Table of contents
Extra Trees
Elemental/Geothermal (Jadir)
Elemental/Erosion (Jadir)
Elemental/Eyal Resolver (Jadir)
Elemental/Power (Asha)
Elemental/Chaos (Asha)
Elemental/Illusions of fire (Asha)
Elemental/Wind Archer (Silyhe)
Elemental/Ephermal Hunter (Silyhe)
Elemental/Stratosphere (Silyhe)
Elemental/Spirits (Naiar)
Elemental/Instrumentality (Naiar)
Elemental/Fluidity (Naiar)
Hello ToME community! I was told by PureQuestion that the developers seem to be open for ideas and suggestions, so I decided to take a serious stab at coming up with something fun enough to grab your attention.
The basic idea is the Elemental race, with 4 classes representing the elements of Fire, Water, Earth and Wind as sentient beings created as part of nature's reaction to it's gradual corruption through spellblaze, named Asha, Jadir, Silyhe and Naiar respectively.
The elemental class shares immunity to disease and poison as well as a experience penality of about 40%.
Each class posesses 4 ordinary and 1 Metamorphosis skill trees and utilize different ressource mechanics.
Below is the current status of Jadir, the first class I have come up with. It's roles vary from physical destroyer to tank and restoration/poison oriented mage with an emphazis on manipulation of walls.
Since I wasn't very sure about that sort of thing I didn't include resource cost and cooldown, except when specifically noted. Feedback and suggestion for those would be appreciated

Anyway.
Essence, as a mirror of life regeneration, was chosen as another tool to softly nudge the player towards a more defensive and cautious play. Together with the Symbiosis tree, it provides a powerful base for replenishing and sustaining, further improved if the player chose to hybrid it with the Jagged Body sustain, at cost of their mutual peak efficiency.
- Earth Elemental (Jadir)
Jadir is, if the element doesn't betray it already, the beefier of the four classes. If it hits, it hits hard, if it tanks, it tanks even harder. I wanted this class to have the most "inert" of skillsets, that is skills that don't require complex targeting, as it would be more fitting for a class that's supposed to rely less on mobility and more on the raw stat bulk - hence the majority of the skills having a focus on point-blank AoE skills, sustains or enhancements.
This does of course not mean that it's a class entirely grounded in it's ability to manipulate the game elements beyond just punching them. To compensate for the lack of speed it has a variety of skills that affect the environment, in particular walls. It felt very fitting, both for the lore and the general playstyle, an earth elemental controlling natural solid physical obstacles.
Main stats: Strength, Constitution, Magic
Ressource used: Essence. Essence mimicks Jadir's lifeforce, regenerating at the same rate as it's health. (Affected by regeneration only, normal healing has no effect on it) 33% of all essence spent is applied to the Jagged Body shield.
Max Essence pool is equal to 66% of Jadir's maximum health.
Elemental/Mountain [Generic Points]
The mountain tree. It's the easiest one to explain of them, being essentially the tank tree. Since most of it's benefits are sustained/passive, it's using generic points. It is the main tool to push the character into the tanky territory, without limiting their gameplay to just one style.
I consider this skill to be the defensive heart of the entire tree. It's always effective, always reliable and allows you to focus on defensive stats, rather stacking hp - taking less damage means blocking more damage with the rapidly regenerating shield, rather than health. It makes you into a true tank, rather than a hp sink.
Jagged Body [Start with this at level 1, cannot be unlearned.)
The Jadir's earthen body sprouts many sharp, rock-hard protrusions, effectively forming a permament shield that blocks 80/95/110/125/140 damage.
The shield does not deactivate upon reaching 0 value and regenerates by 2% per turn. 18/21/24/27/30% of all physical damage taken by the shield is
returned to the attacker.
Shield health increases with Constitution.
