Post by eagleon on Feb 28, 2010 13:32:31 GMT -5
Back from the dead! I posted here a long time ago, and I've recently started playing Portralis again in my spare time. The addition of a Mining skill inspired me to dream up a new class - it seemed lonely all by itself on the second skill screen.
Some abilities will probably require changes to the code, which I'm not too uncomfortable with but which will slow things down for me. I'll be working on this off and on, since I want to learn a little more of both Lua and C anyway, but I wanted to see what you guys thought in terms of balancing him out, as well as general impressions. I tried to use other classes numbers as a reference, but since I'm a casual player there are undeniably places where they could be improved. All flavor-texts are intended goals for that ability not necessarily what they are good for.
Base Class: Spelunker
+25% to intelligence
+25% to constitution
+25% to firearms
+50% to mining
+10% to stealth
A Spelunker is an expert in cave exploration. He has no fear of closed-in confined spaces, nor the literal and figurative pitfalls of subterranean excavation. Though many Spelunkers are Dwarves and Gnomes, they are an attractive career choice for nearly any adventurer. Their skill in firearms do not rival the Gunner's, but they are a versatile and tough opponent to face, and many have survived encounters they should have been obliterated by thanks to their skill at manipulating their opponent's senses and an acute, at times preternatural awareness of their own surroundings.
Class Abilities
Level 1
Cavelore:
+5% Earth, Mud, Darkness resistance per level
+2% Physical resistance per level
+20% bonus to-hit when blinded per level
Effects only apply in non-wilderness areas
A skilled spelunker will learn to use his surroundings to his advantage when avoiding danger. Dodging behind pillars, throwing sand in enemy's eyes, and embracing the darkness around him. A spelunker is at home where others may tremble and trip.
Though weak at lower levels, combined with Nightwash, the bonus to-hit can tip the balance in the Spelunker's favor when confronting skilled opponents, and the increased Physical resistance will protect him while he searches for a good spot to pick off his enemies.
Nightwash:
+5% Darkness resistance per level
+5% Darkness damage per level
Grants an improved blinding area of effect ability:
5/(Int -5) Darkness damages (one-third Magic Missile) per point
Radius 4 circle blast, +1 radius every 5 points
+10% chance to bypass any resistance to Blindness per level
+1 unresistable damage to self per level.
Blinds opponents and self; 1 turns per level for self, 4 turns per level for others.
Spelunkers have perfected operating under the cover of darkness and using it to their advantage. They have sought out advanced alchemical formulas in ancient ruins, and have uncovered a special type of magical ink that explodes in a wash of darkness on contact with air, blinding everyone around them as well as themselves. They hold this ink in their blood, conditioned to be immune to its otherwise poisonous effects by long trips in disease-infected hell-holes, and may release it at any time.
Though less useful when not used in conjunction with Cavelore's bonus to-hit when blinded, Nightwash is a useful trump card for a short respite from combat. Many higher level enemies resist being blinded, however it can be useful to overcome swarms, which may be temporarily confused - long enough to use a healing spell or Word of Recall scroll when truly screwed. The fact that it may be used without mana cost is an additional benefit. Its bonus to Darkness damage is also nothing to sneeze at if confronting non-immune opponents.
Flare:
Grants the ability to convert a light-source item into a burst weapon:
15/(Crafting - 5) Light damages per point, plus (turns remaining/100) additional Light damages (or +(depth * 1000) * radius for non-fueled permanent sources)
At level 15, the Spelunker may choose to make his Flares deal Fire damage in addition to Light - half of the damage is converted to Fire when this mode is on.
At level 20, the Spelunker may permanently modify a firearm to be activateable for the Flare's effects, once per (depth)-turns.
Radius 4 circle blast, +1 radius every 10 points
+5% chance to bypass any resistance to Blindness per level
Blinds opponents; 3 turns per level
Though most experienced spelunkers would choose to keep a spare light-source handy rather than use such an underhanded tactic, there comes a time when another torch for the stack becomes more of a fire-hazard than anything else, besides being heavy.
