Class: The Doombringer (Vim/Stamina class) (Now with addon!)

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Message
Author
PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class)

#16 Post by PureQuestion »

Need two more talents for Infernal Destruction. Any ideas?

The two right now are:

1. Detonating Charge: (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.

2. Obliterating Smash: (Active) Infuse your weapon with incredible force, striking all enemies in a radius 3 cone, dealing %d%% weapon damage to the closest target, %d%% weapon damage to enemies two tiles away, and %d%% damage to enemies three tiles away.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Class: The Doombringer (Vim/Stamina class)

#17 Post by Sirrocco »

I don't know that it fits all that well, but perhaps something with a bit of synergy with the demon summoning tree. Deals a moderate amount of damage. If this damage kills the target (per perhaps just comes close to killing the target) causes the target to explode in a ball of hellfire, damaging everyone nearby for quite a bit and making the ground all nice and flamey. If used on a minion demon, automatically causes the explosion regardless of number of HP remaining. It's not the most original idea in teh world, but I think it fits thematically, would be useful, and would be a bit entertaining as well.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class)

#18 Post by PureQuestion »

http://i.imgur.com/cyI53.jpg

Infernal Destruction done!

1. Abduction (Active) Grab a target and launch yourself backwards %d tiles, pulling them with you, and, if the target is hostile, dealing %d fire damage.

2. Detonating Charge (Active) Launch yourself toward a target. If the target is reached you get a free attack doing %d%% weapon damage. If the attack hits you release a massive burst of demon fire in radius %d, knocking away everyone but you and your target, and healing demons and hurting all others for %d and an additional %d per turn for %d turns. You must charge from at least 2 tiles away.

3. Obliterating Smash (Active) Infuse your weapon with incredible force, striking all enemies in a radius 4 cone, dealing %d%% weapon damage to the closest target and decreasing in damage for each afterwards.
This attack can not miss.


4. Blazing Whirl (Active) Spin yourself around, infusing your weapon with mighty fire and striking all enemies in radius %d for %d%% weapon damage as fire damage.

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Class: The Doombringer (Vim/Stamina class)

#19 Post by Planetus »

PureQuestion, I'd suggest changing the name of the class somehow. As it stands, people may infer a connection to the Doomed class.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#20 Post by PureQuestion »

http://te4.org/games/addons/tome/doombringer-class-b41

WOULD YOU LOOK AT THAT AN ADDON AND EVERYTHING. I'm lazy and I don't care, however, so EVERYTHING IS OVERLOADED.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#21 Post by stinkstink »

Playing a Shalore Doombringer, got lua errors, seems to be whenever I take enough damage for my shield to go down while fighting the Withering Thing