-returns physical damage from any source
-only returns damage substracted from the shield, if the total damage exceeds the shield value, only the damage taken by the shield will be returned
-separate from other shields: using a shielding rune won't 'recharge' jagged body
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A supplementary to the Jagged Body skill, superficially, but not designed to work around it. It once again reinforces the idea that you should prefer defensive stats over the health total, as it makes you tankier, adjusting automaticly.(Weak enemy attacks on low hp, or strong enemy attacks on high hp.) Performing better when on the fringe of dying introduces some level of risk though, which is why there is one final safety net for the people who decide to stick with this all the way up to level 5. It's your one saving grace for when every other defensive measure fails. 1 extra turn to see if you can get out or not.
Rock Shell
The Jadir's body is used to powerful blows and ravages of magic, decreases the chance to receive a critical physical/magical strike by 2/3/4/5/6% and
reduces any damage that would deal over 30% of Jadir's current HP by 5/8/11/14/17%.
Also increases armor by 6/8/10/12/14.
On level 5, mortal damage taken instead leaves you at 1 hp. Effect recharges upon reaching 100% hp.
Increases critical chance reduction, armor and damage reduction with Constitution.
-reduces the total of any taken damage that exceeds 30% of jadir's current hp
-does not take shields into account, hp only
-Lv5 effect only takes effect when your hp becomes 100% or when initially learned, no other cooldown mechanism is employed
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Teluric fist is a deceptive skill, for what it's worth, designed to be versatile in a number of situations, yet still available early enough to give the class some damage output before the end of the really early play.
Teluric Fist [Range 1]
Cost: 12% Essence
Cooldown:10 turns
Hit the target enemy for 120/128/136/144/152% damage, knocking it back 3/3/4/4/5 tiles. If the enemy hits a wall during the knockback, there is a 50% chance
for each wall hit that the enemy will break through it, receiving (10%) extra damage.
Damage increases with Constitution.
It can be used to shove away dangerous enemies reliably, hence the rather powerful starting range of 3 squares. Another way to make it more reliable is the ability to knock down walls with it. That alone can be a saving grace when facing enemies in tight halls, or if you really, really need to create an escape route, while in a dead end.
In a nutshell, it's an offensive skill with stat unreliant defensive properties.(You can still go full Symbiosis and grab this to shove enemies out of your comfort zone.)
-hits a single adjacent enemy using weapon damage, only mainhand weapon(or a 2h weapon) is used
-once a check to break through the wall fails no more knockback will occur from this talent
-Applies all on-hit damage from the used weapon, but does not amplify it either initially or through breakthrough
-Enemy will not break through other enemies. Bumping into other enemies will end the knockback
---The final skill of the tree. If you spent all the points up to here, it means that you are really dedicated to this tree. Remember how I said "focus on defensive" stats on the 3 previous skills? Here they are, all nicely arranged to cover any physical threat. This is basically the candy shop of stalwart defense, rewarding you for sticking with the tree with nice, flat bonuses that stack with the learned skills in the most beautiful ways.
Composure
Change the material the Jadir is composed of, conferring various powers:
Level 1: Increases armor hardiness by 25%.
Level 2: Increases Stun and Knockback resistance by 25%.
Level 3: Increases Jagged Body shield regeneration by an extra 2%.
Level 4: Teluric Fist's breakthrough chance is now 100%, ignores 25% of target's knockback resistance.
Level 5: Physical resistance raised by 10%.
Also increases your health by 20/30/40/50/60.
-Level 2 bonus is additive to the total of your stun and knockback resistance
-Level 3 bonus on the other hand is multiplicative
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Elemental/Avalanche [Class Points]
The Avalanche tree is a physical caster tree. Between this and the Geokinesis tree, it's the one that allows you greater tankiness and presence in melee, while giving you AoE damage skills.
An early ersatz for the weapon masteries. It's not a very inventive or interesting skill, but rather serves as the foundation to base melee offensive and the effects of physical damage on.
Heavy Arms
The Jadir's body gives it a huge advantage when fighting in close quarters. Increases physical power by 8/14/20/26/32.
All weapon damage done is increased by 12/16/20/24/28%.
Gives each blow a 12% chance to daze the enemy.
Daze chance and weapon damage increases with Strength.
-Only increases the weapon damage of melee weapons
-Daze duration is always 1 turn
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Pinpoint Toss [Range 2+]
Cost: 15% Essence
Cooldown:8 turns
Passively increases your accuracy by 8/11/14/17/20.
