Race/Class Idea: Elementals [Coders aquired?]

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AlexMdle
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Race/Class Idea: Elementals [Coders aquired?]

#1 Post by AlexMdle »




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 :D

Anyway.


  • 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.
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.

ImageElemental/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.

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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.
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.

-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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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.
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.

-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 [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.
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.
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


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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.
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.

-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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ImageElemental/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.
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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.
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.

-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 [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.
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.

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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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.
"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.

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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ImageElemental/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.
Image
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.
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.

-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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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.
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.

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


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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).
Nature/Blight resistance power increases with spellpower.


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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ImageElemental/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.
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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.
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.

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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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.
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.

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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Image
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.
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.

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


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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.
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.

-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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ImageAdvanced/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.
Image
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.
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.

Improved, now splits the bias between physical casters/fighters and and still a bonus to nature damage. Mission accomplished.

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Image
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.
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.

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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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:
  • 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."
Power of the Artifact increases with talent level.
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.
Last edited by AlexMdle on Sat May 17, 2014 11:09 pm, edited 74 times in total.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#2 Post by AlexMdle »

Forgive the double post, but I didnt find a rules page regarding it. If it's forbidden I will refrain from posting updates unless somebody actually takes time to post a reply to break my monologue for an update bump :V

#Log 2

To word it better and avoid confusion, Elemental race/class works alot like the disabled Golem race/(uh)class. I dare say the Golem was the main inspiration for it :)

The "Elemental" is the Race. From there on, instead of normal classes there are 4 unique classes to choose from.

Asha - Fire // Focuses on offensive skills and fire magic. (Heat ressource)
Jadir - Earth // Focuses on overall durability and either poison or physical trees. (Essence ressource)
Silyhe - Wind // Very rogue-ish class the concept of which is still in work. (Air level ressource)
Naiar - Water // Amorphous class that focuses on adaptability to any given situation. (Mana ressource)

Elemental race has immunity to poison and disease.

Additionaly, Jadir and Naiar do not need breathe. Asha requires air to "breathe" and Silyeh actually uses it as ressource, able to expand it and slow down natural suffocation.

Also, each elemental posesses intrinstic elemental resistance which is either 30 or 50% depending on balance issues. The type of resistance depends on the class. (The elements being Fire/Ice/Electric/Nature)

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Since they lack a distinct racial tree, they don't have an innate racial ability.

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Pondering current life per level for the elemental class. Current idea is (A:9 J:12 S:10 N: 11)
Last edited by AlexMdle on Thu Feb 23, 2012 8:16 pm, edited 1 time in total.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Race/Class Idea: Elementals

#3 Post by darkgod »

This actually looks quite well thought out, please go on, post the other ones.

The status of elementals in Eyal is still not completly undecided (their lore I mean).
Currently there are two kind of elementals, the sentient ones (faeros) and the non sentient ones (foo-goroth).
I'll probably keep this difference, the non sentient ones are manifestation of the world itself (though they need changing as some use magic talents) while the sentient should all be aliens (Faeroses come from Urthalath a fiery molten world; thought I'm pondering if they should not be made to originate from the same world as the demons).
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#4 Post by AlexMdle »

Heh, I'm not too familiar with ToME lore and haven't given the lore of Elemental race much thought, focusing more on gameplay stuff.

Anyway, was done designing Asha class long ago, but was stuck on the very last skill, due to Pure being abscent (I ask him to design the final artifact of each Metamorphosis tree). Without further adue... adoe.. eh, whatever it's called.

#Log 3
  • Fire Elemental (Asha)

    Asha is probably my favourite designed class, or at least the most favourite in terms of theoretical gameplay. It's fast-paced, full of synergetic chains of skills, but streamlined to the point where there's no need for overthinking to play it effectively. It's centered on the wedge of offensive play and mobility and the player is rewarded for remaining in fight, for as long as possible.

    Main stats: Strength, Dexterity, Magic

    Resource used: Heat (Heat is a set value that scales from 1 to 100, degenerating at a scale of -0 per turn. The degeneration increases by 5 for every turn (Max 25) not spent attacking or using skills on enemies.)
Heat is a close relative to hate and positive energy, but designed in a way that would remove any related problems associated with those resources. It can be accruied quickly and spent quickly, you cannot hoard it outside of battle and preignition is only effective when in immediate danger, rather than at any point of time before. Various trees put different emphazis on either facette of this resource, be it quicker gain, more efficient use, ways to minimize the loss through innate stats or quicker reaction to threats.





ImageElemental/Brand [Class Points]

This is the most straightforward and least complex of the trees in this class. It's all about walking up to enemies and hitting them hard. It counts some of the highest heat increase and thus some of the most stable damage and goes well with a traditional melee fighter. Since it defines the style of gameplay that hard, it requires class points.
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Wrathful Strike [Range 1]
Heat: +25 (if it hits a valid enemy)
Cooldown:3 turns

Strike the target enemy for 110/124/138/152/166% damage. Also deals up to 55/62/69/76/83% fire damage based on current heat (100% heat = 100% of effect, can exceed 100%).

Damage increases with strength and heat.

I can only describe this skill as "basic", but still in the spirit of heat usage. You deal damage and if you're heated up, you deal even more damage. So the longer you stay and fight, the more damage you deal. Simple and elegant.

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Blazes
Heat: -5 per turn

Cooldown:25 turns

Increases your physical power by 8/11/14/17/19 and adds 16/24/32/40/48% of your weapon damage as fire damage to your attacks. Hitting an enemy also recovers 10 heat. Does not deactivate on 0 heat.

Damage and physical power increase with strength and damage also with heat.
Of course you do not always have your active skills on the ready. For that occasion, you get Blazes. This skill is a double edged sword, on one side you begin to lose 5 more heat each turn, but on the positive side, you gain the net win of 5 more heat every time you hit something, not to mention the exta fire damage.

In a thick battle, where you dont need to move around much, this shines the most. It does not deactivate on 0 heat either, that way there is no need to waste a turn getting it on, or a paradoxical situation where it deactivates instantly when used while on 5 heat or less.

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Relentless Fires [Range 1]
Heat: +4 per hit
(if it hits a valid enemy)
Cooldown:8 turns

Randomly strikes nearby enemies 5 times dealing 25/30/35/40/45% damage.

Damage increases with Strength and heat.
It might seem superflous to add another damage skill, but it fits the niche rather nicely when through properly about. It gives the double benefit of being able to attack multiple enemies and the concentrated damage on a single enemy.

For reasons of balance, it's unlikely that each individual hit will trigger the heat increase from Blazes. I should probably rewrite the +10 hit gain to only work on "basic attacks".


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Eruption
Heat: +100
(heats up with no need for a target)
Cooldown:35 turns

Instantly heats up, increasing all fire damage done by 10/12/14/16/18% for 2/3/3/4/5 turns.

Fire damage amplification increases with strength.
Maximum damage from the very start, that's exactly what this skill is about. It eliminates the need to preheat, or allows you to recover your flow of battle if you lost your heat.

Oh but that is not the end of it. You will see me mention this skill several more times when we get to other skills that synergize amazingly with it.


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ImageElemental/Heat [Generic Points]
This is the closest this class ever gets to "defense", but more importantly, it's there for easy heat management. Regardless of what style you pick, the skills here always benefit you.
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Energy Forge

Grants 4/5/6/7/8% resistance to Fire/Electric/Arcane/Light. 50% of resisted damage of those types is absorbed as heat.

Also increases your armor by 4/6/8/10/12 and armor hardiness by 10/13/16/19/22%.

Resistance, absorption rate, armor and armor hardiness increase with spellpower.
Resist damage, get extra heat. Very straightforward in the use and function and requires no conscious maintenance on the player's part. Getting heat while reducing damage also works well with the next skill...

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Spark of defiance

You burn brighter every time somebody tries to put you out. Every challenge is answered in overwhelming tones.
Passing a save will roll the associated power against the enemy's save, amplified by your heat (Every 2% of heat add 1% extra power to the roll). Successful roll will not only negate the effect, but reflect it at 33/37/41/45/49% power. (Any damage reflected is converted into fire.)

