“All life starts from death, and all death contains the essence of life; this is our circle, our only truth...”
Afflictionists are medicine men that believe the side effects of afflictions can outweigh their negative effects when put to positive use.
They cultivate diseases, parasites and viruses in their own body, changing and exploiting them to gain a benefit, or strengthening them too unleash them on foes.
This class is a general support class, they can cause conditions, they can use debuffs to protect their team and they are supposed to be able to heal allies without relying on spells;
Equipment
Energy:
30 base energy 4 at pips
The Afflictionist can get dual focuses to improve this.
Armor:
Base: 70AL
(The extra pip of energy regen is the armor's bonus)
The look of Afflictionist armor is for a change easy to describe, it looks like ‘order of whispers’ and ‘master of whispers’ armor.
Except in comes in more colors than only red.
Weapon:
The Afflictionist uses poison darts as a weapon, they can equip a blowgun to improve their range and damage.
Darts deal 0 damage with the original hit, but each second afterwards they inflict a small amount of damage for a venom duration, the venom duration depends on the type of dart.
Darts can be dual wielded, or used with a blow gun, sacrificing speed for range.
Example of a fast acting dart:
Sundering Jagged DartThis amounts to 9-36 damage per hit, taking 3 seconds of continuous attacking to achieve the max damage per second.
Damage: Piercing 0
Dark 3-12 each second(requires 9 Ambi-Dexterity)
For 3 seconds
20% armor penetration (20% chance)
Offhand/Mainhand
Inscription:
“Don’t fear the reaper: +15% damage while suffering from a hex.”
Damage +20%(Customized for Jonathan Meverus)
Example of a slow acting dart:
Fiery Coiled DartAmounting to 19-30 damage per hit, taking 6 seconds of continuous attacking to achieve the max damage per second.
Damage: Piercing 0
Fire 3-5 each second(requires 9 Ambi-Dexterity)
For 6 seconds
Offhand/Mainhand
Inscription:
“Not the face!: +10 armor against blunt damage”
Damage +20%(Customized for Jonathan Meverus)
The darts are half ranged.
Darts without a blowgun have a low arch.
A dart wielded in the mainhand, has an attack time of 2.8 seconds.
For a dart wielded in the offhand the attack time is 3.8 seconds.
You can dual wield 2 darts, the mainhand dart will be your main weapon, but attack skills will be preformed by whatever hand attacks first.
Darts wielded in the mainhand will attack faster than darts in the offhand.
The dart attribute, ambi-dexterity makes you better at dual wielding, improving your attack speed with darts, and reload time for the blowgun.
Ambi-Dexterity decreases the attack time, it does NOT add a % attack speed bonus, meaning the speed will stack with any other attack speed bonuses.
If a dart is used together with a non dart weapon, while you are attacking, the dart will strike your fighting target, if that target is in range of the dart.
Meaning if your main weapon is a sword you will still go into melee(The dart will start attacking when you start hitting the foe); with a spear you will not move up to half range(the dart won't attack as the foe is out of range)
Additionally a blowgun can be equipped in the mainhand, the blowgun itself is not a weapon, it simply augments the weapon attacks of the wielder; and as it is a mainhand weapon these attacks could only be attacks with a dart in your offhand.
Gahki Flute of WardingUpgrades:
+10 piercing damage to weapon attacks
Darts have doubled range
+10 armor against elemental damage
Mainhand
Mouthpiece| grip/wrapping upgrade components
The blowgun does not rely on an attribute and can not be customized or inscribed as it is your darts that have the effects of your attacks trough poison, the blowgun is only delivery.
Blowguns do add a set amount of damage and can be upgraded with grip components.
With a blowgun your offhand dart has spear/shortbow range.
With a blowgun your offhand dart has no arch, making if very useful against moving targets.
The blowgun has the attack speed of the offhand dart.
Focuses:
The Afflictionist can wield herbs as focus items, like darts these can be dual wielded, but the herbs are divided into restorative(offhand) and poisonous(mainhand) herbs, each with their own effects.