The Jadir rips out an enormous bulk of stone and throws it at the enemy, dealing 75/110/145/180/215 damage and creating a stone wall
at the target's location that lasts for 2 turns.
Cannot be used while in water or floating.
Damage, range, accuracy and wall duration increase with Strength.
To be honest, I am not entirely sure if the wall duration should increase with Strength or not. The main theory is that the player will use it either for damage, or to block out an enemy. (Placing a wall directly on top of an enemy will allow them to exit it right away in the current game mechanics) A careless boulder toss can thus very possibly trap the player, which gets kinda terrifying once it reaches 5 turns.
On the other side, players who reach levels high enough for that probably have Primoridal rock to pass through, so the problem is averted there.
-Accuracy boost is a permament passive component
-Talent requires an empty space for the target - in other words, you can't target an enemy that's currently inside another wall
-Created wall can be dug or used for Architect's Wrath, but will still disappear in respect of 2 turns after being created
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Tremor blends together the "caster" and "physical" qualities of the tree, by using weapon damage, dealing it in an area of effect, but still being a point blank skill.
Tremor [Range 1+]
Cost: 15% Essence
Cooldown:15 turns
Deals 75/85/95/105/115% weapon damage in range of 1/2/3/4/5, pinning down any stunned, confused or dazed enemy for 3 turns.
Damage increased by 50% against petrified enemies and enemies encased in walls. (100% against enemies both petrified and encased in walls)
Cannot be used while in water or floating.
Damage and pinning duration increase with strength.
Aside from being a big source of damage, it synergies with the stun chance from physical power and the daze chance of Heavy Hands, while benefitting from the wall encasing of Boulder Toss.
-Weapon damage taken from your mainhand weapon or your 2h weapon
-No on-hit effects are dealt, only the raw weapon damage is used for the calculation
-Does not remove the status effects that trigger pin-down
-Extra damage is additive to itself
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"What if you could, like, throw enemies at one another?" - a poor transcript of the thought behind this skill. You take enemies, and you toss them around. I will admit that this idea was not conceived with a solid gameplay reason behind it, but instead because I imagined it would be fun to just pick up enemies and hurl them at each other. It's a candy skill, really. Do not take it to mean it's useless though. It's tremor's ranged, flat damage cousin.
Catapult [Range 4+]
Cost: 20% Essence
Cooldown:18 turns
Grab a target enemy and toss them at target ball 2 AoE, dealing 100/120/140/160/180 damage to target and any enemy hit. All enemies hit, which are a size smaller than the one tossed are squashed, maiming them for 3 turns.
Damage, range and maim duration increase with Strength, damage also increases with target's size.
Now the size thing. I chose to implement it as a mechanic in this, because I barely see any skill make use of it. I remember the first time I got skin of the behemoth and turned one size larger, but had no idea what it entailed. Here, the benefit is clear. It's a silly little thing, but it doesn't seem to hurt.
-This is a mess of dynamic values. I can't even figure. Will need some special trimming.
Done.
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Elemental/Symbiosis [Generic Points]
I think I had the most fun working out this tree. Nature, for the most of us, means equilibrium, so it would only be fitting to make this tree a balanced mix of magical offense and an alternative kind of defense, best suitable for a spellcasting character, but not necessarily bound to them.Ivy mesh, as you see, only works when you are being hit, therefore it stands to light that it's more effective in melee combat, which it is. This weakness gets eliminated down the line with Carnivorous Vines, but before that, it's basically your way of defending your bulky self.
Ivy Mesh
The Jadir's body has become overgrown with thorny vines, any enemy attacking in melee is poisoned and suffers 23/28/33/38/43 nature
damage each turn for 3 turns. The damage done halves each turn, unless refreshed.
The fresh residue of the vines increases your spell save by 2/2/3/3/4, for every enemy afflicted with the poison, up to 16/18/20/22/24.
Damage done increases with spellpower.
