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>makes you buy a billion DLCs because GOTTA CATCH 'EM ALL
>Paradox Games reference
Haha, get it? But no, seriously, paradox magic sounds pretty interesting.
Wizards that were raised on mechanoid-heavy worlds, Tox Magi were born in a world corrupted by pollution, toxic air, toxic water, toxic everything. They learned to become one with it, and to bend the pollution to their will.
Tox Magi are horrifying to behold, and anyone who sees the hideous tumor covered mass of flesh that they call a face have a lingering mood debuff. They are immune to Toxic Buildup, and in fact they regenerate mana more quickly while Toxic Buildup is high.
They gain the following spells:
Consume Wastepack:
Consume a single wastepack, filled with the bio-mechanical remains of the odd biological/mechanical processes of Mechanoids, the Tox Magus has determined how to break this material down within themselves to produce mana, this is however very hard on their bodies, and takes quite some time to cooldown. It also massively increases Toxic Buildup.
Toxify:
Toxify transfers the Toxic Buildup on the Tox Mage to the intended target, usually causing their bodies to collapse immediately due to instant septic shock.
Trash Golem:
Cast on a pile of Toxic Wastepacks, the Trash Golem is a creature made from effectively undead nanites moving around the sludge-like substance found in wastepacks. They are exceedingly tough, capable of fighting and defending the colony, dealing large amounts of Toxic Buildup with every swing. However they deteriorate quickly, and leave large amounts of pollution in their wake.
Ultimate, Black Sky:
Call up the sludge and toxins in the earth across the colony and in a few hexes outside of the colony, the air will be made Toxic for a while as the particles are pulled up into the jetstream, where the pollution will be deposited elsewhere on the planet (Basically the same as launching waste-packs to an enemy base, but pulling up all the pollution from around you as well).
It's too bad Transmutate doesn't work on toxic packs...
I like these ideas. A change I would recommend would be
consume wastepack:
Everything you said but if you use it while in a toxic filled aria it acts like cleaning it so you don't have to clean it then eat it and it's an aoe. It can be auto cast as well to aid your non-toxic ones as with how you have it now if you have anything but this mage your colony will suffer.
Trash golem:
I think it should work roughly the same as the others building it and crafting upgrades. But using your spin it is the most damaging golem but it can't take a hit. When it dies the place becomes very toxic but if deactivated in a toxic field it will slowly eat the toxic field to gain power and health. Not faster just to charge and heal to offset the fact these things could maybe solo mechanoids.
These changes means you have to balance out your toxic fallout with your power. Sure you can have 30 golems and they are the strongest but without a good amount of fallout your not going to use them much. Likewise now there is a counter to the toxic mage. If you have ran out or another one shows and cleans up your aria your now at a disadvantage.
Might Class: Pied Piper. Has the ability to empower/control children/small mammals and can turn enemies into them.
Ability 1: Pipers Tune. Gives a flat mood bonus to children across the colony temporarily. Can be autocast like the Bard's entertain ability to cast a net over the colony, the piper will go around to each child and teach them as they go about their learning tasks, granting double the teaching of a regular caretaker.
Ability 2: Pipers Wage. The Piper requests his payment from a foe, they must succeed a save of some kind or drop their weapons or valuable gear they are carrying in order to pay the piper. Regardless of whether or not it worked, the piper cannot use this ability again on the same pawn.
Ability 3: Pipers Tools. Flat bonuses to knives, bows, handguns, and small swords (Gladius, ikwa, etc.)
Ability 4: Ultimate. Pipers army.
The piper plays a tune, and the army moves to it. This tune empowers all small rodents (rats, squirrels, boomrats, and guinea pigs) in the area to be as strong as a small dog, and drives them to a controlled man hunting state. Additionally, any children around the piper in a certain radius are temporarily granted the stats an adult would have (not instantly dying from getting clubbed to the arm for example) making them into a perfect soldier for the pipers vengeance.
A similar class to the Priest, the Mother Superior obeys a higher order, and like the Priest she is sworn to an oath of pacifism. But unlike the Priest, she focuses more on the care and growth of the little ones. She despises the idea of a Growth Vat, believing instead in good food, good education, and a healthy fear of God being what a child needs in life.
Ability 1: They Grow up So Fast. Mother superior provides a healthy environment for children to grow big and strong. And the fact that her faith literally radiates raw life energy off of her body at all times helps too. While active, this ability makes all children in the same room as Mother Superior grow at 2x speed.
Ability 2: Lessons Learned. While active, children performing learning activities gain learning at 2x speed as they are tutored by the Mother.
Ability 3: Eyes in the back of your head. Mother superior can use this ability to teleport any child on the colony to her position at any point. This ability only works on kids. (No more babies walking into random bug nests)
Ability 4: Alms for the Children.
Mother superior sees the rampant starvation and death across the colony, and using her control over life energies, seeks to balance the scales a bit. with a finger on the childrens side. Should any child be wounded, the wounds shall be equally rebalanced across all adults of the colony, should any child be hungry, their starvation shall be equally rebalanced across all adults of the colony, sickness shall be cured and a copy of it will be taken by the Mother, mood shall be rebalanced to ensure the kids are happy.
Mechanoids who hawling mana-crystal and rechage nearby mage's mana by energy comberted from their battery.
I want for anti-mage mechanoid!
Mechanoids who possessed by magic-denying barriers.
I was going to suggest a Rodentmaster, but then I saw this. I would add Capybaras and perhaps Beavers? I think both are rodents, though verge on becoming Rodents of Unusual Size. Ability 1 alone would be quite useful for those times I have children in my colony.
I was going to suggest a Rodentmaster, but then I saw this. I would add Capybaras and perhaps Beavers? I think both are rodents, though verge on becoming Rodents of Unusual Size. Ability 1 alone would be quite useful for those times I have children in my colony. [/quote]
There is a mod for the new DLC which adds the ability to give your pawns a gene which makes them vomit rats.
Imagine having a colony of people with this ability, all with food poisoning, and a raid rolls up, and the piper plays his tune...
Golem crafter: crafts various golem helpers, helping with tasks, and /or in combat and buffs them, but alos has at least oen attack that is extra powerful agianst structures, buildings
Alchemist: trasmuting various hgih tier leemnts into gold, trasmuting gold into elxiir of life, whcih rejuviantes pawn, purely support classs, productivity bosot global enchancements, ultiamte abiltiy philosopher's stone, grants immortality, but only ot the caster, or can be sold for a LTO of moeny AND ALSO slwly turns anything around it to gold slwoly