While herbs do not offer as much energy as offhands of caster classes, their additional effects are a big boon to Afflictionists.
Example of restorative herbs:
BelladonnaExample of poisonous herbs
Energy +4(requires 9 Medicine/Toxicology/Rehabilitation)
The maximum health regeneration that will affect you is increased by 1(requires 5 Medicine)
Offhand
NightshadeUpgrades:
Energy +4(requires 9 Medicine/Toxicology/Rehabilitation)
The maximum health degeneration that will affect you is decreased by 1(requires 5 Toxicology)
Mainhand
Herbs can be upgraded with focus cores, and offhand item inscriptions.
All poisonous herbs have a secondary Toxicology requirement of 5.
All restorative herbs have a secondary Medicine requirement of 5.
If you are dual wielding herbs you won't have a weapon and will get a "unable to attack, no weapon equipped" message when you try to attack.
Normally you can suffer up to 10 health degen and be effected by up to 10 health regen.
Wielding herbs can change this to 9 degen and 11 regen, because behind the screen additional regen is stacks up to an additional + and -10, but it has no effect, herbs can change that.
Insignia’s:
Herbalist's | +10 AL while affected by a spore
Apocalypse Horseman’s | Move 10% faster while suffering from a condition (Non stacking)
Sufferer’s | +3AL for each condition suffered
Rodent's | +10 AL while affected by a plague
Toxicology (primary)
Every 15 seconds you gain 30 health and 3 energy for each condition you are suffering, for every rank in toxicology this happens ½ a second faster.
Hortimonculus elite spore E10 A1½ R60Ambi-Dexterity
You are affected by hortimonculis for 10 seconds; when it ends you gain 10...31(38) health and this spore is reapplied for 10...7(6) seconds; if you are dead, for 30 seconds a hortimonculus grows at your corpse's location instead.
When triggered the Hortimonculis trap heals all nearby allies for 80 health.
Veined Vine spore E5 A½ R3
For 10 seconds target foe becomes affected by veined vine, when it ends up to 1...3(4) foes near the target suffer from 1 condition on target foe for 120...180(200)% of it's remaining duration;
If target foe dies while affected by this spore, all conditions on that foe and 100% of their remaining durations are transferred instead.
Airborne Agent plague E25 A- R80
For 80 seconds, whenever virus reapplies a condition to you, the same condition is applied to all nearby foes for the same duration. Each foe that receives a condition this way steals 2...2(1) energy from you.
Shamanic Vapors elite infection E5 A1½ R4
For 3...9(11) seconds you are dazed, you attack 50% slower, move 33% faster and your skills that target allies activate 50% faster.
If you are no longer dazed, Shamans Blur ends.
Deadly Mold skill E10 A1 R15
If you are under the effects of a spore, you and target foe become diseased for 4...16(20) seconds, if that foe is also affected by a spore, that foe is also poisoned for 10 seconds.
This skill has half the normal range.Papilloma infection E5 A2 R10Quote:
Menlo: Don't touch it! That is a deadly mold.
Devonna: How do you know?
Menlo: It looks like your cooking. >.>
You suffer from virus for 1...10(13) seconds, skills you use cannot be interrupted.
Papilloma ends when you stop suffering form virus, or when you successfully cast a spell.
Each rank in Ambi-Dexterity increases your damage and chance to achieve a critical hit with a dart,
Also each rank decreases the attack time with a dart wielded in the offhand by 0,1 and every 2 ranks decrease the attack time for darts in the mainhand by 0,1.
Infect dart attack E5 A(next attack) R15Rehabilitation
You begin bleeding for 12 seconds, if this attack hits, and you are suffering from disease, target foe also suffers from disease for 4…10(12) seconds, if you are suffering from poison target foe also suffers from poison for 4…10(12) seconds.
Spastic Venom dart attack E15 A(next attack) R10
If this attack hits, target foe moves 15...60(75)% slower for the venoms duration and is knocked down when it ends.
