Werebeast class v1.4.3
Posted: Mon Nov 05, 2012 2:13 am
Werebeast fits somewhere between Cursed and Wyrmic, with a touch of Rogue thrown in.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
http://te4.org/games/addons/tome/werebeast-class
Talents:
Class:
cursed/predator
cursed/rampage
Wild-Curse/Wolf Aspect:
Psiclaws: Channel your mental power through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds %0.2f physical damage per strike. This damage scales with mindpower.
Moon Shield: Increases light, darkness and arcane resistance by %d.
Rushing Psiclaws: Rushes toward your target with incredible speed. If the target is reached you use your claws to pin it to the ground for 5 turns.
You must rush from at least 2 tiles away.
Pack Howl: Howl to call your hunting pack. Summons three wolves to fight by your side for %d turns.
Their strength scales with talent level and mindpower, and inherit your Moon Shield and Rushing Psiclaws talents.
Wild-Curse/Snake Aspect:
Venomous Bite: Bites the target for %d%% weapon damage, infecting it with poison.
If the target is pinned, this does +50%% more damage.
Agile Slitherer: Increases defence by %d and physical attack speed by %d%%.
Spit Venom: Spit poison at your target doing %0.2f poison damage.
Does +50%% more damage if the target is bleeding.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with mindpower.
Squeeze: Hits the target doing %d%% weapon damage. If the attack hits, the target is constricted for %d turns.
Wild-Curse/Treant Aspect:
Regrowth: Relax and focus on harmony with nature, healing you for %d and restoring %d equilibrium.
Both effects will increase with your mindpower.
Tangling Vines: Living vines extend from your feet, each turn the vines will randomly target a creature in a radius of %d.
Affected creatures are pinned to the ground and take %0.2f physical damage for %d turns.
Targets will be free from the vines if they are at least %d grids away from you.
While tangling vines are active your movement speed is reduced by 50%%.
Each turn a creature entangled by the vines will have a chance to break free.
The damage will increase with Willpower stats.
Barkskin: Increases armour hardiness, physical saves and nature resistance by %d.
Woodcutter's Bane: Renders the target's weapon useless for %d turns.
If you have Tangling Vines active, this will target all enemies in range of your vines instead.
This talent will not break stealth.
Wild-Curse/Shark Aspect:
Maul: Attack the target for %d%% physical weapon damage. + 50%% if the target is pinned.
If the attack brings your target below %d%% life (or kills it) you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
Gills: Increases your maximum air capacity.
Also allows you to detect bleeding foes in a radius of %d.
Talent level 1: +10 air
Talent level 2: +30
Talent level 3: +60
Talent level 4: +100
Talent level 5: +150
Bloodscent: The scent of blood drives you wild, curing a status effect and increasing your hate by %d for each bleeding creature in range.
Ram: Ram into your target, trying to knock them back and doing %d%% weapon damage.
You may rush up to %d squares to reach the target before ramming them.
Does +50%% damage against stunned targets.
Wild-Curse/Eagle Aspect:
Eye Swipe: Take a swipe at the target's eyes, attempting to blind them for %d turns and doing %d%% weapon damage.
Does +50%% damage if the target is stunned.
Eagle Eye: Your eyes are like an Eagle's, increasing your accuracy by %d and your sight range by %d.
Eagle Wings: Phantom wings allow you to glide through the air.
This allows you to ignore some traps and grants a %d%% movement speed bonus.
Swoop: Swoop past many targets, getting a free attack against each of them.
If you used this talent from stealth, your attack will also cause bleeding.
Eagle Wings must be active to use this talent.
Wild-Curse/Silent Hunter:
Stealth: Enters stealth mode (with efficiency of %d), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of %d around you to enter stealth.
Shadowstrike: When striking from stealth, hits are automatically criticals if the target does not notice you.
Shadowstrikes do +%.02f%% damage versus a normal critical hit.
Thin Air: Vanish into thin air, with a %d%% chance of success. This also resets the cooldown of your stealth talent.
All creatures currently following you will loose all track.
Thick Air: Strike the target from stealth, doing %d%% weapon damage and not breaking stealth.
If successful, the target will be stunned for %d turns.
Generic:
technique/combat-training
cursed/cursed-form
wild-gift/fungus
cunning/scoundrel
cunning/survival
Feedback, Bug Reports, Suggestions extremely welcome.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
http://te4.org/games/addons/tome/werebeast-class
Talents:
Class:
cursed/predator
cursed/rampage
Wild-Curse/Wolf Aspect:
Psiclaws: Channel your mental power through your wielded mindstars, generating psionic claws sprouting from your fists.
