mahasamatman
Member
|
After making the (hypothetical) Soulsmith class, I thought about making a class that uses other resources in the game. I thought about a Chef class, but food is very specific (and hardly related to combat), so instead I tried making a class based on potions (with a few secondary skills related to food). Disclaimer: I'm in no way a part of the DF team, and this is totally unofficial. However, if the staff finds this concept interesting, I'd be super-honored. Second Disclaimer: The only things I'm gonna include in the skills description is name and effect. I'm no artist, and balancing the mana costs and cooldowns for an imaginary class seems a bit silly. This is just an exercise of the mind. So, without further ado, I present to you: The Alchemist! Brew Potions Gives +1 health potion and +1 mana potion, up to the normal maximum of 5. Any guests you have also get extra potions (1 of each). Enhance Potions Give yourself -30 health and mana resistances for 4 turns. Alchemical Blood Give yourself +X [X= 2* your lvl] END for 10 turns. Also removes the Stuffed debuff from yourself. (This, of course, only increases your max HP, not the current HP) Brew Elixirs Adds 2 temporary food items to your backpack, chosen randomly. Optional examples: Power Elixir: +20 Str/Dex/Int Stoneskin Elixir: 1 turn shield Gaseous Form Elixir: -100% boost but 100 All resistance for 2 turns. Acid 75% damage attack. Causes DoT (30% for 5 turns), reduces enemy defenses (BPD or MPM) Explosive Bomb 100% damage multi, that causes small fire DoT (say, 15% for 3 turns). Flash Powder 50% damage, 3-turn stun and also 3-turn blind (-50 bonus). [i(So if the stun fails, at least you have the blind) Basic Attack 1 hit of 100% damage. Smoke Bomb Standard shield, +140 avoidance for 2 turns. Mana Bomb Consumes 1 mana potion (required for the skill to work). Deals damage based on opponent's mana, like old Technomancer's Debug Program: If target's MP is > 10000: 240% damage. If target's MP is > 6000: 220% damage. If target's MP is > 3000: 200% damage. If target's MP is > 2000: 180% damage. If target's MP is > 1500: 160% damage. If target's MP is > 1000: 150% damage. If target's MP is > 500: 140% damage. If target's MP is < 500: 130% damage. Mana Shield Consumes 1 mana potion (required for use). Gives 100% damage reflection, which is reduced by 20% per turn (until it reaches 0). Blood Potion Consumes 1 health potion (required for use). Deals damage equal to 30% of how much your HP potions heal. Gives enemy 110% health resistance. (I thought about a skill that heals your opponent but also gives some large advantage, but it seemed overcomplicated, and extra damage based on opponent HP seemed too good.) Restoration Potion Consumes 1 health potion (required for use). Removes all debuffs from yourself (including Stuffed), and gives 50 immobility resistance for 3 turns. (it can't remove stun, but can at least prevent them) Mix Potions Consumes 1 mana potion AND 1 health potion for a huge explosion. 100% damage, auto crit, gives the opponent -10 boost, crit, bonus and all resistance for 3 turns. Chain Reaction For 5 turns, whenever you use a potion (drink it or spend it for a skill), gain cumulative +15% boost until the effect ends. Gives extra turn on use.
< Message edited by mahasamatman -- 3/4/2021 17:12:59 >
|