Curare Venom elite dart attack E10 A3 R20
If this attack hits, it inflicts double venom duration, and the venom does 10...25(30)% more damage.
Surgeons Precision elite preparation E5 A3 R15
For 24 seconds, all your attacks have 4...16(20)% more chance to achieve a critical hit, your dart attacks also have 50...80(90)% chance to be unblockable.
Deadly Toxins preparation E10 A3 R30
For 24 seconds, foes struck by your darts also suffer 5...26(33)% reduced healing effectiveness for the venoms duration.
Rabies elite infectionE10 A½ R5
For 10 seconds you suffer form disease, you attack 33% faster, have 1 less energy regeneration and all healing on you is reduced by 50...29(22)%, whenever you are healed you also gain 1...1(2) energy.
Rabies ends if you are no longer diseased.
Sedatives preparation E5 A3 R15Medicine
For 24 seconds, if your blowgun attacks hit, they cause the target to move, attack and activate skills 3…12(15)% slower for the venom's duration.
Trauma elite plague E5 A- R50
For 80 seconds, whenever a foe in your area that is below 50...71(78)% of it's max health causes damage to a creature that damage is reduced by 5...20(25), if that foe is weakened 3...12(15)% of the the remaining damage is transferred to you.
Intoxicating Dose skill E10 A2 R15
If you are poisoned, target foe is dazed for 1...7(9) seconds; if target foe is also poisoned, all foes adjacent to your target become dazed for 1...7(9) seconds.
This skill has half the normal range.
Parasitic Infections plague E5 A- R100
For 80 seconds, all nearby foes suffering form a condition also cannot achieve critical hits, and lose 1...2(2) energy when they would normally achieve one.
Sapling spore E5 A½ R5
For 12 seconds target foe is affected by sapling, when that foe inflicts a condition on a creature sapling ends prematurely and the foe and all nearby foes suffer from weakness for 6...21(26) seconds. When sapling ends on a dead creature all adjacent foes of the original caster become affected by this spore for 12 seconds.
Fatigue skill E5 A1 R20
For 1...6(8) seconds, target foe attacks and activates skills 20% slower, whenever that foe gains a strike of adrenaline they are crippled for 2 seconds.
This skill has half the normal range.
Mutualisation elite plague E5 A- R120No Attribute
For 80 seconds party members in your area suffering from a condition you are also suffering, gain 1...3(4) health regeneration, you suffer 1 health degeneration each affected ally.
Draped Bandaging skill E5 A2 R2
Target touched ally is cured of 1 viral condition and for 5…8(9) seconds that ally gains 3 health regeneration.
Bedside Manner plague E10 A- R60
For 80 seconds, whenever an other party member adjacent to you suffers from a new condition, that condition lasts 25...55(65)% shorter, but you suffer from that condition for the amount of time it was shortened.
Superficial Stitches skill E5 A1 R4
Target touched ally is healed for 80…230(280) health, this skill cannot increase the target’s health above 50%
Mal Practices preparation E10 A3 R25
For 24 seconds your Medicine attribute is reduced by 3….2(1), skills connected to it activate 25% faster and cost -2 energy.
Cleansing Bloom spore E5 A1 R10
For 10 seconds target other ally becomes affected by Cleansing Bloom, when it ends that ally loses 1 viral condition, if a condition is removed all allies adjacent to that ally are healed for 20...50(60) health, if the target is dead when Cleansing Bloom would end all allies adjacent to it's corpse gain the effects of this spore for 10 seconds instead.
Rampant Growth infection E5 A¾ R15New Stuff
You suffer from virus for 9 seconds; You move 1% slower and have 5 more armor and an additional 1% and 5 armor each second you are under the effects of this infection
Rampant Growth ends when you are no longer suffering from virus.
Enduring Venom dart attack E10 A(next attack) R10
If it hits this attack inflicts triple the venom duration, but deals 50% less damage.
