Primal Chosen: Celestial/Chronomancy Brawlers
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Primal Chosen: Celestial/Chronomancy Brawlers
Loosely based on Exalted concepts, with a dose of namedropping from one of our own heroic tome staff, the Primal Chosen is a magic-based brawler who wields temporal and darkness damage.
They can adopt lupine form (sadly, no graphic for this), but they find themselves drawn to strange, temporal magic, rather than the celestial of their compatriots. As they grow, they slip into more powerful chronomantic techniques.
Get the class here!
They have a life rating of +2, a +4 bonus to magic and cunning, and a +2 bonus to all other stats - while magic based in theory, they basically require every attribute score to some extent.
They have access to the following talent categories.
Bold categories are new with this addon.
Class
Celestial/Dawn's Aura - Powerful celestial combat using ancient principles you hardly understand.
Celestial/Dusk's Aura - Frantic celestial combat to defeat multiple foes with shadowy attacks.
Celestial/Twilight's Aura - Defensive celestial combat to keep you alive in long fights.
Celestial/Lunar Predator - The moon's blessings grant you a lupine transformation.
Chronomancy/Written In Stars - Come to understand and wield a greater destiny.
High Level Class Trees
Chronomancy/Beginnings - Overwhelm mighty foes with ancient unarmed techniques.
Chronomancy/Endings - Annihilate armies with dark unarmed techniques.
Chronomancy/Serenity (Locked) - Defend and destress yourself with serene unarmed techniques.
Chronomancy/Timeline Threading (Locked) - Examine and alter the timelines that make up the spacetime continuum.
Generic Trees
Chronomancy/Fate Weaving - Weave the threads of fate.
Chronomancy/Chronomancy - Allows you to glimpse the future, or become more aware of the present.
Technique/Unarmed Training - Teaches various martial arts techniques that may not be practiced in massive armor or while a weapon or shield is equipped.
Cunning/Survival - The knowledge of the dangers of the world, and how to best avoid them.
Celestial/Hymns (Locked) - Chant the glory of the Moon.
Chronomancy/Spacetime Weaving (Locked) - Weave the threads of spacetime.
High Level Generic Trees
Chronomancy/The Lotus Blossoms (Locked) - Advanced and esoteric unarmed discipline.
Celestial/Dawn's Aura
Powerful celestial combat using ancient principles you hardly understand.
Dawn's Fury
Strike with overwhelming force, dealing %d%% temporal weapon.
This talent also allows you to wield the Aura of the Dawn stance, which grants physical and spellpower. While you use the Aura of the Dawn, if Dawn's Fury isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
Aura of the Dawn
Increases your physical and spellpower by %d. This scales with character level.
While sustained, your Dawn's Fury will replace basic attacks when not cooling down.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
Radiant Awe
Strike with such ancient glory that your foe is frozen, struck dumb by your glory. You deal %d%% temporal weapon damage, and the target has a 75%% chance each to be silenced or pinned for %d turns.
Morning Glory
You shine in the opening stages of a battle. When you first sight an enemy, you gain %d%% movement speed and a %d%% all damage bonus for %d rounds, decaying in the final three rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy.
First Light
Strike out with all your might, dealing %d%% temporal weapon damage to a target within %d.
A critical hit with this talent deals %d%% bonus critical damage, based on your spellpower.
Celestial/Dusk's Aura
Frantic celestial combat to defeat multiple foes with shadowy attacks.
Sweeping Dusk
Dash through %d tiles, dealing %d%% weapon damage as darkness to anyone adjacent or within to your path.
This talent also allows you to wield the Aura of the Dusk stance, which grants bonuses to movement and attack speeds. While you use the Aura of the Dusk, this talent's cooldown is reduced by six.
Aura of the Dusk
Increases your movement, spell and physical speed by %d%%. This scales with character level.
While sustained, your Sweeping Dusk will reduce its cooldown by six after use.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
Hunting Black Blood
While sustained, you detect foes in a radius of %d, based on Magic and talent level.
Evening Glory
You shine when you see the end approaching. When knocked below 50%% of your maximum health, you gain %d%% global speed and a %d%% all resist bonus for %d rounds, rising up to that value on the third and subsequent rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy.
Fall Of Night
Dash forwards with vicious speed, with a range of %d. If you reach a target, you perform a vicious melee attack for %d%% weapon damage as darkness, and can blind the target for 3 turns.
You must move from at least 2 tiles away.
Celestial/Twilight's Aura
Defensive celestial combat to keep you alive in long fights.
Eternal Twilight
An aura of timeless shadow surrounds you, harming those that attack you in melee for %0.2f darkness and %0.2f temporal damage. The effect lasts for %d turns.
This talent also allows you to wield the Aura of the Twilight stance, which grants a huge damage penalty and a huge regen bonus. While you use the Aura of the Twilight, this talent also provides %d%% all resist.
Effect power scales with spellpower.
Aura of the Twilight (No NPC)
Increases your life regen by %d, but reduces your damage by %d%%. The regen grows and the penalty shrinks with character level.
While sustained, your Eternal Twilight provides an all resist bonus.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
All Good Things
Everything ends, good and bad. You try not to dwell on the bad, and it slides from you like water from a duck.
When activated, this ability reduces the duration of all active detrimental effects by 15%% of your appropriate save value plus your talent level.
Physical effect durations reduced by %d turns
Magical effect durations reduced by %d turns
Mental effect durations reduced by %d turns
Still Winds
You are aware of everything that goes on around you, allowing you to see that which hides, and use your foes' mistakes against them.
You increase existing infravision, and heightened senses range by %d.
In addition, you attempt to knockback any foe that misses you in melee, knocking them two spaces away.
Twilight Fades
You are strongest in the first moments of the dawn and the dusk.
When you leave the Aura of the Twilight, you gain a damage shield with a value of %d, lasting for 5 turns.
If you enter the Aura of the Dawn in this way, you also receive a %d%% all-damage bonus. If you enter the Aura of the Dusk in this way, you also receive a %d defense bonus.
The shield and defense bonus scale with spellpower.
Celestial/Lunar Predator
The moon's blessings grant you a lupine transformation.
Claws Of Night
Your celestial talents have led you to this; the ability to adopt a powerful, lupine form.
While in this form, you deal bonus damage on each attack, reduced by 25%% when using a shield and by 50%% when dual wielding.
This damage is always at least %.02f darkness and %0.2f temporal, but will be 25%% of the melee attack's damage if that would be greater.
