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Just to make this clear, I'm hoping to jumpstart a conversation on what such a class would look like, more than field a single suggestion.
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Class Skills
Steam Wands - Cun - Staves are old-fashioned - This tree feels a bit like a tack-on, but given the new melee and ranged weapons, I wanted something.
- Steam Wand Handling - Passive - You learn to become proficient with the use of steam wands. Increases your spellpower by steampower for every 10 steam you currently have, and increases your steampower by spellpower for every 10% of your mana remaining.
Pyromantic Wand - Mana and Steam - Active - Launch a quick bolt of fire from each wand, dealing spellpower and steampower based fire damage to a single target in range 5/6/7/8/9/10.
Steam Wand Finesse - Passive - You learn to target your spells more carefully through the mastery of your steam wand. Spells have a 20-100% chance to not impact friendly targets and deal 10-50% more critical damage.
Metal Wand - Mana and Steam - Active - Launch a quick sliver of metal from each wand, dealing spellpower and steampower based physical damage to a single target in range 5/6/7/8/9/10 and causing bleeding.
- Engine Flare - Mana and Steam - Active - Extract some of the heat from your embedded steam engines and project it as a flare cone in radius 4/5/6/7/8, dealing fire damage based on spellpower and steampower.
Pyrotechnician - Passive - Inscribe small pyromantic runes on your steam engines, enhancing their efficiency by 120-200%, while also harvesting some of the excess heat as mana (.2-1.0) every turn.
Pyrotechnic Drone - Mana and Steam - Active - Craft a small drone inscribed with pyromantic runes and launch it at an enemy. The drone will track the target, however will detonate at the first target encountered. It will explode with radius 2/2/2/3/3/3 and then launch 2/2/3/3/4/4 secondary devices at random enemies in radius 5/5/6/6/7/7, each of which explode with radius 1/1/1/2/2/2.
Forge-Driven - Sustained - Mana and Steam - Focus your magic, technology, prowess, and experience into every attack. Increases spellpower, steampower, fire damage, and fire penetration, while allowing all fire damage you deal to cause burning.
- Steam Shot - Mana and Steam - Active - Extract some steam from your embedded steam engines and condense it into a tight bolt, firing it out to range 7. When it impacts anything, the bolt will explode in radius 3/4/5/6/7, dealing fire damage based on spellpower and steampower and leaving every target wet.
Mist Shell - Mana and Steam - Sustained - Condense a shield of steam from your engines around you. This shield gives you (large bonus) defense based on spellpower and steampower, while also dealing fire damage to all enemies in radius one every turn. At TL 2 the shield also gives you fire and cold resistance. At TL 3 it also absorbs 30/50% of all non-physical, non-mind damage, converting it into .1 mana per 50 dmg and .1 steam per 100 dmg.
Steam Purge - Mana (low) and Steam - Active - Forcefully purge all but 5 steam from your system, causing a massive blast of hot steam. The blast radius is 1 at 0 steam and expands by 1 for every 20-10 steam purged, capped at 10. The damage is (spellpower and steampower based) fire damage per point of steam. This blast has a chance to blind, confuse, or stun all targets it impacts for 3/3/3/4/4/4 turns. At TL 3, all enemies in range also lose track of you.
Hethugoroth Form - Mana - Active - Immediately purge all but 5 steam from your system and envelope yourself in it, assuming the form of a steam elemental for 4/5/6/7/8/9 turns. This gives you access to new spells (undecided) and allows all your spells to be cast without steam cost, and all Fumomancy spells have their cooldown halved. Casting Steam Purge will instead use 1/2 your current life instead of total steam, using 1 HP as 1 steam. Any steam generated by your steam engines will heal you instead.
- Spark - Mana and Steam - Active - Fire a burning-hot bit of metal at a target in range 10, dealing physical damage based on steampower and fire damage based on spellpower. The physical damage can cause bleeding and the fire damage can cause burning. At TL3, you fire 2 sparks, separately. At TL5, you fire 3.
Dermal Metalization - Mana and Steam - Sustained - Infuse your skin with liquid metal, providing 5-30% physical and light damage resistance and absorbing a flat (spellpower) damage of any type except mind. Additionally, you take 10-50% less damage from critical hits, but never less than normal damage.
