Blood Knight class
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- Higher
- Posts: 51
- Joined: Sat Dec 21, 2013 5:40 pm
Re: Blood Knight class
My characters won't validate with this addon active.
Re: Blood Knight class
Yep, cause the add-on isn't registered on the site just yet. If you want to play several chars at the same time then just rename this add-ons .teaa to something else when playing other chars.Seian Verian wrote:My characters won't validate with this addon active.
Stronk is a potent combatant with a terrifying appearance.
Re: Blood Knight class
I downloaded the first version because I'm a fiend for unique add-on classes and the concept was hilarious. I ended up playing it all the way through to a win, something I normally never do with non-validated add-ons. It's a fantastically fun class and definitely one of my favorite add-ons ever. I didn't run into any major errors caused by the mod despite running a mess of other mods alongside it, so great job! I'll do a big build type-up since Charvault obviously doesn't work here:
My build at 50:
Cornac
Base Stats: 60 STR, 11 DEX, 60 CON, 11 MAG, 43 WIL, 53 CUN
Class Skills:
Battle Tactics: 1/5 GWF, 5/5 Step Up
Combat Veteran: 1/5 Quick Recovery, 5/5 Swift Metabolism
Bloodflow: 4/5 Bloodrush, 1/5 Scarlet Eyes, 2/5 Reverse the Flow, 2/5 Focus Through Pain
Bloodfury: 3/5 Fury of Blood, 4/5 Scent of Blood, 1/5 Bleeding Shield, 3/5 Red Fuel
Carnage: 3/5 Open Wounds, 2/5 Red Mist, 4/5 Fatal Injury
Blodomination: 4/5 Crippling Wounds, 3/5 Bloodexplosion, 1/5 Overblood, 4/5 Dusty Veins
Crimson: 4/5 Crimson Fog, 4/5 Dim Vision, 4/5 Sacrificial Air, 4/5 Crimson Lungs
Generic Skills:
Combat Training: 5/5 Thick Skin, 5/5 Armor Training, 5/5 Combat Accuracy, 5/5 Weapon Mastery
Conditioning: 4/5 Vitality, 1/5 Daunting Presence, 5/5 Unflinching Resolve
Lifeblood: 5/5 Bleeding Pain, 4/5 Might in Pain, 5/5 Bloody Strikes, 4/5 Blood Feed
One extra infusion slot.
Prodigies: Bloodspring(I had to.
), Irresistable Sun
I opted not to go anti-magic or to unlock Light or Stone Alchemy because I wanted to see how the class stood entirely on its own merits. The answer: probably too well, actually.
The early game is basically Berserker 2.0 and is pretty well balanced. The mid-game gets really rough for a bit. You have so many necessary sustains that stamina becomes a serious problem. I began to do entire fights by bumping into things and using Bloodexplosion; sometimes I would actually stab myself with a Bleeding Edge ring to increase my bleeding to blow up better, which is a really cool interaction that I love. By the late game you have a bunch of points into Crimson and things start getting nutty. You become so durable that it's ridiculous; I would walk into pride entrance, Bloodrush a guy, hit Irresistable Sun and everything would be dead. I blew up the Room of Death while talking 2-3 wyrms at once without too many issues. In High Peak I ran into an Arcane Blade/Archmage Runed Bone Giant stairboss in High Peak and blew him away with no effort. Elendar and Argoniel posed no threat whatsoever.
Suggestions:
-The class has way, way too many sustains. Some of these need to be converted to passives or active skills somehow. By the end of the game I was running something like 10 sustains and I actively avoided any abilities outside the class's basic options. In the midgame I was functionally unable to use my attack skills because I was floating like 300 stamina into sustains.
-Crimson as a tree is monstrously overpowered. The movement speed/stamina regen boost is great, the vision dimming is great, the confuse/blind effect is great. All of them together is just an insane survivability engine that probably needs toning down. This is without addressing Crimson Lungs. Crimson Lungs cannot stay the way it is because it's functional immortality. An 80% heal when you die on a 5 turn cooldown? I only had it trigger once(in the Dark Crypt midgame), but if the rest of the class's defense options were nerfed this would be waaaaay too strong.