Your speed and insight also grants you a %d bonus to your defence. However, this drains your energy very quickly - you lose %d negative energy each round this is sustained, and it deactivates if this loss would take you below zero.
The effects will increase with your Spellpower. The drain is reduced by talent level.
Moontide Blessings
Your body is made of stars and fate, and it is powered more by your mind than your body.
When you activate Claws of Night, it adds %d Dexterity (Based on your Cunning) and %d Constitution (Based on your Magic) to your abilities.
Moon's Vigil
You wrap the night around you, vanishing from sight.
For two rounds, you are stealthed; completely regardless of detections or what actions you take. At talent level 5, the duration becomes three rounds.
Blessed Silver
You have learnt the weaknesses of the unnatural; the creatures that Eyal despises. You can slay them more easily than others.
You take %d%% less damage from these creatures and deal them %d%% more damage.
These creatures include undead, horrors, demons and titans.
Chronomancy/Written In Stars
Come to understand and wield a greater destiny.
The Stars Align
Fate conspires in little ways to lead you to victory.
Whenever you score a critical hit of any kind, you gain one Spin. (See Chronomancy/Fate Weaving: Spin Fate)
Your Spin Fate stacks grant you %d negative energy regen each.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
For each talent in this category you have at raw talent level four or above, you may gain one more Spin Fate stack than normal. (Maximum %d.)
(JFTR, thhe Folds don't count.)
Final Chapter - Yes, an adventurer with this AND weapon manifold will be folding constantly.
You now have a %d%% chance to Fold Fate, Entropy or Moonlight into your attacks.
Fold Destiny: Deals %0.2f temporal damage to enemies in a radius of %d. Affected targets may lose %d%% darkness and temporal resistance for %d turns.
Fold Entropy: Deals %0.2f darkness and %0.2f temporal damage to enemies in a radius of %d. Affected targets may have their accuracy and damage reduced by %d%% for %d turns.
Fold Moonlight: Deals %0.2f darkness damage to enemies in a radius of %d. Affected targets may be confused or blinded for %d turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn.
Tool of Destiny
Your blows are fated. Each stack of Spin Fate you gain also grants you %d%% critrate.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
Assuming The Mantle
Your destiny has always lain beyond the heavens. Each stack of Spin Fate you gain also grants you a %d%% bonus to temporal damage, penetration, and resistance.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
Chronomancy/Beginnings
Overwhelm mighty foes with ancient unarmed techniques.
Gaze Of History
You fill the target's mind with a glimpse of infinite history. The overwhelming perspective dismays them, reducing their damage and accuracy by %d%% for %d turns.
Alpha Claw
The first strike is the most important.
Attack the target for %d%% weapon damage as temporal. If the target is above 75%% of their maximum health, you instead deal %d%% weapon damage.
In The Beginning
Your strike transcends time and space, simultaneously striking all foes in an area of %d, centred up to %d tiles away.
Foes in the area take %d%% temporal weapon damage.
With Every Dawn
Every story has a beginning.
Whenever you deal at least %d%% of a target's health in damage, you inflict them with Ends Beginning for three rounds. This interacts with an Endings talent.
If you strike an enemy afflicted with Beginning's End (caused by an Endings talent) and deal at least %d%% damage, you deal 50%% more damage as temporal.
You also give yourself a complementary buff, providing %d%% global speed for three rounds. The effect scales with your spellpower and paradox.
No effects apply while not in the Aura of the Dawn stance.
Chronomancy/Endings
Annihilate armies with dark unarmed techniques.
Echoing Cull
You make a vicious attack that echoes through the world, dealing %d%% weapon damage as Darkness in a cone of %d.
Your attack also tears the fabric of space, and you teleport randomly in the cone's area.
Omega Hand
The only strike that matters is the last.
Attack the target for %d%% weapon damage as darkness. If the target is below 25%% of their maximum health, you instead deal %d%% weapon damage.
If the attack brings them below 25%% health (or if it didn't, but an empowered attack would have), the difference is dealt to them directly.
An Aeon Ends
You warp %d tiles to the target location, reappearing with a warped strike that hits all adjacent foes for %d%% weapon damage as darkness.
Comes The Dusk
Every story has an ending.
You lash out with phenomenal speed and power, dealing %d%% weapon damage as darkness in a radius of two.
Against targets afflicted with End's Beginning (caused by dealing high damage while knowing a Beginnings talent), you instead deal %d%% weapon damage and consume that debuff.
You also afflict the enemy with Beginning's End for three rounds. This interacts with a Beginnings talent.
It also comes with an additional debuff that reduces their global speed by %d%%.
This talent cannot be used when not in the Aura of the Dusk stance.
Chronomancy/Serenity
Defend and destress yourself with serene unarmed techniques.
All Things Pass
Suffering is an illusion. In your experience, most things are.
Your reduce the duration of incoming detrimental status effects by %d%%.
An Eternal Instant (The % starts at 150%)
Spend one turn to gain %d%% percent of a turn.
Lethal Performance
In peace there is knowledge, in knowledge their is power. Serenity is the place from which birth and death come.
Lethal Performance lasts for %d rounds, and can only be used while using the Aura of the Twilight. It will end if that stance is left.
While the effect lasts, you do not suffer the damage penalty from that stance.
Avoidance Kata
You can escape from the most deadly situation by never having been there in the first place.
When you would take damage that would reduce you below zero health, you do not take that damage; heal %d%% of your maximum health, and teleport randomly in an area of %d, moving at least 20 squares.
This effect has a cooldown.
Chronomancy/The Lotus Blossoms (Willpower requirement - all other talents require magic.)
Advanced and esoteric unarmed discipline.
Mind Over Magic
With strength of spirit, all other strength becomes irrelevant.
Your Strength, Dexterity, Constitution, Magic and Cunning are increased by %d, based on your Willpower.
If your Willpower changes, this sustain should be restarted to properly account for the effects.
Duck Fate
You wield fate to your advantage, quickening as you avoid one blow and ignore another as if it never happened.
You gain %d defense, passively. In addition, whenever an enemy misses you with an attack, you gain %d%% global and movement speed, stacking to a maximum of three times.
Haste increases with spellpower and paradox.
Perfect Self
By improving one facet of yourself, you improve all facets.
Your saves are each increased by %d%% of the difference between them and your highest save.
