The Stoneshaper (Wilder subclass)
Posted: Mon May 01, 2017 8:33 pm
https://te4.org/games/addons/tome/stoneshaper
After some time and three other addon ideas that I thought of, started making and then scrapped, here is my new class addon!
The Stoneshaper is a wilder class specializing in terrain. You create it, you destroy it, you shape it into giant golems to pummel your enemies to death...
Basically, the class has three different specializations: caster, pseudo-summoner and melee warrior. Each of these specializations has a locked and an unlocked class tree, and you can - and probably will - mix freely between them.
If you have any feedback, be it about balance, issues, errors or otherwise, please leave a comment.
Class Overview
Class mechanic: Rubble Fields
Some of your skills create "rubble". Rubble damages, slows and (20% chance) pins everything inside each turn.
If you are a summoned Stone Warrior or have the Rock Travel skill sustained, you completely ignore rubble fields.
Wild-gift/Shaping
You make walls, you break walls.
Call the Stone
Summons a single wall tile, blocking movement and sight. If an enemy is on the tile, it deals damage to the enemy - but no wall appears.
Reduce to Rubble
Destroy all walls in a radius 1 area, creating a rubble field for each wall destroyed.
Rocky Burst
Walls. Lots of them. You mark an area, and a bunch of walls appears in random locations within that area.
Unmake the Shaping
You detonate all your summoned walls within range 10 (and LOS), dealing physical damage and bleeding enemies hit.
This can do 7000+ damage lategame when cast immediately after Rocky Burst. And there is a talent that resets skill cooldowns...
Wild-gift/Rubble (locked)
Creating MORE rubble fields!
Rock Claws
Deal physical damage and pin enemies within a cone.
Rubble Shaping
Whenever you summon walls with Call the Stone or Rocky Burst, you have a chance to get a free rubble field!
Violent Disturbance
What's better than a lot of rubble? BIG rubble. That lasts long. And really hurts.
Power of the Deep
Phys pen. Also, your rubble now does extra nature and darkness damage.
Wild-gift/Animation
How about golems?
Awaken the Warriors
You turn walls in an area into golems. These golems are fairly tanky and do decent damage, but are fairly immobile.
Stone Armoury
Because no one likes golems that miss and do pitiful damage when they actually manage to hit.
Violent End
Golems are cool. Rubble fields are cool as well. So let's make rubble from golems.
(Best used on one-turn-remaining, about to die golems)
Living Statues
Health regen for your golems. And now they pin enemies every few turns.
Stone Army (locked)
Better golems. And more of them.
Warriors Throw
A friendly golem gives you a hand when it comes to mobility.
Hardened Stone
Your golems gain armor hardiness and extra talents.
Tremor Shock
Each golem in LOS stomps, releasing a shockwave that slows enemies. If an enemy is hit by more than one shockwave, that enemy takes damage.
Brief example since description might be slightly confusing:
Let's assume the skill does 100 damage.
The first shockwave that hits will do no damage, but slow.
The second shockwave will do 100 damage.
The third shockwave will do 125 damage.
The fourth shockwave will do (125 * 1.25) = 156 damage.
Enduring Animation
Your golems split into two smaller golems when they die, each having a fraction of the precursors stats.
Wild-gift/Stoneforge
A specialized melee weapon replaces your attacks. Now with staff accuracy bonus!
Stoneforged Weapon
Basic weapon stats, and sustain that replaces your melee attacks with the weapon.
Stone-plated Armor
Extra armor, hardiness, and pseudo-"earthen fury" ego for your Stoneforged Weapon
Masterful Forger
Weapon mastery. Also bleed retaliation.
Empowering Throw
You project a melee attack with your Stoneforged Weapon, temporarily gaining nature damage on hit for each enemy hit.
Wild-gift/Ancient Blade (locked)
Sustains!
Deeprock Weapon
While sustained, gain lifesteal and ignore part of opposing shields, but you gain equilibrium on each hit.
Living Weapon
You passively gain bonus nature damage on Stoneforged Weapon hits. While this is sustained, that damage splashes in a cone behind the target, but you gain equilibrium on each hit.
Empower the Stoneforge
You instantly activate both Deeprock and Living Weapon, and for a few turns they can't deactivate due to high equilibrium.
But when this ends, you take nature damage based on your equilibrium...
Heartbeat of Eyal
Nature pen. Also, while sustained, your Stoneforged Weapon gains moss effects on hit.
Wild-gift/Stoneform (generic)
Move through stone, eat stone, breathe stone...
Rock Travel
While sustained, you gain the ability to pass through most walls (like Wraithform), but are slowed.
Mending Stone
While in walls, you regenerate health, equilibrium and move faster.
Absorb Stone
Eat the wall you're in, gaining a bonus to damage for a few turns.
For non-combat purposes, use this while traveling through walls to create a space to regain some air.
One with the Stone
Temporarily gain armor and the ability to survive without air.
Wild-gift/Enhanced Powers
Synergy between talent trees.
Rock General
For each Stone Warrior in LoS, you gain resist all. Whenever you crit with your Stoneforged Weapon, you buff all Stone Warriors in LoS.
Ruler of Rubble
Increases the pinning chance of your rubble fields. Your Stone Warriors deal bonus physical damage versus pinned targets.
Shattering Blade
Your Stoneforged Weapon reduces the armor of enemies. While standing in rubble, gain bonus armor.
Deeprock Enhancement
Critting with your Stoneforged Weapon creates rubble fields. Whenever you transform a summoned wall into a Stone Warrior, all Stone Warriors summoned with this ability cast gain bonus stats.
Animation Enhancement
Taking physical damage will increase your armor. Your summoned walls now deal a small amount of physical damage around them each turn.
