I want to be a Lich. So, I went about making a support wizard class all about being a profane diabolist of the most blafphemoufe offe magycke. Here is some bare-bones info and crude images and image placeholders for my first mod! Creation: Did you know there is a skeleton inside you right now? You've taken the road to lichdom and wearing your skeleton on the outside - this is your label of choice. Skill Tree: You have gazed into the mirror of your own mortality and forsaken the pleasures of the flesh for “The Dubious Road to POWER! - A Six Step Process”. Your mad grasping for power will harrow your body, inure you to malign deeds, and otherwise make you kind of a dick. Level 1: Necrophyte Your skin is peeling off, the gods have cursed your abominable form, and you're pretty sure they're all laughing at you right now. Let them laugh! Soon, there will be a reckoning. Not now, but soon. Gives +2 , +1 . -1 vulnerability. +1 , +2 stats. -2 and -4 . Level 2: Curse Eater Whether it be from the paltry “divinities” of the sheeple (heh) or the eldritch beings you have made pacts with, your soul is pock-marked with curses! Shaking your skeletal fist at the gods, you've learned how to clear your conscience and lose only a fraction of your power in the process. Spell: The Eldritch Ladder Before returning to you, your magical essence must battle both this insidious beast as well its theme song. Un-Curses, and applies Eldritch Ladder. penalty curse after casting. Gives +1 . -1 vulnerability. Buffs +1 , +2 stats. -2 . Level 3: Necrophagist You've always said “Mind over Matter”, and now you have the chance to put the adage to a practical use. Remember: cannibalizing your own flesh and/or soul for yet more magical power does not sit well with The Powers That (May) Be – 'ware ye of paladins, inquisitors, and Jehovah's Witnesses. Spell: Necrophagia The Dark Voice in your head says not to mind your missing ribs, they'll grow back. Besides, the unholy power you possess is more than worth it all! Buff: -4 , -3 , +4 , +8 . Can stack a lot. Gives +1 . -2 vulnerability. +2 , +4 stats. -2 . Level 4: Necrotic Disjunction As your power grows and your body wears away, you can channel eldritch power to disjoint the bodies of your enemies as well. Laugh as your foes literally fall apart before your eyes! Laugh harder when they hit you and your skeleton puts itself back together! Laugh maniacally for no reason at all! Spell: Necrotic Disjunction Drain the fortitude from some of your foes, and add it to the strength of your eternal patron – yourself! The others simply die terribly. Who's laughing now? Blast your foes with necrotic and transmutational energy, which drains the fortitude from some of your foes and adds it to your own dwindling supply! Gives +1 . -2 vulnerability. +2 , +4 stats. -2 and -4 . Level 5: Necromutation You are so close to jumping ship from this mortal coil that you can feel it in your bones. In the meanwhile, you excel at ripping out the skeletal structures of your foes and binding them to your will! This is absolutely horrifically despicable and, as a result, the 'good' gods will forbid you from praying at their altars – you didn't expect to find any on this Dungeon Crawl, anyway. Spell: Necromutation Ripping the skeleton right out of somebody is good for your self esteem: Magneto was right! Level 6: Necroscendence You've gone full skeleton, and attained the power that is your birthright. With your flesh gone, you have transcended its weaknesses - no longer shall your reach be limited by your mortal grasp! First that upstart Dredmor, then the world that mocked you, and, when the evil dust settles, you shall have only the gods to contend with! Spell: A Display of My Dark Power You extend the tendrils of your desire (Harmless Particle Effects) upon the world and impose a new and terrible reality every time you tamper with the fabric of the universe. Restores all lost from earlier in the tree, but basically never ever . Boosts to , , , Gives Significant vulnerability to Moderate penalty to Polymorph: Lich (Until I make a terrible sprite, I am thinking of Dredmor with eyebrows) Find a way to prevent eating, possibly drinking. What do you guys think?
ah, how i love the mage skill trees which make you lose health and other defensive stats. i imagine somewhere in the level 4 or 5, you could have a spell based around weakening your opponents, you could pull there skeleton out once every so often for huge debuffs to there defensive capabilities and then take damage over time as well as the move itself dealing reasonable damage. crazy idea above. it could be something like: while in the process of learning how to become a lich, you have developed a method of removing the skeleton by magical force, which has major side effects.
