The Leper is a corrupter who decided to take on diseases himself instead of inflicting them on others. While this has severely weakened his physical condition, being a walking incubator of incredibly debilitating diseases has its benefits. Powerful Lepers have been known to have their arms cut off, organs removed, and taken the wrath of many demons, anti-magicians, and plague doctors, but still stay standing and regenerate their diseased figures to keep fighting, while the aggressor in question takes on features of their debilitating condition. While they may be so weak that they can only wield a single weapon, the magical diseases have corrupted their touch to the point where the natural forces of Eyal are perverted to a more corrupted use, mindstars succumb to the sickness and become incredibly light battleaxes, and a strange power alien to other corruptors radiates from Lepers, mutating living creatures around them.
Primary stats: Con and Mag
Pros: Able to convert all debuffs into diseases that can buff your spellpower, blight damage penetration, and add other benefits to your other skills. Increased blight affinity and conversion of some damage to blight. Gloom style field that deals damage over time and can eventually hamper attempts to deal ranged damage. Able to summon one of three unique oozes from your bodily fluids that inherit your diseases. You can block some incoming damage using your Vim pool similarly to a Solipsist. Boosted Vim gain on kill based on the amount of diseases you and your opponents have. Slow vim regen. Can corrupt mindstars to create a 2 handed battleaxe. Can wield any wearable object or weapon besides body armor, hats, or boots in your offhand. A percentage of the numerical statistics in your offhand are applied to your primary weapon. Defenses against anti-magic forces.
Cons: Reduced health pool similarly to a Solipsist. Reduced saves as your ability to convert debuffs to diseases increases. Unable to properly use any item in your offhand. Lowered direct damage. Limited ranged options. Some talents affect you negatively on use.
Ideas for skill trees
Corrupted Conditioning: The diseases you incubate within yourself give you great strength, but at a great cost.
The first skill permanently reduces your max HP and the HP you get from levels in Con and permanently lowers your stamina regen, but levels in Con add to your Vim pool. You gain a very slow Vim regeneration, all incoming damage you take is slightly reduced, and some of the damage you take is instead dealt to your Vim reserves instead of HP. Additional levels boost the amount of damage your Vim pool takes and the damage reduction you suffer.
Skills after build on debuff conversion, with the second reducing your saves, but carries a percentage to convert any debuff you receive into a disease (with all diseases you receive, including ones received through the Plague skill tree, being treated as an other debuff instead of a magical one). For every level, you gain increased spellpower per disease contracted. Further levels add further debuff conversion and extra diseases you can contract, in addition to reducing your saves, but raising your chance to convert incoming damage to a disease.
The third level adds extra vim gain on kill for every disease you have and gives your basic melee attacks a chance to spread any diseases you have and a 100% chance to spread any disease your opponent has to yourself if you kill an opponent who has a disease. Additional levels boost vim per disease and the rate at which you give diseases to enemies. Transfer rate is for each disease, so the odds to transfer are applied to each individual disease as opposed to all your diseases at once.
The final level gives you extra blight damage and blight damage penetration for each disease you have. Additional levels boost this penetration per disease. Skills run off of Con.
Defiling Touch: Your touch is so corrupted that even the natural perfection of mindstars is not safe.
The first level allows you to project a two handed battle axe out of any mindstar, with added levels boosting the extra power your mindstar axe deals. This replaces mindstar mastery, and changes the equip stat of mindstars to Mag. As a downside, your first point into this tree makes your offhand do nothing, but this allows the equipping of lights, wands, totems, gloves, etc. in your offhand slot.
The second skill allows for some of the effects in your offhand to bleed off into your primary weapon with higher levels increasing the stats transferred. Additional levels boost the effectiveness of this bleeding effect. At level 6, any abilities in those offhand items are also able to be used.
The third skill gives you a wide swing attack with mindstar battleaxes, hitting the tile in front of you and the two tiles to the left or right of it, if aiming diagonally, the two tiles to either side will be in contact with you. This axe swing will transfer any diseases the targets and you have with everyone in the targeting range as well as yourself. Additional levels boost the power of this attack.
The fourth skill generates a blight wave in radius 2 that has a chance at infecting all enemies in radius with any diseases you have and always infecting yourself with any diseases the opponents targeted have. Additional levels boost the power and disease transfer rate. At level 4, each disease you have boosts this attack's power by 5%. These skills are based on Mag.
Bacterial Ooze: The bacteria in your bloodstream have gained limited self-awareness and you can draw them out at will.
The first skill allows the summoning of one of three bacterial oozes (summoned at random) within range two. The Toxic Ooze deals poison damage, reduces healing, and poisons foes when the ooze attacks. The Septic Ooze inflicts blight damage and inflicts diseases when the ooze attacks. The Acidic Ooze deals acidic damage and reduces damage and defenses when the ooze attacks. All three oozes inherit any diseases you have when you summon them. More levels boost the basic stats of the oozes. At level three, each ooze gains additional features. Toxic Oozes inflict spydric poison, Septic Oozes have a chance at spreading two diseases at once, and Acidic Oozes can disarm opponents. Blighted Summoning gives your oozes the first talent in the Plague skill tree.
