Class: Harvester
Adds Harvester class as a wilder subclass.
Hervesters are adept of life and death. They use both Vim and Equilibrium resources.
They believe that blight power can be harmonised with Eyal and they are exploring ways to control it.
Class talents:
- Corruption/Turn to Undead: Turns your enemies to undead.
- Corruption/Living Flesh (locked): Creates oozes from your enemies' flesh.
- Wild-Gift/Lifeforce: Heals you in excess of your maximum life and damages undeads at once.
- Wild-Gift/Harvest: Melee combat talents with your staff.
- Wild-Gift/Seeds: Implants seeds to your enemies and weakens.
- Corruption/Sanguisuge
- Corruption/Blood (locked)
Generic talents:
- Corruption/Eyal's New Law: Controls Vim and Equilibrium
- Technique/Combat Training
- Cunning/Survival
- Corruption/Vile Life (locked)
- Wild-Gift/Call of the Wild
- Wild-Gift/Harmony (locked)
- Wild-Gift/Fungus (locked)
All icons were made by https://game-icons.net/ .
Planning for Class
A companion piece to Talent Point Planner; adds talent sources for various classes provided by other addons. Currently supported:
- shad3's Bloodriver Adherent Class
Wyarm Evolution for Wyrmic
Adds Wyarm evolution for Wyrmic.
You lose talents to use weapons and gain the talent tree for unarmed combat.
- Wyarm Combat Mastery: The mastery talent for unarmed combat.
- Wyarm Smash: Attacks and stuns the enemy.
- Dragon Scaled Arms: Passively you gain some armor and flat reduction, and you can make an unarmed attack instead of a shield attack.
- Greater Wyarm Focus: For several turns you have additional chances to trigger talent-on-hit effects.
All icons were made by https://game-icons.net/ .
Infected
Hey! I decided to post a beta in the hopes of getting some inspiration and feedback on various mechanics. Everything from talent names to design goals to specific trees is appreciated :)
The infected is afflicted by various infections; unique diseases which they spread to their enemies upon touch. These slow, durable melee fighters can use both attacks and magic to afflict their enemies with a plethora of diseases, eventually killing anything. They lack mobility but have many ways to heal and reduce damage. Infected relies on strength, magic and constitution.
- Note: This overloads the Corruption/Scourge tree, meaning it will be changed for the reaver class too. The only change is that the talents useable even if you don't dual wield.
Thanks to:
Minmay for explaining a ton of concepts when I just started out, and discussing ideas and mechanics later.
Pot for linking me the GitLab with all the engine functions.
Dr. Root, nsrr, and others for helping with questions.
Since I'm looking for feedback I'll share what I'm looking for feedback on and my future plans. (No reason to read this before trying the mod ;)
--- Design Goals ---
The infected is intended to be a tanky melee/spellcasting class that slowly stack up infections (their unique diseases) and debuffs over time versus stronger enemies, while using their weapons or magic to deal with weaker ones.
Intended Strengths:
+ Has damage smear, which makes infected really hard to burst in a single round.
+Great healing and durability.
+ Good damage after a while, unlike bulwark where you get fights that just seem to go on forever.
Intended Weaknesses:
-Low mobility
-No powerful cc.
-Unable to quickly burst enemies
-Weak aoe.
-Deals a mix of physical, blight and acid damage, making it harder to stack damage modifiers.
Have I managed/failed to achieve any of these? Are some of these are just bad ideas?
--- Problems, Plans and Thoughts ---
-I've made some changes since I last playtested it. In particular I just added the Curses and trees in order to try them out. Should they stay, be locked or removed?
-Infected is too tanky at early levels. I'm not sure about how it is later in the game (haven't tried far east yet).
-I'm considering whether to keep the doom shield tree, replace it with a similar tree, or simply remove it.
-Cyst burst deals way too much burst damage. I'm considering whether to nerf the damage or replace it with another ability which spreads diseases. Catelepsy will be removed.
-The last 2 talent in the conditioning tree do basically nothing for this class. Arguably the second one, unflinching resolve, doesn't either, but I would like to make it work somehow since I think it's a fun talent.
-An unarmed tree!
-Currently "damaging" infection is the infection that deals the majority of the damage, I'll probably revert to an earlier version where each infection did damage. As soon as I've come up with a fix for the synergy it has with osmosis shield.
Bloodriver Adherent Class
Adds Bloodriver Adherent class, a Mage subclass.
Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.
Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.
There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.
There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.
Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!
If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.
Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3.
Class: Hollowed
Hollowed
Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects.
The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage.
I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have!
In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll.
Evolution for Brawler
Currently adds one evolution, the Tempered Hand.
As a Tempered Hand, the brawler gains these benefits while wearing gauntlets:
The damage bonus of your Striking Stance scales on Strength and scales higher than before.
When you enter combat while all of your talents are off cooldown, you gain 1 combo point.
When you strike an enemy with a melee attack, you have a 30% chance to gain 1 extra combo point, 1 time per turn.
When you kill an enemy, you gain 1 extra combo point, 1 time per turn.
When you land a melee critical, you have a 10% chance to gain 1 extra combo point, 1 time per turn.
When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count).
When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn.
When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance.
When Open Palm Block prevents damage, the source of the damage is Staggered for 2 turns, reducing Def and Phys Save and making them more vulnerable to counter attacks.
If the target is already Staggered, you make a free Counter Attack against them (does not count toward your Counter Attack per turn limit).
Counter Attacks against Staggered opponents will always attempt to stun (even if the opponent is not grappled)
Staggered cannot be saved against; Defense and Save reduction improve with your Physical Power.
Savage Evolution for Cursed
Forgo arms to ravage your foes with fist and claw.
While unarmed, you gain all the weapon/shield bonuses of Surge, Cleave, and Repel.
Surge, Cleave, and Repel are no longer mutually exclusive while you are unarmed and will not put the other talents on cooldown when activated. If you equip a weapon while any of these are active, they will deactivate.
Attacks which would strike with a mainhand weapon or shield will use your unarmed stats for the weapon and/or shield attack.
Weapons Mastery will apply to unarmed combat and Willpower will be used in place of Dexterity as a damage modifier for gloves and gauntlets.
You learn the Grappling talent tree, unlocked at 1.3 mastery. Stamina cost for these talents is converted to Hate (at a ratio of 4:1).
Umbral Incantor Evolution for Shadowblade
Adds a new evolution for Shadowblades, the Umbral Incantor.
As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff:
- Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical
- Shadowstep: teleport back to starting location after the attack
- lluminate: will use Shadow Dance without cost or triggering cooldown
- Invisibility: will be cast instantly without cost when Stealth is deactivated (still triggers cooldown)
- Shadow Grasp: will pin for 3 turns instead of pulling
- Shadow Veil: rather than blink and attack, you will cast Shadow Grasp on targets selected (without cost and ignoring cooldown and failure chances)
- Lethality: staffs gain a Dexterity damage modifier equal to twice the crit bonus
- Expose Weakness: (if not on cooldown) will be used instantly when casting Shadowstep (before the return teleport), using stamina as usual and going on cooldown for twice the usual duration
- Blade Flurry: (while sustained) also gain spell cooldown reduction equal to the attack speed bonus and an equal chance on spell hit to cast Channel Staff
- Snap: also affect an equal number of spells ("spell/" category talents)