This effect has a cooldown of 16 turns, but cools down twice as fast if your heat is 100 or more.

Also increases your max. Heat by 10/15/20/25/30.

An important thing to note, is that unlike +max hate, extra heat actually improves the effectiveness of most skills past 100% instead of just being a reservoir for the resource. As such, there's almost no skill that doesn't benefit from this on the most fundamental scale.

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Consume
Heat: Sets to 0

Cooldown:23 turns

Consume all your heat to heal 100/130/160/190/220% of heat used as health.
Recovers 75% of consumed heat over 4 turns.

Heal percentage increases with spellpower.
Oh hell yes, healing. Now, initially you just consumed your heat to heal, but I found that it broke the flow of the battle too much, because you sacrified major damage for the return of health which could very well result in you losing that health over the length of the battle all over again. So now it instead refunds three quarters of it's cost over 4 turns, allowing you to return to battle much quicker.

Also, here's the first mention of Eruption, as you can use it to instantly gain heat for this skill to use. Can be kinda hard to believe that this is not the final skill of tree now. Well...


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Heat Overflow

Your fiery touch knows no bound, should you gain heat in excess of your maximum heat, 100/120/140/160/180% of unused heat will scorch
all enemies in range of 1/2/3/3/4 with fire damage. Released heat takes critical spell chance into account.

Damage percentage increases with spellpower.
...that's because there is this skill. Yeah. By now you probably wondered what merit there is to gaining heat when you are already at the max heat. This skill completelly eliminates wasting heat, by converting the excess into more damage. This means you can stay at the maximum heat and continue using heat-generating skills to maximum effect. Even better, if you are sure that you can stay at max heat, then you can use Eruption as a point blank 5 tile AoE nuke. How's that for versatility?


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ImageElemental/Firestarter [Generic Points]

This tree focuses on twin benefit of mobility and utility, instead of the raw synergetic heat value of the Heat tree. Many times I have found that being able to move around quickly is life-saving, especially so here, since every turn out of combat is a turn spent losing heat.
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Blazing Rush [Range 2+]
Heat: +25
(if an enemy is hit in the process, only triggers once per cast)
Cooldown:15 turns

Rushes to target position up to 2/3/4/5/6 tiles away, creating a wake of flames in the path. The flames deal 10/14/18/22/26 fire damage
to any enemy passing them. The furthest flame lasts 1 turn, with each closer flame lasting 1 more turn.

Fire damage increases with dexterity and heat.
And what better way to start off than giving an early rush ability, albeit with a small starting range. This is the bread and butter of precise positioning, good for both melee characters trying to catch up, or mage characters trying to get the best spot to rain death from.

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Firedancer

Increases your global speed by 0-3/2-6/4-9/6-12/8-15%, your accuracy by 0-4/2-8/4-12/6-16/8-20 and physical crit chance by 0-2/1-4/2-6/3-8/4-10 depending on current heat percentage. (100 heat = max effect, can exceed 100% efficiency if over 100 heat)

You recover 2/2/4/4/6 heat with every tile you moved, provided you are under 50 heat.

Speed percentage, accuracy and critical chance increase with dexteriry.
For the time being, it works. That's about all I can say about this one. It increases your speed and allows you to tumble around for 1-2 turns without attacking before heat degeneration becomes too severe, so you have an easier time switching between targets.

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Billowing Carpet [Range 1-5]
Heat: 0

Cooldown:20 turns

Lets out a cloud of choking black smoke to cover an area around the Asha, with the ball of size 3/3/3/4/4.
Enemies inside the cloud are suffocated, silenced and blinded until they leave the cloud, with the effects persisting for 2 turns after leaving it. Asha generates 15 heat for every turn spent inside the cloud and gains 15-60% of its cunning as stealth power and ranged defense based on how deep inside the cloud it is.
Enemies inside the clouds are 3/4/5/6/7% more susceptible to critical strikes of any kind.
The cloud lasts 2/2/3/3/4 turns.

Cloud duration and critical chance increase with dexterity.
Now that it's been reworked, I kinda like this one. It's another good tool where you are able to move around without too much of a heat loss even after a few turns. Additionally, it's some rather heavy disable, which I should maybe nerf.
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Tendrils of Fire [Range 2]
Heat: +15 per turn
(only as long as the enemy is held)
Cooldown:25 turns

Snatches a nearby enemy with fiery wires, instantly pulling it to the Asha and entangling it for 2/3/4/5/6 turns.
While entangled the enemy is immobile, but pulled after Asha on movement and takes 35 fire damage each turn.
The entanglement is broken instantly if a gap forms between Asha and the target.

Damage increases with dexterity and heat.
Oh, but this, this I do like. The idea here is anti-mobility through mobility. Catch those faster than you and don't let them run, with the added benefit of being able to leg it, while still maintaining your hostage by the side. It will still be damaged, while you are free to move around.

There are of course doubtful situations for this, like trying to entangle somebody too strong for you. For that reason, there should be some off switch to break the tether when necessary. I'll get to that eventually.



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ImageElemental/Pyrokinesis [Class points]


And there it is, the spellpower counterpart to Brand tree. The main focus lies on Ignite and Explosion, as they are rather powerful and grow stronger with increased heat. Additionally, while Brand focuses on attaining heat, Pyrokinesis has a number of tools to prevent it from declining.
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Ignite [Range 5]
Heat: +20/20/25/25/30
(if it hits a valid enemy, multiple enemies hit in one cast do not generate more heat)
Cooldown:2 turns

Sets the target on fire, dealing 20/30/40/50/60 fire damage for 3 turns. Also deals up to 20/30/40/50/60 fire damage to all enemies adjacent to the target. (100 heat = 100% damage)

Damage increases with spellpower and heat.
Ignite is the early counterpart to Wrathful Strike. Unlike it however, it needs to be reapplied quickly and thus have a small cooldown. The reason: As a mage, you want to stay further away from the enemies and cannot risk to attack them each turn - this means you spend turns outside of combat and lose heat.

As such, it means that the skill has to be almost universally available, with a cooldown of 2 turns.

Edit: Disliked the random chance for AoE. This should be tactical and reliable and not a slot machine. The class already relies on risky agression enough. Now the clearing AoE power increases with heat.


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Radiation [Range 0-4]
Heat: 0 per turn

Cooldown:25 turns

Unleashes fiery rage as an aura of intense heat, burning all enemies in range of (2-3-4-5-6)/(1~25/~50/~75/~100/~125 heat), depending on current heat, dealing 10/14/18/22/26 fire damage.

Increases range by 1 for every 25 heat available. Does not deactivate on 0 heat, instead reducing range to 1.
Gains 2 heat for every enemy hit by the aura.

Damage increases with spellpower and heat.
Radiation is the means to counteract heat drain. One special thing to be said about it, is that the damage dealt by radiation is not resetting the timer of heat degeneration. Instead, it generates heat by hitting enemies, an inversion of it's earlier incarnation that drained that heat instead. The higher the heat, the more enemies it can affect to keep that same heat up.

Of course, you still need to cast to keep the heat degenration at 0, otherwise the heat drain will inevitably outdo the gain. This is a mechanic to prevent people from exploiting this skill to kite enemies.


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Explosion [Range 4]
Heat: +50
(if it hits a valid enemy)
Cooldown:8 turns

Causes a localized, fiery explosion at target position, dealing 40/50/60/70/80 physical and 40/50/60/70/80 fire damage to all enemies in a ball 3 AoE.
Enemies hit are knocked back from the explosion point by 2-4 tiles, depending on current heat. (2 tiles +1 tile for every 50 heat)

Damage increases with spellpower and heat.

Mixed damage with a dash of crowd control, can be used effectively to gain quick heat, deal massive damage or push away the enemy scum. It's a jack of all trades packaged as a very standard AoE spell. Not too inventive, but with perfect integration in the toolset.

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Lingering fires

Your body never truly cools down. Passively reduces natural heat degeneration to 0 if on/under 5/10/15/20/25 heat.

