Dungeons of Dredmor

Dungeons of Dredmor

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Steam Powered Squire
   
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Aug 16, 2012 @ 4:14pm
Aug 18, 2012 @ 4:03pm
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Steam Powered Squire

Description
Warrior Skill Set inspired by the Clockwork Knight.

You are a Steam Powered Squire trying to earn your knighthood. Mostly by testing experimental gadgets that are similar to what a Clockwork Knight may use.


LVL0 "Mechanic Implants"
You are using steam powered implants. (Just because I wanted to avoid Limb)
[There is a chance of 10% to trigger the spell Buzz Buzz while atacking. This spell would trigger one of two, a boost to Melee power [3], Block [3] and Enemy Dodge Reduction [5] for one attack or a debuff to Melee Power [-3], Block [-3] and Enemy Dodge Reduction [-10] for one attack] Note: Both affect the user. it is a gamble at a 50% rate.


LVL1 "Grappling Hook"
Active Skill (cooldown 25). Range. Basically a built-in version of the Clockwork Grappling Arrow that pull your enemies closer while doing damage.
It deals Piercing damage and Blasting damage that should scale with Melee Power.


LVL2 "Overclocked Implants"
Active Skill (cooldown 25). Buff user for 30 turns. Built-in version of the Overclocked Limps. It boost Melee Damage [3], Block [3] and Enemy Dodge Redudction [5]. It can be paired with the boost given by the Buzz Buzz spell.

LVL3 "Experimental Jet-Pack"
Active Skill (cooldown 25). AoE around caster. It trigger one of two spells, a fire damage based explosion surrounding the character or a cloud that cause asphyxiative damage and cause confusion for eight turns. (Damage for both is somewhat low but the Confuse status is great if the second spell triggers)

LVL4 "Suit Sync"
Passive. More affinity and control over your steam powered suit gives you a permanent boost in Counter [6], Armor [3] and Block [3]. It also have a chance of 8% to cast the Suit Sync spell when hit that gives a temporal HP [5], Armor [3] and Heal Regen [5].


LVL5 "Steam Punch"
Active Skill (cooldown 25). Adjacent. Push the enemy 3 tiles away while doing crushing damage [5] and blasting damage [5]. The damage should scale with Melee Power.


The only permanent buff/boost is the one provided by Suit Sync (passive) that gives Counter [6], Armor [3] and Block [3], the rest are temporary buffs that can be paired together. If all the buff are active at the same time (unlikely but possible) you get a a total bonus (Suit Sync Passive included) of Melee Damage [6], Block [12], Enemy Dodge Reduction [10] (If you are using a full set of Clockwork gear, this will come in handy), Armor [6], Counter [6], HP [5] and Heal Regen [5]. Of course, that only happen if you have all the buffs active at the same time and since Overclocked from Buzz Buzz only last one turn... you will not keep it for long ;)



For more info and older versions of the mod, please follow this link: http://community.gaslampgames.com/threads/steam-powered-squire.4590/#post-53280

30 Comments
IvanCGray Feb 19, 2014 @ 2:49pm 
Sounds excellent, and I'll be thrilled to try it out :)
faustomartense  [author] Feb 19, 2014 @ 8:27am 
I like a lot of your ideas. I am considering adding them to the mod but since it is a big change I feel it would be better if I made a new Workshop entry for this new revamped Squire, so people that like this one can still use it. (I have problems with letting things go... I do not want to just throw this one away so easily)

