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The Grove Keeper: a Wilder Subclass
+1 Str, +1 Dex, +3 Wil, +2 Cun. 2 life rating.
Main stats are Wil, Cun and Dex/Str (if choosing ranged or melee, respectively)
[Hybrid ranged or melee weapon users/summoners/mindpower casters. Deals mostly physical (weapon) and nature damage and light damage(mindpowers).]
Generic Talents:
Combat Training
Cunning/Survival
Wild Gift/Fungus
Wild Gift/Call of the Wild(locked)
(all from vanilla)
Wild Gift/Bark
1)Bark Guard
Sustain 10 EQ, 10 CD
While your offhand is empty or holding a mindstar, you will a hardy bark covering to grow over your forearm, creating an effective shield.
This shield will prevent up to X damage.
After passing 6 turns without taking any damage to the guard, it will begin to regenerate [12-25]% of its max power per turn.
Any direct healing you receive that would heal you above your maximum life will restore your shield by [25-50]% of the extra heal, if it is not at maximum power. While your shield is fully charged you will regenerate [0.5-1] EQ per turn. The amount is doubled if you have a mindstar in your offhand.
2)Lichen
Passive
Your bark has grown a healthy covering of lichen, which enlivens both it and yourself.
Whenever you deal Nature damage while Bark Shield is active, you will restore your shield power by [1-2%] of the damage dealt.
If your Bark Guard is depleted by more than X% of its maximum value or more in a single hit, gain a Y% of a turn.
3)Shed Bark
12 CD (no EQ cost, uses up Bark Shield charges instead), Mind Speed
Expends all charges of your Bark Shield and cleanses yourself of debuffs.
While your Guard is active and not depleted you have a X% chance to deflect melee attacks and projectiles.
4)New Growth
28 CD, 8 EQ, Instant
Instantly regrow your bark, restoring [10-20]% of your maximum shield power.
For [3-6] turns afterward, your Bark Shield will regenerate [10-20]% of its maximum power per turn, regardless of damage taken.
The effect will also restore X Equi per turn.
Class Talents:
Wild Gift/Moss (from vanilla)
Wild Gift/Symbiosis
1)Spore Shot
4 EQ, 6 CD, Mind Speed
Fire fungal spores at an enemy up to 8 tiles away, dealing X nature damage. The target will become Spore Sown for 1 turn afterward. Whenever you or an ally deals light damage to a spore sown target the effect will stack, the duration will be increased by 1, and it will release a burst of natural energy in a radius equal to the number of stacks, at most once per turn. Enemies struck by the burst will take X nature damage and allies will be healed for Y. If the effect reaches 6 stacks, one final burst will be released and the target will lose [1-4] sustains or beneficial temporary effects, prioritizing sustains. Damage and chance to apply the effect improve with Mindpower.
2)Bioluminescence
4 EQ, 3 CD, Mind Speed
Empower bioluminescent fungi living on your skin to create a range 8 beam of light dealing X light damage. foes hit by the beam will be dazzled for [1.5-3] turns, reducing all saves by Y and critical power by Z. Damage, save and power reduction will increase with Mindpower. Passively increases light radius by [2-4].
3)Photosynthesis
Passive
You are healed for X% of all Light damage you deal and restore Y Equi each time you deal Light damage, up to 3 times per turn.
Whenever you use a Wild Gift you gain one stack of Solar Power for turns, up at most once per turn. If you reach 4 stacks, the buff will be consumed and you will deal X light damage in a radius [2-4], centered on random enemy within range 10.
4)Thorn Barrage
6 EQ, 8 CD
Launch thirns in a radius 6 cone, dealing X nature damage. The thorns will inflict deep wounds which cause the target to bleed for Y damage over 6 turns and reduces all healing received by [12-36]%. Damage and healing reduction improve with Mindpower.
Wild Gift/Botany
1)Shineleaf:
5 EQ, 12 CD, range 6, Mind Speed
Toss a Shineleaf seed to a nearby location, where it will sprout instantly. Shineleaf is immobile, does not attack, has -50% Darkness Resistance, 100% Light Resistance and lasts for [4-6] turns.
Light and Nature damage you deal to the plant is negated, instead healing it for 25% of the amount.
Each turn, your Shineleaf will release a pulse of light energy in a radius of 6. The energy will heal allies for X and deal Y light damage to foes. The light will illuminate the area, and reveal all foes within.
2)Ragevine:
5 EQ, 12 CD, range 6, Mind Speed
Toss a Ragevine seed to a nearby location, where it will sprout instantly. The Ragevine is immobile, does not attack, has -50% Blight Resistance, 100% Nature Resistance and lasts for [4-6] turns.
Light and Nature damage you deal to the plant is negated, instead healing it for 25% of the amount.
Each turn, your Ragevine will attempt to lash one foe within range [3-6], pulling them in, pinning them (2 turns), taunting them, and dealing X nature damage. The Ragevine will prioritize targets that are not already adjacent or pinned when possible.
3)Transplant
8 EQ, 18 CD, Mind Speed
Target a plant ally up to X[4-8] tiles away and swap places with it, fully healing the plant and removing all debuffs.
All foes targeting you will target your plant after the swap.
4)Verdant Song:
12 EQ, 24 fixed CD, Instant
Sing nature's blessing for [6-12] turns. Resets the cooldown of Transplant when activated. While singing, your plants gain 25% mind speed, X life regen, cannot take more than 30% max life from a single hit, and the following bonuses:
Transplant will sprout a new plant of the same type as your target, randomly spawning within 3 tiles of its new location and lasting [3-6] turns.
Your Ragevine will apply Strangle Hold (pin+silence+dot) instead of pin.
Your Shineleaf's light energy will attempt to Blind foes for 1 turn.
