Some denizens of Eyal have had close encounters with eldritch beings from parts unknown. Even fewer have found that the horrors within take a particular interest to them. Those that can curry their favor can travel from the simplest farmer or trader to a lethal controller of the shadows in a cloud of darkness, to manipulating perceptions of themselves to drive their opponents to madness and despair, to the ultimate negation of shielding through the manipulation of the void. Their strength is also their greatest weakness, as many Haunted have their minds broken as they grow more powerful, seeking more and more things to kill with the unnatural powers granted them, only stopping in horror when their eldritch friend dies or leaves them.
Pros: Boosts to your damage and resistances while your horror is with you. You can summon your horror to aid you in battle which boosts your horror's skills. Good crowd control ability by either sending enemies into a killing frenzy, drawing and pinning them to your side, or terrifying them, forcing them to run away. Certain abilities can strike past shields and blocks. Built in infravision and small "light" radius. Abilities are generally boosted when on a normally unlit tile. Certain talents and trees will still cool down, even while stunned.
Cons: Using one skill in a tree often puts all skills in the tree on cooldown. Very weak when your horror is not with you. Must wield a special artifact in your offhand to use the majority of your skills. Tendency to unlight tiles in combat. Lights you wield have severely hampered function. Reliant on your horror for your defenses, so you need to wear robes. Some talents will inflict stun on you. Healing prioritizes your horror before you.
Uses: Wil and Str
Horror health is marked with a bar. Otherwise uses Insanity for skills, slowly building as skills are used.
Skill Tree Ideas
Umbral Companion: An Umbral Horror is watching you, and willing to lend his aid.
The Haunted class proper always starts with a point in the first talent and a cat point in this class. Without a point in the first talent, you cannot access any of the other talents. The first skill gives you an Umbral Horror to aid you and allows you to summon the horror as a temporary companion. However, on summon, it will subtract all your activatable and sustainable skills by 5. If this reduces your skills below zero, they are unable to be used by you until your horror is no longer summoned. Your first point into this talent gives you the Umbral Claw (see Artifacts/Items section). Your summoned horror has a copy of all your available skills and his own copy of the Umbral Claw. While not summoned, your armor is raised as the horror inhabits your body and acts like armor. A small amount of the damage you take is dealt to your horror's health, shown on a bar. If your horror dies, you must wait for 15 turns for the horror to rebuild itself in your body. Additional levels have effects as follows:
Every other level will have the skill subtraction reduced by one, so at 3 it is reduced to 4, and at 5 it is reduced to 3, so on and so forth.
The stats of the horror increase as this levels up
The armor your horror provides increases as this levels up
At level 3, your horror is granted a copy of your mainhand. At level 5, your horror is granted a copy of your robes and helmet.
These skills have a longer development arc for each point put into them. After the first level, the next level is available at level 6, 12, 18, and 24.
The second skill totally eliminates your light radius and replaces it with a special Darksense that allows you to see your surroundings without actually lighting tiles. Any ego that boosts lite radius instead boosts your Darksense radius. Your melee damage in unlit tiles has additional darkness damage, and whenever you deal melee damage, you have a chance at consuming the light in the tile you reside in, gaining 75% of the darkness boost of fighting in an unlit tile. Additional levels boost the chances of consuming light on melee attacks and boosting the darkness boosts you gain on melee attacks on unlit tiles and when consuming light. At levels 4 and above, your Darksense radius increases by 1 per level.
The third skill is a radius 2 light purge that deals darkness damage to all enemies in the radius and a 75% chance to unlight each square in the radius. Hitting yourself with the purge gives you one turn of 200% move speed and increased chance to avoid damage. Additional levels boost damage and every other level boosts the radius.
The fourth skill gives you a percentage chance to avoid ranged attacks while you are in an unlit tile and have your horror as armor. Additional levels increase the chance to avoid attacks. Skills scale with Wil.
Weaponized Voids: You can slice through not just your enemies, but the space they inhabit as well.
