Mentalist class
Posted: Wed Feb 28, 2018 4:52 pm
There are almost no psionic addons. So here is my attempt with the mentalist, an original class that inherits some features from solipsists and afflicted .
Mentalist are psionic that specialize in manipulating the mind of their foes.
They can mostly deal short range damage, but they are highly resistant and resilient to effects. More they are very effective at applying debuffs to their foes and have mastered the use of mind control, psychoanalysis, mass manipulation, propaganda, hypnosis, ventriloquy and even gold to create confusion, weakness, demoralization, betrayal and subversion among their foes.
They wear mindstars that they handle directly with their mind.
Their most important stats are willpower and cunning.
Generics
Cunning/Survival (1.0 locked)
Psionic/Mentalism (1.3 locked)
Technique/Combat training (1.0)
Psionic/Mental resilience (1.3 wil) *
Psionic/Thrill (1.3 cun) *
Class
Psionic/Psychic Assault (1.3)
Psionic/Solipsism (1.3)
Psionic/Nightmare (1.3 level 10, locked)
Psionic/Mind control (1.3 wil) *
Psionic/Brain damage (1.3 wil) *
Psionic/Watchfulness (1.3 cun) *
Psionic/Discord (1.3 cun level 10, locked)
Class talents
Mind control
1/ Powerless
activated
Render your target powerless for 3 turns. Powerless creatures cannot move and lose physical, spell and mind power. On taking damage, chance to increase the suration of the effect.
2/ Brainlock
activated
Brainlocks targets around you. Casting duration reduces with TL and can be instant.
3/ Propaganda
activated
Diffuse misleading information to demoralize your foes and to manipulate their mind. Foes in an area get manipulated loosing saves. Misinformation has a chance propagate to siblings and can stun or confuse.
4/ Hypnosis
Sustained
Hypnotize the target, reducing its mental save and mind resistance. It is also unable to move and take some mind damage every turn. He also has some chance to fail the use of a talent or to deactivate a sustain.
Hypnosis can be broken by the victim at every turn by a mind or random check.
It can also be broken by a finger snap of the caster that will release the sustain, and deals mind damage on wake-up and gain some psi.
Drains 5% of max psi per turn while sustained, increasing with the hypnosis duration.
Brain damage
1/ Hypocondria
activated
Renders a target hypocondriac. Any mind damage over a threshold has a chance to induce a psychosomatic disease dealing blight damage and reducing a stat.
2/ Nervous breakdown
activated
Create a nervous breakdown on a target, giving it a chance to fail on talent use. If a fail happens, the target enters a depression, reducing its speeds.
3/ Oblivion (CD 12)
Activated
Victim is brainwashed and forgets a sustained talent per turn.
4/ Insanity
Sustain
10 Psi
On inflicting mind damage, chance of madness.
(similar to cursed/madness, but base chance is much smaller and increases with damage amount)
Watchfullness
1/ Clairvoyance
Sustained
20 Psi
Concentrate on a zone of control around you. Gives ESP in the zone.
Can be deactivated to clear the zone with a blast of telekinesis.
2/ Mental ripost
Passive/activated
Gives retaliation to any damage if the foe is in the zone of control.
Retaliation is either mind damage or a melee attack at 10% strength if mindsabers are sustained.
May happen once per turn and per foe up to a maximum number of foes increasing with talent level.
Can also be activated to attack targets up to this maximum with an attack similar to retaliation (mind or weak mindstar attack with mindsabers).
3/ Mind planning
Passive
Also gives defense and mind save per foe in the zone of control.
4/ Psychoport
activated
For 2 turns, you can psychoport as much as you want in your zone of control. Time for a leap decreases with talent level.
Mindsabers
1/ Mindsabers
Sustained
When sustained, any melee attack with your mindstars is followed by another attack for 10% mind damage.
The number of times it can happen per turn increases with talent level.
Also give access to a talent allowing a short range mindstar attack for 10% mind damage.
Forbids all melee attacks, but psionic ones.
Cannot be sustained with psiblades.