Code: Select all

[ATTACK] attacking with innate combat
[ATTACK] to 	kissy wagon	 :: 	13.909704436492	8	15.64	6.05	::	1
checkHit	40.666666666667	6.05
=> chance to hit	100
[ATTACK] raw dam	13.909704436492	versus	15.64	0.43	with APR	8
[ATTACK] after armor	7.9285315288005
[ATTACK] after range	7
[PHYS CRIT %]	6.66
[ATTACK] after crit	7
[ATTACK] after mult	7
[PROJECTOR] starting dam	7
[PROJECTOR] after difficulty dam	7
[PROJECTOR] res	0	1	 on dam	9.17
[PROJECTOR] after resists dam	9.17
[PROJECTOR] after flat damage armor	9.17
[PROJECTOR] final dam	9.17
[LOG]	Your shield crumbles under the damage!
[LOG]	The shield around kissy wagon crumbles.
removeTempVal	damage_shield	100	 :=: 	121
{[1]=2.000000 , [2]=2.000000 , [6]=1.000000 , [10]={["physcrit"]=5.000000 , ["atk"]=4.000000 , ["damrange"]=0.300000 , ["physspeed"]=0.200000 , ["apr"]=4.000000 , ["dammod"]={["cun"]=0.400000 , ["dex"]=0.400000 , ["str"]=-0.600000 , } , ["melee_project"]={[5]=4.000000 , } , ["dam"]=10.000000 , } , [11]=1.000000 , [12]={[5]=6.000000 , } , [13]={[5]=3.000000 , } , [14]={[2]=2.000000 , } , [24]=3.000000 , [25]={[6]=3.000000 , } , [27]=5.000000 , [28]=3.000000 , [29]={[1]=3.000000 , } , [31]=5.000000 , [32]=1.000000 , [33]=4.000000 , [37]=0.200000 , [38]=4.000000 , [39]={[5]=5.000000 , } , [40]=12.000000 , [41]=2.000000 , [42]=0.050000 , [43]=3.000000 , [44]=0.050000 , [45]=2.000000 , [46]=0.060000 , [47]={[1]=2.000000 , [6]=3.000000 , } , [84]=9.280000 , [85]={[24]=28.348286 , } , [86]=7.824000 , [121]=100.000000 , [122]=22.200000 , [124]=10.000000 , [125]=-0.150000 , n=125.000000 , }
delTmpVal	damage_shield	100	add
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /mod/class/Actor.lua:1509: attempt to compare nil with number
stack traceback:
	/mod/class/Actor.lua:1509: in function 'onTakeHit'
	/mod/class/Player.lua:509: in function 'onTakeHit'
	/engine/interface/ActorLife.lua:66: in function 'takeHit'
	/mod/class/Actor.lua:1800: in function 'takeHit'
	/data/damage_types.lua:261: in function 'projector'
	/mod/class/interface/Combat.lua:398: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:176: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 bumpInto
	At /mod/class/Actor.lua:2284 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/interface/ActorAI.lua:63 aiCanPass
	At /engine/interface/ActorAI.lua:85 runAI
	At /mod/ai//shadow.lua:102 shadowMoveToActorTarget
	At /mod/ai//shadow.lua:278 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1865dd8
1: table // 1865dd8
--------------- Stack Dump Finished ---------------

Code: Select all

[LOG][ATTACK] attacking with innate combat
[ATTACK] to 	kissy wagon	 :: 	13.909704436492	8	12.267823006021	2.6778230060205	::	1
