New Class Idea: Twisted

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

New Class Idea: Twisted

#1 Post by AlexMdle »

The 'Gods' thread made a good point about one thing: How conscious are users of blight about the origin of their power or their role in using it? Are they actively spreading blight out of malicious reasons, or merely harnessing the power for their own means and ends? It reminded me of a rough idea I presented in the irc channel quite some time ago. I felt like it could expound on this particular idea and be fleshed out into a full class.

Class: Twisted

Lore: Unlike Reavers and Corruptors, the Tiwsted are not active heralds of the blight, but merely it's victims. Their whole being has been warped and continues to progress down a spiral of decline as time passes. There is no cure, but there is medicine. Twisted turn to the only power capable to keep their corruption under control: the nature. As such they are caught between the two, in a constant struggle between magic and nature.

Resources used:

Vim - Classic Vim.
Equilibrium - Classic Equilibrium




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Contamination (Generic Tree)

Magical Contamination(Passive)

You seek refuge in the nature, using its power to battle your corruption. The further you move away from the nature, the more you suffer the effects of corruption.

Each turn you take a percentage of your total Contamination Damage(Accrued by learning Degeneration Talents), equal to your current equilibrium fail chance.
As well, each percent of fail chance will increase the effect of all negative bonuses from Degeneration Talents by 3%.

Decreases damage taken from magic contamination by 20/30/35/40/45%.

Resting reduces your equilibrium by 1/2/3/4/5 per turn.


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Oversaturation (Active)
Cost: +100 Equilibrium
Cooldown: 18 turns

Your body surges with painful magic, briefly inverting all negative contamination bonuses to 50% of positive effect(Contamination damage heals you for 50% of intended value). Lasts 4/4/5/5/6 turns.


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Fallout (Active)
Cost: -100 Equilibrium
Cooldown: 15 turns

Expunges the magic outward, upon all enemies in the range of 3, dealing 60/65/70/75/80 arcane damage plus 120/126/132/138/144% of current contamination damage as blight damage.


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Shared Pain (Active)
Cost: +20 Equilibrium
Cooldown: 20 turns

Afflicts an enemy in the range of 5 for 3/3/4/4/5 turns.
During that time, the enemy suffers 120/130/140/150/160% of all your current negative contamination effects(Unmitigated by Magical Contamination talent).


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Degeneration/Twisted Body (Class Tree)

Primality (Passive)

Your body regresses into a feral, dire form.

Increases your physical power by 4/8/12/16/20 and all damage done with weapons by 12/18/24/30/36%.
Your movement speed is increased by 15/15/20/20/25% if you fall under 20% hp.

Every point spent decreases all fire/cold/lightning damage inflicted by 2%.
Increases contamination damage by 4/8/12/16/20.


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Blood Tribute (Active)
Cost: 10 Vim, +20 Equilibrium
Cooldown: 7 turns

You develop a severe craving for the lifeblood of your enemies.

The first attack against a bleeding enemy will increase the bleeding power by 30/35/40/45/50%.
Every consecutive attack will recover 2 vim and 2/2/3/3/4 HP.

Can be activated to inflict bleeding on up to 3 adjacent enemies, dealing 40/55/70/85/100 damage over 5 turns. (Less than 3 enemies take 20% damage per additional stack applied.)

Every point spent decreases your resistance to cut by 2% and max vim by 1.
Increases contamination damage by 4/8/12/16/20.

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Rabies (Passive)

Your degradation makes you a mindless beast, and worse, becomes contagious.

Increases your attack speed by 2/4/6/8/10% and deals 160/200/240/280/320% damage on the initial attack against an enemy.
The attack speed bonus doubles for 5 turns if the initial attack kills the weak-thewed enemy.

Attacking a bleeding enemy will increase their attack speed by 1% and decrease their mindpower and save by 4 for every point spent.

Decreases your powers by 1 for every point spent.
Increases contamination damage by 4/8/12/16/20.


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Felspawn (Sustained)
Cost: 40 vim
Cooldown: 30 turns

The magic within overcomes you. Your skin bursts into a tattered hide, your hands become tools of execution, sharp and deadly. The skeleton itself protrudes and becomes a thousand lethal spikes.

Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.

While in this form all your attacks become critical and deal bleeding damage over 4 turns instead of instantly. (Attacks refresh the bleeding instead of stacking)
Enemies attacking you in melee stack 10/12/14/16/18 bleeding damage on top.

Every point spent increases the HP cost by 1% and decreases your spellpower by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.

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Degeneration/Infestation(Class Tree)

Touch of Decay(Active)
Cost: 10 Vim, +20 Equilibrium
Cooldown: 25 turns

Blight emanates from your skin, bringing with it the pain and suffering of past plagues.

Your attacks lower the enemy healing modifier by 11/15/19/23/27% for 2 turns. Once this buff is removed, it will deal all the healing prevented as blight damage to the enemy and surrounding enemies.
Activating the talent reduces all healing of the target for 3 turns to 0.

Every point spent decreases your heal modifier by 2%.
Increases contamination damage by 4/8/12/16/20.