-Don't remove blunt weapons for flavor concerns. ToME learned the lesson that arbitrarily restricting weapon choice within a class just sucks. Cursed used to only be able to use axes and it was horrible. If you're concerned about it not making sense, it's really easy to make someone bleed with huge blunt trauma; internal bleeding at the least, skin rupturing, all that lovely icky stuff.
-I'm a big fan of the class actually using two handers. Two handers are kind of an unloved weapon type.
-The interaction between Conditioning's Vitality and Bleeding Pain is pretty overpowered. Since Vitality causes bleeds to wear off twice as fast, you're effectively dropping a huge amount of the damage that Bleeding Pain is smearing for you for free.
Bugs/Usability Things:
-Sacrificial Air bugs out and doesn't let you exit the character screen if the skill level goes to 6.0+
-The blood cloud visual stacking from Crimson gets a little insane and basically makes it impossible to see yourself and the tiles around you when you're taking heavy damage with Sacrificial Air on. While this is pretty funny thematically it's a serious problem from a usability/visibility standpoint.
I'll be watching this mod with interest!
My build at 50:
Cornac
Base Stats: 60 STR, 11 DEX, 60 CON, 11 MAG, 43 WIL, 53 CUN
Class Skills:
Battle Tactics: 1/5 GWF, 5/5 Step Up
Combat Veteran: 1/5 Quick Recovery, 5/5 Swift Metabolism
Bloodflow: 4/5 Bloodrush, 1/5 Scarlet Eyes, 2/5 Reverse the Flow, 2/5 Focus Through Pain
Bloodfury: 3/5 Fury of Blood, 4/5 Scent of Blood, 1/5 Bleeding Shield, 3/5 Red Fuel
Carnage: 3/5 Open Wounds, 2/5 Red Mist, 4/5 Fatal Injury
Blodomination: 4/5 Crippling Wounds, 3/5 Bloodexplosion, 1/5 Overblood, 4/5 Dusty Veins
Crimson: 4/5 Crimson Fog, 4/5 Dim Vision, 4/5 Sacrificial Air, 4/5 Crimson Lungs
Generic Skills:
Combat Training: 5/5 Thick Skin, 5/5 Armor Training, 5/5 Combat Accuracy, 5/5 Weapon Mastery
Conditioning: 4/5 Vitality, 1/5 Daunting Presence, 5/5 Unflinching Resolve
Lifeblood: 5/5 Bleeding Pain, 4/5 Might in Pain, 5/5 Bloody Strikes, 4/5 Blood Feed
One extra infusion slot.
Prodigies: Bloodspring(I had to.

I opted not to go anti-magic or to unlock Light or Stone Alchemy because I wanted to see how the class stood entirely on its own merits. The answer: probably too well, actually.
The early game is basically Berserker 2.0 and is pretty well balanced. The mid-game gets really rough for a bit. You have so many necessary sustains that stamina becomes a serious problem. I began to do entire fights by bumping into things and using Bloodexplosion; sometimes I would actually stab myself with a Bleeding Edge ring to increase my bleeding to blow up better, which is a really cool interaction that I love. By the late game you have a bunch of points into Crimson and things start getting nutty. You become so durable that it's ridiculous; I would walk into pride entrance, Bloodrush a guy, hit Irresistable Sun and everything would be dead. I blew up the Room of Death while talking 2-3 wyrms at once without too many issues. In High Peak I ran into an Arcane Blade/Archmage Runed Bone Giant stairboss in High Peak and blew him away with no effort. Elendar and Argoniel posed no threat whatsoever.
Suggestions:
-The class has way, way too many sustains. Some of these need to be converted to passives or active skills somehow. By the end of the game I was running something like 10 sustains and I actively avoided any abilities outside the class's basic options. In the midgame I was functionally unable to use my attack skills because I was floating like 300 stamina into sustains.
-Crimson as a tree is monstrously overpowered. The movement speed/stamina regen boost is great, the vision dimming is great, the confuse/blind effect is great. All of them together is just an insane survivability engine that probably needs toning down. This is without addressing Crimson Lungs. Crimson Lungs cannot stay the way it is because it's functional immortality. An 80% heal when you die on a 5 turn cooldown? I only had it trigger once(in the Dark Crypt midgame), but if the rest of the class's defense options were nerfed this would be waaaaay too strong.
