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Runemaster Class Concept

Posted: Mon May 16, 2016 1:02 am
by Davion Fuxa
Opening Thoughts

I've had a lot of thoughts on talents that involves inscriptions - be it from when Ogres were being discussed, to now. I figured I should try to take some of those ideas somewhere.

So I was thinking it would be cool if perhaps there was some sort of class behind those Rune Wielders in Elvala that walk around; a class dedicated to the use of Runes. They Runemaster would be able to make decent use of Runes that exist in enhanced ways, as well as have some class specific Rune flavored abilities.

This is a starting draft on the concept for such a character.

Runemaster

Locked Description

Glowing with power,
arcane energies unleash,
foes will be vanquished.

Ideas for Unlock Conditions

Use a Heat Beam Rune, Biting Gale Rune, Acid Wave Rune, and Lightning Rune and inflict damage with it to unlock the Runemaster.
Inscribe every type of Rune in the game at least once to unlock Runemaster.
Inscribe N Runes at the same time to unlock Runemaster.

Description

A Runemaster obviously makes use of Runes, being able to manipulate them in ways beyond what can normally be done. They can also use the resulting Runic Saturation from use of Runes to further fight with as well. Additionally, Runewords can be inscribed onto basic equipment, into their hands, or into the terrain, providing them with better protection.

Primarily when fighting, Runemasters make use of hand to hand combat with rune powered punches. Runemasters can also learn to use Arcane Charges, channeling the raw power of Runes into their hands to attack either enemies with as well, as well as learn more specialized Rune customization to make use of more specialized effects.

The most important stat for Runemasters is Magic, Dexterity, and Cunning.

Gameplay Mindset

Runemasters make better use of Runes then other character classes due to their focus making Runes provide more utility, handle Runic Saturation better, and provide more destructive effects. In addition to this, they inscribe runes into their hands which allows them to pulverize their enemies or allow them to employ destructive skills in battle - or just hit enemies with stronger blows.

Runemasters are Mages in that they study Runes but unlike normal Mages the Runemaster also has a basic understanding of unarmed combat and combat sense. This leads to Runemasters being able to employ the use of Runes in combat both through the use of the Runes themselves or through their fists.

Something to keep in mind is that their fighting style is meant to lead to Burst Damage - where they inflict a lot of damage all at once and then see a massive drop in damage output. Outside of fighting, their skills are meant to augment that Burst Damage by preparing for when the Runemaster commits to the offensive or softening up enemies on the approach.

Runemaster Talents

Class-

Cunning/Tactical - Locked
Technique/Combat Techniques - Locked
Technique/Grappling - Locked
Technique/Rune Combat - Unlocked
Spell/Rune Mastery - Unlocked
Spell/Rune Knowledge - Unlocked
Spell/Rune Offensive - Unlocked
Spell/Rune Techniques - Unlocked
Spell/Rune Charges - Unlocked
Spell/Rune Specialization - Locked
Spell/Rune Elemental - Locked
Spell/Arcane Infusions - Locked

Generic-

Cunning/Survival - Locked
Techniques/Combat Training - Unlocked
Techniques/Unarmed Discipline - Unlocked
Spell/Runecraft - Unlocked
Spell/Aegis - Locked

Starting Specs

Runemasters do not start with Race specific inscription setups.
Runemasters start with 4 Inscription Slots as opposed to the usually 3.
Inventory has access to every type of Rune initially, all white 1 tiers.
Begins with Acid Wave Rune, Heat Beam Rune, Shielding Rune, and Controlled Phase Door inscribed.

Starts with class talents Runic Mastery, Runic Body, Powerful Punches, and Offensive Rune.
Starts with generic talents Unarmed Mastery, Combat Accuracy, and Runecrafting.

Wears Rough Leather Gloves, Rough Leather Boots, and Rough Leather Armor.

Runemasters gain +3 Magic, +3 Dexterity, and +3 Cunning stats on startup.
Runemasters start with 110 Health and have a Life Rating of +1.

Class Talents Indepth

Technique/Rune Combat

Powerful Punches - Active
Usage 1 Turn
Low Cooldown

You activate the runes in your hands to increase your damage by (Talent Level * X% + 100%) for the next (Talent Level + N) Turns.

At Talent Level 3, each time one of your punches connects it Dazes the target for 1 turn. Subsequent punches will add to the Daze duration up to Y turns and not cancel the Daze effect.

Kinetic Impact - Active
Usage 1 Turn
Moderate Cooldown

While Powerful Punches is active, you focus power in your hand and use it to deliver a powerful impact into the air, causing a kinetic wave against your foes that inflicts (Talent Level * X%) to foes within (Talent Level * 2/3 + 1) tiles from the character.

If a foe is adjacent to the character and you deliver a Kinetic Impact into them instead of the air, resulting impact above not occuring and instead you will deal (Talent Level * Y%) damage and knockback the enemy (Talent Level + N) tiles.

Skyward Uppercut
Usage 1 Turn
Moderate Cooldown

While Powerful Punches is active, you focus power in your hand to send your opponent flying with an uppercut. Should your attack connect it will deal (Talent Level * X) damage to the enemy and send them flying through the air for (1 + 1/2 * Talent Level) turns before coming back down randomly within N tiles from their launch location.

Upon crashing back down to the ground, the enemy will take an additional (Talent Level * Y) damage upon impact and damage enemies adjacent to the landing location.