Condition: Virus
When a viral condition is removed, or transferred, off of a creature suffering from virus; without removing virus, then that condition is re-applied for its remaining duration.
(70% of real life viruses; E.G. the common cold, 20+ of the variations of influenza, and even HIV do not do something directly damaging to your body, they are just too small;
They do however keep your body busy or weak so it can’t fight off bacterial infections anymore or heal properly, HIV even shuts down your entire immune system, making even pond scum an infection that could kill you.
When docs say a virus killed someone, they often mean that person died of infections that we encounter every day, but that normally lack the strength to make us sick.
Hence the function of virus, to weaken a foe form the inside so they can’t recover from conditions as long as they are suffering from virus.)
Virus does not re-apply conditions that ended because of “conditions last X% shorter”
The re-applying of conditions caused by virus is affected by any X% shorter or longer conditions effects on the target, even if the original duration was already affected by it. (Just because it might be easier to program that way)
Virus only reapplies viral conditions, which are:
- Bleeding
- Deep wound
- Poison
- Disease
- Cripple
Nor would it be right to have virus reapply virus.
Mechanic: Venom's duration
Darts deal no damage on attack, but inflict damage for a random amount of seconds after they hit.
This stacks for however many dart attacks you or others might be able to hit the target with over the same duration.
Critical hits with a dart do not deal 0*2 damage, but instead have their base venom duration doubled, this applies before any other venom duration changes and is modified by those.
Additional 'on attack' effects like [skill=text]Apply Poison[/skill], Conjure X, or weapon spells, are applied to the initial dart hit.
Additional damage from dart attack skills, is however dealt each second with the venom's damage.
Many skills related to darts use the random duration of the darts venom to apply an effect for a short duration, effects from the same skill do not stack and the application with the most time left is the one that counts.
Skill type: Spore
A successful use of a spore skill, causes a magical seed to grow inside the target, for a limited duration(until it matures).
Spores do not have an active effect while they grow, but each application of a new spore kills any spore that was on the target.
After a set amount of time the spore matures and causes its effect, if the target is dead at that time, the spore grows into a fungus, strengthening the spore's effect or placing a trap at the location of the affected creatures corpse.
A creature can only be affected by 1 spore skill at the same time, applying a new spore to a target or a hostile copy of the current spore will overwrite the current spore.
You can use hostile spore skills to remove spores from foes.
You can remove spores from yourself by overwriting them with a friendly spore skill.
Spores only end when they are removed by another spore skill or when their duration runs out.
Like [skill=text]Aura of the Lich[/skill] they stack with themselves if applied over a previous casting and their effects trigger whenever they should end.
Like AotL if you are no longer affected by the skill when it should end, there is no effect.
unlike AotL spores still fire if you die, and can still be seen in your effects bar if you are rezzed before the spore ends.
Skill type: Infection
An infection is an effect maintained by a condition on you, they do not have a duration but instead end when you stop suffering from the condition.
If the condition is reapplied before it ends, the duration of the infection is extended.
Different infections stack with one another, with the correct use of 2 you might be able to maintain them indefinitely, but you will have to suffer from that condition indefinitely as well.
The effects of an infection are not tied to the condition; you can NOT transfer infections to foes by transferring the condition.
If the condition is removed, but instantly reapplied by virus it will not remove the infection.
Skill type: Dart Attack
An attack skill only usable with a dart equipped, they would not seem to deal much additional damage, but remember this damage can be applied up to 5 times instead of just 1.
Skill type: Plague
A plague skill creates an aura around the user in which either allies or foes(no plague affects both) have an effect reapplied to them every second(if they meet the requirements) that effects ends after 1.1 second.
You can only be the carrier of 1 plague at a time.
Each creature can however be affected my any number of plagues at any time.
You are not effected by the effect of plagues you carry, instead most plagues have some special effect only for their carrier.
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Well I hope you like it or at least some small part of it, I know its not perfect yet, so any comments, suggestions and ideas are very welcome; thank you for reading.