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Druid
Wilder, Wil/Cun Class
Description:
Guardians of the earth, their strong bonds with the natural elements and their unbending will grant them powers to preserve nature's balance and thwart its corruptions.
Starting values: +5 Wil/+3 Cun/+1 Con
Starting life: 90, +0 life per level
Starting equipment:
2x mossy mindstars (nature damage) (main set)
elm druidstaff (nature damage) (off-hand set)
elm totem of thorny skin
linen robe
Insidious Poison infusion (already in the 3rd slot)
Talents:
Standard talent trees:
Cunning - Survival (locked, 1.0)
Wild-Gift - Harmony (locked, 1.1)
Wild-Gift - Call of The Wild (1.2)
Wild-Gift - Fungus (locked, 1.0)
Custom talent trees:
Wild-Gift - Druidic Staff Techniques (Wil, class, 1.2)
-Naturalize Staff (Scales with effective talent level, no cost, 3 cooldown)
Cleanses a staff, converting it into a druidstaff, druidstaves get:
Base damage changes: 80% Wil, 20% Cun, accuracy, damage and staff effects based on mindpower (instead of Dex/phys power)
Druids with druidstaves and Staff Mastery get the phys power bonus from that passive converted into mindpower bonus (maybe?)
60/70/80/90/100%(*tlevel) effective power of bonuses and effects of converted staves, Command staff (if it's there) with druid category only (Nature/Acid/Lightning/Cold),
Spell effects converted (excluded +max resource stuff) into mind effects.
(ex. Spellsurge becomes Mindsurge(with percentage penalties/bonuses), +mana on spell crit becomes 1/10(of that amount) equilibrium regen on mind crit etc.)
If the staff was arcane it becomes powered by nature instead.
Also, when a druidstaff is equipped, the player gains .10/.20/.30/.40/.50(*tlevel) equilibrium per turn
At level 4 it can convert artifact staves, conversion can only be done once and it's permanent.
-Elemental Channeling (Scales with effective talent level, 12 equi, 9 cooldown)
elemental attack based on the druidstaff's element:
Nature: ??? (slime slow)
Acid: ??? (acid blind)
Lightning: 3 bolts that deal 10-60/25-75/40-90/55-105/70-120 damage to up to 3 enemies in a range of 6.
Tornado-like speed and target lock-on, earthen missiles-like targeting, Cun-based daze chance (3/3/4/4/5 turns) per hit.
Cold: ??? (ice freeze)
effects/damage scale with mindpower, unavailable if the equipped staff doesn't deal one of these 4 damage types.
-??? (Scales with effective talent level, 16 equi, 15 cooldown)
Swings the staff in a direction, hitting enemies in a cone of radius 1/2/2/3/4 for 60/80/100/120/140% weapon damage and 2/2/3/3/4 knockback.
This talent counts as a melee attack for on-hit effects and Slime Hands.
-??? (rush-like melee attack?)
???
Wild-Gift - Mindstar Channeling (Cun, class, 1.2)
-??? (Scales with effective talent level, 8 equi, 6 cooldown)
Projected melee attack (range 4) with damage based on a percentage (75% at level 1.0?) of the weapon(s) damage, two hits if 2 mindstars are equipped.
At level 5 this attack can't miss.
-??? (Scales with effective talent level, passive)
Gives the player a command mindstar skill (two actually, one for each hand) that can be used to change the mindstar's damage type.
Also gives 3/6/9/12/15% resistance penetration of the mindstar(s) damage type (if both mindstars have the same damage type the bonuses stack ofc).
-Guided Mindstars (Scales with effective talent level, 12 equi, 14 cooldown)
Focuses your mind into your mindstars, guiding them to the targeted location (range 8) and back into your arms, hitting any creature in the way for 80/90/100/110/120% weapon damage (800% travel speed?).
You won't be able to use your currently equipped mindstars for the duration of the attack, also the sheer concentration required by this attack fatigues your mind, reducing your mindpower and mindsave by 20/16/12/8/4% of their total for its duration (this mindpower reduction doesn't affect this attack's damage).
-Smash Wave (Scales with effective talent level, 18 equi, 18 cooldown)
Creates a shockwave (radius 2/2/3/3/4?) by smashing equipped mindstars on the ground, damage based on a percentage of the weapon(s) damage (50/55/60/65/70%?).
Chance to cause status effects based on mindstar elements (slime slow, acid blind, lightning daze and ice freeze only), 2 hits if 2 mindstars are equipped.
status effect chance increases with cunning
Wild-Gift - Nature Control (Nature tree) (Cun, class, 1.3)
-Slime Coating (Scales with effective talent level, sustain, 15 equi, 15 cooldown)
Coat your weapons in slime, each time one of your weapons hit a target they deal 4/8/12/16/20 nature damage (half-damage when dual-wielding) and have a 5/10/15/20/25% chance to slow it.
damage scales with cunning
-Poison Sting (Scales with effective talent level, 8 equi, 4 cooldown)
Range 6/7/8/9/10, 40/60/80/100/120 nature damage + 40/45/50/55/60 numbing poison damage overtime (3 turns)
At level 5 it becomes a beam.
damage scales with mindpower
-Entangling Roots (Scales with effective talent level, 20 equi, 16 cooldown)
AoE, radius 2/2/2/3/3-3/3/4/4/5 (from min to max Cun), 6/7/8/9/10 turns, 14/16/18/20/22 nature damage + pin, movement speed reduction if target saves from pin
damage scales with mindpower, radius with cunning and level
-???
