing and regeneration scale with mindpower.


Advanced nature mastery (lvl 10, locked)
-----------------------

Fertilize 
Activated
Range 10
Eq 15
CD 20

Throw an handfull of seeds and fertize the soil in a radius (2..3) to make herb grow for (6..10) turns.
Any creature in the area will be slowed by 20% for 3 turns. 
At level 3, herbs are so high that they disrupt line of sight.
At level 5, creatures are so lost in the vegetation that they will be confused for 3 turns.
Friendly creatures get (10-20)% healing modifier from the herbs, but still suffer from the detrimental effects.

Call Animal
Activated
Range 6..10
Eq 5
CD 10

Nature calls your minions in a radius 2 area. At most 2..7 animals will respond to this call. Every affected minion is fully healed and has its lifetime increased by one turn.

Feed animal
Passive

When one living foe is killed, you give his remains to your animals. By eating the corpse, they will be healed by (10..20)% of their max life and their lifetime is increased by one. This can concern at most (2..7) animals.

Healing scales with mindpower

Metempsychosis
passive

Whenever a living creature is killed in a radius 3..5, it has a 30..60% chance to be reincarnated for 5 turns in a friendly animal.
At level 1, this can be an insect
At level 2, this can also be an ant
At level 3, this can also be a rodent
At level 4, this can also be a canine
At level 5, this can also be a feline
At level 6, this can also be a bear or a snake


GENERIC TALENTS

Mindstar mastery (locked)

Fungus

Call

Survival

Harmony (locked)

NATURE SYMBIOSIS (lvl 1, unlocked)
----------------

Natural Resistance
Sustained
CD 20
eq 20

You gain +(10..25)% nature resistance and nature resistance cap is increased by +(5..15)%

All for nature
Passive

Convert (15..35)% of all damage received to nature damage.

Natural care
Passive

Gain +(10..30)% nature damage affinity


Nature Resolve
Passive

Anytime you take nature damage, you have a probability of ((10..20)% + ((0.5..2.5)*nature_damage)% capped at (40..75)% to lose a detrimental effect affecting you.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Idea: Wilder / Druid class

#4 Post by Sradac »

I like ghostbusters druid :D

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