You will not die until your heat reaches 0, however, while on 0 hp, damage drains heat instead of life, with ratio of 250/220/190/160/130% damage to heat.

Minimal heat and damage to heat ratio increase with spellpower.

The rework suddenly synergized this skill with pretty much every single other skill in the entire tree. The heat meter basically becomes a volatile strip of health which you can recover fast, but lose even quicker.


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ImageAdvanced/Metamorphosis (Fire) [Advanced Lv: 10][Class Points]

Once again, the final tree supposed to give the overall boost to the class regardless of the chosen playstyle.
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Insurmountable Glut

You glow red with might, increasing your physical power by 4/7/10/13/16 and your fire penetration by 8/12/16/20/24%.

Also increases light radius by 1/1/2/2/3.

Light radius increases with strength.
Gives the dual benefit of physical power and fire penetration to both the melee and the caster and hey, light radius is never bad for either one as well.

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Energy
Heat: +5
(heat added if the associated ability hits a valid enemy, only triggers once per cast)
Cooldown:30 turns

Conducts fire to energy. For next 4/5/5/6/6 turns all fire damage inflicted turns into electric damage (Damage converted AFTER fire
damage amplification, but before fire resistance check) and increases your critical spell chance by 40% of your fire penetration.
Critical spell strikes have a 33/40/47/54/61% chance to stun enemies hit for 2 turns.
Since this class uses so much fire damage, it's easy to say that "fire resistant enemies" is one of it's major weaknesses. Explosion gives a small edge in that regard, but to further eliminate it, Energy allows you to switch fire with electric damage and get a chance to stun on top of that.

Of note is the handling of the values. The conversion happens to the damage AFTER all the possible bonuses to fire damage are applied and the resulting number calculated, but BEFORE the fire resistance of the enemy is calculated. The reasoning behind that is that otherwise all your bonuses to fire damage from items and whatnot would be lost, resulting in a drop of damage from this skill. That would be silly.


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Charred Armor

Nothing can weigh down your flames.
Allows the Asha to wear heavy armor and converts 65/80/95/110/125% of body armor into pinning and stun resistance.

Conversion percentage increases with strength.
Whether melee or mage, having a better defense and ability to resist movement impairment is a great asset to have and certainly worth it's stop in the skill hierarchy.

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Solar Grasp (Cannot be unlearned once the change is confirmed)

Having proven it's fierce tenacity, the Asha is bestowed the Solar Grasp, a unique artifact of incredible power.
The Solar Grasp cannot leave the Asha's possession, be sold or transmogrified.

It has following stats:
  • Solar Grasp (Armor/hands)

    Physical crit. chance: +15%

    Armour: +6/7/8/9/10
    Defense: +8/10/12/14/16

    Changes stats: +4/5/6/7/8 Str / +4/5/6/7/8 Mag

    Changes resistances cap: +11/13/15/17/19% fire
    Changes resistances penetration: +11/13/15/17/19% fire

    Changes damage: +6/8/10/12/14% fire / +6/8/10/12/14% light
    Spell crit. chance: +13/14/15/16/17%
    Critical mult.: +30/35/40/45/50%

    Light radius: +2/2/3/3/4

    It can be used to activate talent Sun Flare (costing 40 power out of 40/40):
    Effective talent level: 1.0/2.0/3.0/4.0/5.0
    Use mode: Activated
    Power cost: 40 out of 40/40
    Range: melee/personal
    Travel Speed: instantenous
    Desscription: Invokes Sun Flare with radius of 4, blinding your foes for 8 turns and lighting up your immediate area (radius 9).
    At level 3 it will start dealing 18.88 light damage (radius 4).
    The damage will increase with the Magic stat.

    "These gauntlets radiate vast amounts of heat and light. As the Champion of Fire, you have earned the right to wear them."
Power of the Artifact increases with talent level.
And again, the ultimate artifact for the class with powerful offensive stats custom-tailored for it.
Last edited by AlexMdle on Sun Nov 24, 2013 9:43 pm, edited 29 times in total.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#5 Post by AlexMdle »

#Log 4

So, here's Silyhe. Feedback etc.
Wind Elemental (Silyhe)

The third elemental class puts a higher note on utility and versatile play. It can succesfully play as a rogue, ranged melee(yes) or mage. In all of those cases, it excells at practical maneuvering to get out of bad situations or crowd control the enemies. So I guess the playstyle could be described as "tricky".

Main stats: Dexterity, Cunning, Magic

Resource used: Air Level (Draws from it's own Air Level to cast most spells.)

Like with size, I feel that air is kind of an underused mechanic in the game. There are only few, gimmicky places where suffocation is a real, tangible threat. There are of course few others, but it feels like at max, no enemy does more than 30 air damage, which practically translates to "no damage whatsoever". Other than that, it's basically rapidly regenerating mana with a unique weakness.




ImageElemental/Invisible Stalker [Generic Points]

Invisible Stalker is a generic tree that supplies the class with a more refined approach to things. Since you are frail, stealth is a very welcome way to keep the enemies at bay. The theory behind this tree is that you are harder to respond to and have tools to reset your stealth without too much hassle.
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Transparency
Air cost: 25

Cooldown:25 turns

Prowls through the ethers to avoid prying eyes, increases stealth by 15/22/29/36/43 and defense by 12/15/18/21/23. Using a skill or attacking briefly alerts enemies to your
presence. (Drops the stealth bonus by 75% if spotted until the Silyhe leaves the sight of all enemies)

Stealth increases with cunning.
Alright, to be perfectly honest, I dislike the stealth mechanics that vanilla rogue classes use. I just plain dislike them. This skill is basically a reimagining on how to streamline it with the least strain on player's part. It's automatic, engages with no input and does not fully disappear even when spotted.

There may be stat-sensitive balance issues, but I wont know them until I see how it works in practical field, as stealth appears to be hard to properly appraise in effectiveness.


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Unseen Threat

While unseen, increases physical and spell critical chance by 15/20/25/30/35% and critical multiplier by 5/10/15/20/25%.

Critical chance increases with cunning.
Stolen shamelessly from the original rogue class and then converted for hybrid play with spell critical

:|.


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Dust devil [Range 5]
Air cost: 15

Cooldown:20 turns

Creates a 3 ball AoE on target position. The area lasts for 3/4/5/6/7 turns, blinding anyone inside until they leave it.

Area duration increases with cunning.
Also commonly known as smoke grenade. The idea is dual. On one side it allows you to have clean pickings with ranged attacks (which you have plenty of), or more importantly, to resume Transparency by blinding all the enemies that see you.

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Abduct [Range 3+]
Air cost: 30

Cooldown:25 turns

Lunges at the target enemy and lets the winds take you away, teleporting both you and the target to a random safe (Out of enemy sight) place
on the current level, where the target is at your mercy, pinned down for 2/3/4/5/6 turns.

Teleport effect does not happen if no safe place can be found.

Casting range and pinning duration increase with cunning.
Designed to give you a fair 1v1 or to quickly get you out of really horrid situations. Basically, think Teleportation that also brings the buddy you choose along for a session of stabbing. Mostly a very useful asset due to rogues being some of the worst AoE metaclasses. Ripping a boss away from his escort does wonders for evening your chances.


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ImageElemental/Wind Warrior [Class Points]

The physical pathway of the class, focusing more on weapon damage. It gives less utility than the other trees, but then again, ranged melee attacks are a great utility on it's own.
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Light as feather
Cooldown:1 turn

Passively decreases the Strength requirement of all weapons by 15/30/45/60/75%, increases your physical power by 12/16/20/24/28 and weapon damage done by 16/21/26/31/36%.

When used, strikes an enemy 2/3/4/5/6 tiles away with your weapon, using your dexterity instead of strength stat.
Bows are too mainstream, so why not shoot swords instead? The main idea here is to turn the disadvantage of frailty into an advantage with range, while not locking the class out of all the wonderful myriad of weapons that the game has to offer. The rest of the tree concentrates on how to make this

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Winged Weapon [Range equal to Ranged Strike]
Air cost: 20

Cooldown:6 turns

Sets a phantom of your main weapon to harass the target enemy for next 3 turns. The weapon strikes the target enemy
each turn for 100/112/124/136/148% damage before vanishing.

