New Class: Artificer-rough draft

Started by DeathCow, Mar 11, 2010, 12:33 PM

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DeathCow



+-------------------------------------------------------------------------------------+
| Artificer                                                                 EXP: 200% |
+-------------------------------------------------------------------------------------+
| The first known Artificer was a red dwarf; obsessed with the automation of his daily|
| mining routines.  His works became quite renown and eventually he began work on     |
| machines of war.  After many years of success, he opened 'Baraz-Barag,' a school    |
| in which he taught his trade.  A mage's apprentice was sent to attend this school to|
| develop motor and critical thinking skills.  Although this apprentice's name has    |
| been lost to history it is known that he was the first to attune his soul to a      |
| machine and in this spiritual merging of man and machine, modern Artificers were    |
| born.  While young Artificers are able to control their machines with just their    |
| minds, it is said that an Artificer's machine can gain control over itself and act  |
| to protect itself and its master.  Whether this is true or not, it is true that in  |
| combat an artificer can control a machine to combat a foe or protect an ally. Each  |
| artificer builds their own machines and each machine is unique in build and purpose.|
+-------------------------------------------------------------------------------------+
| HP/Level: 3-6  Magic: Technomancer-3   Combat: 3   Weapons: Blunt   Armour: Plate   |
+-------------------------------------------------------------------------------------+
| Abilities: Machine Repair, Soul Link                                                |
+-------------------------------------------------------------------------------------+



---------------------------+
Titles                     |
---------------------------+
01-04:Apprentice           |
05-09:Artificer Novice     |
10-14:Tinker               |
15-19:Patcher              |
20-24:Repairer             |
25-29:Fabricator           |
30-34:Junior Maker         |
35-39:Builder              |
40-44:Designer             |
45-49:Expert Designer      |
50-54:Master Designer      |
55-59:Innovator            |
60-64:Manipulator          |
65-69:Originator           |
70-74:Technomage           |
75+:Technomancer           |
---------------------------+

Abilities Defined:
Soul Link: When a creature summoned by a player with soul link is killed, the player immediately takes lethal damage. 
Machine Repair: This is not an actual ability it will simply be in place to explain an Artificer's ability to heal their machines.  Ingame this will play out as healing spells that target machines.
Machine: This will define a monster as non-living and as a machine.  At the moment being a machine mens very little other than the next ability.
MachineOnly: This will define a spell as being able to target a machine only.  Similar to Animal, Animalonly, Undead, Undeadonly...etc
NRGDrain: This ability will show up on Summoned monsters and spells,  On monsters it will show up as a positive value.  This value will subtract from the players normal maximum of 1000.  On spells it will show up as a negative value.  The value is combined with that of the summoned monster to determine the value subtracted from the players original 1000 energy.  Even if the player uses a modifying spell more powerful than the monsters NRGDrain, a players energy will not surpass 1000 due to this ability.
'Note NRGDrain is how an Artificer will be balanced with other classes.  It will allow tweaking at any level range that will prevent extraordinary high damage at high levels.  Other Classes may use hp drains, timers on summons, or even limited control, but in the case of Artificers their NRG will be compromised for balance purposes.




The Artificer is a true pet class.  In MMORPGs, pets are creatures summoned by a player.  A pet class is a class who's power's center around pets.  This version of a pet class will rely heavily on their pet, and must keep their pet alive.  If an Artificer's Machine dies, the Artificer will die as well.  As the machine can act to protect the Artificer this class is particularly weak to room effects.  But depending on the particular machine the Artificer has chosen to build, the Artificer can be a powerful and sturdy class in many situations.  As a general rule, machines are weak vs lightning based attacks, although some machines may have better resistances than others.  The ability 'Machine' will be added to the game.  All machines are considered Non-Living and because of that they will not need the non-living flag.  The ability EffectsMachinesOnly will be added to the game. This will be seen in spells.

From here down it only get more unorganized, I'm working to sort through this and clean it up.


Also An artificer would have various abilities relating to item manipulation, such as shatter, item enchantments, even transforming items into new items.

Technology Skills
Basic Repairs:  An artificer with this ability can make small repairs on damaged machines
#: A1, Name: basic repairs, Short: brpr, Magery: Technomancer-0, LVL: 1, Mana: 2, Diff: 8
>> Target: Monster -- Attack Type: Normal -- LVL Gain Cap: 10 -- (@lvl 1): Heal 2 to 8, AffectsMachineOnly
>> References: Item: (learn) leather journal(a1)

Call Machine:  An artificer must use this to construct his machine.
#: A2, Name: Call Machine, Short: Call, Magery: Technomancer, LVL: 0, Mana: 0, Diff: 200
>> Target: Self -- Attack Type: Normal -- EndCast [Build(A3), TextBlock 10000], Confusion +100, for 1 rounds
>> References: Item: (learn) leather journal(a1)

'Note this spell calls a a textblock that will sort through various abilities to determine the correct machine to summon,  only one machine can be present at any given time'

Low Level Machines
Their will be two basic machines, choosing your basic machine cannot be undone.  This will be done at the Machine Emporium, which will be placed north of 1/247.