-Don't remove blunt weapons for flavor concerns. ToME learned the lesson that arbitrarily restricting weapon choice within a class just sucks. Cursed used to only be able to use axes and it was horrible. If you're concerned about it not making sense, it's really easy to make someone bleed with huge blunt trauma; internal bleeding at the least, skin rupturing, all that lovely icky stuff.
-I'm a big fan of the class actually using two handers. Two handers are kind of an unloved weapon type.
-The interaction between Conditioning's Vitality and Bleeding Pain is pretty overpowered. Since Vitality causes bleeds to wear off twice as fast, you're effectively dropping a huge amount of the damage that Bleeding Pain is smearing for you for free.
Bugs/Usability Things:
-Sacrificial Air bugs out and doesn't let you exit the character screen if the skill level goes to 6.0+
-The blood cloud visual stacking from Crimson gets a little insane and basically makes it impossible to see yourself and the tiles around you when you're taking heavy damage with Sacrificial Air on. While this is pretty funny thematically it's a serious problem from a usability/visibility standpoint.
I'll be watching this mod with interest!
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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Blood Knight class
Hey Kanos,
thank you for the comprehensive feedback. I'm sure it will help make this class a better one.
Here are my comments:
Cheers:)
thank you for the comprehensive feedback. I'm sure it will help make this class a better one.
Here are my comments:
Good point, I will have to change some of the sustains to passives or active skills (with instant cast where possible).-The class has way, way too many sustains. Some of these need to be converted to passives or active skills somehow. By the end of the game I was running something like 10 sustains and I actively avoided any abilities outside the class's basic options. In the midgame I was functionally unable to use my attack skills because I was floating like 300 stamina into sustains.
Well, Crimson was the last tree i added to the class and it hasn't been properly tested for OPness. Some nerfs will come in the next version. As for Crimson Lungs - I will eventually change the talent completely, this one is not, what I had in mind designing this talent tree. For the next version a nice warm nerf will have to do:)-Crimson as a tree is monstrously overpowered. The movement speed/stamina regen boost is great, the vision dimming is great, the confuse/blind effect is great. All of them together is just an insane survivability engine that probably needs toning down. This is without addressing Crimson Lungs. Crimson Lungs cannot stay the way it is because it's functional immortality. An 80% heal when you die on a 5 turn cooldown? I only had it trigger once(in the Dark Crypt midgame), but if the rest of the class's defense options were nerfed this would be waaaaay too strong.
After everything I red here i decided to get rid of the weapon restrictions.-Don't remove blunt weapons for flavor concerns. ToME learned the lesson that arbitrarily restricting weapon choice within a class just sucks. Cursed used to only be able to use axes and it was horrible. If you're concerned about it not making sense, it's really easy to make someone bleed with huge blunt trauma; internal bleeding at the least, skin rupturing, all that lovely icky stuff.
Another plan I have is to add a second generic tree. Then conditioning will be gone forever. Till then a 0.7 category mod instead of the 1 will have to do. If I remove the tree completely, not much will be left to spend generics on if you don't go antimagic, and I want this to be a game of choices and not only filling all open spaces with points.-The interaction between Conditioning's Vitality and Bleeding Pain is pretty overpowered. Since Vitality causes bleeds to wear off twice as fast, you're effectively dropping a huge amount of the damage that Bleeding Pain is smearing for you for free.
Ill have to check whats wrong here.Sacrificial Air bugs out and doesn't let you exit the character screen if the skill level goes to 6.0+
I thing this one is already fixed in v2. The stacking is really a problem with the buggy Sacrificial Air talent. But in the long run I plan to alter the crimson fog effect a bit.The blood cloud visual stacking from Crimson gets a little insane
Cheers:)
Re: Blood Knight class
You cited encourage bigger weapon usage by introducing bonuses for skills when using bigger weapons and penalties for smaller ones.
It would actually make sense, since bigger weapons make bigger wounds and bigger wounds will bleed more.
It would actually make sense, since bigger weapons make bigger wounds and bigger wounds will bleed more.
Stronk is a potent combatant with a terrifying appearance.