Damage increases with dexterity, range depends on Ranged Strike's range.
This and the next skill have an interesting idea, but are bound to be a hassle for the player to manage. The idea to have your weapon autonomously attack an enemy, while you can split your attention to somebody else is worth following upon, but I will have to streamline it.

Edit: No longer uses the 'actual weapon', instead used a projection of such.

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Power Throw [Range equal to Ranged Strike]
Air cost: 25

Cooldown:8 turns

Asks the wind for great power, throwing a projection of the main weapon up to [Ranged Strike range] tiles forward. The projectile travels at 500% speed rate
until it hits target spot or a wall. Deals 120/130/140/150/160% damage to all enemies it meets.


Damage increases with dexterity, max. range depends on Ranged Strike's range.
And then solipsists came and outsourced this skill :(.

Edit: No longer uses the 'actual weapon', instead used a projection of such.


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Debris
Air cost: 25

Cooldown:25 turns

The wind handles your winged weapons with incredible force, impaling and shattering the enemy.

The effects depend on whether an edged (Swords, daggers) or a blunt (Maces, Hammers, Staves) is used.

Winged Weapon now has a 34/38/42/46/50% chance to pin down(edged)/stun(blunt) the target enemy.
Power Throw now causes the enemies hit to bleed for 35/40/45/50/55 physical damage over 2 turns(edged) or knocks them back
1/1/2/2/3 tiles(blunt).

Also grants 4/7/10/13/16 Armor Penetration while active.

All values increase with dexterity.
Oh, so that's where all the utility went. This sustain turns your weapons into multipurpose tools, giving you the ability to stun, pin or knock enemies away, all during the same attacks you used before, so there is no extra time lost for the benefit.


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ImageElemental/Atmos [Generic Points]

This is the definite utility tree of the class, it's purpose is literally to manipulate the elements around you and become harder to get, not through stealth, but through sheer potence. It's hard to say whether it's more or less reliable than stealth, but it certainly gives the player more control over the enemy.
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Breath of Life

While not suffocating, you recover extra 2/4/6/8/10 Air per turn. Also grants 5/8/11/14/17% silence resistance and 10/13/16/19/22 accuracy.

Silence resistance increases with magic.
Of course, if you're gonna rely on spells to get you out of mud, you should make sure that your spells actually work and you have enough resource to spend on it. This early passive takes care of that and acts as a relatively good boost early on.

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Wind Shield [Range 3+]
Air cost: 20

Cooldown:24 turns

Creates a 180° circle of currents of size 3 towards the target direction for 2/2/3/3/4 turns. While active, the shield acts as an obstacle, blocking beams, projectiles and area of effect abilities that can get blocked by objects.

Any enemy trying to pass the sheild is buffeted by the wind, taking 24/28/32/36/40 physical damage. A critical hit with this spell will also knock the enemy 1 tile back.
I'm personally not too especially happy with this skill. It certainly feels like it pushes things where you want them to be, but that alone feels like it would make for a one-trick pony of a skill. That and I feel this tree, however utility-based it is, lacks alot of dynamic stats and by extension, damage potential.

Since Vacuum basically takes this over, I decided to turn the attention to ranged threats. This is basically a rework of the fire curtain skill that dg took out with the associated torque artifact before the final version came live. It's designed to prove makeshift cover against enemy attacks and hey, free physical damage.

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Pressure [Range 1+]

The air pressure around you is overwhelming, slowing nearby enemies in a cumulative manner, until they finally give in.
The aura of air pressure is 2/2/3/3/4 tiles wide, slowing all affected enemies by 1/1/2/2/3% every turn, down to the maximal slow of 6/6/9/9/12%. Maximally slowed enemies lose 12/15/18/21/24 physical power and each further slow applied to them has 15/17/19/21/23% chance to pin them down for 3 turns.

The slow effect persists for 2 turns after the enemy leaves the aura's range.

Max slow, pinning chance and physical power reduction increase with magic.
In fact, I like this skill much more than I like Wind Tunnel. Both do their work by keeping the enemy at bay, but Pressure feels like it's always potent, while Wind Tunnel feels like it would only really work in a, well, tunnel.

Regardless, this is the skill that lets you hit and run with weapons or spells.


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Vacuum [Range 6]
Air cost: 40

Cooldown:14 turns

Creates a mobile bubble of vacuum, launching it up to 10 tiles in a line. All enemies encountered are engulfed by the ball and are effectively removed from all worldly harm or benefit until it hits an obstacle or expires, at which point all engulfed enemies are expunged and take 120/132/144/156/168 physical damage.

The maximum amount of tiles traveled decreases by 2 for every enemy hit.

Damage increases with magic.
Yeah, again, this is pretty much a better version of Wind Tunnel. It traps groups of enemies and silences them to prevent even spellcasters from being being effective. A great defensive utility spell.

Everything is pointing to Wind Tunnel getting reworked into something else.


Reworked to suck less.


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ImageElemental/Stormwinds [Class Points]

Spellcaster tree of the class, starts out very archmage-like, by giving you a very needed sustained source of high-range damage, but then, as the game progresses, gives access to rather powerful debuffing to assist with the more complex threats the game throws at you.
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Storm Palm [Range 9]
Air cost: 15

Cooldown:3 turns

Crushes the target enemy under an intense smite of thunder and lightning. The enemy receives 60/67/74/81/88 lightning damage.

This talent can also be cast on a projectile, destroying it. The currents will then arc back its source, triggering the usual effect as a guaranteed critical, also silencing them for 1 turn.

Damage increases with magic.
Standard long-range spellcaster weapon. Does a great job at what it's supposed to do, keeping the relatively defenseless Silyhe out of frontlines.

Was boring, is now more interesting to use. Mixed damage, escalating with every enemy hit, capitalizing on high range.

Mechanically, add all damage taken by every target before current one, divide by 3, add to next damage instance.

So, if the beam was dealing 100 damage on first hit, the progression would be

100
133
177
236
315
420


I was wrong, it was boring before as well. Much more interesting now.
The utility value of projectile destroying (and effect removing in Notus Wind) are much better than fancy targeting or mathematics.


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Notus Wind[Range 5]
Air cost: 25

Cooldown:10 turns

Let loose a cone of terrible stormwind, purging a cone area with the range of 4/4/4/5/5. The storm deals 84/96/108/120/132 lightning damage to all enemies hit and rips 14/20/26/32/38% of the duration of all their positive magical buffs away.

From talent level 4 on, it also blows away any negative effect lingering in the affected area.(Fires, creeping dark, wretchling acid, poison fumes, etc.)

Damage and buff removal ratio increase with magic.
The AoE magic spell, working very well if you can cluster up the enemies - and with your assortment of skills and say, Vacuum, it's not all that hard to do. This and Volt Blast are the main weapons in the arsenal of spellcasting Silyhe, aside from the nuclear bomb that is EMP.
Oh right. Vacuum works differently now. Also awful delayed damage dealing spell. Now it has a much more unique function and immediate damage.

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EMP [Range 4+]
Air cost: 30

Cooldown:22 turns

Unleashes a powerful electromagnetic wave around yourself, dealing 75/95/115/135/155 lightning damage to all enemies in 4/4/5/5/6 range and putting 2/2/3/3/4 enemy talents on cooldown of 2/2/3/3/4 turns. (Cooldowns on runes and infusions are twice as long) All constructs affected are also confused for 3 turns.

Damage, range and cooldown increase with magic.
The final skill rounds up the AoE targeting reticle collection, by being a massive point blank nuke. The cooldown-inducing nature allows for a number risky maneuvers if timed right.

Edit: Now on the third place in the tree. Next talent overshadows it in potential use.