checkHit	40.666666666667	2.6778230060205
=> chance to hit	100
[ATTACK] raw dam	13.909704436492	versus	12.267823006021	0.43	with APR	8
[ATTACK] after armor	9.6418814304716
[ATTACK] after range	9
[PHYS CRIT %]	6.66
[ATTACK] after crit	9
[ATTACK] after mult	9
[PROJECTOR] starting dam	9
[PROJECTOR] after difficulty dam	9
[PROJECTOR] res	0	1	 on dam	11.79
[PROJECTOR] after resists dam	11.79
[PROJECTOR] after flat damage armor	11.79
[PROJECTOR] final dam	11.79
[LOG]	Your shield crumbles under the damage!
[LOG]	The shield around kissy wagon crumbles.
removeTempVal	damage_shield	100	 :=: 	140
{[1]=2.000000 , [2]=2.000000 , [6]=1.000000 , [10]={["physcrit"]=5.000000 , ["atk"]=4.000000 , ["damrange"]=0.300000 , ["physspeed"]=0.200000 , ["apr"]=4.000000 , ["dammod"]={["cun"]=0.400000 , ["dex"]=0.400000 , ["str"]=-0.600000 , } , ["melee_project"]={[5]=4.000000 , } , ["dam"]=10.000000 , } , [11]=1.000000 , [12]={[5]=6.000000 , } , [13]={[5]=3.000000 , } , [14]={[2]=2.000000 , } , [24]=3.000000 , [25]={[6]=3.000000 , } , [27]=5.000000 , [28]=3.000000 , [29]={[1]=3.000000 , } , [31]=5.000000 , [32]=1.000000 , [33]=4.000000 , [37]=0.200000 , [38]=4.000000 , [39]={[5]=5.000000 , } , [40]=12.000000 , [41]=2.000000 , [42]=0.050000 , [43]=3.000000 , [44]=0.050000 , [45]=2.000000 , [46]=0.060000 , [47]={[1]=2.000000 , [6]=3.000000 , } , [140]=100.000000 , [84]=9.280000 , [152]=1.000000 , [151]=10.000000 , [86]=7.824000 , [149]=-3.372177 , [150]=-3.372177 , [147]=22.200000 , [85]={[24]=28.348286 , } , n=152.000000 , [148]=1.000000 , }
delTmpVal	damage_shield	100	add
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /mod/class/Actor.lua:1509: attempt to compare nil with number
stack traceback:
	/mod/class/Actor.lua:1509: in function 'onTakeHit'
	/mod/class/Player.lua:509: in function 'onTakeHit'
	/engine/interface/ActorLife.lua:66: in function 'takeHit'
	/mod/class/Actor.lua:1800: in function 'takeHit'
	/data/damage_types.lua:261: in function 'projector'
	/mod/class/interface/Combat.lua:398: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:176: in function 'attackTarget'
	/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 bumpInto
	At /mod/class/Actor.lua:2284 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/interface/ActorAI.lua:63 aiCanPass
	At /engine/interface/ActorAI.lua:85 runAI
	At /mod/ai//shadow.lua:102 shadowMoveToActorTarget
	At /mod/ai//shadow.lua:278 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1865dd8
1: table // 1865dd8
--------------- Stack Dump Finished ---------------
Edit: Noticed that Incendiary Slash doesn't seem to be stunning as advertised