The first skill gives you a slice using Umbral Claw that ignores blocks and pierces damage shields, dealing 50% of the total damage as temporal damage. If this is used against a damage shield, 60% of the damage dealt to the enemy also is dealt to the damage shield. Additional levels increase the total damage and percentage dealt to damage shields. Using this talent puts all your Weaponized Voids skills on cooldown.
The second skill allows you to project an attack from Umbral Claw within range 4, at 70% normal damage power with all the damage as temporal. This creates a hostile Void Tear next to you that cannot attack or deal damage, but 50% of all the damage it takes from any source is dealt to the person this skill was used on. It is hostile to only you. Higher levels increase the time the Void Tear is out as well as the damage dealt with the original strike and how much damage is transferred. At level 4, the Void Tear is hostile to everybody and can be targeted by anyone. Using this skill puts all your Weaponized Void skills on cooldown.
The third skill gives you a slash with Umbral Claw that deals 130% damage, 50% of that damage being converted to temporal, that can summon up to 2 Void Shards. These Void Shards will seek out enemies, with the enemy being hit having the lowest priority. They will then detonate in a radius two temporal wave. Additional levels boost the damage of the Void Shards and the temporal resistance penetration of all your Weaponized Void skills. Using this skill puts all your Weaponized Void skills on cooldown.
The fourth skill allows you to slash at the space around you, crating a void that you can use to teleport to a location within radius 5, although there is a one space inaccuracy (Think Phase Door). Upon exiting the teleport, a radius 2 wave of temporal energy is generated. If you should teleport directly onto an enemy, that enemy takes 300% weapon damage and is phased out of the timeline for 3 turns. Additional levels raise the damage done by the temporal wave. Every other level, the radius of the temporal wave increases. Using this skill puts all your Weaponized Void skills on cooldown. Skills scale with Str.
Dark Madness: You can warp how others see you, inflicting mind bending debuffs on your opponents.
The first skill allows you to pacify opponents, making them completely unable to be aggressive towards you and making them vulnerable to any attack you deal to them, lowering resistances by 15%. This does not keep them from acting however, nor will they fight for you. Attacking people affected by this talent immediately ends the debuff, although area of effect talents do not remove debuffs unless the person was directly targeted. At level 3, this has a 50% chance of affecting enemies within radius one of the targeted area. At level 4, this talent can also make those affected attack those that attack you as well, doubling the remaining time of the debuff and making this opponent the priority target of all enemies within a radius of 3, while removing the vulnerability if they are provoked in this manner. This affects all opponents suffering from the debuff, and those suffering from it will not attack each other until there are no other targets. Using this talent puts all your other Madness talents on cooldown.
The second allows you to terrify opponents, reducing their melee damage by 35% and forcing all non-boss characters to throw a mental save, otherwise they are forced to flee your presence. Boss characters are not forced to flee. If you are within radius one of someone affected by this debuff, that person takes a small amount of unblockable mind damage. Bosses take reduced mind damage per turn. Additional levels boost the radius where you deal DoT to people affected by the de-buff, and the length of the debuff. At level 3, this has a 50% chance to affect foes in radius one of the targeted area. Using this skill puts all your Madness skills on cooldown.
The third skill allows you to send opponents into a series of hallucinations. While affected, opponents take a small amount of unblockable mind damage with a 25% chance to stun or brainlock them. Additional levels raise the mind damage done. At level three, this has a 50% chance to affect foes within radius 1 of the targeted area.
The fourth skill allows you to send opponents into a killing frenzy, randomly targeting any foes within radius 3 while never targeting you unless no other targets exist. If there are no more targets, the debuff decays twice as fast. Additional levels raise the duration of the debuff. At level three, this can affect all foes within radius one of the targeted area, and this debuff also raises the attack of those affected. Using this skill puts all your Madness talents on cooldown. Skills scale with Wil.