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Image
Storm Strider
Air cost: 35
Cooldown:
30 turns

You are a charging storm. Nobody plans your course but you.
Sets your knockback immunity to 0%, converting it into equal parts pinning and stunning resistance.

Any knockback effect on you now allows you to choose the direction of movement for yourself, after the first tile pushed(However, you cannot turn back to the tile you came from), for a max. of 3/3/4/4/5 tiles.(After which you will continue to be pushed in the last moved direction, provided the knockback effect didnt expire beforehand)

Colliding with an enemy during any knockback effect will now phase you through them, dealing 120/140/160/180/200 lightning damage to them. Colliding with an obstacle ends the effect early and releases a lightning nova of the same strength in range of 2 around you.

Resistance reduction and arcane damage increase with magic.
Like the "mixed elements"-damage of the other classes, overload allows you to deal with enemies that resist lightning damage, in more than one ways even. Additionaly, the stacking philosophy deduces that if you really had to zap an enemy multiple times, then it's quite tough. Consequently the buff removal.

This may need extensive balancing. Not in the way it plays, but in what tree it actually belongs. Ive made a good point of adding a damage element, however the positioning value is just as great. Enough that it could safely be switched with Vacuum Bubble, or Squall(Unlikely, since Im about to remake it).

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ImageElemental/Metamorphosis (Wind) [Advanced Lv: 10][Class Points]

To sum it up, this is a very frail class that relies on being slippery, jumpy, long-ranged and in possession of hindering debuffs. The final tree adds to all of there, by giving better mobility, additional offense and defense, in that order.
Image
Guile

The wind embraces you, increasing your attack and casting speed by 4/8/12/16/20%.
Every 12/11/10/9/8th attack or spell do not consume a turn.

Attack speed increases with magic.
It was kind of hard to devise a method to make spellcasting "faster" and I was adamant on not touching global speed again. In the end, I figured that if you get 1/5 free turns of casting, it evens it out at 20%. In essence, it's one turn more to set up either of the skills or escape. The class has a massive toolset for those actions, which is why this works.

Fixed.

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Image
Boreas[Range 5+]
Air cost: 40

Cooldown:18 turns

Blasts the target cone with a range of 5/5/5/6/6 with cloud of winter wonder.
Enemies inside take 120/130/140/150/160 ice damage.
All enemies not frozen are knocked back 5 tiles.

Damage increases with magic.
In essence, this is a slow-moving cone, that works best when used from distance. The delayed nature means that it can be set up before legging it, which as you might have noticed, is a running theme on this class. (No pun intended)

Too slow. Does the same thing better now.

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Image
The Air within

Increases defense gain from robes by 100/120/140/160/180%.
Half of total defense is now added to max. Air level capacity.

Every point of Air missing increases your spell save by 0.6/0.8/1/1.2/1.4.

Defense gain ratio increases with magic.
Standard armor fare, except unlike other classes, Silyhe does not gain access to a higher levels of armor, but instead a massive defense bonus to make up for that. (No pun intended)

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Image
Whisperfleet(Cannot be unlearned once the change is confirmed)

Having proven it's indomniable spirit, the Silyhe is bestowed the Whisperfleet, a unique artifact of incredible power.
The Whisperfleet cannot leave the Asha's possession, be sold or transmogrified.

It has following stats:
  • Whisperfleet (Armor/feet)

    Armour: +1/2/3/4/5
    Defense: +6/8/10/12/14

    Changes stats: +4/6/8/10/12 Dex / +2/4/68/10 Cun / +4/6/8/10/12 Mag

    Changes resistance: +11/13/15/17/19% lightning / +6/8/10/12/14% fire / +6/8/10/12/14% cold
    Changes resistance cap: +6/8/10/12/14% lightning
    Changes resistances penetration: +6/8/10/12/14% lightning

    Changes damage: +9/11/13/15/17% lightning

    Maximum air capacity: +8/16/24/32/40
    Movement speed: +5/10/15/20/25%

    "Flowing with the grace of a gentle breeze, striking with the fury of a storm. As a champion of wind, you are now entitled to these treads".

    Power of the Artifact increases with talent level.
And again, the best artifact for the class, including all the offense, defense and the utility of movement speed to round it all up.
Last edited by AlexMdle on Sat May 10, 2014 8:40 am, edited 22 times in total.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Race/Class Idea: Elementals

#6 Post by yufra »

Real neat looking stuff. You should definitely continue chatting with DG and possibly Grey about the lore and how the elementals would fit in as a playable race. I also want to suggest you stop by the IRC channel to chat with some of the other devs about implementing this. We are a pretty friendly and helpful group, and love to increase our number by helping people start coding up their own ideas. Cheers!
<DarkGod> lets say it's intended

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#7 Post by AlexMdle »

#Log 5

After some consideration, I decided that the Elementals should not be able to use runes. Should balance out all the neat boni they get.

Also changing all Metamorphosis trees to use Class Points instead of Generic Points.

Also. Naiar done.



Water Elemental (Naiar)

Naiar is the designated spellcaster, with a leaning towards universal adaptability. The idea is, that while other classes have weaknesses based on their exaggerated roles, Naiar is the jack of all trades. The key to playing the class succesfully thus lies in recognizing when either approach is more valuable than the other, with the general leaning based on the trees chosen.

Main stats: Magic, Willpower, Cunning

Ressource used:
Psi power (Good 'ol psi power)

To once more line in with the general idea of "average", the class was supposed to use plain mana as resource. This came against the lore of the world, so it was shifted to the next most similar resource, namely psy.

In hindsight, it's very fitting. Intelligent life and water have quite a long story together.



ImageElemental/Shapeshifter [Generic Points]
Image
Aspect of Form
Psi: 40

Cooldown:12 turns

Allows the Naiar to harness it's natural powers and furthermore, use them to switch between it's various reactive forms:

Ice form: Increases armor by 5/9/13/17/21 and armor hardiness by 14/22/30/38/46%.

Water form: Increases spellpower by 6/11/16/21/26 and psi regeneration by 0.2/0.3/0.4/0.5/0.6 per turn.

Vapor form: Increases defense by 5/9/13/17/21 and movement speed by 4/7/10/13/14%.

Armor, armor hardiness, spellpower, psi regeneration, defense and movement speed increase with willpower.
Right off the bat, this is probably the most important skill in the entire class. I don't want to say that it's that it's mandatory to pick, but it would be like a cursed starting off without deformed body or never picking gloom. This skill is what gives you the tools for appropriate response to any situation.

Ice form allows you to tank, even in leather armor. It's instrumental if you find yourself in dire need to absorb phsysical hits.
Vapor form is the "escape" tool, it general leans towards mobility, evasion or removing enemy combat capability.
Water form, the default one, is the default state of agression, enabling effective spellcasting of most other sklls.


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Image
Aspect of Protection
Psi: 50

Cooldown:23 turns

Creates a shield that absorbs 60/90/120/150/180 damage for 10 turns. While the shield is up, it also provides an effect based on current form:

Ice Form: The shield is 33% more powerful.

Vapor form: Increases all saves by 20/23/26/29/32(Depending on current shield integrity) for the duration.

Water form: Reduces the cooldown of all talents by 1 for every 60 damage inflicted to the shield.

Shield health, saves and absorption ratio increase with willpower.
This was designed around the time that people in irc joined in on the discussion. As to the skill, it's a shield with an extra effect based on current form, it's basically the defensive counterpart to Aspect of Fury, a dynamic skill with several functions, albeit less variety than Fury.

I got to say, the person who suggested Cooldown Reduction based on shield damage taken has really helped me out of a pickle, as I generally had trouble getting a positive result out of this. Now another person has given me one more reason to rework the rather questionable beam reflection of ice form and instead just give it's form extra shield power.

Power of feedback, people :V


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Image
Aspect of Vindication


Switching between forms now triggers a special effect:

Ice form: Freezes enemies in range of 1/2/2/3/3 for 1/1/2/2/3 turns.

Vapor form: Removes up to 1/1/2/2/3 negative physical effects from the Naiar. (Also removes magical effects on lv4)

Water form: Deals 30/45/60/75/90 cold damage to adjacent enemies and knocks them back 1/1/2/2/3 tiles.

