[Embers] Empyreal Class
Posted: Thu Feb 25, 2016 10:39 pm
If you're like me, you recognised unfamiliar talents being used by Astrologers and Astral Conjures and Stargazers. If you've been here longer than me, you may have recognised them as Empyreal talents, finally added to canon after languishing in the forgotten depths of the addon forum. Immediately I decided to polish them (very slightly) and give them to players, so. Here we are. All credit goes to DarkGod and everyone who helped with Embers, and to Umbrall, creator of the class - some of these talents are impossible, they boggle the mind.
The Stargazer (A new name for the Empyreal to prevent conflict) is a celestial class focusing on projectile manipulation. Depending on your choice in the game options, it may have my modified/fixed Void talents, and it may have Chronomancy. By default, it has neither - go into Game Options to change it, then start a new game.
Without Embers of Rage, this addon should do literally nothing.
Acquire the addon here!
They have +6 Magic, +3 Constitution, no life per level modifier and 90 base life. They have the following categories:
["celestial/sol"]={true, 0.3},
["celestial/cosmic"]={true, 0.3},
["celestial/reflection"]={true, 0.3},
["celestial/energies"]={true, 0.3},
["chronomancy/gravity"]={true, 0.3},
["celestial/twilight"]={false, 0},
["celestial/circles"]={false, 0.2},
["celestial/void"]={false, 0.2},
["chronomancy/energy"]={true, 0.2},
["celestial/light"]={true, 0},
["celestial/chants"]={true, 0.2},
["celestial/hymns"]={false, 0.2},
["cunning/survival"]={false, 0},
Celestia/Sol
Blast your foes with the speed and power of light. (Category information mine, otherwise unmodified from original/Embers - as far as I can tell, Embers didn't change it from how it was originally presented.)
Solar Orb
Fire out an orb of light that deals %0.2f light damage and then returns, dealing the same amount of damage again and reducing the cooldown by half (%d) when it reaches you. The damage will increase with your spellpower. The ball will travel at most %d distance to return to you.
Solar Wind
While sustained, this ability speeds up outgoing projectiles by %d%% while slowing incoming projectiles by %d%%. The increase and decrease improve with your spellpower
Lucent Wrath
After %d turns, the target area in (radius %d) is blasted with a beam of light, dealing %0.2f damage and lighting the area
Lightspeed
Instantly gain %d%% percent of a turn.
Celestial/Cosmic
Dance around the battlefield with the power of the moon. (My description, otherwise unchanged.)
Lunar Orb
Fires out a bolt of cosmic energy in the target direction. The projectile continues until it hits a wall or the edge of the map, dealing %0.2f dark damage to enemies hit and restoring %d negative energy. The negative energy gained is reduced by 25%% per enemy hit, restoring a maximum of %d. Enemies hit will become aware of you.
Astral Path
Fire an orb of negative energy towards a spot within range %d.
When the orb reaches its destination, it will teleport you to its location.
The speed of the projectile (%d%%) increases with your movement speed
Galactic Pulse
Sends out a slow-moving spiral of cosmic energy towards a target location within range 8.
As the cosmic energy moves, it pulls in targets adjacent to it, dealing %0.2f darkness damage and granting you 1 negative energy per hit.
Supernova
Expend all of your negative energy to create a massive burst of dark energy (radius %d) at a target location within range %d.
This deals %0.2f darkness damage and pins targets hit for %d turns.
The damage and pin chance increase with your spellpower, and the damage, radius and pin duration all increase with negative energy and talent level
Celestial/Energies
Manipulate and control your celestial energy levels.
Celestial Acceleration
Increases your movement speed by %0.2f%% per percent of positive energy and your casting speed by %0.2f%% per percent of negative energy, up to a maximum of %0.2f%% at 80%%. Sustained energy still counts toward the maximum.
Polarization
Whichever of your positive and negative energies is a higher percentage regenerates towards its max instead of its normal resting value (%d positive, %d negative). Your negative and positive regeneration/degeneration rates are increased to %0.2f.
Magnetic Inversion
Swap your current positive and negative energy levels. This spell takes no time to cast.
Plasma Bolt
Fires out a bolt of pure energy, dealing %0.2f light and %0.2f darkness damage in a radius of %d, and slowing targets hit. Their movement is reduced by %d%% and attacking, casting and mind attacks by %d%%. The bolt will attune to your current positive and negative energy amounts.
Celestial/Reflection
Deflect and manipulate projectile attacks.
Diffraction Pulse
Create a distortion at the target tile, knocking back all projectiles and changing their direction to face away if possible.
Mirror Wall
Creates a wall %d units long for %d turns, reflecting all projectiles that hit it and blocking sight.
Spatial Prism
Target a projectile in mid-flight to clone it and target that projectile independently. You gain ownership over the new projectile.
