Having unlocked almost every class (and reading up on those I haven't nabbed yet), I'm thinking about what standard fantasy archetypes we don't really have in the game yet. They're not things ToME needs to have by any stretch, but they could make for some nice additions (alongside other less standard classes, like the upcoming Possessor). I just think it would be a good exercise to toss around absent standbys, if for no other reason than to have a little fun.

I'm also not going to get into what skills would look like, since that's well beyond what I feel competent in. But feel free to comment along those lines!
1) Generalist fighter type
I realize that "generalist" is about the least sexy designation ever, but what I'm getting at is the sword + bow fighter orientation. Sure, we have Temporal Wardens who do the melee + bow thing already, but since they're chronomancers I'd put them in their own category. You'd probably be using a lot of existing categories – something of a blend between Bulwark and Archer, but you'd probably want to have some Skirmisher-style talents too that focus on blending the two styles so as not to end up with a crappy Bulwark who's also a crappy Archer.
2) Duelist
This one's probably pretty much covered by the Marauder, except for one thing – no class, Marauder included, does the single-one-handed-weapon thing. There was a recent post about making that a viable choice by giving a chance at an unarmed attack a la Flexible Combat when fighting with the offhand empty, but I can see that being a reasonable orientation focus for an entire class since it's something that literally no one else has any reason to do in ToME 4. However, it may be better just to give the Marauder a new skill tree, instead of making a new class that would probably have an awful lot of overlap.
3) Druid
Despite being mentioned in the Wilder metaclass description, there isn't really anything very standard Druid-ish in the game. Summoners encapsulate one aspect, but their focus on summoning is so great that it works to the exclusion of the other elements. Given the influence of the antimagic folks, it seems like Druidism would be a natural (har har) source of power. It's hard to say if the Ziguranth would see it as too close to dirty sorcery, although that may not be a bad tension to revel in a bit.
For this, I'm thinking your D&D root-ensnaring, possibly shape-shifting, animal-befriending, tree-hugging (and animating) natural-element-imbuing caster. This type of class could go in any one of dozens of directions, since Druids in popular fantasy cover such a huge range of practices and magics.
4) Mages?
This one's tricky. Sorcery is such a wide field that there's a ton of room for development of various flavors of mages. ToME already has several, including some really nifty and unusual ones like Paradox Mage or Anorithil. The problem here is that the different Archmage advanced categories already pretty much run the gamut. There's no need for an Arcanist, or an earthen caster, because they already exist. So I don't really know how much of that mental real-estate is left once you account all the combinations of Archmage trees.
I'm pretty sure I've had a few more knocking around in my head, but it's late and I want to submit this before I do something stupid and lose the post overnight. So what do you think? Any other standby you'd like to see? Anything in here that you vehemently disagree with?
I'd also like to say in closing that I really would prefer to see more attention given to really unusual classes. But no reason we can't have both, or at least have a discussion about it.