The second talent gives you the ability to drag an enemy within a range of 5 to your side and pin them to your side. You also deal a random ooze attack's effects to people targeted by this. Additional levels boost the damage dealt.
The third talent allows you to detonate an ooze, dealing damage based on how much health the ooze has left. Any diseases an ooze has when it detonates are spread to any enemy in range and you, should you be in range, but damage will only ever be done to enemies. Additional levels boost the damage per percentage of health left. At level three, it guarantees an effect based on the ooze detonated.
The fourth talent allows you to keep an ooze on the surface of your body. It will lash out when you are struck, only allowing 10% of your max HP to ever be taken in one hit while active and dealing damage to the attacker. It dies immediately after and needs to be regenerated. At level 3, it explodes in a radius as if it was an ooze that detonated using the talent. The type of ooze you can summon is chosen when activating the sustain, and it alters the odds of what oozes you summon so that the chosen ooze summons more often. Additional levels boost the regen rate of oozes once they die. Skills level with Mag.
Viral Aura: Your diseases wish to spread so badly they will leave your body to deal harm.
Level one gives you a radius 2 aura that deals blight damage over time. This does not harm friendly creatures. Additional levels boost the damage per second of the aura. At level 3, bacterial oozes summoned heal from the aura. At level 5, this aura also deals acid damage.
The second talent gives you a mucus trail that persists for 6 turns that deals blight damage to enemies that reside in it with a percentage chance for enemies to be pinned to the ground, resetting the mucus trail on that space and infecting the enemy with a random disease. Additional levels boost the damage per turn. At level 3, the trail heals your bacterial oozes.
The third talent raises your blight damage and affinity on all your attacks within the aura. Additional levels raise these values.
The fourth talent starts affecting ranged attacks that enter your aura. Physical attacks will have their damage reduced as your aura corrupts them mid flight. Magical attacks will have some of the damage register as blight and the blight damage you would receive fills your Vim as opposed to reducing it, although health damage is treated as it otherwise would. Mental attacks have a percentage chance to fail once they enter your aura. Additional levels raise the power of these effects. Skills level with Con.
Diseased Radiation: A strange power radiates from your body, mutating you and those around you.
The first skill gives you a sustain that lowers your melee damage by 10%, but gives your melee attacks a chance to inflict the Radiation Poisoning debuff that reduces the physical power and melee damage of those affected in addition to reducing the saves against your diseases. Radiation Poisoning cannot be removed in any way aside from letting the debuff expire. Additional levels boost the chance and duration of the Radiation Poisoning debuff. At level 5, all your talents, not those of your summons however, have a chance to inflict Radiation Poisoning.
The second skill gives you an activatable talent that allows you to convert one physical, magical, or mental debuff into one of three buffs. This consumes stamina as well as vim, as you need to focus your body to activate this. Cancerous Growth boosts your health and Vim regen, Redundant Organs slightly increases your armor and causes all debuffs that cause you to lose health to have their remaining time cut in half, and Radioactive Tumor halves the cooldown of your Diseased Radiation skills. Additional levels boosts the effectiveness of Cancerous Growth and Redundant Organs, and at level 4, you gain another potential buff in Bacteria Breeder, which causes all debuffs you have to repeatedly roll against your highest save each turn. If you roll a save, the debuff will cease immediately. If you have levels in disease conversion from the Corrupted Conditioning tree, this will instead convert the debuff into a disease. Using this talent inflicts the Radiation Poisoning debuff on yourself.
The third level gives you a radius two radiation wave that deals either blight, acid, fire, arcane, or nature damage based on the lowest resistance of the target affected. However, this will inflict the Radiation Poisoning debuff on yourself. This requires stamina as well as Vim to use. At level 3, this will inflict Radiation Poisoning as well.
The fourth skill allows you to project radiation in a line that deals blight, acid, fire, arcane, or nature damage based on the lowest resistance of the target affected. When it hits a target, it deals half the damage taken to all targets in a radius of one. All targets affected will suffer the Fatal Radiation Poisoning debuff, lowering their melee damage, disease saves, and inflicting a small amount of either blight, acid, fire, arcane, or nature damage based on the lowest resistance of the target affected per turn. However, using this talent inflicts Radiation Poisoning on yourself. At level 3, this can affect all creatures in a line, although the bonus radius only happens at the targeted area. This skill requires stamina as well as Vim to use. Skills level with Con.
Bane of Eyal: Your body is so corrupted and out of tune with nature courtesy of your magical diseases that you can twist nature beyond usability.
The first talent boosts your blight damage and penetration against equilibrium users. At level 3, this allows any talents in this skill tree including this talent to affect enemies that don't have a mana or vim pool. Additional levels raise the damage and penetration.
The second talent allows your melee attacks to increase the equilibrium of foes on hit. At level 3, this will burn other resources as well. At level 6, your other skills will trigger this as well. Additional levels raise the equilibrium gain and resource burn on melee attacks.
