Horizon's Gate

Horizon's Gate

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Hemomancer
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Tags: Class
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22 Oct, 2021 @ 10:03am
5 Jun, 2024 @ 6:46pm
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Hemomancer

Description
This adds the Hemomancer class, a magic-based class that benefits from high life and ruin skill, inspired by blood mages from other games. Life skill will increase the beneficial aspects of your abilities, such as health restoration, while ruin increases the damage done. Hemomancers are versatile, able to thrive on the frontline as a drain tank, or in the back as a high-damage ranged mages. Most hemomancer abilities come at an HP cost, and you CAN use the ability even when you don't have the HP to pay for it…but you'll still lose the life and get KO'd, so be careful*! Blood magic is powerful, but very risky - it's easy to overuse your abilities and find yourself in a position where you get too low on health...but with the right combination of skills, you can bring yourself from the brink of death back to full life!

Hemomancer passives work well for other class combinations too. Consume is great for assassins, Tanks will love Clotting Cover, and any mage would appreciate Critical Empower. I hope you have fun with this class! Please share any feedback or issues you find. I intend to make a dungeon centered on this class in the next month or so, along with items to support this class. More to come!

Specs:
+Stats & Skills: MagAtk, MagDef, Dagger, Ruin, Life all +1
+Upgradeable Stats: HP, Dagger, Ruin, Life
+Class Requirements: 250 Sage XP, 250 Unmaker XP

Abilities:
-Siphon: Deal damage to an enemy based on your ruin and magic skill, and heal yourself for your life and magic skill (Works on dead bodies too!).
-Blood Bath: Deal damage to all targets (allies included) around you at the cost of your own health. Note that this creates blood (i.e. red water with all the normal water properties) all around the user, and will cause Wet status.
-Blood Whip: Deal damage to targets in a line, and reduce magic defense by 2 at the cost of your own health.
-Hemo Rage: Double your Magic Attack for 40(t) at the cost of your own health.
-Transfuse: Deal massive ruin damage to a single target for a major cost of your own HP, but gain Physical and Magic Defense until your next turn equal to your life skill.

Passives:
-Clotting Cover: Any time you take physical damage, gain 1 Physical Defense for a short time. Any time you take magic damage, gain 1 Magic Defense for a short time.
-Critical Empower: Gain 5 Magic Attack when you are hit into critical condition (Stacks with other "Critical" passives**)
-Consume: Restore 5 HP whenever you kill a unit

*NOTE: Abilities that KO'd the caster due to the health cost will still trigger their other effects. This may be useful if you desperately need to use the ability, and are willing to KO'd your own unit to do so.

**NOTE: You can pair this with other "Critical" skills, but if you pair with Critical Recovery, the order you slot the passives matters. If you put Critical Recovery first, and use Hemo Rage, Critical Empower will not trigger even though you will dip into critical range before Critical Recovery takes you out of it. This can be avoided by simply slotting Critical Empower ahead of Critical Recovery, giving you a cool combo by granting you +5 MagAtk and healing you up 15%.
4 Comments
Welk 4 Dec, 2024 @ 6:38am 
Thanks Vice for updating your class mod!
Vice  [author] 7 Jun, 2024 @ 8:21pm 
Thanks Mafe! Clotting Cover has been corrected to work correctly. @Gaist, unfortunately there's no current interaction with the blood mod, and I'm unlikely to revamp the mod to do so.
Mafe 29 Jul, 2022 @ 3:09pm 
Super cool class! A little thing tho, there is a typo on the code of "Clotting Cover" actions.

ID=He_clot_mag_act;
actorValue=MagDef;
visibleEvaluations=true;
visibleMiss=false;
harmful=false;
magnitude=1 + tFromSource:MagDef:He_clot_phys_act;

The stacking part is pointing the wrong action, so the Mag Def will never stack
Gaist Heidegger 28 Jan, 2022 @ 9:15am 
Curious if this interacts / plays nice with the blood mod as well?