Skirmisher Evolutions

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nsrr
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Skirmisher Evolutions

#1 Post by nsrr »

On the Steam workshop or at te4.org.

Currently adds the following evolutions:

Mudsligner:
Tap into the wild side of Eyal and enhance your sling mastery with wild-gifts.
Learn Slime, Moss, Call of the Wild, and Fungus at 1.3 mastery.
All of your sling hits have a chance to cast a random Moss talent, centered around the target, or Slime Spit, if all Moss talents are cooling down.
You gain 40% Nature resistence penetration.
Reqs: 50 Cun, 25 Wil, imbued with draconic power (consume Worm Queen Heart or Wyrm Bile).

Fateslinger:
Become entangled in the webs of fate and enhance your sling mastery with temporal magic.
Learn Temporal Combat, Stasis, Fate Weaving and Spacetime Weaving at 1.3 mastery.
You gain 25 Def, 25% all res, and 25% reduced negative effect duration after a teleport.
While Dimensional Step is not on cooldown, you have a 25% chance when using a talent to blink randomly in a radius of 3 and tune your Paradox.
You gain 40% Temporal resistence penetration.
Reqs: 50 Cun, 25 Mag, defeat the Chronolith Twin and Clone.

Fearslinger:
Unleash your hatred to enhance your sling mastery with dark gifts.
Learn Fears, Shadows, Dark Sustenance and Cursed Aura at 1.3 mastery and gain one level in Defiling Touch.
Your sling hits have a chance to cast Instill Fear and your ranged attacks will now bypass allies.
You gain 20 Mindpower per currently summoned Shadow.
Reqs: 50 Cun, 25 Wil, defeat Ben Cruthard, the Cursed.

Blightslinger:
Harness the power of corruption and enchance your sling mastery with vile power.
Learn Blight, Plague, Torment and Curses at 1.3 mastery.
Your sling hits deal added Blight damage and cause you to enter a bloodlust-induced frenzy, granting a stacking Spellpower bonus.
You gain 40% blight resistence penetration.
Reqs: 50 Cun, 25 Mag, defeat the Rhaloren Inquisitor.

Crystalslinger:
Discover the secrets of the alchemists to construct a handy golem and enhance your sling mastery with icy infusions.
Learn Golemancy, Explosive Admixtures, Frost Alchemy and Stone Alchemy at 1.3 mastery and gain 5 levels in Runic Golem and 1 mana regen.
Your sling hits bypass allies and, if you have alchemist gems in your off-set quiver, each hit has a chance to instantly swap weapon sets and cast Throw Bomb before swapping back.
You gain 40% cold resistance penetration and iceblock piercing, and when you apply Ice Armour to your golem it will also gain a damage shield and cast Taunt.
Reqs: 50 Cun, 25 Mag, defeat 5 golems.

Battle Skirmisher:
Embrace the warrior within to become a true menace in battle, no longer limiting yourself to slings, but also striking with your shield, fists, and even your head.
Learn Combat Techniques, Shield Offense, Conditioning and Thuggery at 1.3 mastery.
Weapons Mastery will affect Shields and Unarmed combat, and while you have a sling equipped you will use your Unarmed combat stats as your Mainhand weapon.
Your shield hits will have a 40% chance to trigger a sling attack for 50% damage.
After moving with Rush, you will automatically attack all adjacent foes with Skullcracker. Using Bash and Smash will reset the cooldown of Rush.
Reqs: 50 Dex, 25 Str, defeat 20 foes in melee range.

Sunslinger:
Bathe in the glow of the sun to enhance your sling mastery with celestial power.
Learn Sun, Radiance, Light and Chants at 1.3 mastery.
All sling hits will deal added light damage, and, if you have a temporary damage shield active, increase its power(up to once per turn).
Additionally, sling hits against foes outside the reach of your Radiance will pull them 2 tiles toward you. If they are pulled into your Radiance, they are pinned for 3 turns.
Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Reqs:50 Cun, 25 Mag, defeat at least 50 foes on lit tiles

Dreamslinger:
Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.
Reqs:50 Cun, 25 Wil, defeat a foe while you are sleeping.


Note: Age of Ascendancy specific requirements are waived in other campaigns.

Planned: Steam and Demented evolutions (with corresponding DLC ).

Possible:Rogue evolution, another evolution or two in a couple of the larger spaces, i.e. Warrior, Mage and Corruptor. Mage has room for Archmage-bent and Necro-bent, and Warrior has some obvious Archer stuff that could work. Corruptor may have room for a Fire-bent evolution with the possibility of stealing some demon-seed talents.


Questions, comments, and suggestions always welcome! Enjoy :)
Last edited by nsrr on Mon Sep 05, 2022 9:09 pm, edited 9 times in total.

Mr Frog
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Re: Skirmisher Evolutions

#2 Post by Mr Frog »

first

nsrr
Sher'Tul
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Re: Skirmisher Evolutions

#3 Post by nsrr »

I forgot to include the exception check for campaigns where special requirements are bypassed which was preventing the use of these evolutions in any campaign aside from Age of Ascendency. This has been corrected, along with a bug fix and a tweak.

v1.0.1
---
Campaign compatibility.
Fateslinger random blink on talent use now tunes your paradox toward your preferred value rather than simply reducing it.
Fateslinger random blink on talent now properly checks if a talent is actually instant. In effect, this means Called Shots and some other talents can proc the random blink as intended.

nsrr
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Re: Skirmisher Evolutions

#4 Post by nsrr »

Fixed a bug that could occur when you had an existing mastery bonus for a talent category you would learn from an evolution (e.g. if you were wearing Evermoss Robe and learned Mudslinger).