Mirror Self
Summons a clone for %d turns which casts all the spells you cast, dealing %d%% damage and having %d%% health. Additionally, all light damage the clone deals becomes darkness damage and all darkness damage becomes light damage. (This one I had to hack; it didn't have a working AI. I copied the one from Forgery of Haze, seems to work fine.)
Celestial/Void
Wield powerful techniques based on darkness.
Nebula Spear
Fire out a spear of cosmic energies. If it hits an enemy it deals %0.2f damage, otherwise it explodes in a thin cone of radius %d at the end of its range, blocked by enemies, which deals %.02f to %0.2f damage depending on how much the enemies block. (This had neither cost nor cooldown. I have it a minor negative negative cost, as they didn't have one, and a moderate CD.)
Crescent Wave
Fires out a crescent projectile. If it hits an enemy it deals %0.2f damage and roots them for one turn.
If another projectile damages them within %d turns, they take half that damage and are rooted again. (This one I made largely from scratch, as the original wasn't even coded. The original intention was for a curving clockwise bolt, I think. Presumably that was hard/impossible to code. This is, sadly, just a normal bolt.)
Twilit Echoes
The target feels the echoes of all your light and dark damage for %d turns.
Light damage slows the target by %0.2f%% per point of damage dealt for %d turns, up to a maximum of %d%% at %d damage.
Dark damage creates an effect at the tile for %d turns which deals %d%% of the damage dealt each turn. It will be refreshed as long as the target continues taking damage from it or another source while Twilit Echoes is active, dealing its remaining damage over the new duration as well as the new damage. (This was given a cooldown (v low) but otherwise not touched.)
Starscape
Summons the starscape in the surrounding area in a radius of %d. For %d turns, this area exists outside normal time, and in zero gravity. In addition to the effects of zero gravity, Movement of projectiles and other creatures is three times as slow. Spells and attacks cannot escape the radius until the effect ends. (Untouched. May have been borrowed by Midnight? Might need to actually do a little more...)
1.0.1
As the Empyreal class exists in Embers code, but isn't allowed, there were two Empyreal classes - one with chronomancy and a class description, one without.
This addon now adds the Stargazer class, which is functionally the Empyreal, just with a changed name.
I 'fixed' Mirror Self when it wasn't broken. I've removed that change; Mirror Self will now not use talents of its own volition, only when you do, as the description says.
In the name of options, I added a Game Options to let you decide how much you want me messing with things:
'no' just adds the Empyreal (Named Stargazer), without the unfinished Void tree. I still give you a class description and category descriptions - and the void talents are still changed, but you don't have them.
'void fixes only' enables the Void tree with my changes, but is otherwise just Empyreal under the Stargazer name.
'yes' enables all my changes, including the Gravity and Chronomancy/Energies trees to fill out their talent choices. If/when I get to making new talents (I have plans for Celestial/Fusion and Celestial/Singularity) they'll be included here.
The Stargazer (A new name for the Empyreal to prevent conflict) is a celestial class focusing on projectile manipulation. Depending on your choice in the game options, it may have my modified/fixed Void talents, and it may have Chronomancy. By default, it has neither - go into Game Options to change it, then start a new game.
Without Embers of Rage, this addon should do literally nothing.
Acquire the addon here!
They have +6 Magic, +3 Constitution, no life per level modifier and 90 base life. They have the following categories:
["celestial/sol"]={true, 0.3},
["celestial/cosmic"]={true, 0.3},
["celestial/reflection"]={true, 0.3},
["celestial/energies"]={true, 0.3},
["chronomancy/gravity"]={true, 0.3},
["celestial/twilight"]={false, 0},
["celestial/circles"]={false, 0.2},
["celestial/void"]={false, 0.2},
["chronomancy/energy"]={true, 0.2},
["celestial/light"]={true, 0},
["celestial/chants"]={true, 0.2},
["celestial/hymns"]={false, 0.2},
["cunning/survival"]={false, 0},
Celestia/Sol
Blast your foes with the speed and power of light. (Category information mine, otherwise unmodified from original/Embers - as far as I can tell, Embers didn't change it from how it was originally presented.)
Solar Orb
Fire out an orb of light that deals %0.2f light damage and then returns, dealing the same amount of damage again and reducing the cooldown by half (%d) when it reaches you. The damage will increase with your spellpower. The ball will travel at most %d distance to return to you.
Solar Wind
While sustained, this ability speeds up outgoing projectiles by %d%% while slowing incoming projectiles by %d%%. The increase and decrease improve with your spellpower
Lucent Wrath
After %d turns, the target area in (radius %d) is blasted with a beam of light, dealing %0.2f damage and lighting the area
Lightspeed
Instantly gain %d%% percent of a turn.
Celestial/Cosmic
Dance around the battlefield with the power of the moon. (My description, otherwise unchanged.)
Lunar Orb
Fires out a bolt of cosmic energy in the target direction. The projectile continues until it hits a wall or the edge of the map, dealing %0.2f dark damage to enemies hit and restoring %d negative energy. The negative energy gained is reduced by 25%% per enemy hit, restoring a maximum of %d. Enemies hit will become aware of you.
