I really love ToME and I would like to be part of this, by seeing this class implemented into game in the future.
I would like to say that this class might be far from complete, and I need your help to tune and balance it a bit, so any feedback will be highly appreciated ! Also english is not my first language, so feel free to point at any absurdities in talents descriptions.
NOTE: this class introduces the generic talents category - exotic weapons combat. It might be good to removing the option of getting the talent from escort and letting the players to learn this mastery for gold in the game (if this class will ever be implemented

Lore - Zealots hail from the Gates of Morning. Although they draw their powers from the Sun, they are nothing like their counterparts, the Sun paladins. Zealots lust for battle, mastering exotic weapons and slings as their weapons of choice, seeking to purge every foe on the battlefield by light. Excessively harnessing the Sun powers corrupted their flesh, making their skin glow faintly.
Unlocked by - TBD
Stat modifiers:
*+1 Strength, +3 Dexterity, +0 Constitution
*+3 Magic, +0 Willpower, +2 Cunning
Life per level: +1
Class talents:
Known:
Technique / Dual weapons (x1.30)
Technique / Archery - slings (x1.30)
Celestial / Combat (x1.20)
Technique / Graceful combat (1x30)
- Nimble assault:
- Dexterity 12
Use mode: Activated
Stamina cost: 28
Range: 4
Cooldown: 32/28/24/20/16
Usage speed: 1 turn
Description: You rush towards your target. If the target is reached, you perform an attack doing (135+15xtalent level%) weapon damage and knocking the target back 3 tiles.
Wearing leather or lighter armor increases the maximum range by 2.
Knockback chance improves with your Constitution.
- Graceful Evasiveness
- Dexterity 20
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Usage speed: instant
Description: You start to perform complex moves, making your enemies to fail their attacks against you more often. It gives you (10+6x talent level%) to completely avoid any direct physical or magical attack against you. However this consumes stamina rapidly (-15 stamina/turn) and stamina regeneration has no effect if wearing heavy armor.
- Death from Above
- Dexterity 28
Use mode: Activated
Stamina cost: 40
Range: 2 + 0.5x talent level
Cooldown: 8
Usage speed: 1 turn
Description: You jump into mid-air landing on target square. If equipped with ranged weapon, you fire a shot doing (110+15xtalent level%) weapon damage to closest enemy before jumping. If equipped with melee weapon, you make a powerful swing doing (90+15xtalent level%) weapon damage to all enemies adjacent to landing square. Using whip will also pull every target in radius of 1 from target square into melee range. Target must be an empty spot.
Wearing leather or lighter armor increases the maximum range by 2.
- Elegance:
- Dexterity 36
Use mode: Passive
Description: You can move swiftly around the battlefield, increasing your movement speed by (5+3x talent level%)
At level 4 it grants you (20+5xtalent level%) pinning resistance.
At level 5 the swiftness of your moves allows you to put more strength to every blow or shot, increasing your physical power by (4x talent level).
Celestial / Sun archery(x1.30)
- Sun shot
- Magic 12
Use mode: Activated
Positive energy cost: -10
Stamina Cost: 10
Range: melee/personal
Cooldown: 3
Usage speed: 1 turn
Description: You imbue your shot with the power of the Sun, doing (100+10xtalent level%) damage to target and (40+15xtalent level) light damage to foes around the target in radius of (1+0.2x talent level).
Light damage done increases with your Spellpower.
- Heated shots
- Magic 20
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 30
Usage speed: instant
Description: When active, every projectile you shoot travels (30+20x talent level%) faster at the cost of 3 positive energy per shot.
At level 3 it grants your shots (10+10xtalent level%) chance to penetrate the first target, travelling up to your maximum firing range.
If you do not have enough positive energy, the sustain will have no effect.
- Split shot
- Magic 28
Use mode: Activated
Positive energy cost: 15
Stamina cost: 15
Range: melee/personal
Cooldown: 12
Usage speed: 1 turn
Description: You make your shot to split, hitting (2+0.3xtalent level) closest enemies for (50+10xtalent level%) damage. 50% of the damage done is converted to light damage.
- Dawn Breaker
- Magic 36
Use mode: Activated
Positive energy cost: 30
Stamina cost: 30
Range: melee/personal
Cooldown: 20
Usage speed: 1 turn
Description: You unleash your fury into one single shot, using all your remaining positive energy, doing (200+35xtalent level%) damage and blinding the target for (1+1xtalent level) turns. Every point of positive energy drained increases the damage done by 1/1/2/2/2%.
Using this ability also burns all your remaining ammo.
Celestial / Zealotry (x1.30)
- Fanaticism
- Magic 12
Use mode: Sustained
Sustain positive energy cost: 10
Range: melee/personal
Cooldown: 10
Usage speed: 1 turn
Description: You are driven by rage. Whenever you spend your positive energy using your activated abilities, you gain stack of Fanaticism. Every stack of Fanaticism increases all outgoing and incoming damage by (1xtalent level%) and can stack up to five times to a maximum of X%.