Prismatic Arrangement of Eyal
The truly wise know that there are many paths to enlightenment.
You realise that each is a single facet of the one path.
While sustained, you can enter multiple stances at once without them interfering with one another.
However, doing so is strenuous for both you and spacetime itself: Your Paradox increases by %d each turn while the effect is active.
This can cause an anomaly. Doing so will deactivate this sustain and all stances.
Known Issues and Future Plans
Kinda regret changing An Aeon Ends. there's now two PBAoEs in a row there. Maybe I should change it back.
Release Notes
1.0.0
Released
1.0.1
Eternal twilight doesn't error when they miss you.
Sweeping Dusk's cooldown drops when you leave dusk aura, and shouldn't work while you cant move.
Hunting Black Blood is nuked from orbit.
Avoidance Kata properly has a really high cooldown that goes down slightly with levels.
Description error fixes. (Should match descriptions in the OP)
1.0.2
-Instead of one per talent level on the first talent, Written In The Stars now gives +1 maximum spin fate stack for each talent you have at raw level four or higher.
-Spin Fate and webs of Fate account for the changes in their info files.
-An Aeon Ends and In The Beginning have been changed, see new descriptions above.
-Primal Chosen have Combat Training locked. This is a v minor change; might have been present but undocumented last patch.
1.0.3
-Fixed putting an old talent in chronomancy/misc, which doesn't exist.
They can adopt lupine form (sadly, no graphic for this), but they find themselves drawn to strange, temporal magic, rather than the celestial of their compatriots. As they grow, they slip into more powerful chronomantic techniques.
Get the class here!
They have a life rating of +2, a +4 bonus to magic and cunning, and a +2 bonus to all other stats - while magic based in theory, they basically require every attribute score to some extent.
They have access to the following talent categories.
Bold categories are new with this addon.
Class
Celestial/Dawn's Aura - Powerful celestial combat using ancient principles you hardly understand.
Celestial/Dusk's Aura - Frantic celestial combat to defeat multiple foes with shadowy attacks.
Celestial/Twilight's Aura - Defensive celestial combat to keep you alive in long fights.
Celestial/Lunar Predator - The moon's blessings grant you a lupine transformation.
Chronomancy/Written In Stars - Come to understand and wield a greater destiny.
High Level Class Trees
Chronomancy/Beginnings - Overwhelm mighty foes with ancient unarmed techniques.
Chronomancy/Endings - Annihilate armies with dark unarmed techniques.
Chronomancy/Serenity (Locked) - Defend and destress yourself with serene unarmed techniques.
Chronomancy/Timeline Threading (Locked) - Examine and alter the timelines that make up the spacetime continuum.
Generic Trees
Chronomancy/Fate Weaving - Weave the threads of fate.
Chronomancy/Chronomancy - Allows you to glimpse the future, or become more aware of the present.
Technique/Unarmed Training - Teaches various martial arts techniques that may not be practiced in massive armor or while a weapon or shield is equipped.
Cunning/Survival - The knowledge of the dangers of the world, and how to best avoid them.
Celestial/Hymns (Locked) - Chant the glory of the Moon.
Chronomancy/Spacetime Weaving (Locked) - Weave the threads of spacetime.
High Level Generic Trees
Chronomancy/The Lotus Blossoms (Locked) - Advanced and esoteric unarmed discipline.
Celestial/Dawn's Aura
Powerful celestial combat using ancient principles you hardly understand.
Dawn's Fury
Strike with overwhelming force, dealing %d%% temporal weapon.
This talent also allows you to wield the Aura of the Dawn stance, which grants physical and spellpower. While you use the Aura of the Dawn, if Dawn's Fury isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
Aura of the Dawn
Increases your physical and spellpower by %d. This scales with character level.
While sustained, your Dawn's Fury will replace basic attacks when not cooling down.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
Radiant Awe
Strike with such ancient glory that your foe is frozen, struck dumb by your glory. You deal %d%% temporal weapon damage, and the target has a 75%% chance each to be silenced or pinned for %d turns.
Morning Glory
You shine in the opening stages of a battle. When you first sight an enemy, you gain %d%% movement speed and a %d%% all damage bonus for %d rounds, decaying in the final three rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy.
First Light
Strike out with all your might, dealing %d%% temporal weapon damage to a target within %d.
A critical hit with this talent deals %d%% bonus critical damage, based on your spellpower.
Celestial/Dusk's Aura
Frantic celestial combat to defeat multiple foes with shadowy attacks.
Sweeping Dusk
Dash through %d tiles, dealing %d%% weapon damage as darkness to anyone adjacent or within to your path.
This talent also allows you to wield the Aura of the Dusk stance, which grants bonuses to movement and attack speeds. While you use the Aura of the Dusk, this talent's cooldown is reduced by six.
Aura of the Dusk
Increases your movement, spell and physical speed by %d%%. This scales with character level.
While sustained, your Sweeping Dusk will reduce its cooldown by six after use.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
Hunting Black Blood
While sustained, you detect foes in a radius of %d, based on Magic and talent level.
Evening Glory
You shine when you see the end approaching. When knocked below 50%% of your maximum health, you gain %d%% global speed and a %d%% all resist bonus for %d rounds, rising up to that value on the third and subsequent rounds.
This talent will not trigger again until you have spent a turn without sighting an enemy.
Fall Of Night
Dash forwards with vicious speed, with a range of %d. If you reach a target, you perform a vicious melee attack for %d%% weapon damage as darkness, and can blind the target for 3 turns.
You must move from at least 2 tiles away.
Celestial/Twilight's Aura
Defensive celestial combat to keep you alive in long fights.
Eternal Twilight
An aura of timeless shadow surrounds you, harming those that attack you in melee for %0.2f darkness and %0.2f temporal damage. The effect lasts for %d turns.
This talent also allows you to wield the Aura of the Twilight stance, which grants a huge damage penalty and a huge regen bonus. While you use the Aura of the Twilight, this talent also provides %d%% all resist.
Effect power scales with spellpower.
Aura of the Twilight (No NPC)
Increases your life regen by %d, but reduces your damage by %d%%. The regen grows and the penalty shrinks with character level.
While sustained, your Eternal Twilight provides an all resist bonus.
Only one unarmed stance can be used at a time, whether an aura or a traditional stance.
All Good Things
Everything ends, good and bad. You try not to dwell on the bad, and it slides from you like water from a duck.
When activated, this ability reduces the duration of all active detrimental effects by 15%% of your appropriate save value plus your talent level.