I really like it, have always thought fantasy liches were pretty bad ass. It would work really well with necronomeconics as well, in terms of gameplay and lore. The last skill would probably make more sense thematically as a permanent polymorph, so you remain skeletal indefinitely. It's unfortunate you can't have a spell cast on skill-up in order to automatically apply a permabuff (or if I'm wrong, i'd love to be corrected for use in my own mod). Seems dirty to make the player cast it themselves and have a selectable spell that will never make sense to use again.
The problem with polymorphs is that you can't use your activated abilities while polymorphed. Unless they were specifically tied to that polymorph. Thus while you can make the abilities of that particular skill work with it, you would never be able to use any ability from another skill. This makes polymorphs really quite useless as far as I'm concerned. Especially for something like turning into a lich since it would mean you permanently lose all your spells that aren't part of the skill that polymorphed you!
To prevent them from ever eating or drinking again, use a spell like this: <spell name="lich, bitch" type="self> <effect type="removebuffbyname" name="Well Fed"/> <effect type="removebuffbyname" name="Fuelled by Booze"/> <effect type="trigger" spell="lich, bitch" amount="2"/> </spell> They'll still be able to eat or drink in a literal sense, but they'll never gain any benefit from it.
By the way that doesn't work in the slightest. At the end of the turn they gain health and mana and the buffs are reapplied. What you should do is drain health and mana each turn that they do have the buffs.
I have not had that problem. Playtesting now... [edit]...confirmed. I do not get the buffs back, nor do I gain HP or MP when under the effects of that spell.[/edit]
Interesting, I knew were-diggle did that, but I guess I was hopeful that doing it that way was optional. Have not attempted any polymorph skills myself. Still, cool skill idea. A lich turning their meat on and off is a bit odd, but I could live with it. Regarding the food/drink thing, I assume vampirism is hard coded? The only other thing I can think of is kind of a hack....dot that casts consumefood/consumebooze every turn that your polymorph is active. You could even justify it with something along the lines of your corrupting presence spoils edibles. I don't know if it could be applied as a permanent effect (can permabuffs have permadots? is there another way to get a buff to cast a spell?) , but it sounds like you want that tied to the polymorph anyway (scratch that, consumebooze/consumefood are effects, i guess you wouldn't need the dot at all). Then again, that wouldn't work so well with a stockpile...would take a while to burn through. I'm also not sure if it would consume the food as you picked it up, probably giving a one turn window to eat it. Sorry, maybe not such a great idea, i'll leave the thoughts just in case it sparks something.
The problem consistently occurred for me; maybe I made a mistake. Btw infinite recursion is bad, mkay.
Well, it is intended to be a lifelong change, so the recursion is warranted. The other route would be to have foodBuff and boozeBuff triggers that dot you with their respective removebuffs, but the dot would have to be a thousand turns long anyway -- at that point just take the recursion and cope.
I'm sure I'm doing something wrong, but I'm not sure what. With resistances, primary and secondary stat buffs, the skill tree shows them correctly but they are not applied. Example: <ability name="Necrophyte" icon="skills/skill_endoskeleton.png" SkillName="skelebro" level="0"> <description text="Your skin is peeling off, the gods have cursed your abominable form, and you're pretty sure they're all laughing at you right now. Let them laugh! Soon, there will be a reckoning. Not now, but soon." /> <primarybuff id="1" amount="1"/> <secondarybuff id="0" amount="-2"/> <secondarybuff id="5" amount="2"/> <secondarybuff id="13" amount="-4"/> <resistbuff necromantic="1"/> <resistbuff putrefying="1"/> <resistbuff toxic="1"/> <resistbuff hyperborean="1"/> <resistbuff righteous="-1"/> </ability>
Sounds like a known bug -- you can't give a skill tree both an "id" and a "skillname", or it'll do exactly what you're describing.
Doing the preliminary stuff for the last skill has made me really hope they add extra effect options to polymorphing.