Adds %0.2f physical damage per strike. This damage scales with mindpower.
Moon Shield: Increases light, darkness and arcane resistance by %d.
Rushing Psiclaws: Rushes toward your target with incredible speed. If the target is reached you use your claws to pin it to the ground for 5 turns.
You must rush from at least 2 tiles away.
Pack Howl: Howl to call your hunting pack. Summons three wolves to fight by your side for %d turns.
Their strength scales with talent level and mindpower, and inherit your Moon Shield and Rushing Psiclaws talents.
Wild-Curse/Snake Aspect:
Venomous Bite: Bites the target for %d%% weapon damage, infecting it with poison.
If the target is pinned, this does +50%% more damage.
Agile Slitherer: Increases defence by %d and physical attack speed by %d%%.
Spit Venom: Spit poison at your target doing %0.2f poison damage.
Does +50%% more damage if the target is bleeding.
At raw talent level 3, this becomes a beam.
At raw talent level 5, this becomes a cone.
The damage scales with mindpower.
Squeeze: Hits the target doing %d%% weapon damage. If the attack hits, the target is constricted for %d turns.
Wild-Curse/Treant Aspect:
Regrowth: Relax and focus on harmony with nature, healing you for %d and restoring %d equilibrium.
Both effects will increase with your mindpower.
Tangling Vines: Living vines extend from your feet, each turn the vines will randomly target a creature in a radius of %d.
Affected creatures are pinned to the ground and take %0.2f physical damage for %d turns.
Targets will be free from the vines if they are at least %d grids away from you.
While tangling vines are active your movement speed is reduced by 50%%.
Each turn a creature entangled by the vines will have a chance to break free.
The damage will increase with Willpower stats.
Barkskin: Increases armour hardiness, physical saves and nature resistance by %d.
Woodcutter's Bane: Renders the target's weapon useless for %d turns.
If you have Tangling Vines active, this will target all enemies in range of your vines instead.
This talent will not break stealth.
Wild-Curse/Shark Aspect:
Maul: Attack the target for %d%% physical weapon damage. + 50%% if the target is pinned.
If the attack brings your target below %d%% life (or kills it) you can try to swallow it, killing it automatically and regaining life and equilibrium depending on its level.
Gills: Increases your maximum air capacity.
Also allows you to detect bleeding foes in a radius of %d.
Talent level 1: +10 air
Talent level 2: +30
Talent level 3: +60
Talent level 4: +100
Talent level 5: +150
Bloodscent: The scent of blood drives you wild, curing a status effect and increasing your hate by %d for each bleeding creature in range.
Ram: Ram into your target, trying to knock them back and doing %d%% weapon damage.
You may rush up to %d squares to reach the target before ramming them.
Does +50%% damage against stunned targets.
Wild-Curse/Eagle Aspect:
Eye Swipe: Take a swipe at the target's eyes, attempting to blind them for %d turns and doing %d%% weapon damage.
Does +50%% damage if the target is stunned.
Eagle Eye: Your eyes are like an Eagle's, increasing your accuracy by %d and your sight range by %d.
Eagle Wings: Phantom wings allow you to glide through the air.
This allows you to ignore some traps and grants a %d%% movement speed bonus.
Swoop: Swoop past many targets, getting a free attack against each of them.
If you used this talent from stealth, your attack will also cause bleeding.
Eagle Wings must be active to use this talent.
Wild-Curse/Silent Hunter:
Stealth: Enters stealth mode (with efficiency of %d), making you harder to detect.
The efficiency increases with Cunning.
Stealth cannot work with heavy or massive armours.
While in stealth mode, light radius is reduced to 0.
There must be no foes in sight in a radius of %d around you to enter stealth.
Shadowstrike: When striking from stealth, hits are automatically criticals if the target does not notice you.
Shadowstrikes do +%.02f%% damage versus a normal critical hit.
Thin Air: Vanish into thin air, with a %d%% chance of success. This also resets the cooldown of your stealth talent.
All creatures currently following you will loose all track.
Thick Air: Strike the target from stealth, doing %d%% weapon damage and not breaking stealth.
If successful, the target will be stunned for %d turns.
Generic:
technique/combat-training
cursed/cursed-form
wild-gift/fungus
cunning/scoundrel
cunning/survival
Feedback, Bug Reports, Suggestions extremely welcome.