Physical effect durations reduced by %d turns
Magical effect durations reduced by %d turns
Mental effect durations reduced by %d turns
Still Winds
You are aware of everything that goes on around you, allowing you to see that which hides, and use your foes' mistakes against them.
You increase existing infravision, and heightened senses range by %d.
In addition, you attempt to knockback any foe that misses you in melee, knocking them two spaces away.
Twilight Fades
You are strongest in the first moments of the dawn and the dusk.
When you leave the Aura of the Twilight, you gain a damage shield with a value of %d, lasting for 5 turns.
If you enter the Aura of the Dawn in this way, you also receive a %d%% all-damage bonus. If you enter the Aura of the Dusk in this way, you also receive a %d defense bonus.
The shield and defense bonus scale with spellpower.
Celestial/Lunar Predator
The moon's blessings grant you a lupine transformation.
Claws Of Night
Your celestial talents have led you to this; the ability to adopt a powerful, lupine form.
While in this form, you deal bonus damage on each attack, reduced by 25%% when using a shield and by 50%% when dual wielding.
This damage is always at least %.02f darkness and %0.2f temporal, but will be 25%% of the melee attack's damage if that would be greater.
Your speed and insight also grants you a %d bonus to your defence. However, this drains your energy very quickly - you lose %d negative energy each round this is sustained, and it deactivates if this loss would take you below zero.
The effects will increase with your Spellpower. The drain is reduced by talent level.
Moontide Blessings
Your body is made of stars and fate, and it is powered more by your mind than your body.
When you activate Claws of Night, it adds %d Dexterity (Based on your Cunning) and %d Constitution (Based on your Magic) to your abilities.
Moon's Vigil
You wrap the night around you, vanishing from sight.
For two rounds, you are stealthed; completely regardless of detections or what actions you take. At talent level 5, the duration becomes three rounds.
Blessed Silver
You have learnt the weaknesses of the unnatural; the creatures that Eyal despises. You can slay them more easily than others.
You take %d%% less damage from these creatures and deal them %d%% more damage.
These creatures include undead, horrors, demons and titans.
Chronomancy/Written In Stars
Come to understand and wield a greater destiny.
The Stars Align
Fate conspires in little ways to lead you to victory.
Whenever you score a critical hit of any kind, you gain one Spin. (See Chronomancy/Fate Weaving: Spin Fate)
Your Spin Fate stacks grant you %d negative energy regen each.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
For each talent in this category you have at raw talent level four or above, you may gain one more Spin Fate stack than normal. (Maximum %d.)
(JFTR, thhe Folds don't count.)
Final Chapter - Yes, an adventurer with this AND weapon manifold will be folding constantly.
You now have a %d%% chance to Fold Fate, Entropy or Moonlight into your attacks.
Fold Destiny: Deals %0.2f temporal damage to enemies in a radius of %d. Affected targets may lose %d%% darkness and temporal resistance for %d turns.
Fold Entropy: Deals %0.2f darkness and %0.2f temporal damage to enemies in a radius of %d. Affected targets may have their accuracy and damage reduced by %d%% for %d turns.
Fold Moonlight: Deals %0.2f darkness damage to enemies in a radius of %d. Affected targets may be confused or blinded for %d turns.
Each Fold has an eight turn cooldown. If an effect would be triggered while on cooldown it will reduce the cooldown of the other two Folds by one turn.
Tool of Destiny
Your blows are fated. Each stack of Spin Fate you gain also grants you %d%% critrate.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
Assuming The Mantle
Your destiny has always lain beyond the heavens. Each stack of Spin Fate you gain also grants you a %d%% bonus to temporal damage, penetration, and resistance.
All Spin Fate and associated stacks must fade before changes to this talent category are certain to come into effect.
Chronomancy/Beginnings
Overwhelm mighty foes with ancient unarmed techniques.
Gaze Of History
You fill the target's mind with a glimpse of infinite history. The overwhelming perspective dismays them, reducing their damage and accuracy by %d%% for %d turns.
Alpha Claw
The first strike is the most important.
Attack the target for %d%% weapon damage as temporal. If the target is above 75%% of their maximum health, you instead deal %d%% weapon damage.
In The Beginning
Your strike transcends time and space, simultaneously striking all foes in an area of %d, centred up to %d tiles away.
Foes in the area take %d%% temporal weapon damage.
With Every Dawn
Every story has a beginning.
Whenever you deal at least %d%% of a target's health in damage, you inflict them with Ends Beginning for three rounds. This interacts with an Endings talent.
If you strike an enemy afflicted with Beginning's End (caused by an Endings talent) and deal at least %d%% damage, you deal 50%% more damage as temporal.
You also give yourself a complementary buff, providing %d%% global speed for three rounds. The effect scales with your spellpower and paradox.
No effects apply while not in the Aura of the Dawn stance.
Chronomancy/Endings
Annihilate armies with dark unarmed techniques.
Echoing Cull
You make a vicious attack that echoes through the world, dealing %d%% weapon damage as Darkness in a cone of %d.
Your attack also tears the fabric of space, and you teleport randomly in the cone's area.
Omega Hand
The only strike that matters is the last.
Attack the target for %d%% weapon damage as darkness. If the target is below 25%% of their maximum health, you instead deal %d%% weapon damage.
If the attack brings them below 25%% health (or if it didn't, but an empowered attack would have), the difference is dealt to them directly.
An Aeon Ends
You warp %d tiles to the target location, reappearing with a warped strike that hits all adjacent foes for %d%% weapon damage as darkness.
Comes The Dusk
Every story has an ending.
You lash out with phenomenal speed and power, dealing %d%% weapon damage as darkness in a radius of two.
Against targets afflicted with End's Beginning (caused by dealing high damage while knowing a Beginnings talent), you instead deal %d%% weapon damage and consume that debuff.
You also afflict the enemy with Beginning's End for three rounds. This interacts with a Beginnings talent.
It also comes with an additional debuff that reduces their global speed by %d%%.
This talent cannot be used when not in the Aura of the Dusk stance.
Chronomancy/Serenity
Defend and destress yourself with serene unarmed techniques.
All Things Pass
Suffering is an illusion. In your experience, most things are.
Your reduce the duration of incoming detrimental status effects by %d%%.
An Eternal Instant (The % starts at 150%)
Spend one turn to gain %d%% percent of a turn.