The clockwork imp is root of the magic using machine tree.

Name             clock work imp (a-2)
Experience       0
Type             Slave
Alignment        Summoner
HPs              100 (Regens: 1 HPs/click)
AC/DR            4/0
MR               50
Follow %         100
Charm LVL        999
Abilities:       Machine, Enslave, RoomIllu +25, Rlit -50
                 
Attack 1 (50%)   Normal
                 Min-Max: 3-14
                 Accuracy: 25
                 Energy: 1000 (Max 1x/round)
                 
Attack 2 (30%)   Normal
                 Min-Max: 1-3
                 Accuracy: 22
                 Energy: 1000 (Max 1x/round)
                 Hit Spell: [bites(883), Damage 3 to 12]
                 
Attack 3 (20%)   Spell
                 Spell: [magic missle(1), Damage(-MR) 4 to 12]
                 Cast %: 75
                 Energy: 1000 (Max 1x/round)
Clockwork Imp
This tiny figure has an almost humanoid shape.  It has
wicked nails and sharp pointy teeth which could deliver
moderate wounds.  Its ticks slightly with each movement
of its body and glows with a slightly magical aura. 



The iron hound is the root of the physical combat machine tree.

Name             iron hound (A-1)
Experience       0
Type             Slave
Alignment        Summoner
HPs              100 (Regens: 1 HPs/click)
AC/DR            0/5
MR               40
Follow %         100
Charm LVL        999
Abilities:       Machine, Enslaved, PrctSumm, Rlit -50
                 
Attack 1 (69%)  Normal
                 Min-Max: 3-10
                 Accuracy: 40
                 Energy: 500 (Max 2x/round)

Attack 1 (30%)  Normal
                 Min-Max: 6-20
                 Accuracy: 40
                 Energy: 500 (Max 2x/round)


Attack 1 (1%)  Normal
                 Min-Max: 31-90
                 Accuracy: 40
                 Energy: 500 (Max 2x/round)
Iron Hound
This complicated machine has been created in the form of
a large dog. It moves around clumsily, and makes harsh
metalic noises.  Its jaw is lined with sharp iron nails.

These Builds are, atm Theoretical and subject to change after/during/before testing.  I know that the HP, AC/DR and MR will require reworking.

The original designs branch quickly into various catagories



                                        Basic Magic           
                                    /        |        \                 
                               Healer     Offensive     Defensive/Buffing
             



The Healer catagory will focus on direct healing of itself and the player's party.  Offensive will focus on attack magics, and will branch into different elemental catagories.  The defensive/buffing version will be the only branch of the magical type monsters that can defend the party.  Although some versions will focus on defensive magics and a more background style of defending.

Healer
Medic Train
Extractor
Living Idol
Metallic Carapace
Divine Statue

Offensive
Iron Wizard
Blaze Cannon
Avenging Golem
Dark Gargoyle
Razorback Chimera

Defensive/Buffing
Clockwork Owl
Horned Chameleon
Riveted Cheloniod
Armoured Hulk
Feline Automaton
                                        Basic Combat           
                                    /        |        \                 
                               Mixed     Offensive     Defensive/Protecting
             

The mixed section is a little more chaotic than other groups, and will switch its style during play.  Offensive is combat heavy, powerful but provides no protection.  While the  Defensive machine focus on protecting the party.
Mixed
Iron Golem
Iron Warrior
Clockwork Sentinel
Mithril Phalanx
Barbed Landray
Offensive
metal tiger
Steamgear Giant
Warmech
Shrapmetal Djinn
SteelSteed Knight
Defensive/Protecting
Guardian Hound
Mithril Slime
Mechanized Colossus
Steel Horned Demon
Ivory Pegasus


DeathCow

#1
A brief cap of what a battle with a Alchemist and an Artificer might look like.  The blooding is imperfect at best.

Farmstead, Cellar
 
Also here: mammoth rot worm.
 
Obvious exits: up
 
Artificer walks into the room from above.
A razorback chimera leaps in from above.
 
*Combat Engaged*
Artificer moves to attack mammoth rot worm.
 
The mammoth rot worm roars deafeningly!
You are too scared to flee!
 