Astral Path
Fire an orb of negative energy towards a spot within range %d.
When the orb reaches its destination, it will teleport you to its location.
The speed of the projectile (%d%%) increases with your movement speed
Galactic Pulse
Sends out a slow-moving spiral of cosmic energy towards a target location within range 8.
As the cosmic energy moves, it pulls in targets adjacent to it, dealing %0.2f darkness damage and granting you 1 negative energy per hit.
Supernova
Expend all of your negative energy to create a massive burst of dark energy (radius %d) at a target location within range %d.
This deals %0.2f darkness damage and pins targets hit for %d turns.
The damage and pin chance increase with your spellpower, and the damage, radius and pin duration all increase with negative energy and talent level
Celestial/Energies
Manipulate and control your celestial energy levels.
Celestial Acceleration
Increases your movement speed by %0.2f%% per percent of positive energy and your casting speed by %0.2f%% per percent of negative energy, up to a maximum of %0.2f%% at 80%%. Sustained energy still counts toward the maximum.
Polarization
Whichever of your positive and negative energies is a higher percentage regenerates towards its max instead of its normal resting value (%d positive, %d negative). Your negative and positive regeneration/degeneration rates are increased to %0.2f.
Magnetic Inversion
Swap your current positive and negative energy levels. This spell takes no time to cast.
Plasma Bolt
Fires out a bolt of pure energy, dealing %0.2f light and %0.2f darkness damage in a radius of %d, and slowing targets hit. Their movement is reduced by %d%% and attacking, casting and mind attacks by %d%%. The bolt will attune to your current positive and negative energy amounts.
Celestial/Reflection
Deflect and manipulate projectile attacks.
Diffraction Pulse
Create a distortion at the target tile, knocking back all projectiles and changing their direction to face away if possible.
Mirror Wall
Creates a wall %d units long for %d turns, reflecting all projectiles that hit it and blocking sight.
Spatial Prism
Target a projectile in mid-flight to clone it and target that projectile independently. You gain ownership over the new projectile.
Mirror Self
Summons a clone for %d turns which casts all the spells you cast, dealing %d%% damage and having %d%% health. Additionally, all light damage the clone deals becomes darkness damage and all darkness damage becomes light damage. (This one I had to hack; it didn't have a working AI. I copied the one from Forgery of Haze, seems to work fine.)
Celestial/Void
Wield powerful techniques based on darkness.
Nebula Spear
Fire out a spear of cosmic energies. If it hits an enemy it deals %0.2f damage, otherwise it explodes in a thin cone of radius %d at the end of its range, blocked by enemies, which deals %.02f to %0.2f damage depending on how much the enemies block. (This had neither cost nor cooldown. I have it a minor negative negative cost, as they didn't have one, and a moderate CD.)
Crescent Wave
Fires out a crescent projectile. If it hits an enemy it deals %0.2f damage and roots them for one turn.
If another projectile damages them within %d turns, they take half that damage and are rooted again. (This one I made largely from scratch, as the original wasn't even coded. The original intention was for a curving clockwise bolt, I think. Presumably that was hard/impossible to code. This is, sadly, just a normal bolt.)
Twilit Echoes
The target feels the echoes of all your light and dark damage for %d turns.
Light damage slows the target by %0.2f%% per point of damage dealt for %d turns, up to a maximum of %d%% at %d damage.
Dark damage creates an effect at the tile for %d turns which deals %d%% of the damage dealt each turn. It will be refreshed as long as the target continues taking damage from it or another source while Twilit Echoes is active, dealing its remaining damage over the new duration as well as the new damage. (This was given a cooldown (v low) but otherwise not touched.)
Starscape
Summons the starscape in the surrounding area in a radius of %d. For %d turns, this area exists outside normal time, and in zero gravity. In addition to the effects of zero gravity, Movement of projectiles and other creatures is three times as slow. Spells and attacks cannot escape the radius until the effect ends. (Untouched. May have been borrowed by Midnight? Might need to actually do a little more...)
1.0.1
As the Empyreal class exists in Embers code, but isn't allowed, there were two Empyreal classes - one with chronomancy and a class description, one without.
This addon now adds the Stargazer class, which is functionally the Empyreal, just with a changed name.
I 'fixed' Mirror Self when it wasn't broken. I've removed that change; Mirror Self will now not use talents of its own volition, only when you do, as the description says.
In the name of options, I added a Game Options to let you decide how much you want me messing with things:
'no' just adds the Empyreal (Named Stargazer), without the unfinished Void tree. I still give you a class description and category descriptions - and the void talents are still changed, but you don't have them.
'void fixes only' enables the Void tree with my changes, but is otherwise just Empyreal under the Stargazer name.
'yes' enables all my changes, including the Gravity and Chronomancy/Energies trees to fill out their talent choices. If/when I get to making new talents (I have plans for Celestial/Fusion and Celestial/Singularity) they'll be included here.