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This addon adds the Trench Strider class, a negative energy user that wields cold, darkness and light, plus fire at high levels. They are highly mobile and can control the battlefield with knockback and freezing. They interact a lot with the Wet mechanic.
They use Magic and Cunning to wield weapons and shields, but usually favour two handed weapons. As guardians of the sea, experienced Trench Strider unlock Exotic Weapons Mastery.
Talent Categories Known (Unlocked)
Technique/Two Handed Assault
Technique/Combat Veteran
Celestial/Tides*
Celestial/Wintertide*
Celestial/Moonlight*
Celestial/Glimmer*
Talent Categories Known (Locked, low level)
Technique/Shield Offense
Talent Categories Known (Locked, high level)
Celestial/Depths*
Celestial/Summertide*
Celestial/Blood Moon*
Celestial/Heavens*
Talent Categories Known (Generic, unlocked)
Technique/Combat Training
Technique/Mobility
Technique/Conditioning
Cunning/Survival
Celestial/Hymns
Celestial/Strider*
Talent Categories Known (Generic, locked)
Celestial/Chants
Celestial/Tides
Beat The Shore: Your attacks are like the rising tide, wearing down your foe while building up your own power. Fuelled by magic, you deal %d cold damage and generate %d negative energy on hit. In addition, you now use Magic instead of Strength to equip and use weapons and shields.
High Tide: You cause seawater to rush out with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of %d, doing %d cold damage and %d physical damage to all inside, as well as knocking targets outwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.
Low Tide: You cause seawater to rush inwards with an initial radius of %d, decreasing 1 per turn to a minimum eventual radius of 1, doing %d cold damage and %d physical damage to all inside, as well as knocking targets inwards each turn. The tide lasts for %d turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interacts with cold magic. The damage and duration will increase with your Spellpower.
Wash Away: Your combat style is serene even in its viciousness. If your negative energy is over three quarters of your maximum, you reduce the duration of a debuff on you by %d at the cost of 5 negative energy. In addition, %d%% physical damage you deal is converted to cold and darkness damage.
Celestial/Wintertide
Lunar Rush: Leap as a bolt of moonlight to your target, hitting it with all your weapons for %d%% weapon damage as cold and darkness.
If the target is wet, they lose wet but Lunar Rush does not go on cooldown.
You need to be able to see the target.
Tsunami: Strike the foe with tidal force, dealing %d%% weapon damage as cold and darkness. If the attack hits, the target is soaked and knocked back. The chance improves with your Spell Power.
Glacial Strike: Strike the foe with arctic cold, dealing %d%% weapon damage as cold.
If the attack hits, the target is frozen in ice, preventing them from acting but protecting them from damage.
You pierce through %d%% of this protection.
Crescent Strike: Conjures up a bolt of darkness, doing %d darkness damage and soaking those struck.
The damage will increase with your Spellpower.
Celestial/Moonlight
Twilight Fades: You conjure alternate flares of moonlight and darkness, and the contrast blinds foes within radius %d for %d turns while lighting up your immediate area (radius %d).
At level 3 it will also do %d darkness damage within radius %d.
The damage done will increase with your Spellpower.
Moonsilver Blade: You invoke the crescent moon to cleave all foes in front of you, doing %d%% weapon damage as light and darkness in a cone of %d.
Pale Cascade: Conjures an aura of light that harms adjacent foes for %d light damage, while shielding you for a base value of %d that is increased by your light damage bonuses.
The values will increase with your Spellpower.
Dark Nova: An explosion of dark light pulses from you, doing %d light and darkness damage to all others within radius %d, while causing them to run in fear for %d turns.
The damage dealt and fear power will increase with your Spellpower, but the fear is resisted as a mental effect.
Celestial/Glimmer
Nightfrost: Release a beam of icy darkness, doing %d darkness damage and potentially freezing targets.
The damage will increase with your Spellpower.
Lunar Prowess: Making a weapon attack grants you +spellpower for 1 turn. Using a spell grants you +physpower for 1 turn. At TL 5, both last for two turns.
Lunar Grace: Release an effortless bolt of light, dealing (%d)/2 light damage to the first target hit. If it hits a target, your Lunar Rush cooldown is reset and the bolt explodes in a radius of %d for %d light damage.
Moonfall: A surge of twilight pulses from you, doing %d light and cold damage to all foes within radius %d.
The damage dealt will increase with your Spellpower.
Celestial/Depths
Pressure: You assault the enemy with a rain of fast, overpowering blows. You strike four times for cold and darkness damage. Every blow does %d%% damage.
Points in this talent also passively increase your attack and casting speed, currently by %d%%.
Deepwater: Icy vapours from the darkest depths of the sea rise up, doing %d cold and darkness damage damage in a radius of 3 each turn for %d turns, with a chance of blinding foes.
The damage will increase with your Spellpower, and will not hit you.
Drown: Sustain. Creates an aura of moisture around you, dealing cold damage and causing foes to save against suffocation.
Darkest Depths: Surround yourself with the power of the ocean, increasing all your cold and darkness damage by %d%%, ignoring %d%% of the cold and darkness resistance of your targets
In addition, your familiarity enhances your defences, increasing your cold and darkness resistance by %d%%.
Celestial/Summertide
Chill: Conjures up a beam of frost, chilling the target for %d cold damage over 3 turns.
The damage will increase with your Spellpower.
Steam Jet: Rushes toward your target with sudden speed. If the target is reached, you get a free attack doing 120%% weapon damage as cold and fire.
If you begin in melee range, it is instead 150% damage.
Mirror Sheen: Like the moon, you reflect heat and light. You are shielded for up to 5 turns for %d. While you are shielded, you reflect %d%% damage you take as fire.
The total damage the barrier can absorb will increase with your Spellpower.