Dark Projection: Your horror does better with darkness, and so do you.
The first skill increases your darkness damage penetration on targets in unlit tiles and gives you a sustain that can summon Miasmic Darkness within radius one that only harms opponents so long as you do not move for one turn. Miasmic Darkness will persist within the radius, but it will not be created while moving normally. It will be created if you teleport or move in any way that is not normal movement. It will only dissipate outside the radius. Tiles affected by this Miasmic Darkness count as if the tile was unlit and deals a small amount of darkness damage to enemies that in it, but it does not pin foes. Additional levels raise the radius of the sustain and the damage Miasmic Darkness does per turn.
The second skill gives you the ability to drag a foe within radius 4 to your side and pin them to the ground for 2 turns. All the tiles this crosses will have Miasmic Darkness appear on them, dissipating as normal. This talent will deal extra darkness damage to foes in unlit tiles and has a chance to inflict any debuff from the Madness skill tree you have unlocked. Additional levels raise the darkness damage this does. At level 3, Miasmic Darkness has a 50% chance to appear on tiles bordering the firing line of the talent and the chance that Madness debuffs trigger. Using this talent puts all your Dark Projection talents that are not sustains on cooldown.
Your third skill gives you a shadowy teleport that can only target unlit tiles within radius 8. All tiles between the start of the teleport and the end will have Miasmic Darkness appear. Additional levels reduce the cooldown of this talent by one, and every other level reduces the cooldown of all your Dark Projection talents. At level 3, you gain a Dark Materialization buff that reduces the damage you take and lets you retaliate with a small amount of darkness damage. Using this skill puts all your Dark Projection skills that are not sustains on cooldown.
The fourth skill gives you a chaining darkness bolt that you can fire in radius 5. On hit, it will find a new target within radius 5. This cannot hit the same target twice, and every time it hits, it places down a patch of Miasmic Darkness where it hit. Additional levels deal more damage. Skills scale with Wil
Claw Defense: Learn to use the Umbral Claw to defend yourself.
The first skill augments your block talent and allows for a free attack on a successful block that hits for 70% offhand damage that hits for either darkness or temporal damage, whichever resistance is lower. If they are the same, the damage is split evenly. This attack hits for counterstrike damage, but it does not take away the counterstrike debuff. Additional levels boost the counterattack's damage. At level three, you drag enough of a temporal void with you to allow the blocking of projectiles. Blocked projectiles have a 50% chance to be reflected back at the person who fired them, dealing the Counterstrike debuff if the projectile hits.
The second skill augments your block further, dragging a part of the void with your block motion that will reduce the cooldowns of one of your skill trees if the block actually blocks something. This also reduces the cooldown of your Block talent and boosts the temporal damage your block retaliations deal. Additional levels increase the temporal damage of block retaliations further. At level 4, your blocks reduce a skill tree's cooldowns by two instead of one.
The third skill adds darkness damage to your block retaliations and allows you to block incoming spells and mental attacks with similar mechanics as blocking projectiles. Blocking a spell or mental attack temporarily boosts the damage your other skills do with a small amount of the type of damage blocked. Additional levels boost the extra damage gained from blocks and on block retaliations.
The fourth skill gives you a 20% chance to block any incoming attack from any source as your horror's instincts take over your body. This can only happen once per turn. Additional levels boost your chance to proc and every other level boosts the amount of times this can happen per turn. Scales with Str.
Urge to Kill. You want to see more death at your hands.
The first skill allows the use of shields (Pretty much the Umbral Claw) as offhand weapons. This carries no offhand weapon penalty. This also allows a small portion of overkill damage to be added to your horror's health. Additional levels boost the effectiveness of shields as weapons and the effectiveness of overkill healing.