The third talent grants you an anti-magic siphon that randomly targets proper targets within range 3 that increases the equilibrium of those targeted with a small vim gain on trigger. This can only trigger once per turn. Additional levels boost Vim gain and equilibrium gain.
Level 4 gives you a Nature Sever skill that deals damage based on how low the equilibrium of the target is. This also raises the equilibrium of targets hit. This has a range of 4. At level 3, it can burn away stamina and hate and deal damage off of those resources. Additional levels boost the damage capabilities of Nature Sever. Skills level with Mag. This skill tree needs to be unlocked at level 10.
Sporification: A corrupted fungus is feeding on your rotting flesh.
The first skill gives you a radius one spore cloud that inflicts a Parasitic Mushroom debuff for 3 turns. The length increases with levels in the talent. Parasitic Mushroom deals a small amount of blight damage per turn that pierces all resistances and restores 50% of the health damage done. If the target has Vim, this instead lowers that instead of health and restores your Vim by 100% of the Vim loss. This also pins opponents affected, but if you move, the debuff ends.
The second skill gives you an activatable talent that allows you to regenerate Vim in exchange for being unable to move for the duration. If your Vim is full, this will regenerate a reduced amount of health per turn. Levels raise the regen per turn.
The third level allows you to place a patch of mushrooms on the ground as a marker. Activating the talent again will teleport you to that location and consume the marker. If an opponent is on the marker when you teleport, you'll deal a large amount of blight damage and spread any diseases you have to the target. If this would kill them, you gain 300% of the Vim you normally do after diseases are inflicted. At level 4, you will exude a cloud of spores when you teleport, inflicting the Parasitic Mushroom debuff. Additional levels raise the blight damage dealt and the range at which you can teleport.
The fourth skill allows you to summon a Corrupted Mushroom within radius 2. This mushroom's attacks are incredibly weak and it cannot move, but it can taunt opponents, and any time it takes damage, it spreads a cloud of spores akin to the first talent in this skill tree. This cannot harm friendly players. Any healing or Vim gain that the mushroom would receive from the Parasitic Mushroom debuff is instead given to you. More levels raise the level of the spore spread talent, the turns the mushroom stays out, and the health of the mushroom. Blighted Summoning gives your Corrupted Mushrooms a Viral Aura. Skills level with Con. Must be unlocked at level 10.
Custom weapon set to match with this class:
The First Plague
Mindstar
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Diseases are meant to be cured, or at least studied.
Carries extra blight damage, a percentage chance to inflict diseases on hit from the regular three from the Plague skill tree, and a .2 mastery in the Defiling Touch skill tree. This weapon cannot be disarmed. Cannot be destroyed using the anti-magic gauntlets.
Many a Zigurian anti-mage has attempted to understand this mindstar. All have failed. It resists anti-magic itself, despite being a mindstar, and it has proven as equally difficult to destroy as well as cure. Its origin is a mystery, and stories range from it being a demonic experiment to corrupt Eyal itself, to it being the result of a disillusioned wilder who witnessed the brutality of mage hunters and turned to corruption in an act of rebellion against anti-magic, to the musings of some that it is really perfect imperfection of Eyal and attempts to alter it are moot since it being in a perfect state is to be utterly imperfect and anti-nature, with this being the original explanation of plagues. Whatever the reason, it diseases all life who touch it, and can only safely be wielded using the blacksmith's glove that has been seemingly rotted onto the surface of the mindstar itself.
Corrupter's Cure
Helmet. Carries no armor training requirements
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A pox on Eyal itself is out there for you to study.
Extra blight damage resistance and blight damage armor penetration. Grants .2 mastery of the Sporification tree. Attacking a foe with a disease grants a 25% damage bonus and gives you 5% lifesteal. Critical hits raise the lifesteal to 15%. Light radius decreased by 1. Infravison Radius increased by 2. Grants the first talent of the Plague skill tree at level one with a power of 25/35
A simple note on this plague doctor's mask reads, "For when magic has taken over body and soul." You suspect this was long before its current condition however, as an otherworldly dark green fungus grows all over the outside and is eating away at edges of the note. Putting it on, you feel you can literally see the health of those around you, however, it rapidly dissipates as people inhale the dark clouds of spores you exhale. This concerns you not however, as you feel compelled to study the effects this new development creates.
Set bonus: .2 mastery of the Bane of Eyal tree. Doubles diseases from all sources, negates the negative stat loss, and converts blight damage from them to healing. Increases Vim pool by 50. All reduction of your Vim by opponents is reduced by 25%. 25% chance to completely avoid the Radiation Poisoning debuff.
I neither have the time nor the talents to code this, so I'm posting this as an open idea to start a mod class on. If anyone's interested, all I ask is that I get some credit. Thanks in advance to anyone willing to take on this project.
New Class: Leper. Boons from Banes
Moderator: Moderator
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- Low Yeek
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- Joined: Wed Jun 21, 2017 10:40 pm
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- Uruivellas
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Re: New Class: Leper. Boons from Banes
This looks Way too scary for me to code, but it's a great concept. I hope someone steps up to the plate...