Class idea 2: Moss Druid

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Skyknight
Wayist
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Class idea 2: Moss Druid

#1 Post by Skyknight »

I'm aware there's already an add-on that has its own take on druids, so I'm distinguishing this as the moss druid. Thaloren only, by the way; this is my take on a thalore theurgist--"theurgist" ("user of gods' arts") being my term for one who uses both arcane and nature, mana and equilibrium. (Stone wardens are, of course, the dwarf theurgists.)

Moss druids are aware that while arcane use, at least when heavy enough (i.e. alchemists, arcane blades, and shadowblades don't count, at least not individually), can be deleterious to the natural world, the same applies to the slime that grants anti-magic power. The slime is essentially a salve for when arcane power causes damage; it was there even before the gods, to heal Eyal if a leyline fluctuated the wrong way. Problem is, because of the Spellblaze, Eyal's produced a ridiculous amount of the slime in a desperate attempt to heal the wounds it caused as quickly as possible. Worse, the slime's been given so much power, it's effectively become an entity type in and of itself, and has gone auto-immune, trying to turn the whole world--even the bedrock and mantle--to plant, fungus, and bacterium.

A moss druid is a thalore who was born with innate magical capacities, and has little sympathy for how the Ziguranth do things. (The unlock lore should involve a Thalore ex-Ziguranth who became disenchanted with their methods, utmost goals, and acceptance of so many Afflicted in their warped state, and while researching Eyal's reparative works, realized how the slime had overreached its original purpose. At the same time, he/she begins to understand how the stone wardens are able to use nature and arcane simultaneously, and theorizes how elves, or at least thaloren, could do the same.) While they don't dare touch the oozes that oozemancers (myxomancers?) deal in and become, the mosses and fungi are a different story, being sufficiently distinct from ooze to not have auto-immune tendencies. Moss druids have even figured out how to use their Thalore essence to call upon mosses in the form of moss golemim. (Tricky part one: Making sure they act sufficiently different from alchemist golemim.) Because of their concern for use of arcane force while Eyal's still recovering from the Spellblaze, while still appreciating that it may well be not evil at all if Eyal had them born with it, moss druids can use spells, although only the Air and Lightning skillpaths, and anything endemic to the class (lightning skills specially meant to assist the moss golem, for example?) that could be allied with those two; paths they don't have an inborn affinity with just aren't worth the risk at the time. (At least, I think the human creation lore referred to elves as the ones with an essence of air; if not, the moss druids will be wanting the Water and Ice skillpaths, instead.)

Tricky part two is figuring out how to establish gameplay-wise that moss druids can preclude both magic ("Too much! You'll overload the leylines and hurt Eyal!") and antimagic ("This stuff isn't going to stop even if all magic ends..."). As to existing skillpaths, I'd say that Moss, Fungus, and Psiblades are musts--part of the inspiration, in fact, was not wanting Oozemancers (and Adventurers) to have a monopoly on the Moss skillpath. No Antimagic skillpath, but should still be unable to use runes--they don't like taking chances with how much arcane power they're using besides their inborn, after all.

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