The final KoL class, and easily the most complex, the Turtle Tamer.
Turtle Tamer basic class armor
MD Earth armor with secondary water resistance.
Average MRM, even across all three
Regular attack is two hits, with a -3 BTH lean
Appearance: A set of armor fashioned out of an ancient turtle shell, with scaly leather beneath the main shell, on the legs and torso. A living tortoise remains perched atop the character's head, which can be removed by clicking on it.
Description: In a faraway dimension, Turtle Tamers forge a spiritual connection to their scaly brethren. Their Muscle and their animal bonds with their animal companions are the key to their success.
Level 0: Turtle Totem - Passive
Turtle Tamers share a spiritual connection with their weapons, using them as totems to bond with their familiars. While equipped with a melee weapon, your Pets and Guests gain bonus damage.
Pets and guests gain +10% bonus damage while a melee weapon is equipped. This bonus is increased to +20% damage in the advanced armors.
If "Out of Your Shell" is toggled on, the bonus is reduced to 5% either way.
Level 1: Headbutt - Active
Butt your foe with your head. You butthead.
Weapon-based skill, 1 hit, -3 BTH lean. Costs 25% melee in SP, or 31% if using a magic weapon. Deals melee damage with the element of your equipped weapon equal to 125% damage of a normal attack. CHA is used in place of LUK for lucky strike damage and BTH.
* NOTE: Butt skills will always take a damage penalty according to your lean — so -10% damage in the basic armor, and -20% damage in the advanced armors. The penalty is removed if "Out of Your Shell" is active.
Level 2: Kneebutt - Active
With your expert knowledge of all things squishy, you can give your foes exactly what they kneed.
Weapon-based skill, 1 hit, +3 BTH lean. Costs 100% melee, or 125% if using a magic weapon. Deals 200% the damage of a melee attack with the element of your equipped weapon. Stat bonuses use CHA in place of LUK.
In the advanced armors, the skill has additional effects.
The War Snapper: Takes a damage penalty and inflicts Wincing, a renamed Defloss (-6 MRM), for one round. Opponent can resist at a +0 bonus (STR/CHA vs. END/LUK).
She-Who-Was: Deals darkness damage, gets appropriate elecomp as a reduced SP cost. Takes a damage penalty and inflicts Knee'd, a renamed Choke, for two rounds. Opponent can resist at a +0 bonus (STR/CHA vs. END/LUK).
The Storm Tortoise: Deals energy damage, gets appropriate elecomp as a reduced SP cost. Before elecomp is applied, the base SP cost and damage is increased by an additional 25% melee.
Level 3: Shieldbutt - Active
After being infused with a secret supersoldier serum, you've learned... wait, no, that's someone else. Anyway, this lets you bash your foes with your shield.
Weapon-based skill, neutral BTH lean, costs 100% melee in SP. Receives elecomp to SP cost, under the assumption that your shield is the same element as your armor. Deals 1 hit of melee damage according to the highest elemental resistance of your equipped shield, equal to 200% the damage of a normal melee attack. Uses CHA for lucky strike damage.
If your shield has even resistances to two or more elements, the skill does Harm damage at a 10% damage penalty.
In the advanced armors, this has additional effects.
The War Snapper: Takes a damage penalty, but has a chance to inflict Internal Bleeding (renamed Bleed, power 1). Foe can resist at a +0 bonus (STR/CHA vs END/LUK)
She-Who-Was: Takes a damage penalty, but restores HP.
The Storm Tortoise: Takes a damage penalty and inflicts Daze (3 rounds, 33% chance of inaction). The monster can resist with a save at a +0 bonus (STR/CHA vs END/LUK).
Level 4: Empathy of the Newt - Toggle
Harness your spiritual power to enhance your empathy and boost your charisma.
CHA drive, costs SP.
Level 5: Out of Your Shell - Toggle
By removing your shell, you can set an example for your pets and guests, coaxing them out of theirs! Metaphorically. Real turtles can't remove their shells.