Range, duration and damage increase with willpower.
There was a big question open for me though. It had to do with the gameplay theory of dominant tactics: If something works better than something else, you need to give a good reason for player to use the other things, otherwise he will just stick to the best thing and spam it over and over.

Most modern RPGs do it by using the cooldown system, which forces you to use different skills while the other one is on cooldown. Usually, when a skill has no cooldown THAT is the positive effect it has and I already used this in several prior skills.

Here however, the problem was that if a player managed to synergize one of the forms very well, what incentive would he have to switch it? The answer I came to: Reward him for switching it.

This is literally what this skill is about. Not just the states themselves, but the act of switching between them becomes incredibly useful and the player is encouraged to do it just the way he was intended to.


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Image
Aspect of Fury
Psi: 65

Cooldown:24 turns

Unleashes the might of the Naiar, the nature of which depends on it's current form:

Ice form: Envelops the Naiar in an extra layer of razor-sharp ice, doubling the form's armor bonus and dealing 18/24/30/36/42 cold damage to attacking enemies. Retalation damage can strike critically, applying extra 100% of the cold damage as bleeding over 2 turns. Lasts 8 turns.

Vapor form: Turn the Naiar's body into a pressurized charge, launching itself forward for up to 2/3/4/5/6 tiles. Passing through an enemy in that manner deals 20/23/26/29/32 cold and 20/23/26/29/32 fire damage and dazes them for 1 turn.

Water form: Bombards the target ball 3 AoE with torrents of ice-cold water, dealing 45/55/65/75/85 ice damage to all enemies hit and reducing their ice resistance by 5/8/11/14/17% for 5 turns.
Has 100% effect in the center of the spell, 66% effect 1 tile away and only 33% effect 2 tiles away.

Damage increases with willpower.
Offensive counterpart to the Aspect of Protection, with the degree of offense varying from reflective, collateral to agressive. Supposed to complement either spellcasting path you choose with maximum efficiency.


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ImageElemental/Ocean Wards [Class Points]


This tree tackles the more summoner-like approach to spellcasting. Once again, it uses a base to bounce the rest of the skills off of. The wards allow you to deal damage, while unconstrained to do other things, like spellcasting else. The theme of multitasking and freedom of flow is then picked up in the Chi tree, but more of that when we get there.
Image
Ocean Ward [Range 3+]
Psi: 10

Cooldown:15 turns

Summons an Ocean Ward on the target spot to protect the Naiar. Every turn the ward will seek out and blast a random visible enemy in the range of 5, dealing 20/24/28/32/36 damage. Ward has 33% of the Naiar's health, armor and defense.

Ward duration is 5 turns, as well, the wards have no sight of their own and rely on the sight of their master to target enemies.

Damage increases with cunning.
The bread and butter of this tree, deals consistent damage and adapts to your current form. Most of the functional design has been already described in the tree comment. The lack of cooldown and duration is there because I am not entire sure how large it should be for to be balanced. Maybe around cd20/dur10? Would make most of sense with Contract.

Edit: Decided that alot of the effects very kinda silly and phoned it.


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Image
Bait and Switch [Range 5+]
Psi: 15

Cooldown:15 turns

Blink away to a specified point, up to 3/3/4/4/5 tiles away, leaving an Ocean Ward in your place. Unlike the others, this ward has a sight range of 3/3/4/4/5 and can easily spot stealthed or invisible creatures while it lasts.

Sight range increases with cunning.
The "upgrade" function that squeezes every bit of usability out of the wards. Once more, it applies extended and this time more exaggerated, effects based on your current form. Not entirely sure, but it could require some buffing to keep up with the other, more offensively oriented tree.

Edit: Wipe it clean, make it anew. Better, stronger, faster.


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Image
Conduit
Cooldown:15 turns

Allows you to summon another Ocean Ward and passively whirls up a shockwave around all of your Ocean Wards whenever a new one is summoned, dealing 50/60/70/80/90 cold damage to all enemies in radius of 2 around them.

Damage and range increase with cunning.
Encourages you to cast more wards and turns them into small bombs. Basically, the idea is that once you have this, it becomes less of a waste if a ward dies before it's natural decline. I am not entirely sure if it explodes if it just expires, gameplay would probably demand "yes", but it just doesn't make too much sense, it feels slightly against the game aesthetics.

Speeeaking of which...


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Image
The Deepest Horror [Range 4+]
Psi: 75

Cooldown:40 turns

Calls for the power of the murkiest depths, converting an Ocean Ward into a portal to the bottom of the ocean. 3/4/4/5/5 tendrils shoot from the portal, traveling 5 tiles towards any entity they find. Should they encounter any being, they will grab it, pinning it down and drag it kicking and screaming towards the portal, 1 tile per turn, crushing them for 40 damage in the process.

Should somebody get pulled inside the portal, they disappear, never to be seen again.

The tendrils have 120/150/180/210/240 health and are 50% resistant to all elemental damage, they intercept 80% of all damage from the grabbed enemy's melee attacks. The enemy is freed from the horrible fate if it manages to destroy the tentacle that drags it.
Elite enemies always manage to break free right before being dragged inside, but receive 200/230/260/290/320 arcane damage and are confused for 1 turn.

Range, damage, tendril health and tendril number increase with cunning.
You may notice that this kills enemies dead, it does. And it does so by pulling them, as they scream out of their lungs, into the dark and murky elsewhere. The entire base for this skill is not the gameplay, not the balance or the utility, it's the idea behind it. It's what makes some of the less useful skills in tome so fun to use regardless, because they are just badass.

Ok, I did my best to have this maintain a high degree of usability. Obviously I couldn't let it kill bosses and the player is not an exempt of their grabbing (he's kinda safe, being elite... unless you're playing on extreme), but it still can be used very effectively.

Oh and dont worry. The belongings of the enemy drop under the portal. At least that's the plan.



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ImageElemental/Discipline [Generic Points]

This is a very hard-stat tree, as it's mostly concerned with your ability to survive using raw hp and psi. It does deviate into mental protection as well, but at the core, the idea is to give you freedom of movement and action.
Image
Steady Flow
Psi: 30


Water is life. You are water. As you are wounded your healing potential rises.
Increases healing modifier and psi regeneration by up to 33/44/55/66/77% depending on current health percentage.
Also increases your mental save by 14/21/28/35/42.

Healing modifier increases with cunning.
Interestingly, Naiar has no skills that heal you in any way. So as you may have guessed, this is a slight suggestion for you to use regenerative extras. This also works well when using Enlightenment, as the copy benefits from this as much as you do, which as raw values go, means ~400%(old) of hp regenerated.

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Image
Ponder
Psi: 35

Cooldown:25 turns

Enters a ponderous state, becoming all but immune to stun, confusion and daze, removing those effects and reducing the duration of new ones
applied by 1/1/2/2/3 for the next 5/6/7/8/9 turns.

Duration reduction and skill duration increase with cunning.
I faintly remember that this used to repeatedly remove stun, confusion and daze, but people protested, as those were already easy enough to keep away. Instead, they are still applied, but not for as long as they would be. Keep in mind, this was conceived back when stun was still absolutely - deadly.

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Image
Conquer Self

You have mastered your complex body, gaining permament 25/50/75/100/125 max. health and 15/30/45/60/75 Psi power.

Also decreases the cooldown of Aspect of Form by 1/2/3/4/5.

Cunning increases max hp/psi bonus.
Straight up buff to your raw values. I decided it was actually more important than secondary stats, since there are already plenty of those inserted into the form changes and their various uses.

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Image
Enlightenment
Psi: 50% max

Cooldown:30 turns

You have mastered your mind and gained a complete state of perspectiveless identity, allowing you to split into two. Both player
instances possess 50% of the player's max health and psi and deal 50/52/54/56/58% damage.

Deactivates if one of the player instances dies.
Both instances share the same inventory, gold, experience and talents. Deactivating this skill on either instance instantly removes the other,
transfering it's remaining health and mana to the current instance.