Finishing Punch - Active
Usage 1 Turn
Long Cooldown

When Powerful Punches is active, you focus all the remaining power in your hands to deliver two final punches. The first punch you deal will inflict (Talent Level * X) damage, and prevent your foe from being able to dodge the next punch. Should your first punch connect, you follow up with a finishing punch that may instantly kill enemies below (Talent Level * Y%) health. If the enemy is not instantly killed it will result in a guaranteed critical hit for (Talent Level * X * Critical Modifer) damage. If you have Rune Charges, you will expend all of them to inflict (Talent Level * Z + Base %) arcane damage per Arcane Charge.

Powerful Punches will end with the use of this skill.

Spell/Rune Mastery

Rune Mastery - Passive
Mag (18, 24, 30, 36, 42)

Increases Rune Power by (Talent Level * X) when using Runes, causing them to inflict more damage, provide better benefits, or gain greater apply power when used.

Saturation Surge - Active
Usage 1 Turn
Long Cooldown

Using the leftover Runic Saturation resulting through the use of your Runes, you channel the energy into a destructive explosion that spreads outwards from your character for (Talent Level * X + 5 Tiles). You inflict Arcane Damage of (Talent Level * Y * Turns of Runic Saturation you remove) against all foes within the explosions radius.

Using this talent will remove Talent Level * Z turns of Runic Saturation when used.

Runic Targeting - Passive
You increase the effectiveness of your Runes, allowing them to penetrate the defenses and immunities of your foes while reducing the ability of foes to harm you with Runes.

Increases resistance penetration and lowers immunity percentage towards applicable effects when using Runes by (Talent Level * X), reduces enemy save chance by (Talent Level * Y), and increased all immunities to Rune effects by (Talent Level * Z).

Saturation Shield - Active
Usage 1 Turns
Long Cooldown

You covert your Runic Saturation into a shield to defend yourself with. You create a damage shield with (Talent Level * X * Runic Saturation) for (N + Talent Level Turns).

Using this talent will reduce Runic Saturation by Talent Level * Z turns when used.

Spell/Rune Knowledge

Phase Coordination - Passive
You gain increased control over movement when using Phase Door, Controlled Phase Door, and Teleport Runes.

When using Phase Door Runes you can choose a direction to move in. With Controlled Phase Door Runes you can target enemies and can reliably move between walls without chance of random failure. Teleport Runes can be targeted on enemies and you can specify where the destination is.

Talent level increases the power of your Runes to overcome saves, as well as improves the phasing benefits of Phase Door Runes, the range of Controlled Phase Door Runes, and the number of targets (or attempts against a target) you can target with Teleport Runes.

Enhanced Utility - Passive
Your gain increased utility when using Invisibility and Manasurge Runes.

Invisibility Runes Rune power will be increased by (Talent Level * X) for the purposes of avoiding detection when Invisible. When inflicting damage while Invisible, the -40% reduction on damage will be reduced by (Talent Level * 8%).

The Manasurge Mana Regeneration when activated will be increased by Talent Level *Z) and the Mana Replenishment will be increased by Talent Level * 10%. In addition to this it will restore all resources available to the player. Manasurge Runes will also passively restore all resources available to the player as well.

Granted Vision - Sustain/Passive
Usage 1 Turn

Vision Runes will now passively provide its stealth and invisibility detection instead of when the Rune is activated and gain (20% * Talent Immunity) Blindness Immunity. The stealth and invisibility detection provided by the Rune will be increased in power by (Talent Level * X).

When Vision Runes are activated, they will provide (Talent Level * 2) range vision around the sensed creature type specified on the Vision Rune. Terrain revealed in this way will stay revealed for the duration specified on the Rune and will not be forgotten afterwards. The player will also reveal Talent Level *X tiles around their character, gaining knowledge of sensed or non-sensed creatures within those tiles.

Reflective Shielding - Active
1 Turn Cooldown
Long Cooldown

Your Shielding Runes gain the ability to reflect incoming damage back towards your foes. You will reflect (20% * Talent Level) against your enemies up to the amount of your damage shield available.

Duration of Reflective shielding is Talent Level turns.

Spell/Rune Offensive

Offensive Rune - Active/Passive
Usage 1 Turn
Grants Heat Beam, Biting Gale, Acid Wave, or Lightning Talent
CANNOT BE UNLEARNED

You gain the ability to use an extra Offensive Rune. Activating this talent will let you pick between the use of Heat Beam, Biting Gale, Acid Wave, or Lightning Talent. This extra Offensive Rune activates independent of your other Runes inscribed, but will otherwise receive the same benefits that your Runes do.

In addition to the extra Rune granted by this talent, you augment you Offensive Runes to provided enhanced effects:

Heat Beam Runes will now explode around the character in a range of (Talent Level * 2) tiles and penetrate (Talent Level * X) Fire Resistance.
Biting Gale Runes will now attempt to Slow enemies hit by the rune in addition to applying the Wet and Cold effects for (Talent Level) turns and penetrate (Talent Level * X) Cold Resistance.
Acid Wave Runes will now attempt to Corrode enemies, lowering their Accuracy, Armor, and Defense for (Talent Level) Turns and penetrate (Talent Level * X) Acid Resistance.
Lightning Runes will now use the Chain Lightning effect and fork to another enemy, hitting up to an additional (Talent Level + Y) enemies and penetrate (Talent Level * X) Lightning Resistance.

Using the associated talent will also increase your Runic Saturation.

Oversaturation - Passive
As your character becomes more and more saturated from use of runes, your Heat Beam, Biting Gale, Acid Wave, and Lightning Runes by gain additional rune power. Gain (Talent Level * Runic Saturation * X%) Rune Power up to (Talent Level * Y% + M).