-The spell save is gained for every enemy currently afflicted by YOUR Ivy Mesh poison, nobody else's
-Works on any enemy that attempts to strike you in melee or uses a talent that deals damage in melee range
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Put Roots
Cost: 20% Essence
Cooldown:25 turns
The Jadir entangles a ball 2/3/3/4/5 area around itself with a poisonous thicket of vines for 5/5/6/6/7 turns. While inside this field, Jadir's healing modifier is increased by 20/24/28/36/40% and it's physical save is increased by 10/13/16/19/22. Enemies that attempt to move through the vines receive 5/9/13/17/21 nature damage per tile traveled.
Enemies become entangled if they attempt to move more than 3 tiles inside the thicket, losing their ability to move until the thicket is gone.
Healing, damage and pinning chance increase with spellpower.
I nicknamed this skill "comfort bubble" while working on it, that nomenclature is very descriptive about it's general purpose. I mean, you all had that moment happen to you, getting surrounded from all sides, enemies closing in. A skill to give you breathing room/defensive advantage is always welcome on such an occasion and I believe that a mage should have access to one of these early on.
-Area created immediately around Jadir
-Enemy movement does count movement talents like rush or telekinetic leap, possibly interrupting them midway through with the pin
-Instant transportation methods like phase door are unaffected
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The primary function of this spell is to allow the application of full, undilluted ivy mesh damage at range. The player can use it to lock down fleeing enemies, while the stacking function still allows it to deal decent damage against single target threats.
Predatory Vines [Range 3(5)]
Cost: 10% Essence
Cooldown:12 turns
An entire ecosystem begins to form on your body. At your command, 1/2/2/3/3 carnivorous vines shoot forth, attaching themselves to an enemy in range of 3 each for 5 turns. During that time they deal 4/7/10/13/17 damage each turn, while also applying the Ivy Mesh poison upon attachment, also refreshing it each turn. Affected enemies cannot escape the leash range of 5 tiles away from you.
Multiple vines may stack onto the same target if there are no other targets present, stacking the damage and decreasing the leash range by 1 for each extra vine attached.
Damage increases with spellpower.
Here's a more in-depth explanation of the skill's exact mechanics.
-Not sure yet whether moving out of range with the vines should drag the enemy or release them, open to testing
-Enemies to snap on are chosen randomly(or semi randomly, with preference for closest enemies) with the priority on trying to get at least 1 vine on each and randomly assigning superfluous vines to random (or distance based) enemies if there's too few of them
-Ivy mesh is reapplied on each affected enemy as if they attacked the player, using current level of ivy mesh, if by some bizzare reason you have no ivy mesh, it wont be applied
---Nature/Blight resistance power increases with spellpower.
Yggdrasil
Cost: 10% of current Essence per turn
Cooldown:30 turns
The Jadir's body blooms with life. Consumes 10% of Jadir's current essence each turn, healing it for 36/42/48/54/60% of essence used.
Also confers 20% of Jadir's percentile essence as Nature and Blight resistance(at 100/110/120/130/140% power).
Another dynamic skill, it makes up for the unused defensive capabilities of the Mountain tree, replacing it with rather powerful healing, boosted if used inside your comfort bubble. I am not entirely sure if the values are fair and personally, I feel it might be underpowered, but cannot confirm it.
-The effect counts as heal, not regeneration and thus does not restore essence. Would be really stupid otherwise
-20% of current essence is the baseline that gets amplified for the nature/blight resistance
-Sustain costs no essence buffer, only the constant drain of it
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Elemental/Geokinesis [Class Points]
This is the spellcaster tree. It uses different innate qualities to allow the player to retain a degree of safety, while still maintaining a focus on damage.
This is a contender for the most poorly worded out skill in the entire tree. The idea is simple, if you have no slingshot ammunition, the shot is slow and deals flat damage. If you have slingshot ammunition, the shots are faster, travel further, are piercing and take on any bonus quality that the ammunition itself carries.
Earthen Gun [Range 5/8]
Cost: 3% Essence
Cooldown:1 turns
Picks up a small pebble and accelerates it to 1000% base speed to hit the target enemy for 40/45/50/55/60 physical damage.
If used in conjunction with slingshot ammunition extends the range to 8 and applies the possible ammo effects to the shot, increases speed
to 2000% of base and allows the shot to pierce targets, dealing 33% less damage to each subsequent enemy hit.