Damage percentage increases with cunning.

I absolutely love this idea myself. This single skill is so complex in it's implications and so great in the uses it could be put to.

Let's see, you can use it to scout, you can use it to escape, for extra manpower, against enemies that would otherwise kill you in one hit next turn, to tag-team enemies by clever manipulation of the reactive state of either instance, to lure an enemy away and et cetera.

Now, to explain this skill properly.

When used, a copy of player instance is spawned and both have their max. hp/psi halved and damage decreased. The created instance is handled by an AI, not unlike that of a golem, possibly changing depending on it's current form. You and the instance share the same one inventory, the same talents (but not cooldowns), experience and same buffs and debuffs that were on the original upon the creation of the copy. Both can use their skills independantly and also change their forms without the other one following suit. Experience is also constant and synchronized between the two copies and any skill learned if you level up while split is usable by both instances.(Basically, when you change between the instances, there is the same skill bar with same skills, just not the same cooldowns.)

You are free to switch between which copy you want to control at any time. If a copy dies, or you deactivate the talent, then the copy that you currently control is the player. It's max. hp/psi and damage are restored and, if you deactivated the talent manually, all the remaining hp/psi of the copy is transfered back to the current "original".

I really hope that it clarifies that.


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ImageElemental/Cryokinesis [Class Points]
Image
Crystal shards [Range 4]
Psi: 10

Cooldown:3 turns

Sprays target cone (range 4) with a hail of crystal shards, dealing 36/42/48/54/60 cold damage. Damage against enemies in the first 2 tiles of the cone is changed to freezing.

Damage increases with magic.
Reworked from the rather silly long-term damage crystalize skill. It did not provide good starting platform and felt too weird in the way it operated, which was bad for balance issues.

The reworked skill is great for a starting caster. It has an ok reach, ok damage, spread and has a chance to freeze enemies that get dangerously close, due to the freezing element.


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Image
Brainfreeze
Cooldown: 4 turns

Increases your critical spell chance by 2/2/3/3/4% for every point of spellpower greater than the enemy's mindsave.

Goes on cooldown upon a succesful critical spell hit, granting telepathy to the affected sub-types (Range 4/4/5/5/6/6) until available.
Gives a good incentive to stack spellpower, as spellshock becomes that much more deadly.

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Image
Thermal Armor [Range 5]
Psi: 35

Cooldown:12 turns

Encases the target in a suit of thermal forces. If the target is friendly, increases their cold and fire resistance by 14/18/22/26/30% for 5 turns.
If the target is an enemy, deals 35/38/41/44/47 cold damage to the target and 17.5/19/20.5/22/23.5 fire damage to all enemies adjacent to it for 5 turns.

Resistance and damage increase with magic.
By "ally", it means either yourself, or your Enlightenment copy. Of course, that would be rather situational in most cases and in fact, the self-cast is intended to be the lesser of two functions, with the enemy targeted version being the dominant mixed damage spell of this class.

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Image
Absolute Zero [Range 5]
Psi: 40

Cooldown:30 turns

Entombs the Naiar in tomb of frozen nitrogen. While entombed, the naiar gains 80% physical, fire and cold resistance and has 40 psi per turn drained.
Deactivating the sustain or running out of psi causes a sporadic chain reaction, resulting in a violent explosion that deals 100/130/160/190/220 ice damage to all enemies in 5 range.
Every turn spent draining psi increases this damage by 20%, can spend max of 5 turns this way after which the ability automaticly deactivates.

Damage increases with magic.
Remember when I said EMP was a nuke? Well it ain't got SHIT on this spell. This is the ultimate in dealing a massive, singular wad of damage, at high cost in all time, cost and mobility. Fortunately, as it would be a rather stupid idea to stop to channel a spell for 5 turns, you get a certain degree of protection. This is not the spell to use when in high danger, however, in simpler words, the rate of damage taken/damage inflicted for the next 5 turns rises highly in your favor, so it's certainly worth the risk.

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ImageElemental/Metamorphosis (Water) [Advanced Lv: 10][Class Points]
Image
Aqua Vitae

Corrosive substances saturate your body, as you walk, you leave a trail of acid puddles that deal 15/16/17/18/19 acid damage to those who walk over them and decrease their accuracy by 4 for 2 turns (Stacks up to 3 times). The trail can be max. 2/2/3/3/4 tiles long.

Standing still allows you to reabsorb 1 tile of acid per turn, granting 4% acid resistance for every tile of acid absorbed.

Damage, accuracy drop and max. trail size increase with magic.
This spell is hard to put properly into words. Basically, look at it like this, this skill gives you 2/2/3/3/4 puddles. Multiple puddles can occupy the same tile and can be overlapped by both player or enemies. If an enemy is standing in a puddle, or multiple puddles, he takes flat acid damage and has it's accuracy reduced(The accuracy debuff stacks 3 times). If the player is standing in puddles, he gains 4% acid resistance for every puddle on that tile.

Every time a turn passes, the oldest puddle is removed and a new one is added to the last location of player. That way there is a "trail" of puddles that follows the player and if he stands still, multiple puddles form under him, increasing the amount of acid resistance gained.


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Image
Sublimation
Psi: 35

Cooldown:13 turns

Attempts to disintegrate the target enemy to vapor, dealing 40/44/48/52/56% of it's missing health as fire damage. (Damage capped at 240/300/360/420/480 for elite enemies.).

An enemy converted fully to steam in that manner explodes in a ball of scalding mist that lingers for 2/2/3/3/3 turns and reduces the healing factor of all enemies caught inside by 20/24/28/32/36% until left.

Damage cap and terror duration increase with magic.
Going by single mathematics, this will kill an enemy under 33% hp when leveled past level 5.0, assuming they are not fire-resistant. As such, this is a finishing move that takes care against enemies that stack health as a means of defense. The fear aspect is kinda silly, aesthetics-wise, maybe there is a better bonus bestow.

Much more happy now.


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Image
Skin of the Deep

Leather armor now no longer applies any fatigue to you and in fact reduces psi cost of your active spells by 10/13/16/19/22%.

Psi cost reduction increases with magic.
Leather version of the penultimate metamorphosis skill. Since psi is not known for regenerating too rapidly, the fatigue inversion becomes a welcome addition to the psi management of this class.

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Image
Shroud of Tides (Cannot be unlearned once the change is confirmed)

Having proven it's adamant willpower, the Naiar is bestowed the Shroud of Tides, a unique artifact of incredible power.
The Shroud of Tides cannot leave the Naiar's possession, be sold or transmogrified.

It has following stats:
  • Shroud of Tides(Armor/cloak)

    Defense: +6/8/10/12/14

    Changes stats: +4/6/8/10/12 Mag / +4/6/8/10/12 Wil / +1/3/5/7/9 Cun

    Changes resistances: +6/8/10/12/14% physical / +11/13/15/17/19% fire / +16/18/20/22/24% cold
    Changes resistances cap: +6/8/10/12/14% cold
    Changes resistances penetration: +6/8/10/12/14% cold

    Changes damage: +11/13/15/17/19% cold / +11/13/15/17/19% fire

    It can be used to unleash a mighty flood, costing 100 power out of 100/100.

    "The very fabric of this cowl shifts and shimmers with the images of waves. Wear this proudly as the Champion of water."
Power of the Artifact increases with talent level.
Final comment on the four main classes, not anything to say about this I didn't say about other artifacts.

Hope this was as fun a ride for you as it was for me :V
Last edited by AlexMdle on Thu Nov 20, 2014 3:03 am, edited 16 times in total.

NEHZ
Halfling
Posts: 118
Joined: Sat Oct 01, 2011 9:29 pm

Re: Race/Class Idea: Elementals

#8 Post by NEHZ »

Question about the last of the metamorphises trees:
Will this be a talent that you can only spend one point in? So far, all talents in the game can be filled with 5 points, but your items don't seem to incoperate this. Perhaps you can let the items have a level scaling property, with the % of level used depending on the amount of talent points used? Or have one or more properties scale directly with talent level. Or you can have a new item for each talent level. ..or have it max out at 1 skill point.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#9 Post by AlexMdle »

Yeah, the artifact skill maxes out on one point, the idea to make the artifact stronger with levels is however quite awesome.
I will certainly change it to be have this way if the engine allows it.

