Class: Twisted
Lore: Unlike Reavers and Corruptors, the Tiwsted are not active heralds of the blight, but merely it's victims. Their whole being has been warped and continues to progress down a spiral of decline as time passes. There is no cure, but there is medicine. Twisted turn to the only power capable to keep their corruption under control: the nature. As such they are caught between the two, in a constant struggle between magic and nature.
Resources used:
Vim - Classic Vim.
Equilibrium - Classic Equilibrium
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Contamination (Generic Tree)
Magical Contamination(Passive)
You seek refuge in the nature, using its power to battle your corruption. The further you move away from the nature, the more you suffer the effects of corruption.
Each turn you take a percentage of your total Contamination Damage(Accrued by learning Degeneration Talents), equal to your current equilibrium fail chance.
As well, each percent of fail chance will increase the effect of all negative bonuses from Degeneration Talents by 3%.
Decreases damage taken from magic contamination by 20/30/35/40/45%.
Resting reduces your equilibrium by 1/2/3/4/5 per turn.
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Oversaturation (Active)
Cost: +100 Equilibrium
Cooldown: 18 turns
Your body surges with painful magic, briefly inverting all negative contamination bonuses to 50% of positive effect(Contamination damage heals you for 50% of intended value). Lasts 4/4/5/5/6 turns.
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Fallout (Active)
Cost: -100 Equilibrium
Cooldown: 15 turns
Expunges the magic outward, upon all enemies in the range of 3, dealing 60/65/70/75/80 arcane damage plus 120/126/132/138/144% of current contamination damage as blight damage.
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Shared Pain (Active)
Cost: +20 Equilibrium
Cooldown: 20 turns
Afflicts an enemy in the range of 5 for 3/3/4/4/5 turns.
During that time, the enemy suffers 120/130/140/150/160% of all your current negative contamination effects(Unmitigated by Magical Contamination talent).
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Degeneration/Twisted Body (Class Tree)
Primality (Passive)
Your body regresses into a feral, dire form.
Increases your physical power by 4/8/12/16/20 and all damage done with weapons by 12/18/24/30/36%.
Your movement speed is increased by 15/15/20/20/25% if you fall under 20% hp.
Every point spent decreases all fire/cold/lightning damage inflicted by 2%.
Increases contamination damage by 4/8/12/16/20.
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Blood Tribute (Active)
Cost: 10 Vim, +20 Equilibrium
Cooldown: 7 turns
You develop a severe craving for the lifeblood of your enemies.
The first attack against a bleeding enemy will increase the bleeding power by 30/35/40/45/50%.
Every consecutive attack will recover 2 vim and 2/2/3/3/4 HP.
Can be activated to inflict bleeding on up to 3 adjacent enemies, dealing 40/55/70/85/100 damage over 5 turns. (Less than 3 enemies take 20% damage per additional stack applied.)
Every point spent decreases your resistance to cut by 2% and max vim by 1.
Increases contamination damage by 4/8/12/16/20.
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Rabies (Passive)
Your degradation makes you a mindless beast, and worse, becomes contagious.
Increases your attack speed by 2/4/6/8/10% and deals 160/200/240/280/320% damage on the initial attack against an enemy.
The attack speed bonus doubles for 5 turns if the initial attack kills the weak-thewed enemy.
Attacking a bleeding enemy will increase their attack speed by 1% and decrease their mindpower and save by 4 for every point spent.
Decreases your powers by 1 for every point spent.
Increases contamination damage by 4/8/12/16/20.
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Felspawn (Sustained)
Cost: 40 vim
Cooldown: 30 turns
The magic within overcomes you. Your skin bursts into a tattered hide, your hands become tools of execution, sharp and deadly. The skeleton itself protrudes and becomes a thousand lethal spikes.
Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.
While in this form all your attacks become critical and deal bleeding damage over 4 turns instead of instantly. (Attacks refresh the bleeding instead of stacking)
Enemies attacking you in melee stack 10/12/14/16/18 bleeding damage on top.
Every point spent increases the HP cost by 1% and decreases your spellpower by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.
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-----Degeneration/Infestation(Class Tree)
Touch of Decay(Active)
Cost: 10 Vim, +20 Equilibrium
Cooldown: 25 turns
Blight emanates from your skin, bringing with it the pain and suffering of past plagues.
Your attacks lower the enemy healing modifier by 11/15/19/23/27% for 2 turns. Once this buff is removed, it will deal all the healing prevented as blight damage to the enemy and surrounding enemies.
Activating the talent reduces all healing of the target for 3 turns to 0.
Every point spent decreases your heal modifier by 2%.
Increases contamination damage by 4/8/12/16/20.
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Parasites(Active)
Cost: 15 Vim, +20 Equilibrium
Cooldown: 13 turns
Your body festers with magical leeches, wriggling in your stomach...
Passively increases your arcane resistance by 4/7/10/13/17%.
Activate to spray enemies in a frontal cone of 3 with parasite-infused bile, dealing 20/26/32/38/44 blight damage.
Bleeding enemies become infested by the parasites - The parasites incubate for 3 turns, draining 4 vim each and transferring it to you.
After the incubation period is over, the enemy will violently expunge the parasites the same way the player did - potentially over it's allies.
Every point spent decreases your disease, poison and stun resistances by 2%.
Increases contamination damage by 4/8/12/16/20.
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Miasma (Passive)
You exhude a pungent, rotting stench as unnatural forces close your wounds form within.
Increases regeneration by 3/4/5/6/7 points per turn.
Regeneration and healing now damage nearby enemies for 80/86/92/98/106% of restored health as blight damage.
Effect is up to 50% more effective the lower your current health.
Every point spent increases your talent cooldowns by 2%.
Increases contamination damage by 4/8/12/16/20.