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Parasites(Active)
Cost: 15 Vim, +20 Equilibrium
Cooldown: 13 turns

Your body festers with magical leeches, wriggling in your stomach...

Passively increases your arcane resistance by 4/7/10/13/17%.

Activate to spray enemies in a frontal cone of 3 with parasite-infused bile, dealing 20/26/32/38/44 blight damage.
Bleeding enemies become infested by the parasites - The parasites incubate for 3 turns, draining 4 vim each and transferring it to you.
After the incubation period is over, the enemy will violently expunge the parasites the same way the player did - potentially over it's allies.

Every point spent decreases your disease, poison and stun resistances by 2%.
Increases contamination damage by 4/8/12/16/20.


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Miasma (Passive)

You exhude a pungent, rotting stench as unnatural forces close your wounds form within.
Increases regeneration by 3/4/5/6/7 points per turn.
Regeneration and healing now damage nearby enemies for 80/86/92/98/106% of restored health as blight damage.
Effect is up to 50% more effective the lower your current health.

Every point spent increases your talent cooldowns by 2%.
Increases contamination damage by 4/8/12/16/20.


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Necrosis (Sustained)
Cost: 40 vim
Cooldown: 30 turns

The magic within overcomes you. All your vital signs cease, your skin sloughs off, your bones twist into impossible arrangements, but you still move, torn from life, yet not quite dead. A monstrosity, kept alive through tremendous magic.

Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.

While in this form you are treated as undead, gaining all associated immunities. The undead flesh regenerates rapidly, restoring 8/9/10/11/12% of missing life each turn, but decreasing your maximum health by the same amount.

Every point spent increases the HP cost by 1% and decreases your mindpower by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.
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Degeneration/Demonic Possession (Class Points)

Contact (Passive)

Your contaminated mind serves as a beacon for demonic forces. It takes considerable effort to keep them under control.
Whenever you take more than 5% of your max hp as damage, your mental control lapses for 3/3/4/4/5 turns. During that time you have a 50% chance each turn to cast a random free spell, at no cost and consuming no time.

Chance of any specific free spell is equal for every spell in the same tier, however, the chance of which free spell tier is cast depends on free spells known: (100% T1 / 66% T1 - 33% T2 / 50% T1 - 30% T2 - 20% T1 / 40% T1 - 25% T2 - 20% T3 - 15% T4)

The Tier 1 free spells are:

Minor Firebolt: Shoots a bolt of flame at a nearby enemy, dealing 25/40/55/70/85 fire damage to an enemy in range of 5.
Omen: Decreases the luck of all enemies that can see you by 10/14/18/22/26 for 4 turns.
Scorch: Deals 30 fire damage to a target in range of 5 and sets the tile ablaze, dealing 15/20/25/30/35 fire damage for 3 turns.
Sadism: Increases your spellpower by 26/32/38/44/50 for 3 turns. The effect wanes over the duration.

Lapse Control has an effective cooldown of 20 turns after the end of the effect.

Every point spent decreases your luck by 1.
Increases contamination damage by 4/8/12/16/20.


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Unwanted Guests (Passive)

Your mind becomes more and more receptive to even more fel and dreadful things.
Increases the chance of a free spell to 56/72/78/84/90%.

Adds following Tier 2 free spells to the list:

Abyss: Fires a cone of darkness at a random enemy in range of 4. The abyss deals 50/65/80/95/110 dark damage and leaves behind a creeping dark for 3 turns.
Engorge: Bites an adjacent enemy, dealing 70/85/100/115/130 blight damage and recovering the damage dealth as health. Enemy is left stunned for 2 turns.
Minor Summon: Summons a minor demon to assist you for 4/4/5/5/6 turns. The demon in question is equal to your level.

Every point spent decreases your saves by 1.
Increases contamination damage by 4/8/12/16/20.


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Respite (Active)
Cost: 15 Vim, +20 Equilibrium
Cooldown: 20 turns

Immediately surrenders to the viles in your mind, lapsing control regardless of cooldown and decreases the cooldown of Lapse Control to 18/16/14/12/10 turns.

Adds following Tier 3 free spells to the list:

Prison of the damned: Encases the target enemy in range of 3 in cruel prison of glowing hot steel for 2/2/3/3/4 turns. The effect is identical to that of Frozen, however it does not block incoming damage, reduces the enemy sight to 1 tile and also deals 20/23/26/29/32 fire damage each turn.
Maddening: The enemy suffers from seizuric fits of demonic rage for 5 turns, during which it deals 40/55/70/85/100 fire damage to a random nearby enemy, or themselves if no enemy is available each turn. These attacks are utterly ineffective against yourself.

Decreases your sight by 1/1/2/2/3.
Increases contamination damage by 4/8/12/16/20.


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Legion (Sustained)
Cost: 40 vim
Cooldown: 30 turns

The magic within overcomes you. Your skin bursts in flame and tears of blood stream down your eyes. You are now many, in control of one.

Transforming in and out of this form costs 8% of your current HP. Each turn your equilibrium increases by 20.