Lethal Performance
In peace there is knowledge, in knowledge their is power. Serenity is the place from which birth and death come.
Lethal Performance lasts for %d rounds, and can only be used while using the Aura of the Twilight. It will end if that stance is left.
While the effect lasts, you do not suffer the damage penalty from that stance.
Avoidance Kata
You can escape from the most deadly situation by never having been there in the first place.
When you would take damage that would reduce you below zero health, you do not take that damage; heal %d%% of your maximum health, and teleport randomly in an area of %d, moving at least 20 squares.
This effect has a cooldown.
Chronomancy/The Lotus Blossoms (Willpower requirement - all other talents require magic.)
Advanced and esoteric unarmed discipline.
Mind Over Magic
With strength of spirit, all other strength becomes irrelevant.
Your Strength, Dexterity, Constitution, Magic and Cunning are increased by %d, based on your Willpower.
If your Willpower changes, this sustain should be restarted to properly account for the effects.
Duck Fate
You wield fate to your advantage, quickening as you avoid one blow and ignore another as if it never happened.
You gain %d defense, passively. In addition, whenever an enemy misses you with an attack, you gain %d%% global and movement speed, stacking to a maximum of three times.
Haste increases with spellpower and paradox.
Perfect Self
By improving one facet of yourself, you improve all facets.
Your saves are each increased by %d%% of the difference between them and your highest save.
Prismatic Arrangement of Eyal
The truly wise know that there are many paths to enlightenment.
You realise that each is a single facet of the one path.
While sustained, you can enter multiple stances at once without them interfering with one another.
However, doing so is strenuous for both you and spacetime itself: Your Paradox increases by %d each turn while the effect is active.
This can cause an anomaly. Doing so will deactivate this sustain and all stances.
Known Issues and Future Plans
Kinda regret changing An Aeon Ends. there's now two PBAoEs in a row there. Maybe I should change it back.
Release Notes
1.0.0
Released
1.0.1
Eternal twilight doesn't error when they miss you.
Sweeping Dusk's cooldown drops when you leave dusk aura, and shouldn't work while you cant move.
Hunting Black Blood is nuked from orbit.
Avoidance Kata properly has a really high cooldown that goes down slightly with levels.
Description error fixes. (Should match descriptions in the OP)
1.0.2
-Instead of one per talent level on the first talent, Written In The Stars now gives +1 maximum spin fate stack for each talent you have at raw level four or higher.
-Spin Fate and webs of Fate account for the changes in their info files.
-An Aeon Ends and In The Beginning have been changed, see new descriptions above.
-Primal Chosen have Combat Training locked. This is a v minor change; might have been present but undocumented last patch.
1.0.3
-Fixed putting an old talent in chronomancy/misc, which doesn't exist.
Last edited by astralInferno on Sun Jul 24, 2016 1:11 pm, edited 3 times in total.
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Oh hey an Exalted based concept. More mods in all games need to steal stuff from that (and all of Whitewolf's stuff for that matter).
Will definitely give it a go as soon as I have the time.
Will definitely give it a go as soon as I have the time.
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Yay exalted refs 

ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Well I've been messing around, and I found my first big 'problem'.
Aura of the Dusk decreases the cooldown of Sweeping Dusk by 6... and does not increase it when you take it off.
My Sweeping Dusk is currently at '-62' cooldown.
Further impressions later. Although I must say, I'm not sure this class can die if you talent and play properly. That is a lot of defensive talents that seem extremely powerful.
[Edit] I probably should have tried this out without the Addons I had on. Especially the one that gives an extra talent/generic/skill point each level. >_>
Ah well, I'll probably die to Arcane Clash eventually. Because that talent is really not balanced around the targetee being at max negative energy all the time.
So until then I can't offer too many opinion on the balance of the class or the LUA errors I keep getting, but I can add a few things.
Namely: Hunting Black Blood is absurd and scales way too hard way too fast. I mean, the idea of a telepathy talent scaling with a stat at a at all is going to require some careful balancing, and a 15 range enemy sight that pierces walls with a single point investment at level 14 is anything but.
I mean, I am certainly okay with this class having skills that are markedly unbalanced and over the top here and there (and there certainly are. Like the entire Written in the Stars tree) as it's hard to maintain the themes of the Celestial Exalts without doing so, but Hunting Black Blood is a few touches too far.
All that said, the class definitely seems to fit the thematics of Exalted, and has some really quite cool abilities. (All the duality with beginnings and endings is really cool among other things), it's just somewhat unfortunate for the game's balance that the themes of the Celestial Exalts consist of things like "Peerless God-King" and such. Well, that's more of a Solar theme than a Sidereal of a Lunar one, but it's not like they're all that more humble either.
Aura of the Dusk decreases the cooldown of Sweeping Dusk by 6... and does not increase it when you take it off.
My Sweeping Dusk is currently at '-62' cooldown.
Further impressions later. Although I must say, I'm not sure this class can die if you talent and play properly. That is a lot of defensive talents that seem extremely powerful.
[Edit] I probably should have tried this out without the Addons I had on. Especially the one that gives an extra talent/generic/skill point each level. >_>
Ah well, I'll probably die to Arcane Clash eventually. Because that talent is really not balanced around the targetee being at max negative energy all the time.

So until then I can't offer too many opinion on the balance of the class or the LUA errors I keep getting, but I can add a few things.
Namely: Hunting Black Blood is absurd and scales way too hard way too fast. I mean, the idea of a telepathy talent scaling with a stat at a at all is going to require some careful balancing, and a 15 range enemy sight that pierces walls with a single point investment at level 14 is anything but.
I mean, I am certainly okay with this class having skills that are markedly unbalanced and over the top here and there (and there certainly are. Like the entire Written in the Stars tree) as it's hard to maintain the themes of the Celestial Exalts without doing so, but Hunting Black Blood is a few touches too far.
All that said, the class definitely seems to fit the thematics of Exalted, and has some really quite cool abilities. (All the duality with beginnings and endings is really cool among other things), it's just somewhat unfortunate for the game's balance that the themes of the Celestial Exalts consist of things like "Peerless God-King" and such. Well, that's more of a Solar theme than a Sidereal of a Lunar one, but it's not like they're all that more humble either.

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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Primal Chosen: Celestial/Chronomancy Brawlers
WHOOPS.
I originally had sweeping dusk implemented in a very different way. I clearly wasnt thinking things through when I changed it to this. I was so glad I'd found a simple solution, too. xD
I'll patch that asap; it wont fix existing characters, sorry.