Damage and pierce chance increase with spellpower.
As a spellcaster, this is probably your main single-target spell. It allows you to keep a decent distance from your enemy, while the potential piercing quality still works well as a corridor cleaner.
-Basically, acts as a bolt spell if you hold no slingshot ammo
-Acts as a slingshot projectile bolt spell otherwise, adding the damage of the ammo to the shot with all of its associated bonuses
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Another offensive safety net, it also takes care of Jadir's early weakness against other spellcasters, which I got to admit, may be a flaw in the class design that I might adress later.
Choking Dust [Range 4]
Cost: 10% Essence
Cooldown:14 turns
Engulfs the target in a cloud of dust, suffocating it for 3/4/4/5/5 turns, while dealing 20 damage each. The target suffers vision impairment - you gain 12/14/16/18/20 ranged defense against its attacks and its talents are imprecise, possibly targeting tiles off-target.
On level 3 the target is also silenced for 1 turn, 2 turns on level 5.
Damage dealt increases with spellpower.
But yeah, pretty straightforward: Single target spell to take care of the highest threat enemy that gets a bit too close to you.
-Debuffs a single target in range for X turns
-Debuffed target's ranged attacks register with higher ranged defense from your side
-Any ranged action of the debuffed target that targets a tile or a tile as a center of something can randomly be relocated to a nearby tile, the effect is both more likely to happen and is more pronounced with distance
-However, at melee range, the chance to displace targeting is 0%
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I am not entirely sure how this would be coded and if Pure is any indication, it would probably be hard. The idea behind this skill is to reduce the amount of enemies that can attack you, by giving them less space to attack you from. With the best possible place to submerge: Namely an inward corner, there is only 1 free space to attack you from and this doesn't even adress the fact that most spells do not penetrate walls.
Living Mural
Cost: 10% Essence
Cooldown:25 turns
While the ability is active the Jadir can enter walls 1-tile deep. Being submerged in a wall like that increases it's defense by 7/9/11/13/15 and
attunes the Jadir to it's native element, increasing it's spellpower by 4/7/10/13/16.
This ability cannot be used to pass through a thin wall.
Defense increases with spellpower.
In light of all those neat advantages, the ability to pass walls seemed like it would make this too overpowered. A potential idea Im thinking about now, is that once you submerge into a wall, you cannot move around and can only exit the way you came in. This would make this infinitely more easy to code, I suppose.
Nevermind, spells enter 1 tile deep into walls.
-When entering a 1-tile wall, you cannot pass through to the other side. Sounds hella hard to register and may ultimately not be worth the restriction
---I like to believe that people are creative and just need the right tools to show it. Here you are, you are the god of walls now, move them around, remove unwanted obstacles, create obstacles, smash enemies. As long as there are walls around, you can create a temporary cover anywhere. It's the ultimate of wall-based versatility, with an added benefit of dealing very high, potentially double damage.
Architect's Wrath [Range 2+]
Cost: 25% Essence
Cooldown:20 turns
Allows you to move the target wall in a straight line for up to 1/2/3/4/5 tiles. The rushing wall deals 95/115/135/155/175 damage to any enemy hit
and the same amount of damage again to any enemy that becomes crushed against another adjacent wall, also stunning them for 3 turns.
On talent level 3 you can move sections of walls with a max size of 2x2, on talent level 5, 3x3.
After 3 turns the wall will return to it's original position.
Damage increases with spellpower.
-First you use the selection to take a selection of tiles, both the vertical and horizontal lengths can be adjusted, then you choose the destination point where it gets shoved to
-Should any tile of the shoved structure collide with terrain before reaching the final point, then the entire structure will stop prematurely
-The targeting indicator should indicate collision spots
-Enemies hit are not swept in with the wall, so the extra damage occurs only if the enemy hit is adjacent to another wall and is crushed against it, with some tolerance of roughly 45° or so
-Combo tipp: Use pinpoint toss to create a mortar behind the enemy to smash it against
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Advanced/Metamorphosis (Earth) [Advanced Lv: 10][Class points]
All elemental classes have their unique metamorphosis tree. It plays on their innate natures and contains bonuses that are far too enticing to pass up. Since the player may have different playstyles up to that point, the tree is designed to still be able to greatly benefit all of them.