In addition to this, your offensive runes when used will ignore (Talent Level * Z) Runic Saturation for the purposes of cooldown on Runes.

Runic Immunity - Passive
You gain increased benefits from the use of your Heat Beam, Biting Gale, and Acid Wave Runes. Activating Heat Beam, Biting Gale, or Acid Wave Runes will provide (Talent Level 2/3 + N) turns of immunity to the associated detrimental effects.

Continued Offensive - Active/Passive
1 Turn Cooldown
Moderate Cooldown

Your mastery of Offense Runes allows you to make rapid reuse of them. You can immediately cause (Talent Level * N) Heat Beam, Biting Gale, Acid Wave, and Lightning Runes to reset and come off cooldown.

Additionally, your Offense Runes will gain and increase in range of (Talent Level + Rune Range) tiles.

Spell/Rune Techniques

Runic Body - Passive
CANNOT BE UNLEARNED

You inscribed special runes over your hands, wrists, calves, and feet which allow you to use Magic instead of Strength for calculating bonus damage in unarmed combat and for unlocking unarmed combat talents.

In addition to this you inflict (Talent Level * X%) Arcane Damage scaling with your Magic when you melee a target and (Talent Level * Y%) Arcane Resistance scaling with magic.

Forced Misfire - Active
Range is Line of Sight
Usage 1 Turn
Long Cooldown

You randomly cause (Talent Level * Runes) carried by an enemy to misfire, causing the Runes to inflict (Talent Level * X) Arcane damage against foes within Runes Misfired range of the targeted enemy.

Runes that misfire when then go on cooldown for Talent Level * Y turns and enemies will suffer Runic Saturation.

Runic Trap - Active
Same Tile as Character
Moderate Cooldown
Usage 1 Turn

You properly inscribe a Rune into the ground below you. Activating the talent again will cause the Rune to detonate over (Talent Level * 2/3) tiles, causing (Talent Level * X * spellpower) of the associated effects of the specific effect used:

Heat Beam will apply the Flameshock effect and inflict Fire Damage
Biting Gale will apply the Wet and Freeze effect to enemies for (Talent Level) turns and inflict Cold Damage
Acid Wave will apply the Disarm enemies for (Talent Level) turns and inflict Acid Damage
Lightning will apply the Daze effect to enemies for (Talent Level) turns and inflict Lightning Damage
Phasing will randomly relocate enemies with a short radius, reduce resistances to all status effects, and inflict Arcane Damage
Teleportaton will randomly relocate enemies a long distance away, and inflict Arcane Damage
Manasurge will inflict Manaburn against the target, apply the Silence effect, and inflict damage proportion to the Mana resources burned
Invisibilty will apply the Blind effect to enemies for (Talent Level) turns and inflict Darkness Damage
Vision will apply the Blind effect to enemies for (Talent Level) turns and inflict Light Damage
Shielding will apply the Cripple effect to enemies for (Talent Level) turns and inflict Physical Damage

Using this ability gives you Runic Saturation.

Runic Domain - Active
Same Tile as Character
Usage 1 Turn
Range is (Talent Level)
Extremely Long Cooldown

You properly inscribe a Rune from your inventory into the ground below you. This creates a Runic Domain that lasts for (X + Talent Level turns) causing (Talent Level * X * spellpower) of the associated effects of the specific rune used:

Heat Beam will strip one detrimental physical effect from the player while within the domain per turn and increase global speed.
Biting Gale will strip one detrimental mental effect from the player while within the domain per turn and increase armor and armor hardiness.
Acid Wave will strip one detrimental magical effect from the player while within the domain per turn and increase physical power.
Lightning will provide the player Stunning, Pinning, and Slow immunity while within the domain and increase spell power.
Phasing will deflect some ranged attacks against the player back towards the enemies and increase critical shrug off chance.
Teleportation will provide the player evasion making them harder to hit and reduce incoming critical damage that is inflicted.
Manasurge will provide the player with improved resource regeneration and provide immunity to Silence and Mana Clash
Invisibility will provide the player invisibility and make them harder to detect
Vision will provide the player stealth and make them harder to detect
Shielding will knockback enemies attempting to enter the Runic Domain and cause the player to inflict retaliation for all damage suffered.

Using this ability gives you Runic Saturation.

Spell/Rune Charges

Arcane Charges - Sustain
Usage 1 Turns
Moderate Cooldown

Using your knowledge of Runes, you build up the raw power they produce into arcane charges within your hands for use against your enemies.

When this talent is activated you generate (Talent Level * X) arcane charges in your hands up up to a maximum of (Talent Level * Y + M).

Every (N - Talent Level * Z) turns, a new arcane charge will build up unless the maximum amount of arcane charges is reached.

When the character melees a target, (A + Talent Level + B) of arcane damage and expend an arcane charge.

Inscription Poisoning - Active
Usage 1 Turns
Moderate Cooldown

You use an Arcane Charge and strike an enemy with it. While the Arcane Charge dissipates inside the enemy, it will cause (Talent Level * X) Arcane Damage for (Talent Level * 2/3 + Y) turns.

While the Arcane Charge dissipates, it interferes with an enemies ability to use inscriptions, reducing their effects by (Talent Level * Y%).

Unstable Explosion - Active
Range of 3 + Talent Level
Usage 1 Turn
Long Cooldown

You use one of your Arcane Charges to create an unstable Rune and throw it at the ground. After (N - Talent Level * X) turns, the Rune will detonate over (Talent Level * 2/3) tiles, causing (Talent Level * Y) Arcane Damage.