2/ Brainsmashing sabers
Mindsabers attacks also deal extra mind damage (radius 1 at TL 5)
3/ Whirling sabers
passive
Make your mindsabers rapidly whirl around you deflecting projectiles and reducing melee damage.
At TL 5, melee attackers may injure themselves and take a 10% mindstar attack (once per foe).
4/ Flying sabers
activated
Long distance double mindstar attack for 10% mind damage, with reduced procs.
Discord (lvl 10 locked)
1/ Bribe
Activated
Use gold to try to bribe an ennemy and have it join your faction for some turns. Payoff increases with ennemy rank and player money.
If a bribed ennemy kills one of its ex-fellow, its betrayal gives a chance to create paranoia or panic around it.
Passively increases all your gold incomes.
2/ Ventriloquy
Activated
Emit a shriek at the position of a foe. This deals some physical damage around it and concerned ennemies are confused while thinking this foe is the source of the damage.
3/ Suspicion
Activated
Try to mentally suggest a target that there is a traitor around him, giving it paranoia.
4/ Revolution
Activated
Foment a revolution in an area. Foes (except bosses and higher) have a chance to revolt against their chiefs and to join a rebel faction for some turns. Loyal foes have a chance be stunned of confused by these events. Both have a chance to forget their current target.
Requires gold increasing with the number of bosses in the area and player money.
Generics
Mental resilience
1/ Mental Resistance
sustained
Sustain that converts a small part of damage taken to mind.
Also increases mindsave, mind resist, mind resistance cap and give a small mind affinity
2/ Psychotherapy
activated
Regen like effect that cures body and mind.
For 5 turns you convert some psi to health. If you are under solipsism, regen some psi instead.
Passively increases healing factor.
3/ Transference
Activated
Usable on a foe or on the player.
For some turns, one detrimental effect is removed and possibly transferred to surrounding foes.
This exhausts the patient and it takes 7% of its max health as mind damage per turn.
Type of effects, duration, radius and number of transferts increases with TL.
4/ Mental revolt
Passive
On taking damage, you have a small change to have one or more detrimental effects duration reduced by one. Only applies over a threshold and chance increases with the amount of damage.
Thrill
1/ Thrill
sustained
Crits give a stack of thrill (once per turn) up to 4.
Each stacks gives critical power.
Passively increases phys and mind crit chance.
2/ Unrelenting
passive
Thrill stacks give global and movement speed, mindpower and bonus mindpower (used to overcome mental save).
When at 4 stacks of thrill, mind crits give psi and phys crits give health.
Can be activated to gain an effect increasing mindpower and giving mind damage and penetration on sucessful checks (mindpower vs save)
3/ Empath
activated
Empathically transfert life from foes around you to your heal pool.
Also render foes empathic for some turns, taking a part of all damage dealt to other empathic NPC.
Number of foes increases with your thrill stacks (and all stacks are consumed).
4/ Hubris and Nemesis
activated
Excitation makes you enter an insane and arrogant frenzy.
When activated, you are fully healed and cleared from effects and jump to attack one of you foes. Then for 3 turns, Hubris gives a large bonus to global, attack, spell, mental, and movement speed, crits and all damage modifier and resistance penetration (increased by thrill stacks).
But Nemesis follows Hubris and *every* turn for 8 turns, you take back *all* damage dealt during the Hubris as mind damage (up to 250..200% of your max health), and Nemesis attempts to apply stun, confuse or another nasty effect to you.
Known issues.
Mentalist has been tested by several runs to the east on normal, NM and insane on vanilla and with many addons, but I am not sure all the talents have encountered all the possible situations.
The class is overload free and no superload fully redefines a function. All vars/talents/effects are properly prefixed and thus, there should not be any compatibility problem. But who knows...
Tweaks are required (and feedback is welcome).
Graphics needs some improvements.
I never play tome with sound on and sound effects are just a cut and paste a standard sounds. Suggestions are welcome.
This is just a overview of the class. You can find a more complete description of talents, with comments, implementation notes and probably many spoilers in
https://docs.google.com/document/d/1DD1 ... sp=sharing
Or better. Play it and enjoy!