Regardless of what weapon you use, this skill will make you better at using it. I realize that it seems to have a higher bias towards basic attacks, rather than spells or elemental damage, so this may see some changes.
Temper Weapon
The Jadir's mastery over density and weight allows it to tune the weight and grave power of all stone it commands, increasing all physical damage done (Physical or magical) by 12/16/20/24/28%.
Also gives an extra bonus to melee combat depending on the type of weapon used:
Gloves/Unarmed: Accuracy increased by 16.
Mace: Increases critical chance and multiplier by 10%.
Greatmaul: Increases armor penetration by 15.
Staves: Increase all nature/fire damage done and nature/fire penetration by by 12%.
Accuracy, critical chance/multiplier and armor/nature penetration are increased by strength.
Nature damage amplification is increased by spellpower.
Improved, now splits the bias between physical casters/fighters and and still a bonus to nature damage. Mission accomplished.
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The sole, single dash skill of the class - that alone is reason enough why it's worth to pick. But additionally, it has other functions - it encases enemies for Tremor and creates walls for Architect's Wrath, for the occasion that you find no walls around. It also goes around Living Mural's inability to pass walls, by going right through them for extra pinch escaping.
Primoridal stone
Cost: 15% Essence
Cooldown:25 turns
Jadir briefly becomes the very essence of earth, quickly sliding over to a location of 3/4/5/6/7 tiles away. (May teleport through walls, but the exit tile must be free) All tiles passed, except for the exit tile, become encased in stone, creating a wall for 3 turns.
Affected enemies take 140/160/180/200/220 damage and become petrified until the walls dissipate. Even then they remain petrified for 1 more turn for every 33% of hp missing.
Extra damage increases with spellpower.
So, yeah, not just a dash, but a damn useful dash.
-A dash towards the chosen tile, can pass through solid obstacles and enemies
-Petrified enemies behave just like those affected by stone touch
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Impregnable Armor
Automaticly allows the Jadir to wear any type of armor. Also amplifies any elemental resistance bonus on a massive armor by 15/21/27/33/39%.
Resistance amplification increases with strength.
Again, going with theme of finally giving the class something it direly needs regardless of your playstyle - Protection from elemental damage AND the ability to wear massive armor. I mean, you can never have enough of those, rite?
-Does not amplify negative elemental resistances
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And there it is, the Artifact skill at the end of the Metamorphosis tree. Each class has those and they serve as archetypes of what that class stands for, give every possible bonus in large quantity that should allow it to outshine any possible item competition for the class. In short, this is an artifact, made just for you. You will not find a more fitting one.
Plate of Genesis (Cannot be unlearned once the change is confirmed)
Having proven it's excellence, the Jadir is bestowed the Genesis Plate, a unique artifact of incredible power.
The Genesis Plate cannot leave the Jadir's possession, be sold or transmogrified.
It has following stats:
Power of the Artifact increases with talent level.
- Plate of Genesis (Armor/Massive)
Requires: Strength 25
Armour: +23/25/27/29/31
Defense: +4/6/8/10/12
Fatigue: +20%
Changes stats: +6/8/10/12/14 Str / +3/4/5/6/7 Con / +4/6/8/10/12 Mag
Changes resistances: +6/8/10/12/14% physical / +19/21/23/25/27% Fire / +14/16/18/20/22% Nature / +14/16/18/20/22% Blight / +14/16/18/20/22% Lightning
Physical save: +18/21/24/27/30
Spell save: +12/14/16/18/20
Stun/Freeze immunity: +17/19/21/23/25%
Knockback immunity: +30/35/40/45/50%
Life regen: +0.5/0.75/1/1.25/1.5
Light radius: +1/1/2/3/3
Healing mod.: +10/12.5/15/17.5/20%
"The pinnacle of Earthen might, this heavy plate armor deflects even the mightiest of blows.
It has been bestowed upon you, as the Champion of nature."