Arcane Channeling - Active
Usage 1 Turn
Long Cooldown

You channel two of your Arcane Charges into your hands, giving you (Talent Level * X * 2) Arcane Penetration, Physical Penetration, and Armor Penetration and (Talent Level * Y * 2) increased Unarmed Damage for N turns. The effect scales with the Magic stat.

Each turn after the initial use of Arcane Channeling that is spent waiting or moving will result in an Arcane Charge per turn being expended - increasing N by (1 + Talent Level * 2 / 5) and further increasing Arcane Penetration, Physical Penetration, and Armor Penetration by (Talent Level * X) and Unarmed Damage by (Talent Level * Y). Using an attack or any action will stop Arcane Charges from being expended with Arcane Channeling.

Spell/Rune Specialization

Rune Customization - Active
Instant Use
Short Cooldown

You customize the runes in your hands, wrists, calves, and feet to a corresponding Rune type to produce different effects for Talent Level * 2/3 + N turns. Activating that talent will allow you to choose from resulting effects:

Heat Beam - Inflict (Talent Level * X%) Fire Affinity and improve Critical Hit Chance based on Talent Level
Biting Gale - Inflict (Talent Level * X%) Cold Affinity and improve Critical Hit Damage based on Talent Level
Acid Wave - Inflict (Talent Level * X%) Acid Affinity and improve Armor Penetration based on Talent Level
Lightning - Inflict (Talent Level * X%) Lightning Affinity and spread (Talent Level * Y%) Damage inflicted on you to and enemy adjacent to you
Phasing - Inflict (Talent Level * X%) Arcane Affinity and improve Resistance Penetration based on Talent Level
Teleportation - Inflict (Talent Level * X%) Arcane Affinity and improve Accuracy based on Talent Level
Manasurge - Inflict (Talent Level * X%) Manaburn Resistance and restore your own Resources by (Talent Level * Y) of the damage you inflict in melee
Invisibility - Inflict (Talent Level * X%) Darkness Affinity and improve Defense based on Talent Level
Visibility - Inflict (Talent Level * X%) Light Affinity and improve Sight and Light Radius based on Talent Level
Shielding - Inflict (Talent Level * X%) Physical Affinity and improve Damage Shield Penetration based on Talent Level

Using this ability gives you Runic Saturation.

Special Strike - Active
Melee Range
Usage 1 Turn
Moderate Cooldown

While Rune Customization is active, you gain access to a Special Corresponding Strike based on the current effect used. Resulting effects are:

Heat Beam - Inflict (Talent Level * X%) Fire Damage and attempt to inflict Flameshock on the target scaling with Talent Level
Biting Gale - Inflict (Talent Level * X%) Cold Damage and attempt to inflict Slow on the target scaling with Talent Level
Acid Wave - Inflict (Talent Level * X%) Acid Damage and attempt to inflict Acid Splash on the target scaling with Talent Level
Lightning - Inflict (Talent Level * X%) Lightning Damage and attempt to inflict Hurricane on the target scaling with Talent Level
Phasing - Inflict (Talent Level * X%) Arcane Damage and attempt to inflict Disable on the target scaling with Talent Level
Teleportation - Inflict (Talent Level * X%) Arcane Damage and attempt to teleport the target away scaling with Talent Level
Manasurge - Inflict (Talent Level * X%) Manaburn Damage and attempt to Silence the target scaling with Talent Level
Invisibility - Inflict (Talent Level * X%) Darkness Damage and go Invisible, power scaling with Talent Level
Visibility - Inflict (Talent Level * X%) Light Damage and attempt to inflict Confuse on the target scaling with Talent Level
Shielding - Inflict (Talent Level * X%) Physical Damage and attempt to inflict Spellshocked on the target scaling with Talent Level

Using Special Strike without Rune Customization active will result in a random effect occurring from above.

Using this ability gives you Runic Saturation.

Corresponding Ability - Active
Range is LOS
Usage is 1 Turn
Long Cooldown

While Rune Customization is active, you gain access to a Special Corresponding Ability based on the current effect used. Resulting effects are:

Heat Beam - Inflict (Talent Level * X%) Fire Damage and inflict Burning on the target
Biting Gale - Inflict (Talent Level * X%) Cold Damage and attempt to inflict Freeze on the target
Acid Wave - Inflict (Talent Level * X%) Acid Damage and attempt to inflict Disarm on the target
Lightning - Inflict (Talent Level * X%) Lightning Damage and attempt to inflict Stun on the target
Phasing - Move over to an adjacent tile next to the target and Inflict (Talent Level * X%) Arcane Damage
Teleportation - Attempt to pull the target adjacent to a tile next to you, Pin the target, and Inflict (Talent Level * X%) Arcane Damage
Manasurge - Inflict (Talent Level * X%) Resource Damage and attempt to inflict Silence against the target
Invisibility - Inflict (Talent Level * X%) Darkness Damage and go invisible, power scaling with Talent Level
Visibility - Inflict (Talent Level * X%) Light Damage and attempt to prevent the enemy from attacking past (N - Talent Level) tiles
Shielding - Inflict (Talent Level * X%) Physical Damage and gain a Damage Shield equal to (Talent Level * X%) of damage inflicted

Using Corresponding Ability without Rune Customization active will result in a random effect occurring from above.

Using this ability gives you Runic Saturation.

Saturation Specialization - Active/Passive

You improve the damage done by Rune Customization, Special Strike, and Corresponding Ability by (Talent Level * X% * Runic Saturation) up (Talent Level * Y% + M).

In addition to this, you may activate this talent to burn off (Talent Level * Z) turns of excess Runic Saturation.