While in this form you are permamently under the effect of Lapse Control and your fire, dark and blight resistances are increased by 4/7/10/13/16%.

Adds following Tier 4 free spell while the form is active:

Uhr'Rok's will: Deals 90/120/150/180/210 mixed fire/dark/blight damage to all enemies in range of 3. Affected enemies share your affliction and are affected by a lesser version of Lapse Control that treats everyone but you as an enemy (Max spells of T1/T1/T2/T2/T3) for 3 turns.

Every point spent increases the HP cost by 1% and decreases your physical power by 1 per point spent.
Increases contamination damage by 4/8/12/16/20.



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Mutation (Generic Points)

Body Horror (Passive)

You are constantly twisting, changing, improving. Never the same as before.

Adds a total of 2/4/6/8/10(Or +3/6/9/12/15 and -1/2/3/4/5) points, randomly distributed between STR, DEX and CON.
The bonus is doubled and potentially tripled, based on current magic contamination. (Negative bonuses are not affected)


.....


Living Weapon (Passive)

Your body generates an offensive tentacle to assist you.

The tentacle has X% of your health and a set of offensive stats. It is always adjacent to you, even as you move.
It will automaticly attempt to strike an enemy in range of 2, with a cooldown of 3/3/2/2/1 turns between attacks.

If the tentacle is destroyed, it will take you 20 turns to grow another one.


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Living Shield (Passive)

Your tentacle grows dermal plating and adopts more defensive stature, to better protect you.
Tentacle now respawns with a 70/90/110/130/150 shield, which regenerates at the rate of 5% per turn.

If the shield fully absorbs the damage of an attack, the attacker will be left open for a deadly counterstrike for 1 turn.


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Autophage (Active)
Cooldown: 40 turns

Consume your tentacle, healing for 74/81/88/95/102% of its health and up to 10/14/18/22/26 vim, depending on it's percentage of health.
Doing so will reduce the cooldown of tentacle regrowth to 5 turns.

If available, this talent will activate automatically to save you from a death blow, without consuming a turn.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: New Class Idea: Twisted

#2 Post by SageAcrin »

Well, that annoys me a little.

There are five race ideas I've been kicking around in the back of my head, waiting until I feel like coding some basic structure for them. One of them is this idea, down to the racial name being Defiled(Metarace)/Twisted, except in a completely different form for gameplay.

I guess that shows me for sitting on an idea for eight months until my life settles down and I feel better. I probably ought to go ahead and just make a topic discussing the idea, first, I just like to have code to show for it. :\

Makes it hard for me to comment on the topic, since I'm annoyedly biased through no fault of your own. :lol:

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

Re: New Class Idea: Twisted

#3 Post by Planetus »

Maybe make this class a unique class for that race?

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: New Class Idea: Twisted

#4 Post by SageAcrin »

After talking it over with Pure, it's likely that I actually unconciously ripped off the name and a little of the core of the concept.

Given how much I've built on it, it should be easy for me to rename it and change the basic concept a bit. No biggy. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: New Class Idea: Twisted

#5 Post by HousePet »

Needs more stuff on the Nature side of things.
My feedback meter decays into coding. Give me feedback and I make mods.

The Revanchist
Uruivellas
Posts: 762
Joined: Sun Nov 03, 2013 12:14 am

Re: New Class Idea: Twisted

#6 Post by The Revanchist »

I like it, but unless I read it wrong, you're taking a /lot/ of Contamination damage. Especially as you gain strength.

I agree, too. Nature seems like it should have a bigger presence.

Doctornull
Sher'Tul Godslayer
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Re: New Class Idea: Twisted

#7 Post by Doctornull »

Using Vim talents would still have a very detrimental effect on your Equilibrium, right?

If so, more -Eq talents seem in order.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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

Re: New Class Idea: Twisted

#8 Post by PureQuestion »

Doctornull wrote:Using Vim talents would still have a very detrimental effect on your Equilibrium, right?
That's the plan :)

And yeah, this is far from the entire class, I think/hope.

Sirrocco
Sher'Tul
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Re: New Class Idea: Twisted

#9 Post by Sirrocco »

The lore of this seems very strange to me - especially the bit where you dump fallout all over everything and your equilibrium gets better. Nature is known for punishing things like that. As a walking ecological disaster - especially one who occasionally voluntarily uses vim, your equilibrium ought to be completely shot (which it sort of is) - but then making the character even close to viable requires some *highly* efficient ways of recovering equilibrium, and that just doesn't make a whole lot of sense.

The Revanchist
Uruivellas
Posts: 762
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Re: New Class Idea: Twisted

#10 Post by The Revanchist »

Considering Natire isn't a truly conscious entity, it certainly complicates things.

I suppose we could rationalize that the Vim-purge is a short-term effect, causing no lasting harm on Eyal. Which it seems to be. And the loss of that unnatural energy would then cause such a (lack of an) entity to restore it's balance. After all, it's helping Natures cause, by contaminating/dissipating Vim.

All just theory at this point, but it may work. Or not?

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