New class suggestion: Mana Knights
issueid=6345 10-05-2018 07:13 PM
Junior Member
Number of reported issues by PaladinKell: 5
New class suggestion: Mana Knights

Note: This is only a draft and is free to accept any input as fit.

Bio
MANA KNIGHT - Long before the incursions of Chaos, a secret order of arcane fighters practiced the art of melee combat enhanced with occult magic. The order is very selective of its members, and those who do get accepted must stay and work with the group for life. While mana knights say they merely seek knowledge of arcane magics like regular wizards do, they secretly desire power and dominion of the battlefield using tremendous elemental forces. Thus, the wrath of Chaos overtook most of this order, mutating them into terrible abominations of destruction. The remaining members seek to right this treachery and use their fusion of magic and swordsmanship for good.

Skills practiced: Alertness, Athletics, Concentration, Dodge, Find Weakness, Literacy, Two Weapon Combat

Stats
Good: St, To, Ma
OK: Le, Wi, Dx
Bad: Ch, Ap, Pe

Class Abilities
⁃ Can imbue a melee weapon with a bolt spell for (((Level + Wi + Ma) * 2 / 3) + spell effectivity) turns. Costs the usual PP and casting amounts. Half the damage of that spell will be added to a successful hit (e.g., Fire Bolt on successful blow deals +2d6 fire damage). The additional magic damage ignores PV. If the bolt in question is Stun Ray, you have a (20 + PC level)% chance to stun your opponent for 3d4 turns. When choosing a bolt spell while a different one is active, it'll replace the current one. Casting the spell in this manner increases spell effectivity. Press "Ctrl + x" then "i" to use this ability.

Class Powers
⁃ Level 6: Recovers PP every time you defeat a monster with a melee attack. The PP gained is proportional to the overall toughness of the monster.
⁃ Level 12: All combat magic costs 15% less PP.
⁃ Level 18: Randomly gain spell knowledge of any bolt spell every level up. Additionally gain spell knowledge of all combat magic whose element correspond to the trap or monster attack you are hit with (e.g. ice lizard's breath adds castings to Frost Bolt and Ice Ball). The casting absorption only works when you have the spell learned to begin with.
⁃ Level 25: Randomly gain spell knowledge of any ball spell (except Improved Fireball) every level up.
⁃ Level 32: 'Mana Deflection' - Redirects half of all damage to PP while this power is activated. Press "Ctrl + x" then "d" to toggle on/off.
⁃ Level 40: Gains a +8 bonus to Mana and +4 bonus to Strength.
⁃ Level 50: Absorb mana at a volatile rate from everything in the vicinity. PP is fully restored, at the cost of destroying 5-10 magical rings/magical amulets/wands chosen randomly and being unable to cast any spells for 4d6 turns (due to the instability of handing such copious amounts of mana in one body). Can only be used once every 2000 turns. Press "Ctrl + x" then "a" to use.

Starting Gear
⁃ Human: metal cap, chain mail, long sword, dagger, runed gloves (gloves [+0, +0] which increase PP regeneration), leather boots, random ring, random scroll, random potion, iron ration, some gold, ~300 base castings of a random offensive bolt spell
⁃ Troll: thick furs, heavy club, random ring, random scroll, random potion, 2-3 iron rations, 1 piece of raw meat, some gold, ~200 base castings of a random offensive bolt spell
⁃ High Elf: metal cap, elven chain mail, long sword or sabre, dagger, runed gloves, leather boots, random ring, random scroll, random potion, elven bread, ~300 base castings of a random offensive bolt spell
⁃ Grey Elf: mithril cap, elven chain mail, mithril long sword or mithril sabre, mithril dagger, runed gloves, leather boots, random ring, random scroll, random potion, elven bread, ~300 base castings of a random offensive bolt spell
⁃ Dark Elf: spider shell armor, scimitar, skull dagger, leather boots, random ring, random scroll, random potion, spider bread, ~300 base castings of a random offensive bolt spell
⁃ Dwarf: metal cap, chain mail, battle axe or warhammer, runed gloves, heavy boots, random ring, random scroll, random potion, loaf of dwarvish bread or iron ration, ~200 base castings of a random offensive bolt spell
⁃ Gnome: leather armor, short sword, gnomish boots, random ring, random scroll, random potion, iron ration, ~300 base castings of a random offensive bolt spell
⁃ Hurthling: leather armor, short sword, random cursed ring, random scroll, random potion, cooking set, iron ration, ~200 base castings of a random offensive bolt spell
⁃ Orc: orcish helmet, studded leather armor, battle axe, runed gloves, heavy boots, random ring, random scroll, random potion, iron ration, ~200 base castings of a random offensive bolt spell
⁃ Drakeling: studded leather armor, scimitar, random ring, random scroll, random potion, iron ration, ~200 base castings of a random offensive bolt spell
⁃ Mist Elf: mithril cap, elven chain mail, mithril long sword or mithril sabre, runed gloves, leather boots, random ring, random scroll, random potion, iron ration, ~300 base castings of a random offensive bolt spell
⁃ Ratling: leather armor, sabre, leather boots, random ring, random scroll, random potion, iron ration, ~300 base castings of a random offensive bolt spell


What do you guys think?:) And what suggestions can you guys offer to improve it?
Issue Details
Issue Number 6345
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category All
Status Suggested
Priority 10 - Lowest
Suggested Version ADOM 3.3.1
Implemented Version (none)
Milestone (none)
Votes for this feature 1
Votes against this feature 0
Assigned Users (none)
Tags (none)




10-05-2018 08:45 PM
Ancient Member
  1. Skills: remove Alertness and Find Weakness, add Alchemy and Gemology. We don't need another class with the perfect melee skill-set. Removing Concentration as well and forcing them to rely on their level 6 power for PP regeneration might also be interesting.
  2. Imbue Weapon: have this trigger automatically when casting a bolt spell, instead of having it as an active ability. This would make it a lot less clunky to use and wouldn't require a new interface for selecting bolt spells.
  3. Level 1 powers: they should have an increased spellbook drop rate, similar to Paladin.
  4. Starting equipment: could just give them bracers of empowerment instead of adding a new PP regeneration item.
  5. Level 18 power: the absorption portion of this is abusable and overly complicated.
  6. Level 25 power: spamming ball spells is a wizard's job. If you want to guarantee them some AOE capability, I think an active class power would be a better approach.
  7. Level 50 power: you shouldn't feel bad about using a level 50 class power; have the spellcasting restriction apply to enemies as well and remove the item destruction.

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