Edit: Currently in process of editing all the artifacts to improve with talent level.

Edit: Done :D Thanks for the idea!

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#10 Post by AlexMdle »

#Log 6

Done with the Generic Elemental/Blight tree for all the elemental classes.

The tree is unlockable, probably through the means of a quest.



Image Elemental/Blight [Generic Points]

Oh that's right. We aren't done here yet, we still got Blight and Arcane. The idea between those two is to add an extra level of spice and variety, to the rather static pool of elements used by the elemental classes. Blight tree works kinda like a sacrifice, it gives you great power, in return for a permament blight conversion.
Image
Corrupted Power


You feel the power of corruption flow through your body, increasing all stats by 1/2/3/4/5.

Converts 10/20/30/40/50% of all elemental damage done to blight damage.
This is the eponymous blight conversion. It gives you free stats, come on, you got to pick it. But look, right there, the more free stats you grab, the more your damage permamently changes to blight. Blight is not always an element you want to choose, but the stats, the general mix-up and the following skills make it all worth it.

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Image
Pervert [Range 2]
Cooldown:15 turns

Defiles the nature around you, infecting an area 4 tiles around for 3 turns.
Drains 1/2/2/3/3 Strength and Magic per turn from all enemies within the area, increasing your Cunning by 60/70/80/90/100% of stats drained.

The Cunning bonus lasts for 10 turns.

Stat loss increases with magic.
The old version doled out diseases if the enemies took damage on the infected area, but I found it to be rather pointlessly complex. Instead, it's a hard debuff area.

The way it works is, every turn spent in the area gives a stack of -1 str/mag/ph. save/mag. save, which stacks up to 5 times, due to the max duration of the skill. Those technically last indefinitely, but the target regains 1 of every lost stat for every turn spent outside. This means that a target with 5(15?) stacks, from level 5.0 Pervert will need 15 turns to fully recover from the stat loss.


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Tainted Might
Cooldown:20 turns

Burst to the brim with blight for next 10 turns.
Increases the damage conversion of Corrupted Power by further 50% and all blight damage done by 4/7/10/13/16%.

Damage amplification increases with magic.
Sacrifice all damage type to blight, for blight is the damage that also receives a decent power boost for 10 turns. This is a large step up that makes you reliant on blight, but if used right, also rewards you.

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Unholy Fusion
Cooldown:20 turns

The blight has become inseparable from the very structure of your being, allowing you to utilize it in devastating ways.
Ability effect depends on Elemental type:

Earth: Breathe a cloud of petrifying poison in a cone of radius 5. All enemies hit will begin to turn to stone, taking 20/23/26/29/32 nature every turn until they do.
Fire: A storm of dark flames ravages in radius of 1 about you for 5 turns, dealing 40/46/52/58/64 fire to all enemies hit. The area of the storm spreads as you walk.
Wind: Fires a beam of concentrated, putrid miasma (Range 5), dealing 40/48/56/64/72 lightning to all enemies hit. Every enemy hit has a 50% chance to contract a random disease.
Water: Summons 2/2/3/3/4 tendrils of pure corruption to seek out targets on their own. Once a tendril latches onto an enemy, it will explode, dealing 48/56/64/72/80 cold to the enemy and half of it to all adjacent enemies.

All elemental damage from the those skills is not converted to blight by Tainted Might or Pervert.

Damage increases with magic.

We've come a long way haven't we? First we sought blight to add more variety to our elemental pools, now that all we are is blight, we seek to use elemental damage again. This is why this skill shines. It's the exception skill, designed to go around the limitation of it's own tree. With this, you can keep using mixed blight damage and yet still deal full elemental damage when needed.
Last edited by AlexMdle on Sun May 25, 2014 7:56 am, edited 7 times in total.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#11 Post by AlexMdle »

#Log 7

Changed Naiar's ressource to fit in with lore.

Also, here's the Elemental/Arcane generic tree.
Image Elemental/Arcane (Generic Points)

Onward to the final explanations, the final pool of various improvement.
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Affinity

Your grasp of the arcane swells, increasing any elemental resistance/penetration/damage bonus from items powered by the arcane by 10/14/18/22/26%.

Your Metamorphosis artifact is now powered by Arcane, instead of Nature.
This sways the player towards more elementally oriented gear, which at times means more magic oriented build. It sets up a good tone of what we're in for.

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Runic attunement


The exposure to arcane elements now allows you to use any kind of rune, albeit only partially at first, while advanced attunement even improves them.
Runes work at 34/56/78/100/122% power.

Rune effectiveness increases with magic.
Another skill directed at items, it covers the major weakness of elementals - their inability to use runes. Now, just giving them access to runes is good in it's own right, but for this to be competitive, it got to add power in excess of what is normally attainable.

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Exploit Nature


Try to circumvent natural resistance with your arcane powers. Deals 20/24/28/32/36% of fire/nature/lightning/cold damage resisted by the enemy as arcane damage.
(Example: Enemy resists 100 cold damage. Deal 20 arcane damage to the enemy.)

Damage percentage increases with magic.
Elemental penetration of the other kind, designed to help your class overcome the element-resistant enemies in a more arcane fashion.

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Death Area
Cooldown:30 turns

Most mages can only dream to have this sort of elemental affinity to boost their power. Yours has grown beyond control.
Activating this ability drives your power berserk. Every turn you will automaticly fire a bolt/beam of 42/46/50/54/58 arcane/(Your element) damage towards up to 3 random enemies in sight.
Chance to fire a bolt is 74/70/66/62/58%.
Chance to fire a beam is 26/30/34/38/42%.
Chance of whether the damage is Arcane or (Your Element) is always 50% each.

The effect lasts for 3/3/4/4/5 turns.

Damage and duration increase with magic.

The final flip-out. I really just decided to end the trees with a bang. It's true that dg has since added a similar skill for archmages, which might make this one look outdated. Kinda sad, but we'll see.
Last edited by AlexMdle on Sun May 25, 2014 8:01 am, edited 5 times in total.

eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: Race/Class Idea: Elementals

#12 Post by eliotn »

A minor evaluation of these talents:
AlexMdle wrote:Corrupted Power (Passive)

You feel the power of corruption flow through your body, increasing all stats by 1/2/3/4/5.

Converts 10/20/30/40/50% of all elemental damage done to blight damage.
Way too powerful. 50% conversion to blight makes acquiring elemental resistances more trivial, as a character can focus on blight resist. A +1 passive bonus to all stats per level is pretty powerful too. Nerf this talent.
AlexMdle wrote:Tainted Might (Active)

Burst to the brim with blight for next 10 turns.
Increases the damage conversion of Corrupted Power by further 50% and all blight damage done by 4/7/10/13/16%.

Damage amplification increases with magic.
100% conversion to blight damage is way too powerful, as a character can max out blight resistance and leave the others alone.

AlexMdle
Halfling
Posts: 118
Joined: Tue Feb 21, 2012 10:41 pm

Re: Race/Class Idea: Elementals

#13 Post by AlexMdle »

You misunderstood. It does not convert the damage done to player. It converts damage done by player.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Race/Class Idea: Elementals

#14 Post by Rectifier »

Either way, multiplicative talents are very susceptible to being overpowered by their exponential nature. More conservative numbers may be appropriate.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: Race/Class Idea: Elementals

#15 Post by phantomglider »

I don't really think those talents are going to be much of a balance problem. The stat boost is less powerful than the Arcane Blade's, the conversion to blight damage doesn't boost damage unless you have higher +blight damage than +(original damage type) damage, and the active talent is a) activated, and b) only boosts damage by 16% at 5 talent points. By contrast, Spellcraft from the spell/Meta tree is sustained and pretty much gives a +20% to all damage types except physical for one talent point, with additional bonuses.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

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