New in 0.9.3 (11 Sep 2013, 01:34):
- Fixed Gem Power giving 100 times the healing modifier it should
- Fixed Gem Power giving permanend blindness/disarm immunity and stats
- Fixed Elemental Strike's effect power
New in 0.9.2 (13 Aug 2013, 18:04):
- Fixed Gem Power giving 100 times the global speed it should for gems in the right eye
New in 0.9.1 (10 Aug 2013, 22:21):
- New category: Might. Features more melee combat techniques.
- Smash now does the correct amount of damage
- Golems now start with 2 gems, a robe, a greatsword, and talents.
- Elemental Beam and Sandstorm particles are slightly less hideous
- Elemental Sphere renamed to Elemental Strike to clarify it being single target
- Elemental Beam and Elemental Strike have more appropriate icons
- New talent: Life Drain (replaces Darkfire Beam). Reduces all of the target's stats and their resistance to the four "vile" elements.
- All Corrupted Golem talent icons redone for consistent colour
- Elementalism and Ruinous now have particles
- Skin infusions now have shaders
Now let's be clear, I think more races/classes/talents is quite the opposite of what ToME4 needs, but someone in the in-game chat (already forgotten who) more or less dared me to "finish" the runic golem race that's been in the code for some 30 versions, so I did.
Since this was made purely out of spite it's wildly unbalanced (I don't even want to think about adventurers getting the gems tree) and a lot of the talents are really boring. Basically no playtesting beyond making sure the talents actually work, you've been warned.
Notes:
- Doesn't hold to the original Runic Golem's stats; doesn't have the alchemist golem trees
- Doesn't change alchemist golems (or any other class) at all
- Should work with pretty much any other addon (one non-disruptive superload of spellCrit in interface/Combat.lua, everything else is hooks/data)
- NOT UP-TO-DATE WITH THE SCALING CHANGES IN 1.0.5
- All graphics are placeholders, some talents are missing particle effects
- People calling you a "None" isn't a bug, that's what your class is called!
Talent list written in about 30 seconds, don't read it:
Race/Runic golem
Overcharge - increase physical power/spellpower/saves for 6 turns, scales with the higher of strength/magic
Repair - heals you and removes physical/mental effects, scales with constitution
Reconfiguration - life/mana/stamina regen and physical save (passive)
Runic Surge - reset rune cooldowns
Technique/Golem combat
Spin - hits all enemies in radius 2
Golem Leap - jumps to a specific square, if it's next to an enemy you get a free attack
Smash - knocks back an enemy 1 square, then pins it there
Great Blow - high damage, stuns + dazes + confuses, 90 stamina cost
Technique/Might (locked)
Mighty Strikes - increases strength and combat speed, but drains stamina when you attack (sustained)
Disrupting Blow - melee attack that disables enemy sustains
Unstoppable Might - bonus APR and physical resistance penetration (passive) (kind of a placeholder)
Tireless - regenerate stamina every time an attack connects (passive)
Spell/Elemental
Elemental Ray - beam split between arcane/cold/fire/lightning, 25% chance to either stun, daze, freeze, or silence
Elemental Sphere - single-target bolt split between arcane/cold/fire/lightning, target is confused, slowed, pinned, or knocked back
Elemental Discharge - releases up to 4 elemental beams at random targets in LOS, can't target the same creature more than once
Elementalism - 5% per level arcane/cold/fire/lightning resistance penetration (sustained)
Spell/Gems - the really gimmicky tree, you can socket any two gems in your eyes
Eye Beams - two individually targeted beams, damage and special effect corresponding to gem hue
Gem Power - resistance/damage bonus depending on hue, as well as other bonuses (e.g. armor for white gems), scales sharply with material level (passive)
Empower Weapon - melee attacks get extra damage depending on gem hue (passive)
Gem Blast - every spell critical causes socketed gems to create explosions, damaging enemies close to you but using up mana (sustained)
Spell/Skin - Skin infusions increase corresponding resistance by a lot, corresponding damage by a little, do damage when hit in melee, and give one additional bonus
Molten Skin - global speed
Frozen Skin - armor bonus, melee hits can freeze the attacker
Electrified Skin - stat bonus, melee hits can daze the attacker
Acidic Skin - life regen bonus, melee hits can disarm the attacker
Spell/Arcana (locked, level 10)
Mana Tap - drain 20% of your life, replenish a percentage of it as mana
Arcane Mastery - increases arcane resistance, spell save, silence immunity, mana regen, max mana (passive)
Eldritch Skin - spellpower bonus, melee hits can silence the attacker
Mana Discharge - drain 75% of your mana, release it as an explosion doing a percentage of it as arcane damage, for every 100 mana drained, targets are spellshocked for one turn and you are cured of a detrimental magical effect
Spell/Earth affinity (locked)
Sandstorm - hideous ice storm copy that blinds things instead of freezing them
Hard as Rock - increases physical save, physical resistance, knockback immunity, armor/hardiness (passive)
Shockwave - physical damage + stun explosion, centered on you
Rock Fragments - cone, does physical damage, inflicts bleeding that also slows
Corruption/Corrupted golem (locked)
Corrupted Strike - melee strike that does blight damage, replenishes vim, and inflicts a disease
Blighted Skin - critical multiplier bonus, drain life damage when hit
Life Drain - reduces an enemy's stats and resistances to acid/blight/darkness/fire
Ruinous - physical+spell critical chance and up to +25% acid/blight/darkness/fire resistance penetration (sustained)