Similar to the Nightwash's blinding abilities, Flare will bypass resistance to blindness, though at a decreased rate. The two bypass levels do not stack. Unlike Nightwash, there is no chance for you to be blinded as well. The damages of Flare are greater, and also more versatile at high levels - many common enemies resist or are even immune to Darkness damage. The fact that a relatively rare item type must be consumed to use Flare is a disadvantage, although very powerful permanent light sources (which can be any item type - so long as they emit light they are useable) make for particularly devastating Flares.
Headlamp:
Allows the Spelunker to attach a light source to a piece of headgear, giving it any magical effects the light source possesses and freeing room for another light.
+5% resistance to Darkness to an attached item per point
+10% to-hit to attached item per point
+2 point bonus to Mining to attached item per point
Often bypassed for their weight and awkwardness, a good headlamp is a Spelunker's best friend. Allowing the explorer to hold another light source for closer inspection of ancient hieroglyphics, increasing his awareness of his surroundings, and holding the darkness at bay, this is an often overlooked ability until you need it most.
Headlamp is good for giving your headgear that extra bling it needs most - a huge glowing orb, or a nice bird-cage lantern. People may laugh at the Spelunker, until they see that orb boost the wearer's magical ability, in addition to whatever nice magical light-source the Spelunker may also possess. Even artifact lights may be affixed to helmets. A spelunker may detach the light at any time, so there's no harm in using this ability on powerful items. On the other hand, magical lights are relatively rare - you may wish to wait until you find one before tossing a point into this ability.
Exit:
Gives the Spelunker an innate ability to seek out a path to safety, no matter what the cost.
10% chance to Phase-door each turn after being activated, plus 10% per point
75% resistance to Physical and Magical until Exit is achieved
-90% to all damage inflicted on enemies during this period
+20 pts bonus to Stealth skill for 10 turns after Exit achieved, +10 turns and +1 bonus to Stealth per point
When all else fails, the Spelunker is the master of clever exits. Magical or not, his ability to slink past murderous opponents is uncanny and sometimes unnerving. You can always tell when they have decided to call it quits - the Spelunker will focus nearly all his efforts on defense, only landing token blows, and single-mindedly dash his way to safety when an opening is found.
Exit is especially useful for guns-focused Spelunkers that find themselves caught in the open and surrounded by enemies they cannot hope to defeat fast enough. At higher levels, the Stealth bonus becomes a significant asset to sneaky characters, as Exit becomes progressively more reliable and faster to use.
Diamond Ring:
5% chance to convert any resisted damage immediately into Earth damage, +5% per point. Toggleable.
At 10 points, if the Earth damage is resisted, another attempt is made at half chance (25% at 10) to convert the Earth damage into Physical damage.
At 15 points, if the Physical damage fails, another attempt is made at half Physical's chance (18.75% at 15) to convert the Physical damage to Mud.
At 20 points, if the Mud damage fails, another attempt is made at half Mud's chance (12.5% at 20) to convert the Mud damage to Acid.
A Spelunker is undeniably closer to the earth than most would ever be comfortable with. As a result, he may see ways to damage his opponents using the dungeon around him that others would not – a rock formation here, a reactive mineral cluster just waiting to turn to hydrochloric acid there, etc.
This ability, unique to Spelunkers, may be used as much or as little as the player would like. It works for any source of damage – including the area of effect Flare and Nightwash abilities, and melee attacks. Converted damage cannot be reflected – the effect is incidental to the Spelunker's surroundings and not related to his own immediate actions. It is otherwise subject to any resistances the opponent may have. At high levels, the chain of damage increases, further altering to additional elements if one is resisted.
Level 6
Gemologist
A Spelunker may use his Mining skill as Crafting, up to +10 Crafting points per point invested
Mining counts towards Intelligence – (Mining/10) + 1 per point bonus to intelligence.
A Spelunker is a versatile scientist and engineer of the Deep – he has learned the physical properties of so many minerals and materials that it augments his ability in creating works of art. His constant search for ruins and gold has improved his mind beyond mundane limits, verging into the Arcane.
With this ability, the Spelunker may focus his efforts on improving his mining abilities for the rewards it brings while still being a decent crafter. It also improves intelligence, providing synergy with the class's percentage bonus to intelligence. Useful if you want to focus more on physical or ranged combat statistics, but would still like to have a decent amount of mana.