???
Wild-Gift - ??? (Acid tree) (Cun, class, 1.3)
-Acid Spores (Scales with effective talent level, 6 equi, 4 cooldown)
Range 10, 1(*tlevel) bolts that deal 40 acid damage, earthen missiles-like targeting and speed.
At level 3 bolts have a chance to blind for 3 + (tlevel) turns
damage scales with mindpower, chance to blind with cunning
-Acid Trail (Scales with effective talent level, sustain, 15 equi, 15 cooldown)
Every time you move you leave a trail of acid that lasts 2/2/3/4/4 turns, dealing 15/20/25/30/35 acid damage over 3 turns to anyone that steps on it except you.
damage scales with cunning
-???
???
-???
???
Wild-Gift - Storm Caller (Lightning tree) (locked, level 10 min, Wil, class, 1.3, lightning unlock needed?)
-Call Thunder (Scales with effective talent level, 9 equi, 4 cooldown)
A thunder falls on a target creature, hitting for 50-100/90-140/130-180/170-220/210-260 damage and stunning it for 4/5/6/7/8 turns.
damage scales with mindpower
-??? (sustain)
???
-???
???
-???
???
Wild-Gift - ??? (Cold tree) (locked, level 10 min, Wil, class, 1.3, cold unlock needed?)
-???
???
-??? (projectile)
???
-??? (defensive talent)
???
-???
???
Wild-Gift - Totemic (Wil, generic, 1.0)
-Totemic Gifts (Fixed scaling, passive)
Enhances totems, when equipped they instill the following bonuses into the player:
Thorny skin: +3/6/9/12/15 armor, +5/10/15/20/25% armor hardiness, 2/4/6/8/10 physical damage when hit
Cure Poisons: +4/8/12/16/20% nature and acid resist and damage
Cure Illness: +8/16/24/32/40% blight resistance, 4/8/12/16/20% disease immunity
Healing: +12/24/36/48/60 life, +0.40/0.80/1.20/1.60/2 life regen, +8/16/24/32/40% healing mod
(are there more totems around???)
The player must be wearing light or no armor for the gifts to be effective.
-???
???
-Totemic Harmony (Fixed scaling, passive)
Switching between totems no longer affects charm cooldowns.
Reduces totem cooldowns by 5/10/15/20/25%.
At level 5 you can instantly switch between totems.
(Equipping them (ie. no totem in the totem slot at equip time) still takes a turn and affects cooldowns)
-Ritual Sacrifice (Fixed scaling, 15 equi, 80/72/64/56/48 cooldown)
Sacrifices an equipped totem to give invulnerability (a 10000000 shield) for 1+totem tier turns.
The player is able to sacrifice only totems of tier equal or below the talent level.
Wild-Gift - Nature Bonds (Nature-based movement tree) (Cun, generic, 1.0)
-Earthen Link (Scales with effective talent level, 6 equi, 9 cooldown)
marks a tile in 3/4/5/6/7(8 at 5/5 1.20) range, line of sight needed, 1 turn cast, when hit the player is teleported to the marked location, leaving a 1hp decoy into its previous location that has a 50/60/70/80/90%(100% at 5/5 1.20) chance to fool attackers into hitting it, attacks targeting the decoy never miss.
The mark lasts for 2/3/4/5/6(7 at 5/5 1.20) turns.
This skills works only if the player wears light or no armor.
-Leaves Blessing (Scales with effective talent level, sustain, 15 equi, 20 cooldown)
Any time the player is hit he gains 5%(*tlevel) movement speed and 3%(*tlevel) global speed up to 10%(*tlevel) movement and 9%(*tlevel) global.
Any turn the player doesn't take damage the bonuses decrease by 5%(*tlevel) and 3%(*tlevel) respectively.
This skills works only if the player wears light or no armor.
-Roots Aura (Scales with effective talent level, 12 equi, 15 cooldown)
Every turn for 2/3/4/5/6 turns every creature in a 1/1/2/2/3 radius around the caster will be knocked 1/1/2/2/3 tiles back and have a chance to be pinned by roots for 2/2/2/3/3 turns, suffering 5/7/9/11/13 nature damage per turn.
damage scales with mindpower
-??? (Scales with effective talent level, 20 equi, 30 cooldown)
Target a wall tile in 3/4/5/6/7 range (no los needed), you'll be teleported on the other side of it if there is an empty tile, if not you'll teleport inside the wall with a burrowing ability that lasts for 5/6/7/8/9 turns.
At level 1 it can only target trees, at level 2 it can target underground vegetation, at level 3 it can target slime walls, at level 4 sand walls, at level 5 it can target any wall.
This skills works only if the player wears light or no armor.