Wild Gift/Nature's Ward
1)Swift Wind
4 EQ, 12 CD, Mind Speed
Quickly move [4-8] tiles. Requires a clear path. Passively grants [12-25%] movement speed.
2)Weathered
Passive
Gain X% healing modifier, and Y% Poison, Cut, and Diseases immunity.
3)Flourish
6 EQ, 18 CD, Mind Speed
Yourself and any summoned plants will regen X life over 5 turns.
If you have a regen effect already, it's remaining power will merge into your new regen effect (but not that of your plants).
The healing value improves with Mindpower.
4)Nature's Ally
Passive
Gain X% crit shrug and [12-25]% physical, nature and light resistance penetration. Crit shrug improves with Mindpower.
Wild Gift/Mud Slinger(Locked)
1)Mudslinger:
(Passive)
Sling Mastery. Increases reload rate. If your off hand is empty, archery attacks will deal X (based on Willpower) added Slime damage.
Slime damage is Nature damage which applies a X% global slow (based on Dexterity). Your basic Shoot talent restores [1-2] EQ.
2)Mire:
5 EQ, 3 CD, Archery Speed
Fire a shot for [115-135]% nature weapon damage, releasing a burst of mud which will deal Y Slime damage to all foes in a radius of [1-2] centered on the target.
Burst damage improves with Mindpower.
3)Muck:
8 EQ, 16 CD, Instant
Imbue muck with natural energies and smear it on your shots. For [4-8] turns, Slime damage from Mud Slinger talents is converted to random Moss damage. If you know the corresponding Moss talent, the power of the Moss effect will improve with it.
4)Mud Spray:
6 EQ, 6 CD, Archery Speed
Fire 3 shots for X% weapon damage, targeted individually.
Passively, your Mud Slinger proc has a chance to trigger a random Moss talent that is not on cooldown, centered on the target. This will use Equilibrium and put other Moss talents on cooldown as usual, but cannot fail due to Equilibrium.
Wild Gift/Treekin(Locked)
1)Bark Fist
(Passive) 4 CD
Grants unarmed mastery. Hand gear will use Willpower instead of Dexterity as a damage modifier.
Once per turn per target, melee attacks will trigger an unarmed attack for [15-30]% nature damage, if your off-hand is empty.
Your basic Attack talent restores X Equilibrium.
2)Leaf Blast
4 EQ, 6 CD
Attack adjacent foes for W% damage. If the attack hits, you release a blast of razor-sharp leaves which deals X nature damage to targets in a radius of [1-2] around yourself.
Foes hit by the blast of razor leaves will bleed for an additional Y damage over 8 turns. The bleeding can stack.
Plant allies in the are will gain Z% global speed for [1-2] turns.
The damage dealt by the blast and the bleed will both improve with Mindpower. Speed bonus improves with Mindpower.
3)Rhytidome Rage
Passive
Once every four turns the unarmed attack from Bark Fist will deal X times the damage and attempt to stun the target for [1-4] turns.
4)Botanical Strike
6 EQ, 8 CD
Attack your target for X% Nature weapon damage. If the attack hits, you will follow up with another melee attack and an unarmed attack for Y% damage, each as guaranteed critical strikes.
Plant allies within [1-2] tiles will have their remaining time extended by [1-2] turns and instantly use their innate talent as a free action.
Wild Gift/Force of Nature (Advanced, Locked)
1)Gale Speed
8 EQ, 18 CD, Instant
Attack with your melee weapon or sling at double attack speed and increases attack speed by [12-25]% for [2-8] turns. Speed bonus increases with Mindpower.
2)Verdant Warrior
Sustained, 10 EQ, 18 CD
Gain X Physical Power based on Willpower and Y Accuracy based on Cunning.
3)Arboreal Might
Passive
Your physical critical chance is increased by X% and your critical power by Y%.
When you land a physical critical you gain Z Mindpower for 3 turns, stacking up to 3 times.
4)Radiant Force
8 EQ, [48-20]CD, Mind Speed
Gain on-hit (ranged or melee) Light damage for [5-10] turns.
Passively, melee and ranged attacks will trigger Photosynthesis, if it hasn't proc'd already the same turn.
Wild Gift/Floramancy (Advanced, Locked)
1)Seed Pod
6 EQ, 12 CD, Mind Speed
Launch an explosive seed pod at your foes.
Deal X nature damage to all enemies in a radius [1-2] ball up to 6 tiles away. Enemies hit will have a chance to become Seed Sown for 6 turns afterward. Seed Sown enemies deal [12-24]% less damage as the seeds sap energy from their host. If a target dies while under the effect, you harvest the seeds, reducing the cooldown of Seed Bomb by 1 turn. Damage and chance to apply the status increase with Mindpower.
2)Chlorophyll
10 EQ, 8 CD, Mindspeed, Sustained
Increases all Light and Nature damage by [15-30]%.
3)Glow Bomb
4 EQ, 6 CD, Mind Speed
Toss a glob of bioluminescent algae at a target up to 10 tiles away, which splatters on impact. The flash released will deal X light damage in a radius of 1 and coat all enemies in the glowing gunk. Glowing enemies have [12-25]% reduced Light and Nature resistance and [3-6] increased light radius.
4)Green Thumb
Passive
Whenever you deal Nature damage to an enemy afflicted with Glow they will release a burst of light energy in a radius of [1-2], dealing X light damage to enemies and healing allies for Y, at most once per turn per target. Whenever you deal Light damage to an enemy who is Seed Sown you have a Z% chance to put [1-2] random talents on cooldown for [1-2] turns, at most once per turn per target.
Talent icons from: https://game-icons.net
Questions, comments, feedback, and especially bug reports, are all welcome, as always. Enjoy!