Added two new evolutions:

Fearslinger:
Unleash your hatred to enhance your sling mastery with dark gifts.
Learn Fears, Shadows, Dark Sustenance and Cursed Aura at 1.3 mastery and gain one level in Defiling Touch.
Your sling hits have a chance to cast Instill Fear and your ranged attacks will now bypass allies.
You gain 20 Mindpower per currently summoned Shadow.
Reqs: 50 Cun, 25 Wil, defeat Ben Cruthard, the Cursed.

Blightslinger:
Harness the power of corruption and enchance your sling mastery with vile power.
Learn Blight, Plague, Torment and Curses at 1.3 mastery.
Your sling hits deal added Blight damage and cause you to enter a bloodlust-induced frenzy, granting a stacking Spellpower bonus.
You gain 40% blight resistance penetration.
Reqs: 50 Cun, 25 Mag, defeat the Rhaloren Inquisitor.

nsrr
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Re: Skirmisher Evolutions

#5 Post by nsrr »

Added one new evolution:

Crystalslinger:
Discover the secrets of the alchemists to construct a handy golem and enhance your sling mastery with icy infusions.
Learn Golemancy, Explosive Admixtures, Frost Alchemy and Stone Alchemy at 1.3 mastery and gain 5 levels in Runic Golem and 1 mana regen.
Your sling hits bypass allies and, if you have alchemist gems in your off-set quiver, each hit has a chance to instantly swap weapon sets and cast Throw Bomb before swapping back.
You gain 40% cold resistance penetration and iceblock piercing and when you apply Ice Armour to your golem it will also gain a damage shield and cast Taunt.
Reqs: 50 Cun, 25 Mag, defeat 5 golems.

nsrr
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Re: Skirmisher Evolutions

#6 Post by nsrr »

Fixed a couple of typos. Also previously fixed the mindpower bonus per shadow for Fearslinger (it was giving 15 and claimed 20 in a few places, so I bumped it to 20).

Added one new evolution:

Battle Skirmisher:
Embrace the warrior within to become a true menace in battle, no longer limiting yourself to slings, but also striking with your shield, fists, and even your head.
Learn Combat Techniques, Shield Offense, Conditioning and Thuggery at 1.3 mastery.
Weapons Mastery will affect Shields and Unarmed combat, and while you have a sling equipped you will use your Unarmed combat stats as your Mainhand weapon.
Your shield hits will have a 40% chance to trigger a sling attack for 50% damage.
After moving with Rush, you will automatically attack all adjacent foes with Skullcracker. Using Bash and Smash will reset the cooldown of Rush.
Reqs: 50 Dex, 25 Str, defeat 20 foes in melee range.

Edit:
v1.3.1 fixed a bug with the requirements for Battle Skirmisher.

scul
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Re: Skirmisher Evolutions

#7 Post by scul »

This was one I was meaning to come back to. Thanks for these, I am going to try a few. Looking good as always!

nsrr
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Re: Skirmisher Evolutions

#8 Post by nsrr »

scul wrote: Sat Sep 03, 2022 5:52 pm This was one I was meaning to come back to. Thanks for these, I am going to try a few. Looking good as always!
Thanks :D

I am also pleased to say v1.4.0 has been released, adding one new evolution:

Sunslinger:
Bathe in the glow of the sun to enhance your sling mastery with celestial power.
Learn Sun, Radiance, Light and Chants at 1.3 mastery.
All sling hits will deal added light damage, and, if you have a temporary damage shield active, increase its power(up to once per turn).
Additionally, sling hits against foes outside the reach of your Radiance will pull them 2 tiles toward you. If they are pulled into your Radiance, they are pinned for 3 turns.
Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Reqs:50 Cun, 25 Mag, defeat at least 50 foes on lit tiles

visage
Archmage
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Re: Skirmisher Evolutions

#9 Post by visage »

nsrr wrote: Sun Sep 04, 2022 6:44 pm Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Paladins should natively get that for melee hits. :p

nsrr
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Re: Skirmisher Evolutions

#10 Post by nsrr »

visage wrote: Sun Sep 04, 2022 8:36 pm
nsrr wrote: Sun Sep 04, 2022 6:44 pm Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Paladins should natively get that for melee hits. :p
That would be kinda nice, wouldn't it?

It was a long weekend for me, so I had a bit of extra free time and have released v1.5.0, fixing some scaling for Sunslinger (amounts to a buff for the Weapon of Light effect) and adding a new, psionic base evolution:

Dreamslinger
Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Skirmisher Evolutions

#11 Post by visage »

nsrr wrote: Mon Sep 05, 2022 9:06 pm Dreamslinger
Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.
Fascinating -- lack of psi generation (other than Conversion with its 24-turn cooldown) presumably means there's a significant limit on how many hammer hits you can generate per fight. On the other hand, if it's a fight where you don't have to worry about movement effects you can have Mind Storm take over at that point...

nsrr
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Re: Skirmisher Evolutions

#12 Post by nsrr »

1.5.1 and 1.5.2 fixed a couple of issues with Crystalslinger.
The golem will now spawn immediately upon learning the evolution and will properly benefit from Runic Golem, gaining the 3 extra rune slots as intended.
Additionally, the automatic swap when proc'ing Throw Bomb will no longer cause Bombardment and Counter Shot to deactivate.

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