Careful Excavation
+10% percent chance the depth of a dug-out item is improved by 1, +10% per point. If the depth is improved, the chance is halved, and an attempt is made again. This process repeats until the depth is not improved.
+5% percent chance that an item is made magical if possible, +5% per point.
The Spelunker has learned to detect signs of archaeological finds, and improve his chances of acquiring them undamaged. With this ability, the Spelunker leverages the Mining ability to make better finds more common and exciting.
Entrenchment
The Spelunker may see through rubble, and walk over it without removing it at 1/4th speed
A Spelunker gains an AC bonus when in rubble equal to this ability's level times his Mining skill
+1 attack and +1 shots while in rubble, increasing by 1 every 5 points
With this ability, the Spelunker may wriggle his way into collapsed sections of the dungeon and create a defensible position from which to snipe his enemies. Because Mining can create rubble at high enough ability, and because the AC bonus is improved at higher levels of Mining, this can easily make an impossible encounter much less difficult.
Level 10
Support Trap
The Spelunker gains the ability to sabotage the dungeon ceiling and make it fall on opponents, causing half-Physical half-Earth damage equal to ((size of room * ability level) * Mining skill / 10), and trapping enemies in rubble
Multiple Support Traps may be laid in a chain
1% chance to bring down the entire dungeon per collapsing beam in a suitable room.
This ability is an incredibly destructive version of Ceiling Crumble. The Spelunker sets up a ceiling support beam, and excavates any other supporting structures. A fuse is then laid – the Spelunker must carefully place each section of fuse (using the 'U' key) in a chain to the support, unless he wishes to be caught in the cave-in as well. When the fuse is lit, the support beam folds, and a check is made for a room in the surroundings. If a room is found, it is utterly destroyed. A random amount of rubble is dropped, and any enemies within the room are dealt a large amount of damage.
The fuse may be led to multiple support beams – it is consumed when the Spelunker lights it off. 1 and 2-tile wide corridors are safe from cave-ins, and the support beam must be placed where every adjacent tile is empty in order to cause any cave-in at all. The checking algorithm uses a flood fill method – if a tile has no adjacent walls, the adjacent tiles are marked as being in the room, and these are recursively checked the same way. The final count of affected tiles is used as the size of the room in the damage calculation. The time and effort it takes to set up a Support Trap offsets its potentially tremendous damage.
Some abilities will probably require changes to the code, which I'm not too uncomfortable with but which will slow things down for me. I'll be working on this off and on, since I want to learn a little more of both Lua and C anyway, but I wanted to see what you guys thought in terms of balancing him out, as well as general impressions. I tried to use other classes numbers as a reference, but since I'm a casual player there are undeniably places where they could be improved. All flavor-texts are intended goals for that ability not necessarily what they are good for.
Base Class: Spelunker
+25% to intelligence
+25% to constitution
+25% to firearms
+50% to mining
+10% to stealth
A Spelunker is an expert in cave exploration. He has no fear of closed-in confined spaces, nor the literal and figurative pitfalls of subterranean excavation. Though many Spelunkers are Dwarves and Gnomes, they are an attractive career choice for nearly any adventurer. Their skill in firearms do not rival the Gunner's, but they are a versatile and tough opponent to face, and many have survived encounters they should have been obliterated by thanks to their skill at manipulating their opponent's senses and an acute, at times preternatural awareness of their own surroundings.
Class Abilities
Level 1
Cavelore:
+5% Earth, Mud, Darkness resistance per level
+2% Physical resistance per level
+20% bonus to-hit when blinded per level
Effects only apply in non-wilderness areas
A skilled spelunker will learn to use his surroundings to his advantage when avoiding danger. Dodging behind pillars, throwing sand in enemy's eyes, and embracing the darkness around him. A spelunker is at home where others may tremble and trip.
Though weak at lower levels, combined with Nightwash, the bonus to-hit can tip the balance in the Spelunker's favor when confronting skilled opponents, and the increased Physical resistance will protect him while he searches for a good spot to pick off his enemies.
Nightwash:
+5% Darkness resistance per level
+5% Darkness damage per level
Grants an improved blinding area of effect ability:
5/(Int -5) Darkness damages (one-third Magic Missile) per point
Radius 4 circle blast, +1 radius every 5 points
+10% chance to bypass any resistance to Blindness per level
+1 unresistable damage to self per level.