Artificer telepaths: @wait (can't move)
 
razorback chimera moves protects Artificer
 
mammoth rot worm vomits gore and acid on razorback chimera for 164 damage!
You critically slash mammoth rot worm for 141 damage!
You hack mammoth rot worm for 23 damage!
 
mammoth rot worm is burnt with acid!
 
You critically slash mammoth rot worm for 105 damage!
You slash mammoth rot worm for 16 damage!
You critically slash mammoth rot worm for 90 damage!
Artificer smashes mammoth rot worm for 44 damage!
Artificer smashes mammoth rot worm for 15 damage!
Artificer crushes mammoth rot worm for 64 damage!
Artificer smashes mammoth rot worm for 32 damage!
 
razorback chimera lashes at mammoth rot worm with its tail!
 
razorback chimera gores mammoth rotworm for 48 damage!
razorback chimera emits a gout of flame scorching mammoth rot worm for 91 damage!
[HP=489/MA=182]:
 
The mammoth rot worm roars deafeningly!
You are too scared to flee!
 
[HP=489/MA=201]:blpt
 
*Combat Off*
 
You carefully mix the reagents and create a black potion!
[HP=489/MA=186]use black razor
You hurl the black potion at Razorback Chimera!
[HP=489/MA=186]a
 
*Combat Engaged*
 
The mammoth rot worm lunges at you!
 
You critically impale mammoth rot worm for 122 damage!
You critically slash mammoth rot worm for 125 damage!
 
mammoth rot worm is burnt with acid!
 
You critically hack mammoth rot worm for 108 damage!
 
mammoth rot worm is burnt with acid!
 
You hack mammoth rot worm for 30 damage!
You critically impale mammoth rot worm for 185 damage!
Artificer critically clobbers mammoth rot worm for 242 damage!
Artificer critically clobbers mammoth rot worm for 254 damage!
Artificer crushes mammoth rot worm for 38 damage!
mammoth rot worm is knocked flat!
Artificer smashes mammoth rot worm for 87 damage!
razorback chimera's tail bites mammoth rot worm for 98 damage!
 
razorback chimera gores mammoth rotworm for 61 damage!
razorback chimera emits a gout of flame scorching mammoth rot worm for 22 damage!
[HP=489/MA=186]:prpt
 
*Combat off*
 
You carefully mix the reagents making a prismatic potion!
[HP=489/MA=160]use pris mam
You hurl the potion at mammoth rot worm, which explodes on contact!
A black cloud surrounds mammoth rot worm!
[HP=489/MA=160]a
 
*Combat Engaged*
[/color]
Blood 2 Html Version 2.3.0.10
Character Hit% Crit% Hit Ave Crit Ave Spell Ave AC% Dodge% Damage Taken Total Damage
You 30 70 23 125 0
100
[/size][/font]
0
[/size][/font]
0
[/size][/font]
945
[/size][/font]
[shadow=#808080,right,250] Grand Total =  945 [/shadow]

PTERY

This is a neat idea. I wonder if it might fall prey to gaunt mageism though, i.e. nice in theory but since gaunt mages can't survive anything no one plays them. Would need to hear more about the survivability of the summoned creatures. Would they more or less durable than a char with 3-6 hps wearing plate?

DeathCow

Quote from: Ptery on May 07, 2010, 01:15 AM
This is a neat idea. I wonder if it might fall prey to gaunt mageism though, i.e. nice in theory but since gaunt mages can't survive anything no one plays them. Would need to hear more about the survivability of the summoned creatures. Would they more or less durable than a char with 3-6 hps wearing plate?
I get where you're going with your argument, that aside. The machine are varied in their over-all toughness but are in fact suppose to be quite difficult to kill.  Since the PC dies when either he(obviously) or his machine die, its balances out as you'll have twice as many weaknesses to be weak too, but have more overall HPs between you and your summon.

The Crazy Animal

I wouldn't mind seeing some other abilities that are magic artifact related added in so it wouldn't just be a summoner based class.

I.e Recharge - exchanges mana for filing non-self-recharging magic items. These items would have a recharge cost that = an amount of mana

This could let you have interesting new armors and devices like:

Auto-stabmatron - a set of spider like metal arms with daggers at their ends. This strange looking contraption looks like it could be strapped to an adventurers back. (description in brief)

So you recharge it with mana kind of like you would fill a gas tank. then use the familiar command Use auto-stabmatron. it subtracts on use from the mana tank and activates the mana machine. Which then gives you a number of extra chance swings each round for a set damage range for a number of rounds.

It would definitely make them much more interesting than just being a themed summoner typed class.