The second skill allows you to gain a stackable Bloodlust buff on a kill that reduces your mental save but increases your combat and movement speed per stack. Each time a stack would be gained, you must make a mental save. If you fail and mental save check, you lose all buffs, do not gain one, and are stunned for one turn as a pang of self-awareness hits you. However, if you lose this to another debuff as opposed to failing the check on kill, the duration of the debuff is automatically reduced by all the stacks you had. If this would completely eliminate a debuff, you are instead dealt a one turn stun debuff. After gaining 5 stacks of Bloodlust, you are so intent on mutilating your enemies that your chances of automatically blocking attacks and reflecting projectiles decreases by 35%, and gets lower the further beyond 5 you get. Additional levels increase the stack cap, speed buffs per stack, stacks before you incur blocking penalties, and lowers the mental save loss each stack gives.
The third skill allows you consume all your stacks of Bloodlust to attack an opponent for 110% weapon damage plus 15% weapon damage for each stack. If this kills, you immediately regain all the stacks of Bloodlust you consumed plus a free stack of Bloodlust that does not need to check mental save. Additional levels boost the extra weapon damage from each stack of Bloodlust.
The fourth skill will cause you to rapidly teleport to opponents within radius 3 up to three times in a turn as you let your horror's desire to kill consume your body. The number is dictated by the stacks of Bloodlust you have after the save is performed. Neither the teleporting, nor your actions, will take any time. Regular attacks will have their damage boosted with extra temporal damage that pierces resistances at 75% effectiveness. Killing someone while teleporting resets the teleporting countdown. You cannot target the same enemy twice within one round of teleports, and, at the end of the enemy targeted teleports, you will teleport back to the first opponent you faced if you did not kill anyone. This can be canceled early. Additional levels raise the Temporal Damage boosts and every other level raises the teleport cap by one.
Skills level with Str. Skills 2-4 need advanced levels to acquire and are in line with other skill trees that can only be unlocked at level 10 and above.
Horrific Clarity: Your focus narrows to solely the execution of those around you.
All of these skills save the third will completely eliminate your Insanity gained over time.
The first talent allows you to expend a portion of your horror's health for damage reduction, faster movement speed, and extra darkness, temporal, and mind damage with a percentage chance to trigger any Madness debuff, force Miasmic Darkness to spread in radius 1 of the target, or rip away a Void Shard that seeks out enemies. This is incredibly taxing on your body, and will force you into a 1 turn stun once it expires. Your focus is so intense that you cannot use any of your other Horror skills for the duration. At level 4, this will also give you a free summon of your Horror for the duration, which will automatically heal it for 50% of its missing health once this talent expires. Using this skill will put all your other Horrific Savagery skills on cooldown, and each time one of the extra effects triggers, the respective skill tree is put on cooldown for 3 turns. (Madness debuff: Madness skill tree. Light purge: Dark Projection skill tree. Summon Void Shard: Weaponized Void skill tree.) Additional levels boost the chances of extra effects happening.
The second talent allows you to expend a portion of your horror's health in exchange for targeting an opponent within radius 2, dragging them to your side, and proceed to choke them until death or physical save. This talent deals a small amount of unblockable physical damage per turn, and slowly drains their oxygen meter. You are unable to perform any other actions until this talent expires. Uniques, Bosses, or Elites will have this talent fixed at 5 turns. If the opponent dies while this talent is affecting them, the health this talent cost is immediately refunded and the physical damage dealt is returned as health for both you and your horror. Additional levels boost the damage and oxygen drain per turn. At level 3, the sight of your enjoyment of their suffering will terrify opponents. At level 4, this talent will crush the opponent's windpipe, dealing a large amount of physical damage that pierces 50% of resistances. This skill will put all your Horrific Savagery talents on cooldown.
The third talent alters stun effects to give you an extra 35% damage resist and 20% chance to avoid attacks while stunned. If the stun was inflicted by an opponent, you will teleport to them and deal an attack with the Umbral Claw for 70% weapon damage. Higher levels raise the damage resistance, dodge chance, and power of the retaliation.