Healing Drones - Mana and Steam - Active - Deploy a set of healing drones to yourself or another target in sight for 4/5/6/7/8 turns. The drones will swarm around the target, healing it for spellpower and steampower HP and providing a spellpower and steampower damage shield every turn.
Battle Drones - Mana and Steam - Active - Deploy a set of combat drones with sharp cutting tools for 3/4/5/6/7 turns. These drones will move as a swarm, having steampower evasion, spellpower HP, steampower armor, and spellpower resists, along with being immune to all status effects. They will deal spellpower and steampower physical damage every turn, causing stacking bleeding.
- Lightning in a Can - Mana - Sustained - Replace your steam engines with storm engines, containing small thunderstorms. All fire damage you deal is converted into 50% freezing cold and 50% dazing lightning. Pyrotechnician still works, and Forge Driven now boosts lightning damage instead of fire damage. Additionally, every time you take lightning damage, you gain 1 storm charge for 5 turns, up to a max of 1/2/3/4/5/6. Each storm charge boosts your lightning and cold resistance penetration by 5% and your spell critical chance and multiplier by 10%.
Crackling Bolt - Mana and Steam - Active - Fire off a concentrated beam of ligtning, dealing spellpower and steampower based lightning damage in a line. Additionally, for every target hit, a second beam of range 5 will be fired at a random angle from 10 to 90 degrees (maybe based on distance?) left or right of the beam. Each target hit by this beam has a 30-70% chance to fire off a third beam of range 3 which will never intersect any other beam. Damage for subsequent beams is reduced by 50-20% per split.
Hailstorm - Mana and Steam - Active - Expand the storms raging in your storm engines into the world around you, manifesting a raging hail storm of radius 5/6/7/8/9 for 4/5/6/7/8 turns. Every turn, any enemy in the storm will take spellpower physical and freezing cold damage, and has a 10-50% chance to be struck by lightning as well, taking steampower dazing lightning damage. You yourself are immune to the ravages of the storm.
Bolt Step - Mana and Steam - Active - Transform momentarily into a bolt of pure electrified plasma and leap up to 7/8/9/10/11 tiles away. Any enemies you pass through take spellpower and steampower lightning damage. At TL 5 you can pass through 1 tile of wall with this spell.
- Golem Tech Construction - Active - Steam and Mana - Allows the construction of a mechanized steam golem using materials of tier RTL. The golem's Str and Con will be based on your Mag stat, it's Dex and Cun will be based on your Cun stat, and it's Mag and Wil will be based on your Will stat, and it will have weapon mastery equal to the tier of material used. Activation will allow construction of a golem of any appropriate material (50), or repair of an existing golem using less material (1?). If another golem already exists, this will deconstruct it.
The golem cannot equip any weapons or armor, however it can be equipped with tinkers for weapons and armor. These will determine it's attack methods. If equipped with elemental weapon tinkers, it will attack with a basic cutting arm using those bonuses and also have the ability to spray an attack of that element in a cone of a radius of the material tier of the tinker and power based on Spellpower. If the tinker is non-elemental (eg Razor Edge), it will gain (1-2) talents of the Saw Butcher class of a TL equal to the material level of the tinker.
If equipped with an Armor Spikes tinker, the golem gains the ability to shoot spikes at all targets in a radius of half the material level of the tinker, with damage based on Str. If equipped with armor re-enforcement, it gains the ability to reform itself with power determined by Cun and cooldown determined by the tinker material level. If equipped with crystaline armor, it gains the ability to manifest a protective shield with power based on Mag and duration based on tinker material level.
Arcane Steam Furnace - Passive - Construct your golem with an arcane-powered steam furnace core. The golem will gain talents of the Furnace tree at a TL of RTL, and all damage will be converted to 50% fire. If Lightning in a Can is active, damage will instead be 25% lightning and 25% cold.
Multi-Appendage Golem - Passive - Construct your golem with additional appendages. It can now attack an extra 1/1/2/2/3/3 times per turn, gains knockback and pin resistance of 20-100%, and gains movement speed of 5-25%.
Command Golem - Active - Command your golem to focus on a single target. If the target is an enemy, the golem will use all power possible to destroy that enemy, though will still avoid harming you. If the target is friendly, the golem will stay near the target and attack enemies nearby.
Generic Skills
Physics
Chemistry
Engineering
Divination/Teleportation/Aegis - Locked