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#22 Post by Sradac »

a fun and balanced addon

like mentioned above, the cone ability does not stun (and dosent hit anything else outside melee range, even though it looks like a cone)

class is advertised to have the Vim tree, but it dosent.

Also the last tree seems incomplete, though I dont see that being mentioned.

Wheres my demon army!

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#23 Post by PureQuestion »

Class is still very WIP. That is, I have a few trees to make, yet.

The demon army is coming ;)

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#24 Post by MisiuPysiu »

Great!
Hope to see more of this class soon. The Doombringer class looks so cool:)
Cheers!

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#25 Post by stinkstink »

Had a ghoulking rare cast Fiery Grasp on me consecutively until I died:

Code: Select all

[LOG]	Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %]	2.5
[PROJECTOR] starting dam	36.362818812695
[PROJECTOR] after difficulty dam	36.362818812695
[PROJECTOR] res	8	0.92	 on dam	32.726536931425
[PROJECTOR] after resists dam	30.108413976911
[PROJECTOR] after flat damage armor	30.108413976911
[PROJECTOR] final dam	30.108413976911
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
	/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 useTalent
	At /mod/ai//tactical.lua:377 runAI
	At /mod/ai//tactical.lua:402 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG]	Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %]	2.5
[PROJECTOR] starting dam	36.362818812695
[PROJECTOR] after difficulty dam	36.362818812695
[PROJECTOR] res	8	0.92	 on dam	32.726536931425
[PROJECTOR] after resists dam	30.108413976911
[PROJECTOR] after flat damage armor	30.108413976911
[PROJECTOR] final dam	30.108413976911
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
	/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 useTalent
	At /mod/ai//tactical.lua:377 runAI
	At /mod/ai//tactical.lua:402 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG]	Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %]	2.5
[PROJECTOR] starting dam	36.362818812695
[PROJECTOR] after difficulty dam	36.362818812695
[PROJECTOR] res	8	0.92	 on dam	32.726536931425
[PROJECTOR] after resists dam	30.108413976911
[PROJECTOR] after flat damage armor	30.108413976911
[PROJECTOR] final dam	30.108413976911
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
	/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 useTalent
	At /mod/ai//tactical.lua:377 runAI
	At /mod/ai//tactical.lua:402 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG]	Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %]	2.5
[PROJECTOR] starting dam	36.362818812695
[PROJECTOR] after difficulty dam	36.362818812695
[PROJECTOR] res	8	0.92	 on dam	32.726536931425
[PROJECTOR] after resists dam	30.108413976911
[PROJECTOR] after flat damage armor	30.108413976911
[PROJECTOR] final dam	30.108413976911
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
	/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 useTalent
	At /mod/ai//tactical.lua:377 runAI
	At /mod/ai//tactical.lua:402 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
 ----------------  Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
AI took for target	535349	Mayalle the ghoulking	::	3545	kissy wagon	1	<	100
[LOG]	Mayalle the ghoulking casts Fiery Grasp.
[SPELL CRIT %]	2.5
[PROJECTOR] starting dam	36.362818812695
[PROJECTOR] after difficulty dam	36.362818812695
[PROJECTOR] res	8	0.92	 on dam	32.726536931425
[PROJECTOR] after resists dam	30.108413976911
[PROJECTOR] after flat damage armor	30.108413976911
[PROJECTOR] final dam	30.108413976911
[LOG]	#{bold}#Mayalle the ghoulking killed kissy wagon!#{normal}#
[PROFILE] filtering save of 	deaths	 to profile 	online
[PROFILE] mounted 	online	on /current-profile
[PROFILE] unmounted 	online	from /current-profile
[LOG]	#{bold}#kissy wagon the level 16 shalore doombringer was scorched to death by Mayalle the ghoulking on level 1 of Ruined halfling complex.#{normal}#
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:134: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:142: /engine/interface/ActorTalents.lua:134: /engine/interface/ActorTemporaryEffects.lua:100: attempt to index a nil value
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:100: in function 'setEffect'
	/data/talents/corruptions/infernal-combat.lua:120: in function </data/talents/corruptions/infernal-combat.lua:109>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:142 useTalent
	At /mod/ai//tactical.lua:377 runAI
	At /mod/ai//tactical.lua:402 doAI
	At /mod/class/NPC.lua:47 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:988 
Server latency	128
 ----------------  Stack Dump ----------------
2: table // 1855dd8
1: table // 1855dd8
--------------- Stack Dump Finished ---------------
[LOG]	#LIGHT_RED#You have 3 life(s) left.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#26 Post by PureQuestion »

http://te4.org/games/addons/tome/doombr ... version-21

New version!

- More icons
- Incendiary Slash fixed
- Shield bug fixed
- Final talent for Fearfire added, though probably needs a couple extra features to be really fun
- Fiery Grasp was already fixed but that update wasn't announced.
- Maybe some other things?

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#27 Post by MisiuPysiu »

Great Class!!
Right now I'm level 30 in Reknor. I absolutly love the doombringer theme - reminds me somehow of the comic book character Hellboy.
Hope to see some upgrades soon, this class is way to cool to be forgotten.
Fearscape based talents are a very nice addition. I like the mobility the class has (3 very good mobility talents)

What this class is lacking (maybe it should be so) is some VIM increasing talent. I know, it affects balance, but the first 30 levels, when you have the Demon form sustain, you hardly have any Vim left. It makes the game interesting, but still, a few more would not harm.
The new Fearscape talent (cant remember the name) is nice but is dangerous. I nearly lost the char after the ambush, course the stairs after the ambush level disappeared... I had to manually edit the save file to be able to use the rod of recall on the ambush level. If not, the char would be doomed (pun intended).

Still, one of the more fun melee/caster hybrids I played.

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#28 Post by MisiuPysiu »

Hey,

It would be great if the class got an update to version b42 or svn. Its a very nice addon and a great class to play.

Cheers.

MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#29 Post by MisiuPysiu »

Shameless bump :)

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Class: The Doombringer (Vim/Stamina class) (Now with add

#30 Post by PureQuestion »

I think if I have more time I'll be looking into remaking the class from scratch. For the time being, I think I'll wait. There's a couple things I'd like to see DG add before I go for it full on. Hmhmhmmm :)

Post Reply