-
- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Blood Knight class
Changes to v3:
- Finally registered and uploaded the addon to te4.org site. It won't invalidate saves anymore
- Unlocked all weapon types to be used with this class. 2h weapon are still preferred and are getting small bonuses in the Carnage tree
- Crimson tree toned down
- Many sustains have their cost reduced
- Bugfixes
Enjoy:)
- Finally registered and uploaded the addon to te4.org site. It won't invalidate saves anymore
- Unlocked all weapon types to be used with this class. 2h weapon are still preferred and are getting small bonuses in the Carnage tree
- Crimson tree toned down
- Many sustains have their cost reduced
- Bugfixes
Enjoy:)
Re: Blood Knight class
v3 reporting:
Here's the error with 5 points in Sacrificial Air: http://imgur.com/GdQncQP
Also it seems visuals for Overblood play even if talent is disabled.
Here's the error with 5 points in Sacrificial Air: http://imgur.com/GdQncQP
Also it seems visuals for Overblood play even if talent is disabled.
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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Blood Knight class
Found it, fixed it, tested it, will upload it:)Here's the error with 5 points in Sacrificial Air: http://imgur.com/GdQncQP
Found it, fixed it, tested it, will upload it:)Also it seems visuals for Overblood play even if talent is disabled.
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- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Blood Knight class
Blood Knight version 4.0 changelog:
- Fixed Overblood triggering
- Fixed Sacrificial Air Bug
- Removed Conditioning talent tree (was to OP)
- Added Mobility talent tree (locked, 0.8 modifier)
- Added Thuggery talent tree (locked, 0.8 modifier)
- Bleeding pain changed from sustain to passive
- Blood Feed changed from sustain to passive
- Dusty Veins changed from sustain to passive
- Crippling Wound changed from sustain to passive
- Overblood sustain cost increased
Enjoy
- Fixed Overblood triggering
- Fixed Sacrificial Air Bug
- Removed Conditioning talent tree (was to OP)
- Added Mobility talent tree (locked, 0.8 modifier)
- Added Thuggery talent tree (locked, 0.8 modifier)
- Bleeding pain changed from sustain to passive
- Blood Feed changed from sustain to passive
- Dusty Veins changed from sustain to passive
- Crippling Wound changed from sustain to passive
- Overblood sustain cost increased
Enjoy

Re: Blood Knight class
Description of 'Bloodexplosion' talent seems to have a typo: it says 'blight' damage instead of 'bleed'.
Edit: http://clip2net.com/s/6FqwVK
Edit2: Focus through Pain also has typo in its description ('no damage do you').
Edit: http://clip2net.com/s/6FqwVK
Edit2: Focus through Pain also has typo in its description ('no damage do you').
Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks.
Re: Blood Knight class
Critical bug: when you are silenced - you cannot use any stamina skills for some reason.
Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks.
Re: Blood Knight class
Code: Select all
Lua Error: /mod/addons/PlenumTooltip/superload/mod/class/Actor.lua:290: attempt to call method 'combatGetIncDamage' (a nil value)
At [C]:-1 combatGetIncDamage
At /mod/addons/PlenumTooltip/superload/mod/class/Actor.lua:290 tooltip
At /mod/addons/PlenumTooltip/superload/mod/class/NPC.lua:32 check
At /engine/Map.lua:711 checkEntity
At /mod/class/Tooltip.lua:36 check
At /mod/class/Tooltip.lua:50 getTooltipAtMap
At /engine/Tooltip.lua:269 displayAtMap
At /engine/interface/GameTargeting.lua:65 targetDisplayTooltip
At /mod/class/Game.lua:1451
Will randomly happen upon mouse over, but only on certain enemies. (Enemy types seem completely random.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
-
- Archmage
- Posts: 379
- Joined: Tue Nov 11, 2003 10:54 am
- Location: Wroclaw/Poland
Re: Blood Knight class
Hi,
I will take a look at these errors and post an update shortly:)
Cheers.
I will take a look at these errors and post an update shortly:)
Cheers.
Re: Blood Knight class
Spine of the World prophecy makes class unplayable...
Opinions are like assholes. Everybody's got one and everyone thinks everyone else's stinks.