Blinds opponents and self; 1 turns per level for self, 4 turns per level for others.
Spelunkers have perfected operating under the cover of darkness and using it to their advantage. They have sought out advanced alchemical formulas in ancient ruins, and have uncovered a special type of magical ink that explodes in a wash of darkness on contact with air, blinding everyone around them as well as themselves. They hold this ink in their blood, conditioned to be immune to its otherwise poisonous effects by long trips in disease-infected hell-holes, and may release it at any time.
Though less useful when not used in conjunction with Cavelore's bonus to-hit when blinded, Nightwash is a useful trump card for a short respite from combat. Many higher level enemies resist being blinded, however it can be useful to overcome swarms, which may be temporarily confused - long enough to use a healing spell or Word of Recall scroll when truly screwed. The fact that it may be used without mana cost is an additional benefit. Its bonus to Darkness damage is also nothing to sneeze at if confronting non-immune opponents.
Flare:
Grants the ability to convert a light-source item into a burst weapon:
15/(Crafting - 5) Light damages per point, plus (turns remaining/100) additional Light damages (or +(depth * 1000) * radius for non-fueled permanent sources)
At level 15, the Spelunker may choose to make his Flares deal Fire damage in addition to Light - half of the damage is converted to Fire when this mode is on.
At level 20, the Spelunker may permanently modify a firearm to be activateable for the Flare's effects, once per (depth)-turns.
Radius 4 circle blast, +1 radius every 10 points
+5% chance to bypass any resistance to Blindness per level
Blinds opponents; 3 turns per level
Though most experienced spelunkers would choose to keep a spare light-source handy rather than use such an underhanded tactic, there comes a time when another torch for the stack becomes more of a fire-hazard than anything else, besides being heavy.
Similar to the Nightwash's blinding abilities, Flare will bypass resistance to blindness, though at a decreased rate. The two bypass levels do not stack. Unlike Nightwash, there is no chance for you to be blinded as well. The damages of Flare are greater, and also more versatile at high levels - many common enemies resist or are even immune to Darkness damage. The fact that a relatively rare item type must be consumed to use Flare is a disadvantage, although very powerful permanent light sources (which can be any item type - so long as they emit light they are useable) make for particularly devastating Flares.
Headlamp:
Allows the Spelunker to attach a light source to a piece of headgear, giving it any magical effects the light source possesses and freeing room for another light.
+5% resistance to Darkness to an attached item per point
+10% to-hit to attached item per point
+2 point bonus to Mining to attached item per point
Often bypassed for their weight and awkwardness, a good headlamp is a Spelunker's best friend. Allowing the explorer to hold another light source for closer inspection of ancient hieroglyphics, increasing his awareness of his surroundings, and holding the darkness at bay, this is an often overlooked ability until you need it most.
Headlamp is good for giving your headgear that extra bling it needs most - a huge glowing orb, or a nice bird-cage lantern. People may laugh at the Spelunker, until they see that orb boost the wearer's magical ability, in addition to whatever nice magical light-source the Spelunker may also possess. Even artifact lights may be affixed to helmets. A spelunker may detach the light at any time, so there's no harm in using this ability on powerful items. On the other hand, magical lights are relatively rare - you may wish to wait until you find one before tossing a point into this ability.
Exit:
Gives the Spelunker an innate ability to seek out a path to safety, no matter what the cost.
10% chance to Phase-door each turn after being activated, plus 10% per point
75% resistance to Physical and Magical until Exit is achieved
-90% to all damage inflicted on enemies during this period
+20 pts bonus to Stealth skill for 10 turns after Exit achieved, +10 turns and +1 bonus to Stealth per point
When all else fails, the Spelunker is the master of clever exits. Magical or not, his ability to slink past murderous opponents is uncanny and sometimes unnerving. You can always tell when they have decided to call it quits - the Spelunker will focus nearly all his efforts on defense, only landing token blows, and single-mindedly dash his way to safety when an opening is found.
Exit is especially useful for guns-focused Spelunkers that find themselves caught in the open and surrounded by enemies they cannot hope to defeat fast enough. At higher levels, the Stealth bonus becomes a significant asset to sneaky characters, as Exit becomes progressively more reliable and faster to use.