Spell/Rune Elemental

Rune Elemental - Active
Usage 1 Turn
Extremely Long Cooldown

You use one of your Offensive Runic Inscriptions to create a Rune Elemental to aid you in battle. Rune Elementals are fast moving support combatants that harass foes and give you beneficial effects, though they are slow to act and move about in a random matter. The type of Rune Elemental you summon is based off the type of Offensive Rune you use to summon them.

Heat Beam Runes would create Burning Rune Elementals, which have have a small ranged attack of 4 tiles and can use the Flameshocked talent.
Biting Gale Runes would create Frigid Rune Elementals, which are melee based and have a chance to slow enemies on hit.
Acid Wave Runes would create Corrosive Rune Elementals, which are melee based and can use the Disarm talent.
Lightning Wave Runes would create Blitz Rune Elementals, which have a small ranged attack of 4 tiles and have a talent that allows them to rush enemies and pin then in place.

(The Rune Elemental would essentially have more then 100% Movement Speed but would be acting like it was permanently Crippled. It would also move like a snake)

Runes used in this way will not be available or cooldown until the Rune Elemental disappears. Talent Level improves action speed of your Rune Elementals.

Beneficial Aura - Passive

When you are within (Talent Level + N) Range of your Rune Elemental, you gain passive benefits. The type of benefits you get depends on the type of Rune Elemental summoned. Talent Level improves benefits.

Burning Rune Elementals give a small boost to Physical Power, Mindpower, and Spellpower of (Talent Level * Y).
Frigid Rune Elementals give a small boost to Armor & Armor Hardiness of (Talent Level * Y).
Corrosive Rune Elementals give a small boost to Armor Penetration & Resistance Penetration of (Talent Level * Y).
Blitz Rune Elementals give a small boost to Defense & Critical Avoidance of (Talent Level * Y).

Harry & Annoy - Passive

Your Rune Elemental gains improved ability to Harass enemies, applying detrimental status ailments to them when they attack. The type of detrimental effect depends on the Rune Elemental summoned. Talent Level improves your Rune Elementals Apply Power.

Burning Rune Elementals will apply a burning effect that has a chance to strip beneficial effects with (Talent Level Y * power) and causing (Talent Level * Z) damage over N turns.
Frigid Rune Elementals will attempt to freeze enemies they hit with (Talent Level * Y) power over N Turns.
Corrosive Rune Elementals will attempt to blind enemies they hit with (Talent Level * Y) power and causing (Talent Level * Z) damage over N turns.
Blitz Rune Elementals will attempt to apply hurricane to enemies they hit with (Talent Level * Y) power and causing (Talent Level * Z) damage over N turns.

Beneficial Blessing - Passive

Your Rune Elemental gains a corresponding Blessing Ability that it can use on you. The Blessing Ability it gives you depends on the type of Rune Elemental summoned. Talent Level Improves the effectiveness and cooldown of your Rune Elements use of Blessed Ability.

Burning Rune Elementals gives you the Heroism effect with power of (Talent Level * Y).
Frigid Rune Elementals restores (Talent Level * Y)% of your health.
Corrosive Rune Elementals restores (Talent Level * Y)% of your resources.
Blitz Rune Elementals gives you a Wild Infusion damage resistance effect with power of (Talent Level * Y).

Blazing Light - Passive
CANNOT BE UNLEARNED

You character gains the ability to use Sun Infusions if you were not able to do so before.

Blending your own inner mana into your Sun Infusions, you improve the effect of their use. Enemies hit by the use of your Sun Infusions will now have (Talent Level * X%) additional chance of being Blinded or hit by Luminescence. In addition to this, enemies will also take (Talent Level * Y) Light Damage over N turns.

Empowered Healing - Passive
CANNOT BE UNLEARNED

You character gains the ability to use Sun Infusions if you were not able to do so before.

Blending your own inner mana into your Healing Infusions, you gain the ability to cleanse yourself of (Talent Level) Wound and Poison effects from your character and either give yourself or improve and existing damage Shield by (Talent Level * X). At Talent Level 3, you gain the ability to remove Disease effects through use of Healing Infusions. At Talent Level 5, you gain the ability to remove the Impending Doom or Magical Poisoning effect with Healing Infusions.

Magical Poisoning - Passive
CANNOT BE UNLEARNED

You character gains the ability to use Sun Infusions if you were not able to do so before.

Blending your own inner mana into your Insidious Poison Infusions, you improve the effect of their use. Enemies hit by the use of your Insidious Poisoning Infusion will now suffer Arcane Damage of (Talent Level * X%) in addition to the Nature damage you usually inflict. In addition to this, Enemies will lose the ability to use any Infusions and receive no benefit from Instant Healing effects; though they will still regenerate health.

Due to the magical influence within the Poison, the detrimental effect will be magical in nature and not physical.

Arcane Cooling - Active/Passive
Usage 1 Turn
Long Cooldown

Your mastery of blending your inner mana with your Infusions allows you to reduce the cooldown from their use by (Talent Level X + 1) turns.

In addition to this, you may activate this talent to to burn off (Talent Level * Y) turns of Runic Saturation and Infusion Saturation. If you have less then (Talent Level * Y) value of either Saturation type, you will only burn off as much Runic or Infusion Saturation depending on the lower value of the two.

Generic Talents Indepth

Spell/Runecraft

Runecrafting - Active
CANNOT BE UNLEARNED

You are able to craft Runes to your liking and your use; being able to create any type of Rune you wish to use. The Rune tier created by you is equal to talent level and is always stat-less.

Runes created in this way appear in your inventory and then have to be inscribed before they can be used.