Shaped Enhancement
Your Stone Warriors gain bonus movement speed. Unmake the Shaping now reduces physical resistance.
After some time and three other addon ideas that I thought of, started making and then scrapped, here is my new class addon!
The Stoneshaper is a wilder class specializing in terrain. You create it, you destroy it, you shape it into giant golems to pummel your enemies to death...
Basically, the class has three different specializations: caster, pseudo-summoner and melee warrior. Each of these specializations has a locked and an unlocked class tree, and you can - and probably will - mix freely between them.
If you have any feedback, be it about balance, issues, errors or otherwise, please leave a comment.
Class Overview
Class mechanic: Rubble Fields
Some of your skills create "rubble". Rubble damages, slows and (20% chance) pins everything inside each turn.
If you are a summoned Stone Warrior or have the Rock Travel skill sustained, you completely ignore rubble fields.
Wild-gift/Shaping
You make walls, you break walls.
Call the Stone
Summons a single wall tile, blocking movement and sight. If an enemy is on the tile, it deals damage to the enemy - but no wall appears.
Reduce to Rubble
Destroy all walls in a radius 1 area, creating a rubble field for each wall destroyed.
Rocky Burst
Walls. Lots of them. You mark an area, and a bunch of walls appears in random locations within that area.
Unmake the Shaping
You detonate all your summoned walls within range 10 (and LOS), dealing physical damage and bleeding enemies hit.
This can do 7000+ damage lategame when cast immediately after Rocky Burst. And there is a talent that resets skill cooldowns...
Wild-gift/Rubble (locked)
Creating MORE rubble fields!
Rock Claws
Deal physical damage and pin enemies within a cone.
Rubble Shaping
Whenever you summon walls with Call the Stone or Rocky Burst, you have a chance to get a free rubble field!
Violent Disturbance
What's better than a lot of rubble? BIG rubble. That lasts long. And really hurts.
Power of the Deep
Phys pen. Also, your rubble now does extra nature and darkness damage.
Wild-gift/Animation
How about golems?
Awaken the Warriors
You turn walls in an area into golems. These golems are fairly tanky and do decent damage, but are fairly immobile.
Stone Armoury
Because no one likes golems that miss and do pitiful damage when they actually manage to hit.
Violent End
Golems are cool. Rubble fields are cool as well. So let's make rubble from golems.
(Best used on one-turn-remaining, about to die golems)
Living Statues
Health regen for your golems. And now they pin enemies every few turns.
Stone Army (locked)
Better golems. And more of them.
Warriors Throw
A friendly golem gives you a hand when it comes to mobility.
Hardened Stone
Your golems gain armor hardiness and extra talents.
Tremor Shock
Each golem in LOS stomps, releasing a shockwave that slows enemies. If an enemy is hit by more than one shockwave, that enemy takes damage.
Brief example since description might be slightly confusing:
Let's assume the skill does 100 damage.
The first shockwave that hits will do no damage, but slow.
The second shockwave will do 100 damage.
The third shockwave will do 125 damage.
The fourth shockwave will do (125 * 1.25) = 156 damage.
Enduring Animation
Your golems split into two smaller golems when they die, each having a fraction of the precursors stats.
Wild-gift/Stoneforge
A specialized melee weapon replaces your attacks. Now with staff accuracy bonus!
Stoneforged Weapon
Basic weapon stats, and sustain that replaces your melee attacks with the weapon.
Stone-plated Armor
Extra armor, hardiness, and pseudo-"earthen fury" ego for your Stoneforged Weapon
Masterful Forger
Weapon mastery. Also bleed retaliation.
Empowering Throw
You project a melee attack with your Stoneforged Weapon, temporarily gaining nature damage on hit for each enemy hit.
Wild-gift/Ancient Blade (locked)
Sustains!
Deeprock Weapon
While sustained, gain lifesteal and ignore part of opposing shields, but you gain equilibrium on each hit.
Living Weapon
You passively gain bonus nature damage on Stoneforged Weapon hits. While this is sustained, that damage splashes in a cone behind the target, but you gain equilibrium on each hit.
Empower the Stoneforge
You instantly activate both Deeprock and Living Weapon, and for a few turns they can't deactivate due to high equilibrium.
But when this ends, you take nature damage based on your equilibrium...
Heartbeat of Eyal
Nature pen. Also, while sustained, your Stoneforged Weapon gains moss effects on hit.
Wild-gift/Stoneform (generic)
Move through stone, eat stone, breathe stone...
Rock Travel
While sustained, you gain the ability to pass through most walls (like Wraithform), but are slowed.
Mending Stone
While in walls, you regenerate health, equilibrium and move faster.
Absorb Stone
Eat the wall you're in, gaining a bonus to damage for a few turns.
For non-combat purposes, use this while traveling through walls to create a space to regain some air.
One with the Stone
Temporarily gain armor and the ability to survive without air.
Wild-gift/Enhanced Powers
Synergy between talent trees.
Rock General
For each Stone Warrior in LoS, you gain resist all. Whenever you crit with your Stoneforged Weapon, you buff all Stone Warriors in LoS.
Ruler of Rubble
Increases the pinning chance of your rubble fields. Your Stone Warriors deal bonus physical damage versus pinned targets.
Shattering Blade
Your Stoneforged Weapon reduces the armor of enemies. While standing in rubble, gain bonus armor.
Deeprock Enhancement
Critting with your Stoneforged Weapon creates rubble fields. Whenever you transform a summoned wall into a Stone Warrior, all Stone Warriors summoned with this ability cast gain bonus stats.
Animation Enhancement
Taking physical damage will increase your armor. Your summoned walls now deal a small amount of physical damage around them each turn.
Shaped Enhancement
Your Stone Warriors gain bonus movement speed. Unmake the Shaping now reduces physical resistance.