I was worried about it being a little too tough. I'll probably remove the resistance benefits in favor of more Defense interactions. Or maybe just a couple more actives, it seems annoyingly low on them. That won't be an immediate change, though; especially as I'd like to see how it lasts into later game.
(Given that that's probably my addon, I'm not bothered.
)
Manaclash isnt really balanced around anything. :
I absolutely want balance comments. I even more want LUA errors, even if they're addon conflicts. I strive to be compatible with everything.
Hunting Black Blood is actually based on the Track effect, which scales with cunning. Originally, it was an instant effect with a -neg cost - I wanted to just be able to put it on auto-use and forget it, but then I realised that was a build-your-own-sustain. The numbers are absolutely too high. I'll nerf them to hell. They should be starting with ~3ish - below that is barely noticeable.
I am NOT okay with things being markedly unbalanced. You can be a spacetime wolf ninja and still be mechanically reasonable.
I just dont go for balancing things on my alpha release.
What exactly do you think is the OP part? The second talent is barely edited from a canon talent, so shouldn't be an issue (unless the Insignificance debuff is That much better than a slow, in which case I'll nerf the numbers)
I'm glad you appreciate the theming and are having fun. That's all I ask from a first release.
(They're meant to start as mostly lunar but get more sidereal as they grow)
I originally had sweeping dusk implemented in a very different way. I clearly wasnt thinking things through when I changed it to this. I was so glad I'd found a simple solution, too. xD
I'll patch that asap; it wont fix existing characters, sorry.
I was worried about it being a little too tough. I'll probably remove the resistance benefits in favor of more Defense interactions. Or maybe just a couple more actives, it seems annoyingly low on them. That won't be an immediate change, though; especially as I'd like to see how it lasts into later game.
(Given that that's probably my addon, I'm not bothered.

Manaclash isnt really balanced around anything. :
I absolutely want balance comments. I even more want LUA errors, even if they're addon conflicts. I strive to be compatible with everything.
Hunting Black Blood is actually based on the Track effect, which scales with cunning. Originally, it was an instant effect with a -neg cost - I wanted to just be able to put it on auto-use and forget it, but then I realised that was a build-your-own-sustain. The numbers are absolutely too high. I'll nerf them to hell. They should be starting with ~3ish - below that is barely noticeable.
I am NOT okay with things being markedly unbalanced. You can be a spacetime wolf ninja and still be mechanically reasonable.
I just dont go for balancing things on my alpha release.
What exactly do you think is the OP part? The second talent is barely edited from a canon talent, so shouldn't be an issue (unless the Insignificance debuff is That much better than a slow, in which case I'll nerf the numbers)
I'm glad you appreciate the theming and are having fun. That's all I ask from a first release.

(They're meant to start as mostly lunar but get more sidereal as they grow)
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Alright then.
That's good to hear. Sweeping Dusk being on no cooldown is hilarious, but the only time I've ever died is when I do Dumb ThingsTM because it's just a hideous amount of mobility.
Yeah. I mean, one of the big things I've been looking at is Avoidence Kata. A res and teleport combined? On a 28 turn cd? I suppose it could put you in a worse spot, but with some careful play you can probably last another 28 turns with Aura of the Twilight anyway. I haven't actually gotten it yet though, so I'll just have to wait and see. Probably won't see anything major until I try and put this class through Nightmare later. (Hopefully while remembering to turn off that lvlup addon.
)
Well, the only big and consistent LUA error I get is this one.
http://images.akamai.steamusercontent.c ... DEBBCEDC4/
It seems to happen only when I get hit while I have Eternal Twilight active, although not totally consistently. And on a side note it seems you make like a third or so of the addons I use so you probably want to know if there's conflicts there anyway.
Good to hear. It's just stands out to me, there are a lot of powerful things in this class, perhaps too powerful, but that one stood out for how little point investment it took.
Fair enough. I'm just aware that Exalted starts from a position of 'Mortals never matter' and wasn't sure how far you were following that.
I probably should have said Written in the Stars -the second skill. As for the rest of it... Let me put it this way. Spin Fate used to be arguably the most powerful talent category in the game for a while back in like b36 or so. In b38 it was heavily nerfed by reducing the cap and taking away the defense buff. Later, alongside a Temporal Warden rework it was buffed a bit, regaining the defense buff but 'effectively' lowering the cap on spins even further. It was a mediocre talent that no one still took that often.
What Written in the Stars does is basically take Spin Fate back to an above pre-nerf status and then add extra abilities on top of it. Now saves aren't as good as they were back in the late beta... but Spin Fate doesn't just give saves anymore. With ten spins (Seal Fate makes that very easy to get) you get 90 additional accuracy and power if you have maxed Fateweaver. In short, you've taken a mediocre-good utility talent category and trippled it's effectiveness for remarkably little investment (five points in The Stars Align), along with giving you a good reason to grab Web of Fate. The rest of it like 30% extra crit rate and a notable damage buff (because most of you abilities make your attacks do temporal) is just icing on the cake. I have no idea how to balance this while retaining what it does but I hope you do, because it's really cool and one of the most thematically appropriate of the categories.
And oh yes it is extremely thematic. The only thing I can comment on is An Aeon Ends, which doesn't seem to fit either the endings tree or it's very cool name, as it's only real use is at the start of a fight in order to get close. The damage isn't high enough to make trying to step back for the range requirement work.
The easiest fix I can think of is just switching the effects of the third skills of Endings and Beginnings... although In the Beginning doesn't really fit Endings either. Maybe a aoe push back would work if you want to keep the third talent mobility based?
Also, In the Beginning doesn't have a level requirement.
[Edit] Actually Avoidance Kata's cooldown is just really weird for some reason. It's gone up to 30 and increasing it's rank also increases the cooldown. I'm going to assume it's borked? Because getting a few more hp doesn't seem to be worth increasing the cooldown by 10...
Also another problem with the spin talents is that it makes it so you can keep up Claws of Night over the course of the entire fight.
[Edit2] Another thing I've noticed is that In the Beginning doesn't seem to be working right. It seems based off the description that it should hit everyone around you teleport point, but it's actually working in exactly the same way Sweeping Dusk does, hitting everyone in and along it's path. Also, is Seeping Dusk supposed to count as a teleport? Because I can use it while I can't move.