Mentalist are psionic that specialize in manipulating the mind of their foes.
They can mostly deal short range damage, but they are highly resistant and resilient to effects. More they are very effective at applying debuffs to their foes and have mastered the use of mind control, psychoanalysis, mass manipulation, propaganda, hypnosis, ventriloquy and even gold to create confusion, weakness, demoralization, betrayal and subversion among their foes.
They wear mindstars that they handle directly with their mind.
Their most important stats are willpower and cunning.
Generics
Cunning/Survival (1.0 locked)
Psionic/Mentalism (1.3 locked)
Technique/Combat training (1.0)
Psionic/Mental resilience (1.3 wil) *
Psionic/Thrill (1.3 cun) *
Class
Psionic/Psychic Assault (1.3)
Psionic/Solipsism (1.3)
Psionic/Nightmare (1.3 level 10, locked)
Psionic/Mind control (1.3 wil) *
Psionic/Brain damage (1.3 wil) *
Psionic/Watchfulness (1.3 cun) *
Psionic/Discord (1.3 cun level 10, locked)
Class talents
Mind control
1/ Powerless
activated
Render your target powerless for 3 turns. Powerless creatures cannot move and lose physical, spell and mind power. On taking damage, chance to increase the suration of the effect.
2/ Brainlock
activated
Brainlocks targets around you. Casting duration reduces with TL and can be instant.
3/ Propaganda
activated
Diffuse misleading information to demoralize your foes and to manipulate their mind. Foes in an area get manipulated loosing saves. Misinformation has a chance propagate to siblings and can stun or confuse.
4/ Hypnosis
Sustained
Hypnotize the target, reducing its mental save and mind resistance. It is also unable to move and take some mind damage every turn. He also has some chance to fail the use of a talent or to deactivate a sustain.
Hypnosis can be broken by the victim at every turn by a mind or random check.
It can also be broken by a finger snap of the caster that will release the sustain, and deals mind damage on wake-up and gain some psi.
Drains 5% of max psi per turn while sustained, increasing with the hypnosis duration.
Brain damage
1/ Hypocondria
activated
Renders a target hypocondriac. Any mind damage over a threshold has a chance to induce a psychosomatic disease dealing blight damage and reducing a stat.
2/ Nervous breakdown
activated
Create a nervous breakdown on a target, giving it a chance to fail on talent use. If a fail happens, the target enters a depression, reducing its speeds.
3/ Oblivion (CD 12)
Activated
Victim is brainwashed and forgets a sustained talent per turn.
4/ Insanity
Sustain
10 Psi
On inflicting mind damage, chance of madness.
(similar to cursed/madness, but base chance is much smaller and increases with damage amount)
Watchfullness
1/ Clairvoyance
Sustained
20 Psi
Concentrate on a zone of control around you. Gives ESP in the zone.
Can be deactivated to clear the zone with a blast of telekinesis.
2/ Mental ripost
Passive/activated
Gives retaliation to any damage if the foe is in the zone of control.
Retaliation is either mind damage or a melee attack at 10% strength if mindsabers are sustained.
May happen once per turn and per foe up to a maximum number of foes increasing with talent level.
Can also be activated to attack targets up to this maximum with an attack similar to retaliation (mind or weak mindstar attack with mindsabers).
3/ Mind planning
Passive
Also gives defense and mind save per foe in the zone of control.
4/ Psychoport
activated
For 2 turns, you can psychoport as much as you want in your zone of control. Time for a leap decreases with talent level.
Mindsabers
1/ Mindsabers
Sustained
When sustained, any melee attack with your mindstars is followed by another attack for 10% mind damage.
The number of times it can happen per turn increases with talent level.
Also give access to a talent allowing a short range mindstar attack for 10% mind damage.
Forbids all melee attacks, but psionic ones.
Cannot be sustained with psiblades.