The fourth talent allows you to consume all of your Horror's remaining HP in exchange for a radius 6 explosion of unblockable darkness, mental, and temporal energies, dealing damage to all creatures besides yourself equal to 80% of all the HP consumed. This will kill your horror, but reduces the time it takes for it to respawn to 10 turns. In addition, this will stun you for two turns. Additional levels boost the amount of damage done. At level 4, using this talent can also cause Void Shards, or Miasmic Darkness to spread in the affected areas. Your horror cannot be summoned with this talent. Skills level with Wil
Artifacts/Items
Umbral Claw
Powered by Unknown Forces
Variable level shield
Allows the full use of this class's skills. Boosts Darkness and Temporal damage. While it does grant you a block talent, this does not boost armor or defense, and is essentially another weapon in shield form. Automatically given when you first gain a horror companion, and cannot drop any other way. Stats increase as you level up and put talents into your various Haunted talents. At levels 10, 20, and 30, this will gain a random Ego. Egos cannot duplicate.
This was given to you by the Umbral Horror that has joined you. You are unsure if this claw like object even truly exists, as all you see is darkness in a definitive claw shape. You slide it onto your hand, and it fits perfectly over your gloves, simultaneously as supple as your fingers and sharper than your sword, with the claws pointing wherever you swing them. You feel like this can shred holes in far more than just your opponents, if only you had the training.
The Emperor's Clothes
The clothes could look like anything you imagine. Make it so.
Robes
Powered by Psionic forces
Raises your global resistance by a relatively large amount. Lowers your mental saves, but all your mental saves are checked twice. Boosts Madness by .2.
What appears to be just a loincloth is actually a full set of extremely luxurious feeling clothing with what feels like strong, but extremely light, plating sewn into the shirt and pants. As you pick it up, you hear what sounds like ornamental metal trappings all around the collar, feel the weight of precious metals, and you can even smell the use of only the finest furs in its construction. Good luck convincing anyone else of it however, since the only thing you can possibly see is the shabby looking loincloth, in such poor condition that it would make a slave ashamed to wear it.
The Eyes of the Beholder
You see what it is you want, now find what refuses to show itself.
Fills the helmet slot
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Increases your infravision radius by 2. Stealthed creatures within radius 1 are always unstealthed. Blind-Fight. Boosts the second skill of Umbral Companion by .2
As you unfold these gilded spectacles, you see a small tuft of white fur caught in one of the hinges. You've heard rumors of a pair of glasses that could drive even the greatest psionic to doubt reality as the glasses merged their perceptions with their imaginations, or was it the other way around? As you look through them, you see exactly what it is you want to see, but what is it that you want to see?
Set Bonus: Horror Health is increased by 100. Darksense radius is multiplied by 1.5. Eliminates mental save penalty on The Emperor's Clothes.
This is another idea I had that I cannot code at the moment, and am looking for a coder to take this idea beyond conceptual stage. All I want is credit. If you want to work on this, please reply and inform me.
New Class: Haunted. Favored by the Eldritch Beings.
Moderator: Moderator
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- Low Yeek
- Posts: 8
- Joined: Wed Jun 21, 2017 10:40 pm
New Class: Haunted. Favored by the Eldritch Beings.
Last edited by notaffiliated on Tue Oct 23, 2018 2:57 am, edited 2 times in total.
Re: New Class: Haunted. Favored by the Eldritch Beings.
you know there is dlc with this general idea of working with horrors coming out heres a teaser for one of the classes
https://te4.org/characters/3496/tome/17 ... b254ea728c
https://te4.org/characters/3496/tome/17 ... b254ea728c
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- Low Yeek
- Posts: 8
- Joined: Wed Jun 21, 2017 10:40 pm
Re: New Class: Haunted. Favored by the Eldritch Beings.
I did not know that actually. Go figure. I'll leave it up, we'll see if they take and cues from it, but this was otherwise an idea I posted because ideas.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: New Class: Haunted. Favored by the Eldritch Beings.
You're really good at these ideas!