Rune Refinement - Active
CANNOT BE UNLEARNED

You are able to refine existing Runes to your liking and use; being able to change white tier Runes so that they become powered by a stat and improving the power of the Rune.

Runes you can work on in this way cannot be already inscribed and must be in your inventory.

Runic Equipment - Active
CANNOT BE UNLEARNED

You gain the ability to inscribe Runes onto white tier Equipment. Equipment inscribed in this way becomes powered by arcane forces and gains ego modifiers. The number of ego modifiers gained and whether they are lesser or greater egos is dependent on talent level. At Talent level 5 there is a small chance that a Random Artefact Equipment may be created.

In addition to the Runic Inscription on the Equipment, the Equipments base attributes will be increased by Talent Level * X.

To use this skill you need to have a white tiered Equipmjent in your inventory.

Masterwork Runes - Active
CANNOT BE UNLEARNED

You gain the ability to produce powerful Runes with your Runecrafting talent that only a Master Runecrafter can hope to use. Due to the power of these runes you may only inscribe two of them.

At Talent Level 1 you may produce Chronolock Runes, which inflict Temporal damage against a target and attempt to to apply the Pinning status to the target. Will lower your Paradox if you have any
At Talent Level 2 you may produce Soulsteal Runes, which inflict Draining Blight damage against a target and cause the user to absorb X% of the damage to the targets resources.
At Talent Level 3 you may produce Manarupture Runes, which will inflict Arcane damage against a target and cause the target to take X% damage when using magical talents. Antimagic characters will take twice as much Arcane damage.
At Talent Level 4 you may produce Mindblast Runes, which inflict Mind damage against a target and attempt to apply the Confuse status to the target.
At Talent Level 5 you may produce Defiance Runes, which will reduce all damage by X against the user and prevent the user from dying until reaching Y life. Upon the effect ending, the user will restore up to 1 hit point if below 0 life.

Additional Thoughts

It would likely need to be made clear that you can’t ‘Game’ the Runecrafting to make better runes. Runes you create or will always have the same Rune Power so to speak, and Runes you refine always get multiplied by the same value against the Rune’s initial power.

Some funky rune combining and crafting could be a thing to look into for this concept, where unique runes that only the Runemaster can use will become available. They could also be used perhaps in some of the Rune using talents.

Talents in Rune Specialization and Rune Techniques that can use several Rune effects can have their amounts reduced if anyone looking to code up this concept wants to reduce their workload.

If Grappling is available for the Runemaster, then its talents shouldn't be unlocked with Strength. I'm not sure if it is desirable for the talents to be unlocked with Dexterity or Cunning but maybe Magic could be used instead? I put a little bit in the Runic Body description that for the purpose of unlocking categories, Magic can be used instead of Strength for this purpose.

The Runemaster is obviously going to be a staple choice for Ogres, and Shalore are likely going to be quite strong with it too. However, some emphasis should be put on making other races strong with it as well. I've tweaked the the build somewhat to benefit Highers here and there - and Cornacs can benefit perhaps if there are decent locked categories they can open up.

Something to note is that this class, along with the existing Alchemist Class and the Melder Concept in the ToME: Orcs Discussion board, are similar to Mages but work in a very distinct way to them. Perhaps in a way, they should be moved to make up their own Meta-class that is distinct from Mages - as they do not cast spells in the traditional way that other Mages do. Maybe the class could be called Meta-class Transmuters.

In regards to the Meta-class Transmuters, one of the traits of they would all share would be that they start with 4 Inscription Slots as opposed to the usual 3.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 1:48 am
by HousePet
Some good ideas here.

However, I'd like to warn against adding any more than one extra inscription slot, as the way they are handled is a bit messy and the game only generates the code for 6 slots.
Also, those things normally cost a category point, don't give them out cheaply.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 1:54 am
by Radon26
there was a time when i was thinking about some sort of runesmith class, would have been cool, but there was never enough to write any of it.

also, when you write "white tier", i think i should have been "quality". makes the difference between the umber and the colour. unless i am misunderstanding something there. well, runes don't have egos, other than "scale with".

runic weapon and runic armour...
hmm i am uncertain about this "at lvl 5 becomes an artefact". even if white items are rare, a guarantee like that is... probably better t be forgone.
i like it as "potential" for an orange item, but not at a mere cost of a single rune. seriously.

when was thinking about the rune smith, i was thinking about the "runes", being applied like an extra ego.
so it would work like this.
0white-1green-2blue-3purple-4pink-5orange
each colour, is a score, and adding a single rune, upgrades the weapons score by 1, and you can only apply a rune if the score is lower than the value given by your talent.
also, there is a failure chance, that might result in a lesser than desired quality of the ego applied, or something else entirely, like a "bad ego"(yes, i am still pushing it)

i know it could probably be a mess to code (you would need to code an ego for every single rune... or multiple, depending on item imbued.), but its my suggestion.

edit, oh, i have an idea.
the rune ego might have an active ability, that would require a certain amount of "runic power" to activate, but wont recharge on its own. on reaching it, it would trigger automatically as soon as a "condition" is met. (for weapon, it would be hitting someone.)
while runic saturation is active, all the item will start gathering runic energy at the rate depending on the runic saturation.
so for example, if runic saturation does "+5 turns to the next rune used", then the items would recharge at a rate of 5.
dunno if it "all +5" for simplicity, or "total +5 split among", but that's how it would be, so you can have a pseudo arcane blade.
also, "manaflow", would give you +0.1 mana per turn per saturation.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 2:08 am
by Micbran
Borrowing from one of StarKeep's addons, I'd like to suggest a "every time you use a rune, create a damage shield" talent. Would help with defense, although would probably be best if it didn't overwrite shield runes. :P

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 2:34 am
by Davion Fuxa
HousePet wrote:Some good ideas here.