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Necrosis (Sustained)
Cost: 40 vim
Cooldown: 30 turns
The magic within overcomes you. All your vital signs cease, your skin sloughs off, your bones twist into impossible arrangements, but you still move, torn from life, yet not quite dead. A monstrosity, kept alive through tremendous magic.
Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.
While in this form you are treated as undead, gaining all associated immunities. The undead flesh regenerates rapidly, restoring 8/9/10/11/12% of missing life each turn, but decreasing your maximum health by the same amount.
Every point spent increases the HP cost by 1% and decreases your mindpower by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.
Degeneration/Demonic Possession (Class Points)
Contact (Passive)
Your contaminated mind serves as a beacon for demonic forces. It takes considerable effort to keep them under control.
Whenever you take more than 5% of your max hp as damage, your mental control lapses for 3/3/4/4/5 turns. During that time you have a 50% chance each turn to cast a random free spell, at no cost and consuming no time.
Chance of any specific free spell is equal for every spell in the same tier, however, the chance of which free spell tier is cast depends on free spells known: (100% T1 / 66% T1 - 33% T2 / 50% T1 - 30% T2 - 20% T1 / 40% T1 - 25% T2 - 20% T3 - 15% T4)
The Tier 1 free spells are:
Minor Firebolt: Shoots a bolt of flame at a nearby enemy, dealing 25/40/55/70/85 fire damage to an enemy in range of 5.
Omen: Decreases the luck of all enemies that can see you by 10/14/18/22/26 for 4 turns.
Scorch: Deals 30 fire damage to a target in range of 5 and sets the tile ablaze, dealing 15/20/25/30/35 fire damage for 3 turns.
Sadism: Increases your spellpower by 26/32/38/44/50 for 3 turns. The effect wanes over the duration.
Lapse Control has an effective cooldown of 20 turns after the end of the effect.
Every point spent decreases your luck by 1.
Increases contamination damage by 4/8/12/16/20.
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Unwanted Guests (Passive)
Your mind becomes more and more receptive to even more fel and dreadful things.
Increases the chance of a free spell to 56/72/78/84/90%.
Adds following Tier 2 free spells to the list:
Abyss: Fires a cone of darkness at a random enemy in range of 4. The abyss deals 50/65/80/95/110 dark damage and leaves behind a creeping dark for 3 turns.
Engorge: Bites an adjacent enemy, dealing 70/85/100/115/130 blight damage and recovering the damage dealth as health. Enemy is left stunned for 2 turns.
Minor Summon: Summons a minor demon to assist you for 4/4/5/5/6 turns. The demon in question is equal to your level.
Every point spent decreases your saves by 1.
Increases contamination damage by 4/8/12/16/20.
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Respite (Active)
Cost: 15 Vim, +20 Equilibrium
Cooldown: 20 turns
Immediately surrenders to the viles in your mind, lapsing control regardless of cooldown and decreases the cooldown of Lapse Control to 18/16/14/12/10 turns.
Adds following Tier 3 free spells to the list:
Prison of the damned: Encases the target enemy in range of 3 in cruel prison of glowing hot steel for 2/2/3/3/4 turns. The effect is identical to that of Frozen, however it does not block incoming damage, reduces the enemy sight to 1 tile and also deals 20/23/26/29/32 fire damage each turn.
Maddening: The enemy suffers from seizuric fits of demonic rage for 5 turns, during which it deals 40/55/70/85/100 fire damage to a random nearby enemy, or themselves if no enemy is available each turn. These attacks are utterly ineffective against yourself.
Decreases your sight by 1/1/2/2/3.
Increases contamination damage by 4/8/12/16/20.
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Legion (Sustained)
Cost: 40 vim
Cooldown: 30 turns
The magic within overcomes you. Your skin bursts in flame and tears of blood stream down your eyes. You are now many, in control of one.
Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.
While in this form you are permamently under the effect of Lapse Control and your fire, dark and blight resistances are increased by 4/7/10/13/16%.
Adds following Tier 4 free spell while the form is active:
Uhr'Rok's will: Deals 90/120/150/180/210 mixed fire/dark/blight damage to all enemies in range of 3. Affected enemies share your affliction and are affected by a lesser version of Lapse Control that treats everyone but you as an enemy (Max spells of T1/T1/T2/T2/T3) for 3 turns.
Every point spent increases the HP cost by 1% and decreases your physical power by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.
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Mutation (Generic Points)
Body Horror (Passive)
You are constantly twisting, changing, improving. Never the same as before.
Adds a total of 2/4/6/8/10(Or +3/6/9/12/15 and -1/2/3/4/5) points, randomly distributed between STR, DEX and CON.
The bonus is doubled and potentially tripled, based on current magic contamination. (Negative bonuses are not affected)
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Living Weapon (Passive)
Your body generates an offensive tentacle to assist you.
The tentacle has X% of your health and a set of offensive stats. It is always adjacent to you, even as you move.
It will automaticly attempt to strike an enemy in range of 2, with a cooldown of 3/3/2/2/1 turns between attacks.
If the tentacle is destroyed, it will take you 20 turns to grow another one.
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Living Shield (Passive)
Your tentacle grows dermal plating and adopts more defensive stature, to better protect you.
Tentacle now respawns with a 70/90/110/130/150 shield, which regenerates at the rate of 5% per turn.
If the shield fully absorbs the damage of an attack, the attacker will be left open for a deadly counterstrike for 1 turn.
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Autophage (Active)
Cooldown: 40 turns
Consume your tentacle, healing for 74/81/88/95/102% of its health and up to 10/14/18/22/26 vim, depending on it's percentage of health.
Doing so will reduce the cooldown of tentacle regrowth to 5 turns.
If available, this talent will activate automatically to save you from a death blow, without consuming a turn.