Diamond Ring:
5% chance to convert any resisted damage immediately into Earth damage, +5% per point. Toggleable.
At 10 points, if the Earth damage is resisted, another attempt is made at half chance (25% at 10) to convert the Earth damage into Physical damage.
At 15 points, if the Physical damage fails, another attempt is made at half Physical's chance (18.75% at 15) to convert the Physical damage to Mud.
At 20 points, if the Mud damage fails, another attempt is made at half Mud's chance (12.5% at 20) to convert the Mud damage to Acid.
A Spelunker is undeniably closer to the earth than most would ever be comfortable with. As a result, he may see ways to damage his opponents using the dungeon around him that others would not – a rock formation here, a reactive mineral cluster just waiting to turn to hydrochloric acid there, etc.
This ability, unique to Spelunkers, may be used as much or as little as the player would like. It works for any source of damage – including the area of effect Flare and Nightwash abilities, and melee attacks. Converted damage cannot be reflected – the effect is incidental to the Spelunker's surroundings and not related to his own immediate actions. It is otherwise subject to any resistances the opponent may have. At high levels, the chain of damage increases, further altering to additional elements if one is resisted.
Level 6
Gemologist
A Spelunker may use his Mining skill as Crafting, up to +10 Crafting points per point invested
Mining counts towards Intelligence – (Mining/10) + 1 per point bonus to intelligence.
A Spelunker is a versatile scientist and engineer of the Deep – he has learned the physical properties of so many minerals and materials that it augments his ability in creating works of art. His constant search for ruins and gold has improved his mind beyond mundane limits, verging into the Arcane.
With this ability, the Spelunker may focus his efforts on improving his mining abilities for the rewards it brings while still being a decent crafter. It also improves intelligence, providing synergy with the class's percentage bonus to intelligence. Useful if you want to focus more on physical or ranged combat statistics, but would still like to have a decent amount of mana.
Careful Excavation
+10% percent chance the depth of a dug-out item is improved by 1, +10% per point. If the depth is improved, the chance is halved, and an attempt is made again. This process repeats until the depth is not improved.
+5% percent chance that an item is made magical if possible, +5% per point.
The Spelunker has learned to detect signs of archaeological finds, and improve his chances of acquiring them undamaged. With this ability, the Spelunker leverages the Mining ability to make better finds more common and exciting.
Entrenchment
The Spelunker may see through rubble, and walk over it without removing it at 1/4th speed
A Spelunker gains an AC bonus when in rubble equal to this ability's level times his Mining skill
+1 attack and +1 shots while in rubble, increasing by 1 every 5 points
With this ability, the Spelunker may wriggle his way into collapsed sections of the dungeon and create a defensible position from which to snipe his enemies. Because Mining can create rubble at high enough ability, and because the AC bonus is improved at higher levels of Mining, this can easily make an impossible encounter much less difficult.
Level 10
Support Trap
The Spelunker gains the ability to sabotage the dungeon ceiling and make it fall on opponents, causing half-Physical half-Earth damage equal to ((size of room * ability level) * Mining skill / 10), and trapping enemies in rubble
Multiple Support Traps may be laid in a chain
1% chance to bring down the entire dungeon per collapsing beam in a suitable room.
This ability is an incredibly destructive version of Ceiling Crumble. The Spelunker sets up a ceiling support beam, and excavates any other supporting structures. A fuse is then laid – the Spelunker must carefully place each section of fuse (using the 'U' key) in a chain to the support, unless he wishes to be caught in the cave-in as well. When the fuse is lit, the support beam folds, and a check is made for a room in the surroundings. If a room is found, it is utterly destroyed. A random amount of rubble is dropped, and any enemies within the room are dealt a large amount of damage.
The fuse may be led to multiple support beams – it is consumed when the Spelunker lights it off. 1 and 2-tile wide corridors are safe from cave-ins, and the support beam must be placed where every adjacent tile is empty in order to cause any cave-in at all. The checking algorithm uses a flood fill method – if a tile has no adjacent walls, the adjacent tiles are marked as being in the room, and these are recursively checked the same way. The final count of affected tiles is used as the size of the room in the damage calculation. The time and effort it takes to set up a Support Trap offsets its potentially tremendous damage.