However, I'd like to warn against adding any more than one extra inscription slot, as the way they are handled is a bit messy and the game only generates the code for 6 slots.
Also, those things normally cost a category point, don't give them out cheaply.
Maybe then it might be better to simply have some talents that mimic the use of Runes then? Have a talent that gives a choice between using Lightning, Acid Wave, Biting Gale, and Heat Beam for example and augments the use of all the offensive runes. Perhaps that could work? And give more talents to work with.
Radon26 wrote:also, when you write "white tier", i think i should have been "quality". makes the difference between the umber and the colour. unless i am misunderstanding something there. well, runes don't have egos, other than "scale with".
Inscriptions pretty well come in two flavors - those that scale with a stat, and those that don't. If it works better then it can simply be described as stat-less, but I thought white tier sounds more understandable.
Radon26 wrote:runic weapon and runic armour...
hmm i am uncertain about this "at lvl 5 becomes an artefact". even if white items are rare, a guarantee like that is... probably better t be forgone.
i like it as "potential" for an orange item, but not at a mere cost of a single rune. seriously.
White Tier equipment has no egos on it, Green Tier Equipment has one or two minor Ego on it, Blue Tier Equipment has two egos on it with one with a greater tier, and Purple Tier Equipment has two greater egos on it. Then you have Pink Tier Equipment which are weak Random Artefacts and Orange Tier Equipment which are strong Random Artefacts

I figured that each level of the Runic Equipment talents would allow for a minor ego to be applied, two minor egos to be applied, one minor ego and one greater ego, and then two greater egos up to level 4. That would allow you to change White Tier Equipment into Green, Blue, or Purple Tier equipment. However, that leaves investment in Tier 5 needing to do something.

If Randarts are perhaps too good to allow the player to gain access too (personally, I figured it would be a nice way to make the class strong since it is likely tilted heavily towards making use of Runes), then another idea could be that you could improve the base stats of the item to be even better - like cause it to do more weapon damage based on Talent Level. Would that be better?
Micbran wrote:Borrowing from one of StarKeep's addons, I'd like to suggest a "every time you use a rune, create a damage shield" talent. Would help with defense, although would probably be best if it didn't overwrite shield runes. :P
It has Aegis, if locked, which provides a Damage Shield everytime you receive a heal. I also through in a talent called Reflective Shielding that lets you reflect Damage Shield damage back at your foes - sort of like the Troll Hedge-Wizards Rune. If it gets anymore ability to shield itself it likely won't ever be in a situation where a Shield isn't on it.

Edit:

Did a little minor editing due to feedback.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 3:04 am
by HousePet
Davion Fuxa wrote: Maybe then it might be better to simply have some talents that mimic the use of Runes then? Have a talent that gives a choice between using Lightning, Acid Wave, Biting Gale, and Heat Beam for example and augments the use of all the offensive runes. Perhaps that could work? And give more talents to work with.
Oh look, I've got one coded already. :lol:

Was also considering suggesting that saturation could give some benefits like increased Spellpower or minor shielding.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 1:00 pm
by Radon26
divion, as i said, i don't really have a problem with allowing player to make strong items, i just don't think a single rune should do that.
i just think it should take some effort, other than "pick a rune", blam randart.
and with multiple steps, that chance of something going not as planned and wasting the item increases, while talent lvl would decrease the chance.
i edited my post right after i posted it ,a few times. may want to check it to be sure of everything.

also, to add to me "runic power auto cast on item", i think something like that should only popup at score 4 or higher, and earlier only being a minor upgrades.

also, if its not too damn messy to code, would be nice if the ability was some sort of combination of the earlier upgrades.
so, for example, if you put all 3 attack runes, as long as the 4th doesnt interfere, they would grant some sort of "elemental explosion on hit"(if enough power).

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 2:11 pm
by Davion Fuxa
Radon26 wrote:....
I'm actually not recommending that the Runes really have anything to do with the Runesmithing so to speak. Essentially in the game you would just take a White Tiered item, use the skill, and then pop out an improved item with egos on it Powered by Arcane Power - maybe perhaps only allowable in towns if being thematic.

The idea is that you have Runecrafting and Rune Refinement already so you should have the basic know-how on how to inscribe egos onto equipment. There is no 'picking a rune', you just randomly get some ego thrown onto the item - kind of like how the merchant randomly gives you a Randart for 4k gold.
HousePet wrote:Oh look, I've got one coded already. :lol:

Was also considering suggesting that saturation could give some benefits like increased Spellpower or minor shielding.
I've already got Saturday Surge which basically uses saturation to power a giant Arcane Explosion centered on the character and then reduces the remaining saturation by a lot - but having multiple effects involving saturation might be a good idea

Edit:

I added in a Spell/Rune Offensive category with a couple of talents inspired by what Housepet suggested.

Edit2:

Added a third talent.

Edit3:

Reorganized Spell/Rune Knowledge, separating Vision Runes to be their own talents, and moving Continued Offensive over to Spell/Rune Offense.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 6:46 pm
by Davion Fuxa
So, been having some more thoughts towards how the Runemaster works in the game. I'm wondering if it might be a good idea to give them Spell/Staff Mastery since they are Arcane users that manipulate their magic externally - sort of like Alchemists but through the use of Runes instead of Gems and without the Golem.

