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Rapporter et problem med oversettelse
Well I was kind of thinking that cantrips that aren't of the same class wouldn't be usable.
Also, I can see it potentially being more like there being a max of 5 spells, first 3 from the original class and first 2 from the secondary class. Should help balance it out at least a little bit.
Either way, it was largely just spit-balling what seemed like an interesting idea.
Skills
Smite - 'autocast' spell, most used spell.
Penance - Can be used to heal an ally or damage an enemy
Holy Fire - Burns the target with a beam of fire from the heavens
Inner Will - Self-Cast Buff, increases defense and movement speed for a short time.
Dissonance - When cast on an ally, % of dmg from smite heals their ally with Dissonance buff. Cannot be cast on self. Ally must be within so many yards for it to take affect.
Heal - Healing spell
Trailblazer - Pyromaniac Warrior, gains bonus from a fire sword.
Whirlwind - Slices swords in a circle around them, dealing dmg to all targets.
Ravage - Brutal attack, long cooldown
Flame Swipe - 'Autoattack' Deals damage with melee, bonus damage if enchanted fire.
Execute - Instantly kill a downed target.
Rampage - Increases attack, setting themselves on fire. Increased Damage Taken but mass damage increase.
Royalty DLC : Noble Knight
The Noble Knight is a physical-based class that requires a title to unlock. Their basic ability, Noblesse Oblige, requires higher titles to improve, but increases their class' bonus stats.
They gain bonuses to Social capacities and psychic power, and passive defence (they're more important than the peasants).
They gain the abilities Shield (paladin), Taskmaster (Commander) and Inspire (Bard), and an ability that generates a quest, favoring the Empire as a quest giver, to increase chances to gaining ranks.
Ideology DLC : Transcendent Guide
The Transcendent Guide is a hybrid physical/magical class that requires the user to have an ideology with the Transcendent meme. Transcendent Guides are mainly for buffing allies, gaining little themselves.
They gain bonuses to Social capacities, especially Conversion Power, and higher success chance of ideology rituals.
They gain the abilities Summon (Arcane mage) and Enchanted Aura (Enchanter). Their unique ability is Guidance, which attempts to convince a pawn to join their ideology, or grants buffs to a friendly pawn of the same ideology. Pawns converted by Guidance may immediately have a class inspiration.
Their Master spell is Great Transcendence, a channeled spell which gives all nearby pawns increased attributes, and grants all pawns of the same ideology increased stamina and mana regeneration.
Biotech DLC : Magichanitor
The Magichanitor is a magical class that can only be gained by Mechanitors. Magichanitors learn to use their magic pool to further enhance their control over mechanoids.
They gain bonuses to Mechanoid shredding, to allow them to make more mechanoids, as well as hacking and research.
They gain the ability Overdrive (Technomancer). Their unique ability is Micro Repair Bots, which summons short-lasting bots that quickly repair friendly mechanoids before disappearing.
Their Master spell is Control Mechanoid, which has a long cast time, but does not require line of sight. When the spell is cast, the target hostile mechanoid becomes stunned; after a certain has passed, depending on the power of the target, the mechanoid becomes friendly, under control of the mechanitor. The mechanitor quickly loses mana which this spell is in effect; if the magichanitor's mana reaches 0 before the control timer ends, the mechanoid resumes normal operations. Stronger mechanoids will require external sources of mana regeneration to control.
it just creative and integrates well with the DLCs
Lets just hope that implementation doesnt cause dependency on the DLCs themselfs...
Fantastic concept and class concepts.
You shouldn't have to require DLC to add DLC-specific classes. And I guess the Noble Knight would work without the royalty DLC; maybe even the Transcendent Guide, although I would say the Magichanitor wouldn't work without a Mechanitor to base it off.
Shaman was added a while back, its really powerful.