2/ Brainsmashing sabers
Mindsabers attacks also deal extra mind damage (radius 1 at TL 5)
3/ Whirling sabers
passive
Make your mindsabers rapidly whirl around you deflecting projectiles and reducing melee damage.
At TL 5, melee attackers may injure themselves and take a 10% mindstar attack (once per foe).
4/ Flying sabers
activated
Long distance double mindstar attack for 10% mind damage, with reduced procs.
Discord (lvl 10 locked)
1/ Bribe
Activated
Use gold to try to bribe an ennemy and have it join your faction for some turns. Payoff increases with ennemy rank and player money.
If a bribed ennemy kills one of its ex-fellow, its betrayal gives a chance to create paranoia or panic around it.
Passively increases all your gold incomes.
2/ Ventriloquy
Activated
Emit a shriek at the position of a foe. This deals some physical damage around it and concerned ennemies are confused while thinking this foe is the source of the damage.
3/ Suspicion
Activated
Try to mentally suggest a target that there is a traitor around him, giving it paranoia.
4/ Revolution
Activated
Foment a revolution in an area. Foes (except bosses and higher) have a chance to revolt against their chiefs and to join a rebel faction for some turns. Loyal foes have a chance be stunned of confused by these events. Both have a chance to forget their current target.
Requires gold increasing with the number of bosses in the area and player money.
Generics
Mental resilience
1/ Mental Resistance
sustained
Sustain that converts a small part of damage taken to mind.
Also increases mindsave, mind resist, mind resistance cap and give a small mind affinity
2/ Psychotherapy
activated
Regen like effect that cures body and mind.
For 5 turns you convert some psi to health. If you are under solipsism, regen some psi instead.
Passively increases healing factor.
3/ Transference
Activated
Usable on a foe or on the player.
For some turns, one detrimental effect is removed and possibly transferred to surrounding foes.
This exhausts the patient and it takes 7% of its max health as mind damage per turn.
Type of effects, duration, radius and number of transferts increases with TL.
4/ Mental revolt
Passive
On taking damage, you have a small change to have one or more detrimental effects duration reduced by one. Only applies over a threshold and chance increases with the amount of damage.
Thrill
1/ Thrill
sustained
Crits give a stack of thrill (once per turn) up to 4.
Each stacks gives critical power.
Passively increases phys and mind crit chance.
2/ Unrelenting
passive
Thrill stacks give global and movement speed, mindpower and bonus mindpower (used to overcome mental save).
When at 4 stacks of thrill, mind crits give psi and phys crits give health.
Can be activated to gain an effect increasing mindpower and giving mind damage and penetration on sucessful checks (mindpower vs save)
3/ Empath
activated
Empathically transfert life from foes around you to your heal pool.
Also render foes empathic for some turns, taking a part of all damage dealt to other empathic NPC.
Number of foes increases with your thrill stacks (and all stacks are consumed).
4/ Hubris and Nemesis
activated
Excitation makes you enter an insane and arrogant frenzy.
When activated, you are fully healed and cleared from effects and jump to attack one of you foes. Then for 3 turns, Hubris gives a large bonus to global, attack, spell, mental, and movement speed, crits and all damage modifier and resistance penetration (increased by thrill stacks).
But Nemesis follows Hubris and *every* turn for 8 turns, you take back *all* damage dealt during the Hubris as mind damage (up to 250..200% of your max health), and Nemesis attempts to apply stun, confuse or another nasty effect to you.
Known issues.
Mentalist has been tested by several runs to the east on normal, NM and insane on vanilla and with many addons, but I am not sure all the talents have encountered all the possible situations.
The class is overload free and no superload fully redefines a function. All vars/talents/effects are properly prefixed and thus, there should not be any compatibility problem. But who knows...
Tweaks are required (and feedback is welcome).
Graphics needs some improvements.
I never play tome with sound on and sound effects are just a cut and paste a standard sounds. Suggestions are welcome.
This is just a overview of the class. You can find a more complete description of talents, with comments, implementation notes and probably many spoilers in
https://docs.google.com/document/d/1DD1 ... sp=sharing
Or better. Play it and enjoy!