When toggled, your character flashes briefly, and the shell on their outfit vanishes. Your lean becomes a beastmaster lean (you take 1.25x damage and deal 1x damage with attacks, but pets and guests deal 1.25x damage.)
Once you've become a level 5 Turtle Tamer, you can switch your basic armor for one of three Advanced Class Armors. You may only use skills for the advanced armor corresponding to the advanced class path you've chosen.
War Snapper's Armaments
Advanced Turtle Tamer class armor
FD earth armor. Resistances follow the elemental wheel.
Average MRM, has higher melee blocking than the basic class armor, but lower magic.
Regular attack is two hits, with a -3 BTH lean
Appearance: A much more aggressive-looking variant of the basic Turtle Tamer class armor, with a red spiked shell and a number of other spines adorning the armor.
Description: Become a follower of the War Snapper, the fiercest of the Great Turtle Spirits!
Level 6: War Snapper's Blessing - Passive
The War Snapper doesn't care for subtlety. With his blessing, your normal attacks and specials will deal extra damage.
All normal attacks and weapon specials deal +5% damage.
Level 7: Butts of Steel - Toggle
You like powerful butts, and cannot lie. Use this skill to make your butts more powerful.
Costs 25% melee in SP per turn. Headbutt deals an extra +20% (calc: 25 / 1.25) damage. Kneebutt and shieldbutt each deal an extra +12.5% (calc: 25 / 2) damage.
Level 8: Spiked Aura - Passive
Infused with the War Snapper's will, your armor will strike back at any foe who hits you!
At the end of a monster's turn, if they successfully dealt damage to you, they will take Harm damage equal to (5 / 1.4 / 0.85)% of the damage they dealt to you.
Level 9: War Snapper’s Fervor - Active
Instill both your pet and guest with the War Snapper’s fighting spirit, boosting their damage for a turn!
Pay 100% melee in SP to increase the damage of your pet and guest by 100% for one turn. You must stay in the armor for the effect to be applied. Usable once per turn.
Level 10: Rage of the War Snapper - Active
War! Huh. What is it good for? Hit them again, y’all. Usable 10 times per day.
Weapon-type skill. A powerful, three-hit melee attack with a -3 BTH lean, using your weapon’s current element. Deals a total of 200% melee damage normally, 225% if "Out of Your Shell" is active. Uses CHA for lucky strike damage.
Has no cost except your turn. (One day’s worth of MC is 1250%, /10 is 125%. Weapon skills cost 125% of normal in FD armors, so damage is reduced appropriately in defensive mode.)
Mantle of She-Who-Was
Advanced Turtle Tamer class armor
FD Darkness armor, has good overall resists to everything except light.
Lower-than-average MRM to pay for resistances, with a focus on magic
Regular attack is one hit at a neutral BTH lean
Appearance: The standard turtle tamer’s garb is now worn and greyed, and the turtle shells have become bleached white bone of immeasurable age. The armor has an almost ethereal quality to it, as though it were ever-so-slightly incorporeal.
Description: Become a follower of She-Who-Was, the most ancient of all the Great Turtle Spirits!
Level 6: Blessing of She-Who-Was - Passive
She-Who-Was lived before the material universe. With her blessing you are more resistant to the material, and take less damage.
All damage you take is reduced by -(5/1.4)%. This doesn't apply to Healing effects.
Level 7: Spirit Shell - Active
Channel the spirit of She-Who-Was to call upon her protection, boosting your blocking and resistance for as long as you wear her armor. Does not cost a turn to use.
Costs 100% melee in SP. Quick-cast, once per turn.
When used, you gain the Ghostly Shell (renamed Defense Boost) and Astral Shell (renamed element shield) statuses for four turns each, boosting your combat defenses by +7.5 and reducing damage from all elements by -(12.5/1.4)%. Does not persist if you change armors.
Level 8: Soul of the Ageless - Toggle
She-Who-Was lived before the Elemental Lords, and before the boundaries between elements. Channel a fragment of her power to ignore your foes’ elemental resistances, and return to the time before time.