[Edit3] Unless the Training Dummies are lying to me crits do give spins.
That's good to hear. Sweeping Dusk being on no cooldown is hilarious, but the only time I've ever died is when I do Dumb ThingsTM because it's just a hideous amount of mobility.

Yeah. I mean, one of the big things I've been looking at is Avoidence Kata. A res and teleport combined? On a 28 turn cd? I suppose it could put you in a worse spot, but with some careful play you can probably last another 28 turns with Aura of the Twilight anyway. I haven't actually gotten it yet though, so I'll just have to wait and see. Probably won't see anything major until I try and put this class through Nightmare later. (Hopefully while remembering to turn off that lvlup addon.

Well, the only big and consistent LUA error I get is this one.
http://images.akamai.steamusercontent.c ... DEBBCEDC4/
It seems to happen only when I get hit while I have Eternal Twilight active, although not totally consistently. And on a side note it seems you make like a third or so of the addons I use so you probably want to know if there's conflicts there anyway.

Good to hear. It's just stands out to me, there are a lot of powerful things in this class, perhaps too powerful, but that one stood out for how little point investment it took.
Fair enough. I'm just aware that Exalted starts from a position of 'Mortals never matter' and wasn't sure how far you were following that.
I probably should have said Written in the Stars -the second skill. As for the rest of it... Let me put it this way. Spin Fate used to be arguably the most powerful talent category in the game for a while back in like b36 or so. In b38 it was heavily nerfed by reducing the cap and taking away the defense buff. Later, alongside a Temporal Warden rework it was buffed a bit, regaining the defense buff but 'effectively' lowering the cap on spins even further. It was a mediocre talent that no one still took that often.
What Written in the Stars does is basically take Spin Fate back to an above pre-nerf status and then add extra abilities on top of it. Now saves aren't as good as they were back in the late beta... but Spin Fate doesn't just give saves anymore. With ten spins (Seal Fate makes that very easy to get) you get 90 additional accuracy and power if you have maxed Fateweaver. In short, you've taken a mediocre-good utility talent category and trippled it's effectiveness for remarkably little investment (five points in The Stars Align), along with giving you a good reason to grab Web of Fate. The rest of it like 30% extra crit rate and a notable damage buff (because most of you abilities make your attacks do temporal) is just icing on the cake. I have no idea how to balance this while retaining what it does but I hope you do, because it's really cool and one of the most thematically appropriate of the categories.
And oh yes it is extremely thematic. The only thing I can comment on is An Aeon Ends, which doesn't seem to fit either the endings tree or it's very cool name, as it's only real use is at the start of a fight in order to get close. The damage isn't high enough to make trying to step back for the range requirement work.
The easiest fix I can think of is just switching the effects of the third skills of Endings and Beginnings... although In the Beginning doesn't really fit Endings either. Maybe a aoe push back would work if you want to keep the third talent mobility based?
Also, In the Beginning doesn't have a level requirement.
[Edit] Actually Avoidance Kata's cooldown is just really weird for some reason. It's gone up to 30 and increasing it's rank also increases the cooldown. I'm going to assume it's borked? Because getting a few more hp doesn't seem to be worth increasing the cooldown by 10...
Also another problem with the spin talents is that it makes it so you can keep up Claws of Night over the course of the entire fight.
[Edit2] Another thing I've noticed is that In the Beginning doesn't seem to be working right. It seems based off the description that it should hit everyone around you teleport point, but it's actually working in exactly the same way Sweeping Dusk does, hitting everyone in and along it's path. Also, is Seeping Dusk supposed to count as a teleport? Because I can use it while I can't move.
[Edit3] Unless the Training Dummies are lying to me crits do give spins.
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- Archmage
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Re: Primal Chosen: Celestial/Chronomancy Brawlers
Hmm looks interesting, if I have enough space for more addons I'll try this when I play TOME more.
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Primal Chosen: Celestial/Chronomancy Brawlers
I tend to give my melee classes a Lot of mobility. >> Four turns feels reasonable, but I might raise it to six.
Last time it was okay, as it was a major selling point, and the class wasn't also hella tanky.
TWENTY EIGH-that's the last time I try and use the spelldamage function for anything that isn't actually damage. The cooldown is meant to scale from 100 down to 60.
(checks the error out) Ah, I had two of the arguments the wrong way round. You'll be getting the error every time they miss you, but not when they hit. (It does damage either way)
This is a concern worth patching for. The patch won't break any saves, and I'm not going to do the Concept changes like reworking written in the stars, so it shouldn't cause issues with existing charries. I'd recommend turning off sustains and waiting out effects before changing tho, just in case.
Thematics I'm borrowing, power level I'm not.
I honestly didn't know Spin Fate had ever been that strong! That puts things in a very different light.
Immediate plan: Remove the one-per-level scaling from The Stars Align. Instead, increase max spin by one per talent in the category, at raw level 4. That way, you cap out at 7 stacks, which isnt a huge loss from the 8 it is now - but you have to spend sixteen talent points on it instead of five. Sixteen is a lot of talent points to spend on a passive, mostly offensive tree, especially if not using an extra points addon.
(...also, as an extra note, while it's not really balanced, 90 accuracy and power is a lot worse than it sounds due to the diminishing scalings in tome.)
Hm. You have a real point there. (Though An Aeon Ends does have synergy with Still Winds; I was worried about putting knockback on a melee class. Not sure if removing mobility from them with that in mind is smart.)
Swapping it with In The Beginning might be a good plan name wise! In The Beginning is named from an Elder Essence dragonblooded charm that is just an elemental nuke. (Sorry if you already know that). I borrowed the name, but as they're warriors instead of casters, I made it a teleport death dance.
...that said, though. What if I just made it deal damage in a circle WITHOUT moving you there? That'd be novel. And I'm honestly not very happy with the mechanics of An Aeon Ends.
I have no idea what's wrong with its prereqs, tho. It... oh.
Yea, it had two sets of requirements and was compromising by using neither. : I
As I said, avoidance kata was messed up by me trying to be smart with scaling functions. Shouldn't do that now.
Claws of Night being able to stay up indefinitely with negative regen is, unlike... pretty much everything else in this list, entirely intentional.
I'll change In The Beginning with a proper update, either to work as described or to do the new idea I just had.
I'll put a check in sweeping dusk that checks if you can move.
Good old training dummies. I generally forget they exist.
Thanks for all the feedback!
And to Hellcommander, I hope you like it when you get to it.