Using activated abilities that generates positive energy removes one stack of Fanaticism.
- Fervor
- Magic 20
Use mode: Passive
Description: When Fanaticism is active, whenever you are dealt more than (15-2.2xtalent level) of your maximum life in a single hit, you channel the power of the Sun through your pain, restoring 1/1/2/2/3 positive energy per every 5% of maximum health lost.
This effect can only happen at most once every 6/5/4/3/2 turns. Gaining positive energy this was does not remove stack of Fanaticism.
- Invigorate
- Magic 28
Use mode: Passive
Description: Whenever you gain or lose stack of Fanaticism, you are refreshed by the power surging through your body, healing you for (5+5x talent level).
The amount healed will increase with your Spellpower.
- Purged by Light
- Magic 36
Use mode: Activated
Positive energy cost: 30
Range: melee/personal
Cooldown: 60
Usage speed: 1 turn
Description: Requires 5 stacks of Fanaticism to activate. After activating this powerful ability, the Zealot is surrounded by impenetrable shield of light 3 turns, blocking all incoming damage while returning the (5+4xtalent level%) blocked damage back to enemies as light damage.
Activating this ability removes all your Fanaticism stacks.
Locked:
Celestial / Glyphs (x1.10)
Technique / Combat Veteran (x1.00)
Generic talents
Known:
Technique / Combat Training (x1.10)
Celestial / Chants (x1.10)
Technique / Exotic weapons combat (x1.30)
- Exotic weapons mastery
- Dexterity 12
Use mode: Passive
Description: Increases Physical Power by (10x talent level), and increases weapon damage by ((sqrt(talent_level / 5) / 2) * 100)% when using exotic weapons.
- Knee Breaker
- Dexterity 20
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 6
Usage speed: 1 turn
Description: You aim at your opponent's legs, doing (120+5xtalent level%) weapon damage and pinning the target down for (3+1xtalent level) turns. Using whips increases the range by 1.
- High Five
- Dexterity 28
Use mode: Activated
Stamina cost: 15
Range: melee/personal
Cooldown: 8
Usage speed: 1 turn
Description: You aim at your opponent's hands, doing (120+5xtalent level%) weapon damage and disarming them for (3+1xtalent level) turns. Enemies without weapon have their damage reduced by (5+5x talent level%) for the duration. Using whips increases the range by 1.
- Exotic weapons focus
- Dexterity 36
Use mode: Sustained
Sustain stamina cost: 30
Range: melee/personal
Cooldown: 30
Usage speed: 1 turn
Description: You handle your exotic weapons with great focus. While equipped with whip, all attacks now inflict an additional (5+3xtalent level%) of your attack's damage in bleeding damage, divided over 5 turns.
While equipped with polearm, all your attacks have a (10+3x talent level%) chance to strike with greater power, increasing the damage done by 50%.
Learning this talent also increases the whip range of Knee Breaker and High Five by an additional 1 range.
Celestial / Lucidity (x1.30)
- Lucidity
Starts at level 1 and cannot be unlearned.
- Magic 12
Use mode: Passive
Description: You became altered by light, increasing your light radius by (1+0.5 for every 10% positive energy stored towards maximum), your stealth detection by (5+3x talent level) and slowly replenishing your positive energy level to (10+3x talent level%) of its maximum.
However you are more susceptible to darkness damage, increasing all darkness damage done to you by 25%.
The light radius increases with your current positive energy level.
Bonuses are temporary lost when invisible.
- Luminescence
- Magic 20
Use mode: Passive
Description: Increases the maximum positive energy you can store by 10/20/30/40/50
At level 4 Whenever you deal light damage to foes, you have a chance to blind them for (1+0.5x talent level) turns.
Blindness chance increases with your Spellpower.
- Radiance
- Magic 28
Use mode: Passive
Description: You feel more potent as the light around you grows. You gain a bonus to your Willpower and Spellpower equal to your light radius (Currently: X).
At level 3 it increases your Mental save by (3x talent level).
At level 5 the bonus to your Spellpower is doubled.
- Brilliance
- Magic 36
Use mode: Activated
Positive energy cost: -20
Range: 3
Cooldown: 60/50/40/30/20
Usage speed: 1 turn
Description: For 4/5/6/7/8 turns your body emits bright flashes of light in a radius of 2/3/4/5/6, reducing the Light resistance of affected foes by 10/20/30/40/50% and making them to fail their attacks more often, giving them a (4+4x talent level%) chance of targetting a random square within 1/1/2/2/3 of you.
Any foes adjacent may also become blinded each turn, for 4 turns.
When the effect ends, you burn-out, losing all your Lucidity talents bonuses and penalties for 3 turns.
Locked:
Technique / Conditioning (x1.10)