At the end of your turn, the monster makes a save (Cha/Luck vs Cha/Luck) at a +0 bonus. If it fails, all its elemental resistances are set to 100%.
The toggle has no cost and automatically turns off when you succeed.
Level 9: Compassion of She-Who-Was - Active
She-Who-Was loves all of her children, and that same bond is shared between a Turtle Tamer and their companions. Channel the power of She-Who-Was to have your pet and guest attacks restore HP for a turn.
Costs 100% Melee in SP. For a turn, all pet and guest attacks will heal you equal to the damage they deal. This does not apply to existing heal damage from pets and guests (e.g. Fairy Godmother or Retro Twilly), and requires you stay in the armor for the turn.
Level 10: Voice of She-Who-Was - Active
Speak a single word with the magnificent voice of She-Who-Was, confronting your foe with its indescribable splendor. Deals damage from all elements, and is usable 10 times per day.
Spell-type skill. Deals eight hits of magic damage at a +10 BTH lean, one for each element. Uses CHA in place of INT for damage calculation. Deals damage equal to a standard spell, *132/109 for hitting with all elements.
Storm Tortoise Heraldry
Advanced Turtle Tamer class armor
FD Energy armor with wind secondary and decent water resistance (about 70% at level 150). Weak against other elements to pay for higher MRM.
Higher-than-average MRM, with a slight melee focus.
Regular attack is three hits at +3 BTH lean
Appearance: The standard Turtle Tamer armor is replaced with a much sleeker looking armor, with chrome, almost mechanistic shells for the torso and helmet, covering white clothes that almost resemble clouds. A pair of lightning rods adorn the shoulders, crackling with energy.
Description: Become a follower of the Storm Tortoise, the the swiftest of the Great Turtle Spirits!
Level 6: Ride the Lightning - Passive
Slow and steady wins the race? Not for the Storm Tortoise.
As long as the armor is equipped, you gain a passive initiative bonus equal to your CHA/1.67.
Level 7: Thundersnap - Active
Lightning never strikes twice, but it always strikes first. If you get the jump on your foe, you can strike them with lightning for massive damage!
Spell-based skill, deals two hits of ranged energy damage at a +5 BTH lean. Deals damage equal to a standard spell, with elecomp applied to damage. CHA is used in place of LUK for lucky strike damage.
Costs nothing except for a turn — however, it can only be used during your first turn, and only if you go first.
Level 8: Galvanic Bond - Passive
Your bond with your companions electrifies your soul, restoring your SP when they deal damage.
Your pet and guest attacks restore SP equal to 5.625% of the damage done.
Level 9: Storm Tortoise’s Agility - Active
Infuse your companions with the agility of the Storm Tortoise, letting them act an additional time this turn!
Quick-cast, costs 75% melee in SP. Grants both your pet and guest celerity for the turn, enemy can save at a +0 bonus (CHA/LUK vs INT/LUK)
(Standard guest is 25% melee SP per turn, the additional 25% melee upkeep cost for the guest’s second action pays for part of the skill, the remaining 75% is paid upon activation.)
Level 10: Will of the Storm Tortoise - Active
The Storm Tortoise’s voice is thunder, and his actions are lightning. Invoke his will to strike your foe with paralyzing energy! Usable 10 times per day.
Spell-based skill. Deals 2 hits of ranged energy damage at a +0 BTH lean. Has a (100 * [EnergyResist] * [HitsConnected]/[HitsAttempted])% chance to paralyse the monster for 1 turn. The monster can resist with a save at a +0 bonus (CHA/LUK vs. END/LUK). CHA is used in place of LUK for lucky strike damage.
Deals 225% melee damage total, but takes a -60% damage penalty to pay for the effect, for an overall total of 165% melee damage.
Costs nothing except a turn. (1250% is one day’s worth of MC, /10 = 125%)
< Message edited by Zennistrad -- 3/6/2020 17:27:00 >