Last time it was okay, as it was a major selling point, and the class wasn't also hella tanky.

TWENTY EIGH-that's the last time I try and use the spelldamage function for anything that isn't actually damage. The cooldown is meant to scale from 100 down to 60.
(checks the error out) Ah, I had two of the arguments the wrong way round. You'll be getting the error every time they miss you, but not when they hit. (It does damage either way)
This is a concern worth patching for. The patch won't break any saves, and I'm not going to do the Concept changes like reworking written in the stars, so it shouldn't cause issues with existing charries. I'd recommend turning off sustains and waiting out effects before changing tho, just in case.
Thematics I'm borrowing, power level I'm not.

I honestly didn't know Spin Fate had ever been that strong! That puts things in a very different light.
Immediate plan: Remove the one-per-level scaling from The Stars Align. Instead, increase max spin by one per talent in the category, at raw level 4. That way, you cap out at 7 stacks, which isnt a huge loss from the 8 it is now - but you have to spend sixteen talent points on it instead of five. Sixteen is a lot of talent points to spend on a passive, mostly offensive tree, especially if not using an extra points addon.

(...also, as an extra note, while it's not really balanced, 90 accuracy and power is a lot worse than it sounds due to the diminishing scalings in tome.)
Hm. You have a real point there. (Though An Aeon Ends does have synergy with Still Winds; I was worried about putting knockback on a melee class. Not sure if removing mobility from them with that in mind is smart.)
Swapping it with In The Beginning might be a good plan name wise! In The Beginning is named from an Elder Essence dragonblooded charm that is just an elemental nuke. (Sorry if you already know that). I borrowed the name, but as they're warriors instead of casters, I made it a teleport death dance.
...that said, though. What if I just made it deal damage in a circle WITHOUT moving you there? That'd be novel. And I'm honestly not very happy with the mechanics of An Aeon Ends.
I have no idea what's wrong with its prereqs, tho. It... oh.
Yea, it had two sets of requirements and was compromising by using neither. : I
As I said, avoidance kata was messed up by me trying to be smart with scaling functions. Shouldn't do that now.
Claws of Night being able to stay up indefinitely with negative regen is, unlike... pretty much everything else in this list, entirely intentional.
I'll change In The Beginning with a proper update, either to work as described or to do the new idea I just had.
I'll put a check in sweeping dusk that checks if you can move.
Good old training dummies. I generally forget they exist.
Thanks for all the feedback!
And to Hellcommander, I hope you like it when you get to it.

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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Found an error:
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to great wolf :: 27.266642914805 3 2 7 vs. 7 :: 1
checkHit (smooth) 7 vs 7 => chance to hit 50
[LOG] #UID:3929:0##fbd578#Sevlar#LAST# misses Great wolf.
[ATTACK] attacking with innate combat
[ATTACK] to Sevlar :: 6.4040762916316 3 3 13 vs. 17 :: 1
checkHit (smooth) 13 vs 17 => chance to hit 35.714285714286
[LOG] #UID:17358:0#Great wolf misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:224: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 bumpInto
At /mod/class/Actor.lua:3399 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:209 move
At /mod/class/Actor.lua:1289 move
At /engine/ai//simple.lua:140 runAI
At /engine/ai//simple.lua:196 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
heres another :
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to Sevlar :: 6.4040762916316 3 3 13 vs. 17 :: 1
checkHit (smooth) 13 vs 17 => chance to hit 35.714285714286
[LOG] #UID:17358:0#Great wolf misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:224: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /engine/ai//talented.lua:53 runAI
At /engine/ai//talented.lua:63 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Seems to happen when i have eternal twilight active
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to Sevlar :: 7.5078946858488 10 3 19 vs. 11 :: 1
checkHit (smooth) 19 vs 11 => chance to hit 72.222222222222
[LOG] #UID:17350:0#Copperhead snake misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:224: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 bumpInto
At /mod/class/Actor.lua:3399 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:64 aiCanPass
At /engine/interface/ActorAI.lua:86 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
ok another unseen error
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to Sevlar :: 13.667818706905 6 3 6 vs. 5 :: 0.72360679774998
checkHit (smooth) 6 vs 5 => chance to hit 54.545454545455
[LOG] #UID:17361:0#Stone troll misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:224: in function 'attackTarget'
/data/talents/misc/npcs.lua:207: in function </data/talents/misc/npcs.lua:203>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /engine/ai//talented.lua:53 runAI
At /engine/ai//talented.lua:63 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
-
- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
ok another and this seems related to being hit with effect on
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to Sevlar :: 7.5739787103219 3 3 14 vs. 11 :: 1
checkHit (smooth) 14 vs 11 => chance to hit 61.538461538462
[LOG] #UID:17355:0#Great wolf misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:224: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 bumpInto
At /mod/class/Actor.lua:3399 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/interface/ActorAI.lua:64 aiCanPass
At /engine/interface/ActorAI.lua:86 runAI
At /engine/ai//simple.lua:206 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
-
- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: Primal Chosen: Celestial/Chronomancy Brawlers
new error while attacking Prox
Code: Select all
[ATTACK] attacking with innate combat
[ATTACK] to Prox the Mighty :: 33.276254624268 3 0 14 vs. 18 :: 1
checkHit (smooth) 14 vs 18 => chance to hit 35.714285714286
[LOG] #UID:3929:0##fbd578#Sevlar#LAST# misses Prox the Mighty.
[ATTACK] attacking with (mainhand) balanced iron greatmaul
[ATTACK] to Sevlar :: 25.625791981959 1 3 19 vs. 17 :: 1
checkHit (smooth) 19 vs 17 => chance to hit 58.333333333333
[LOG] #UID:18625:0#Prox the Mighty misses #fbd578#Sevlar#LAST#.
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data-primalchosen/effects.lua:104: attempt to index local 'target' (a number value)
stack traceback:
/data-primalchosen/effects.lua:104: in function 'callEffect'
/mod/class/Actor.lua:4983: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:597: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:183: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 bumpInto
At /mod/class/Actor.lua:3399 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:209 move
At /mod/class/Actor.lua:1289 move
At /engine/ai//simple.lua:140 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
---------------- Stack Dump ----------------
Re: Primal Chosen: Celestial/Chronomancy Brawlers
Okay, that is all the same error. You may stop spamming error reports now. 

My feedback meter decays into coding. Give me feedback and I make mods.