They could still have the Technique/Dual Techniques, Technique/Two Handed Assault, and Technique/Shield Offense of course - maybe locked like how it is on Arcane Blades but not inaccessible to them; or unlocked as it is now and open as a choice for them to pursue if they wish.

Really, what I guess I should be thinking about is how the Runemaster orients itself in combat now I guess - either towards a sort of mage approach that sees him somewhat hanging back or as a spell and sword fighter who can engage in melee if desired.

Re: Runemaster Class Concept

Posted: Mon May 16, 2016 11:02 pm
by Davion Fuxa
I created a new category called Spell/Rune Combat and redid Spell/Rune Techniques. I've mostly begun to gear the class towards being a sort of melee combatant.

The Spell/Rune Combat was styled as a sort of Bone Shield type of idea - but instead of defending yourself it is used for individual attacks against enemies.

Re: Runemaster Class Concept

Posted: Tue May 17, 2016 12:36 pm
by astralInferno
Oh, man, I wanted to make this one time. It's one of my favorite ideas I'm not confident enough to try and code.
I was going to give it Pugilism and Unarmed Discipline, and give it an autocast runes on hit skill like arcane combat. Dex/Mag/Con, with the result that it's a spell using hybrid with a unique immunity to manaclash.

Making specific notes for yours, I feel Saturation Surge would be better with switched scalings to prevent weird incentives - the damage based on TL, and the range scaling with how saturated you are. 's just my instinct tho.
Forced Misfire sounds like a godsend against the godforsaken weirdling beast. >>
Runic Immunity sounds hella strong. I'd either halve the duration or switch it for new effects reduction. but then I, like Jon Snow, know nothing

Arcane Charges is beautiful. I want to play with it yesterday.

I'd also say Rune Smithing products should be marked as unvaultable, but then tinkers are allowed, so.

Overall, I would love to play this. I pity the person who has to code it.

Re: Runemaster Class Concept

Posted: Tue May 17, 2016 1:07 pm
by Davion Fuxa
I did put a cap on Saturation Surge in that you can only remove so much Saturation from use with the talent. IE, at Talent Level 1 you remove 2 turns of Saturation. I guess I should note though that the turns removed is what powers the talent.

I'm not against reducing Runic Immunities Duration if it seems too strong - though I want to note that it is a pre-emptive talent, and that it will only be useful if you make use of the appropriate Offensive Rune before getting hit by effects.

Edit:

Also of note, I had a thought about the unarmed combat and autocasting Runes. I decided against it though because Runesmithing would see less use if they didn't need weapons in the first place, and in the case of autocasting Runes, they don't really have any direct choices like Flame, Lightning, and so forth that Arcane Blades have; it did however allow me to think up Arcane Charges though in place of it which is sort of my replacement for autocasting Runes.

Re: Runemaster Class Concept

Posted: Tue May 17, 2016 1:51 pm
by anonymous000
Davion Fuxa wrote:I did put a cap on Saturation Surge in that you can only remove so much Saturation from use with the talent. IE, at Talent Level 1 you remove 2 turns of Saturation. I guess I should note though that the turns removed is what powers the talent.

I'm not against reducing Runic Immunities Duration if it seems too strong - though I want to note that it is a pre-emptive talent, and that it will only be useful if you make use of the appropriate Offensive Rune before getting hit by effects.

Edit:

Also of note, I had a thought about the unarmed combat and autocasting Runes. I decided against it though because Runesmithing would see less use if they didn't need weapons in the first place, and in the case of autocasting Runes, they don't really have any direct choices like Flame, Lightning, and so forth that Arcane Blades have; it did however allow me to think up Arcane Charges though in place of it which is sort of my replacement for autocasting Runes.
I am all for unarmed combat. Only one talent in the Runesmithing tree requires weapon, and it can be easily tweaked into something like this (did not think about it through, just posting some random idea here): You gain the ability to inscribe Runes onto your hands and you can select a number of egos to be applied, which functions alongside with the egos that your gloves give. My point is, as long as the talent is not a cornerstone talent that defines the whole class, you can come up with whatever idea to replace it to make it fit the class concept.

You inscribe runes to your own body and it makes perfect sense that a runemaster need only his body to fight effectively. The three standard generic combat trees always seem bland to me as so many classes have them already, while unarmed combat is quite an under-utilized theme that deserves more.

Re: Runemaster Class Concept

Posted: Tue May 17, 2016 2:12 pm
by Davion Fuxa
Fair points, though I suppose another way of looking at it is that it 'is' in the Generic category and it isn't like every talent should necessarily benefit Runemaster. Technically this could be category available from escorts perhaps.

Anyhow, one thing to note is that I don't think combo points that Brawlers use should necessarily be a part of the Runemasters setup. I'd likely only pick out Technique/Unarmed Training and Technique/Grappling, then think about creating a whole new tree dedicated to unarmed Rune fighting.

Edit: And Tactical. I forgot about Cunning/Tactical.

Re: Runemaster Class Concept

Posted: Tue May 17, 2016 3:19 pm
by Davion Fuxa
Okay so I did some minor changes:

I replaced the Technique/Two Handed Assault, Technique/Dual Techniques, and Technique/Shield Offense with Cunning/Tactical and Technique/Grappling as Locked categories. I also put Technique/Unarmed Discipline on the generic side as an unlocked category.

I changed the core stats to Magic, Dexterity, and Cunning, from Magic Strength and altered the Runic Weapons talent to be Runic Fists - making Magic used instead of Strength for calculating weapon damage and and for raising Physical Power when unarmed.

Finally I swapped Runic Weapons and Runic Armor so that Runic Weapons is now the capstone talent.