Red Tsunami: You strike out with a magically magnified range, striking all foes in front of you for %d%% weapon damage as fire and cold in a cone of %d.
Celestial/Blood Moon
Bloodshine: Conjures up a beam of tainted water, doing %d darkness damage increased by your missing health (use at half health for average result).
The damage will increase with your Spellpower.
Bloodfire: When you kill a creature, the remainder of the damage done will not be lost. Instead, %d%% of it will splash in a radius 2 as fire and darkness.
The splash damage will increase with your Spellpower.
Learning this talent increases your physical and spell critical rate by %d%%.
Red Dusk: Invokes a bloodied moon to set foes within radius %d alight, dealing them %d damage over several turns.
The damage done will increase with your Spellpower.
Burning Star: A dying star falls on a radius %d area, doing %d instant darkness damage and %d fire damage over time on impact and stunning all within the area for 4 turns.
The damage dealt will increase with your Spellpower.
Celestial/Heavens
Sun and Moon: Your moonlight is fuelled by the sun, and your attacks blend both lights to strike your foes. You deal %d fire and %d light damage on hit.
In addition, your attacks generate %d negative energy at the cost of twice that in positive energy.
Twin Dawn: Call forth the Sun to summon a beam of light, dealing %d light damage to all foes in a line.
The damage done will increase with your Spellpower.
Evaporate: Release a wave of summer heat in a radius of %d, dealing them %d fire damage. Wet targets take 30%% bonus damage but are no longer wet.
The damage done will increase with your Spellpower.
Nova: Release all your positive energy at once, dealing %d light damage to all foes within a radius of %d.
The damage done will increase with your Spellpower, and is greater when greater amounts are spent on it. The positive energy cost is equal to your positive energy.
Celestial/Strider
Ocean Step: You walk with effortless speed, and can walk underwater for longer than most. Your movement speed is increased by %d%%, and your maximum air by %d.
In addition, your dedication to your cause is more important than your pure power. You qualify for many class technique talents using Cunning instead of Strength or Dexterity.
Inevitability of Tides: Fighting you is like stabbing the waves, and equally as futile. Your critical strike chances are increased by %d%%, and your melee critical hits soak the targets.
Soaked targets instead take an additional %d cold damage.
Sense the Night: You are a guardian and a protector, ever watchful of what happens around you.
You have greater senses than other classes. Increase blindness immunity by %d%%, maximum sight range by %d, and increases existing infravision, and heightened senses range by %d.
Replenishing Tides: Water cleanses you, and striking soaked foes replenishes you like the purest rest.
Melee attacks against wet foes grant you %d health on hit
Current Bugs/Mistakes
Weapons still say they require str/dex to wear.
Balance?
so squishy. why did I give them Cun stuff and not more Con. whyyy.
Most of the technique trees should maybe be locked? idk.
Consider a unique technique category. What could I actually do with this? Maybe try to make it defensive?
Check if High/Low Tide (is scaling properly=it is). See about making them more interesting - trenggling's suggestion?
Fixed in 1.2 (Hopefully)
Pressure does not display speed bonuses. It IS still giving them though. Ocean Step has same problem. (multiply by 100). Also Ocean Step might need a slight nerf.
Red Tsunami costs negative instead of mana.
Almost everything should be tagged 'is spell'. I can do this via category iirc.
Lunar Rush does physical damage.
With Dark Faerie, Pale Cascade is giving 12k shields. High bonuses are too stronk
Lunar Rush needs less damage and a lower cost. Also it can soak with a crit and then use up it's own soak. this needs to not happen.
Lunar Grace would be cool if the cooldown went down with levels.
You should get crescent strike (ranged wet) before lunar grace.
Dual Wield is too good even without the category for it. Make some if not all of their on-hits halved when dual wielding.
Negative energy is too easy. Way too easy. Less - costs, smaller - costs. Also go for consistency - ranged stuff should be negative energy, melee stamina. Lunar Grace can just cost stamina, crescent strike can be straight up free.
Bloodfire could grant crit damage instead of critrate to make it different.
Put a line in Sun and Moon about 'enhances some of your negative talents with duality' or some mysterious bs like that.
Fixed in 1.3
1.2 messed up Cold Fusion.
Fixed in 1.4
Hopefully fixed the lua error caused by the show-exotic-mastery line, which I /think/ showed up when an NPC tried to do it. NPCs no longer try to do that.
Beat the Shore now specifies Shields are cun based.
1.5
Ocean Step can't be unlearnt, in line with similar talents. If you COULD unlearn it, the movement speed/air would go away.
1.6
Deepwater no longer hurts you or allies, but will no longer summon horrors with Pitch Black.
Cold Fusion has been replaced with Lunar Prowess. This should NOT break saves - Cold Fusion still exists in the code.
1.07
Wash Away now works. Entirely.
1.0.8
Lunar Grace is now a bolt. It will explode on the first target hit for (less than half original damage), dealing (a little less than original) damage to all foes nearby. Crucially, it will do 1.5x damage to the target it hits. It will, however, only refresh Lunar Rush if you hit something with it, so beware snakes.
Drown is now a Gloom-style AoE! it will passively remove the air from nearby creatures. Sadly, this is not very effectual at killing anything but critters before you could kill them, so it also does minor cold damage. Enjoy walking through rat vaults and laughing.
1.0.9
Beat The Shore now correctly makes weapon damage modifiers Magic where they were Strength.
Beat The Shore additionally makes weapon damage modifiers Cunning where they were Dexterity, and does the same for wielding requirements. Wielding requirements still read as the original score.
1.1.1 (Where did 1.1.0 go? idk. prolly a bugfix.)
Bloodfire now doesn't leave fire particles forever.
Sun And Moon correctly removes the light damage on turning off, stopping you from stacking it to the
