Adds Bloodriver Adherent class, a Mage subclass.
Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.
Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.
There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.
There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.
This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.
Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!
If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.
Changelog:
Code: Select all
1.2.6
- Bugfix: Attaching Bloodriver gem not checking Bloodletting cooldown
1.2.5
- Bugfix: Quickrune not working correctly (again)
- Change: Add back mana cost of Bloodletting
- Change: Attaching Bloodriver gem now force use the actual talent
1.2.4
- Add: Scan Filter for some talents
- Add: Bloodletting can attach Bloodriver gem and wear staff in Inventory screen
- Cooldown, cost, and other conditions to use the talent apply
- Change: remove mana cost of Bloodletting
- Bugfix: Sanguine Golem damage and APR inconsistent
- Bugfix: Substitute shouldn't be allowed to self-target
- Bugfix: Blood Sprite spreading when dying and going to Eidolon Plane
- Side effect that it won't spread in Eidolon Plane at all
1.2.3
- Bugfix: Ever-bleeding incorrectly applied to allies
- Bugfix: Bloodriver staff damage scaling error
- Balance: Change how Animation talent cooldown and cost works
- Reduce talent cooldown to minimum
- Sanguine golem gradually restore life when in destroyed state
- Scale the talent cost off the golem's life
1.2.2
- Bugfix: Wrong talent ID assigned to a certain totem
1.2.1
- Bugfix: Quickrune may cause wrong inscription data triggered in very specific cases
- Bugfix: Prismatic Rune triggered with wrong inscription data in very specific cases
1.2.0
- Add: New quest for Bloodriver Adherents
- Talk to The Elder after clearing the mine
- Add: Log on Suck success and failure
- Add: Vfx for Suck
- Add: Suppress Blood Collection talents' auto-use when another Blood Collection talent is sustained
- Change: The mine boss's artifact can now spawn outside the mine
- Change: Move Elder lore somewhere else
- Change: Learning Bloodletting on start of the game turns your starting staff to Bloodriver staff for free
- Balance: Reduce Bloodriver staff (from Bloodletting talent) power cost (15 -> 10) and max power (20 -> 12)
- Balance: Improve some of Sanguine Golem's stats and make its melee attack scale off Animation level a bit
- Balance: Blood Collection cooldown reduced (15 -> 12)
- Balance: Blood Sprite now able to stay in its summoner if summoner is alone
- Balance: Sprite Traversal now consume Blood Sprite of target if any, gaining 25% of its duration
- Bugfix/Balance: Sprite Traversal now made unable to target its current host
- Bugfix: Several talents do not take into account spell friendly fire chance
- Bugfix: Suck talent error when the target resists
- Bugfix: Blood Collection talents' sustains getting reset when leveling up
- Bugfix: Blood Collection talents' sometimes weird targeting
- Bugfix: Sanctum triggered when saving the game while under a bleed effect
- Bugfix: Sanguine Golem's death explosion damage scaling not using summoner's talent level
- Bugfix/Balance: Reduce frequency of updates on Sanguine Golem's base stats (now updates when entering/leaving battle)
- So that the golem's stats does not fluctuate as much during battle
1.1.1
- Bugfix: Sanguine golem preventing online character sheet from updating (again)
- Golems from previous version saves should be fixed when changing map
1.1.0
- Balance Changes
- Reverse Bloodflow now also deals some AoE damage
- Direct self-harm from summoning Totems is now self-bleed
- All Rites/Blood Collection talents are now all tier 2 and is available to learn from level 4 onward
- Using any Sihr-Mpath talent now lets you use other Sihr-Mpath talents as instant talents for some turns.
1.0.7
- Add totem talents on learn for NPCs
- Remove doubled summoner names on totems
- Pair the correct totem summon talent icons and images
- Bugfix: Tuh, Wha, Gha map effect losing references when loading saves
1.0.6
- Bugfix: Reverse Bloodflow self-bleed effect done before validating cast
1.0.5
- Bugfix: Reverse Bloodflow not dealing damage
- Make Reverse Bloodflow only cast if the target has actual bleed effect so that it isn't wasted
- Fix some effect icons
1.0.4
- Bugfix: Possible endless loop from Unstoppable Flow
1.0.3
- Bugfix: Sanguine golem preventing online character sheet from updating
- Golems from previous version saves should be fixed when changing map
1.0.2
- Bugfix: Aether Beat mana restoration amount are not reduced on early dispel when it should be reduced
- Bugfix: Catastrophic Failure causes error when the damage source is removed from the map (death, etc.)
- Bugfix: Sanguine Travel beam particle effect not correctly positioned
- Add missing totem talent icons
1.0.1
- Bugfix: NPC getting "Purification" talents causing errors due to missing player check
- Add descriptions
1.0.0
- Initial release