I will start working on the new version and I will send you a message when is ready : )
IvanCGray Feb 11, 2014 @ 2:39pm 
*note* I made some Typos in all of that. Most are unimportant, so I won't bother with, but on New Skill 5, I wasn't meaning to say drop the static armor boost, that was from a sentence I only partially erased. I was meaning to say to give a static, passive armor boost of 2, and give the buff an armor boost of 2.
IvanCGray Feb 11, 2014 @ 2:29pm 
I think a reordering of the skills may be something to be considered- honestly I'd move Skill 5 to being unlocked upon Start, and make it a 2-hit attack: The first being a punch, the second a Steam Piston knocking the enemy backwards, scaling with Melee damage and possibly tinkering?
IvanCGray Feb 11, 2014 @ 2:29pm 
Leave the Grappling Hook as skill 1, and make it so it can activate levers and grab items too- may be able to work it into the whole bit with the Clockwork Knight where the Rocket-powered punch is an arm cannon- well, have one hand be a rocket punch, the other a grappling-hook hand. Switching from Blasting to Voltaic damage could be a thought as well. Scaling this with Tinkering in addition to Melee somehow may also be a thought since, ya know, you're launching your hand at them out of an arm-cannon. Perhaps the Blasting(Or Voltaic if you give it a switch.) to Tinker, and the Piercing to Melee? May even wanna consider having half of you current piercing switched to Crushing, since it's a claw grab around their bodies.
IvanCGray Feb 11, 2014 @ 2:29pm 
^ The Steam-Piston Uppercut really ought to have a shorter cooldown methinks, but that's just a personal observation from playing with it- maybe 12 so it's half the cooldown of the Rocket Punch on the Knight, which is currently superior due to range anyways- giving this the benefit of a short cooldown would put them on equal terms. I'd also have the Grappling Hook give a one-turn stun so that attacking a powerful enemy with it isn't a no-no due to pulling them into melee range. I'd also either give it a 12-turn Cooldown like the suggestion for the Uppercut, or a 24 turn, to better match it with the Rocket Punch, since they're both arm cannons.
IvanCGray Feb 11, 2014 @ 2:28pm 
I'd scrap Buzz Buzz entirely, that random effect you start with? It's been very frustrating to play with and seems to generally be extremely detrimental at lower levels since it often gives the negative effect at awful moments, and unimportant either way at higher ones. Sure, this IS a roguelike, but taking a skill shouldn't generally make the first level or two that frustrating. Starting off with the Steam-Piston Punch would be immensely helpful and not generally kill you.
IvanCGray Feb 11, 2014 @ 2:28pm 
Back on the topic of reordering, I'd move the Overclocked Implants to the last skill on the list, and buff it heavily- more on that in a minute. That'd knock the Jetpack back to Skill 2.

The Jetpack's a quirky one, given that it has such a long cooldown compared to the Knight's Rocket Jump. I did really like the second effect, and it got me to thinking that as a Squire, you're basically the Knight's helper and errand boy forgo the experimental jumping bit, and save the cool second effect- It'd make more sense to clean up their messes after they've been rocket jumping. Some sort of Fire Brigade-esque skill, giving yourself blast and fire resistance which syncs well with the Knight's jump skills by making them more survivable. As for the second effect? Give an activated ability and use Template 4 or preferably Template 601 (Which I like better, but is large.) doing low-moderate Hyperborean and Asphyxiative damage, Confuse, and either a 1-round stun or 1 block knockback.
IvanCGray Feb 11, 2014 @ 2:27pm 
New Skill 3- Agreed, Squires are often shield-bearers of some kind. Unlocking the recipe to the Clockwork Deflector and giving either a passive buff in the form of a % chance to trigger the Clockwork Repulsion Spell in combat the same way the Knight's Augmented limbs spell works, and/or a defensive shield bash type skill doing a 100% chance of Clockwork Repulsion on 1 enemy with a low cooldown. Maybe buff block a bit.
IvanCGray Feb 11, 2014 @ 2:27pm 
New Skill 4- I got to thinking, that since you have this set as a rogue class, as opposed to a warrrior or wizard, adding a rogue skill would be helpful. A highly mana consuming or cooldown version of Burglary's Lucky Pick could be useful, and fit the theme of being more rogueish. Could give a boost to Tinkering,
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New Skill 5- Place Suit Sync here, but tweak it a bit. Make it an always-on buff like Plutonic Fist from Battle Geology and Mana Maille from Warlockery. My thoughts on the matter would be to Have it boost heal Regen by 3 or 4, and decrease Mana regen by the same amount. Drop the static armor boost and the buff armor boost each to 2. Passively add 1 to Smithing, and switch the block and counter buffs to the activated skill, at 4 or 5 each.