Archmage / Elementist Class Split
Moderator: Moderator
Archmage / Elementist Class Split
This addon splits the Archmage class into two classes.
Please Note: I am a lua noob and this is likely full of bugs.
Elementist: Which is rather similar to what Archmage is at the moment.
Archmage: Stronger in non elemental spells. Starts with Temporal and Meta unlocked at the start. 4 high level elemental talent categories are replaced with all new extension to the existing non elemental categories.
Also, the Aegis category has been replaced by a Force category, which contains half the Aegis talents.
The other talents are now in a Restoration category, which Linaniil should teach you if you prove worthy.
Both classes also get their own unique category.
New Archmage talents:
High Magic
Chromatic Bolt: Fire a slowish bolt of a random element doing %0.2f damage.
Mind Over Mana: The Archmage focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +%0.1f, arcane resistance by %d and arcane resistance cap by %d%%.
Arcane Defiance: Reduces the effect of all detrimental spell effects on you by %d turns and cures any silence effects.
This should be usable while silenced.
Spellblaze: Unleash power similar to the original Spellblaze, but at a much smaller scale.
The primary explosion will release %d extra uncontrolled explosions.
Each explosion will do %0.2f arcane damage and %0.2f fire damage.
The damage will increase with your Spellpower.
Distortion
Time Warp: Surround yourself in a temporal whirlpool with radius %d, doing %0.2f temporal damage.
Spell Acceleration: Increases the speed of your projectiles by %d%%.
Time Lash: Adds temporal damage to Phase Door, Teleport, Congeal Time and Time Prison (when used on hostile targets).
Spell Reflection: While active, you use a shield of warped space to redirect spells back at their caster's.
Illusion
Mind Spike: Disrupt the target's mind, doing %0.2f mental damage.
Unlight: Extinguishes all light within a radius of %d, flooding the area with darkness.
All creatures inside the radius take %0.2f dark damage and have a 25%% chance of being blinded for 3 turns.
Charm: Wrap the target's mind in a delusion, making them think you are their friend for %d turns.
If you damage the target it will be free from the delusion.
Phantasmal Mirror: The caster is surrounded by a modified phantasmal shield. If hit by a projectile, the shield will deal %d mental damage to the attacker.
Morph
Enfeeble: Weakens your target, decreasing its defense, damage and saves by %d for 10 turns.
Vitalise: Focus your magic inwards, enhancing your physical form by %d str, dex, con and healing factor.
Petrify: Attempt to turn all creatures in a radius %d around a point to stone for %d turns.
Stoned creatures are unable to act or regen life and are very brittle.
If a stoned creature is hit by an attack that deals more than 30%% of its life it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning and somewhat resistant to physical attacks.
Crumble: All nearby enemies within radius %d are violently desconstructed, disarming them and doing %0.2f arcane damage.
Power
Yonk: Fold your magic inwards, into a small feedback loop, increasing your spellpower by %d for your next spell.
Force Balance: Surround yourself with a complex web of forcefields, increasing your stun and knockdown resistance by %d%%.
Sever Magic: Removes up to %d magical effects (both good and bad) from the target and silences them for %d turns.
Shield Overload: Overloads one of you active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius %d.
Damage and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield.
Elementists get...
Elementalism
Endure Elements: The Archmage focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases fire, cold and lightning resistance by %d and their resistance cap by %d%%.
Elemental Shield: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by %d.
Elemental Battery: You siphon elemental power from energies absorbed by your Elemental Shield.
You gain 1 mana for ever %d damage absorbed.
Bind Elemental: Binds an elemental into your control, giving you full control over its actions for %s turns.
When the effect ends the elemental will be banished.
This effect does not work on elites.
The duration will increase with the Willpower stat.
Corrupted Elements
Flux: Twist the elements in the target, changing some of them to Blight. Causes %0.2f Blight damage.
The damage will scale with Spellpower.
Blight Affinity: Your Elemental Shield now blocks Blight damage.
You gain 1 life for every %d damage absorbed.
Chaos Vortex: Invokes a furious storm of elemental chaos at the target point, doing %0.2f blight damage in a radius of 3 each turn for %d turns.
Each turn the vortex will move at random, and will harm its creator.
Each hit will also apply a random elemental effect and damage.
The damage and duration will increase with your Spellpower.
Quintessence: You have mastered the fifth element, increasing all your blight damage by %d%% and ignoring %d%% blight resistance of your targets.
Force
Fist of Force: Conjures up a fist of force doing %0.2f physical damage and knocking the target back.
The damage will increase with your Spellpower.
Shielding: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, disruption shield affecting you has its power increased by %d%%.
At level 5 it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.
Arrow Ward: Slows and deflects incoming projectiles.
Aegis: Release arcane energies into any magical shield currently protecting you, further charging it by %d%% of its max absorb value.
It will affect at most %d shield effects.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield.
The charging will increase with your Spellpower.
Restoration
Arcane Reconstruction: Imbues your body with arcane forces, reconstructing it to a default state, healing for %d life.
The life healed will increase with your Spellpower.
Lifebind: Wrap yourself in life, increasing your blight resistance and healing factor by %d.
Arcane Shield: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect) you automatically get a damage shield of %d%% of the heal value for 3 turns.
The shield value will increase with your Spellpower.
Purify: Consumes nearby magical energy and converts it into healing energies.
One beneficial magical effect will be removed from your nearest enemy each turn and you will recover %d life each turn for %d turns.
The life healed will increase with your Spellpower
ToDo:
Icons. Need to recolour/improve them some time.
Slap DarkGod. He added in that Aether category before I got this mod finished. He will be hunted down and slapped with a big fish! Done.
Quintessence. Elementists don't have access to one of the elements. Done. Taking these new talents will get them barred from Angolwen though... (not yet done)
Dark Mage. Cos an Archmage might like to dabble in Necromancy. Consequences will apply.
Bug Fixes. I'm sure there will be more to sort out.
Please Note: I am a lua noob and this is likely full of bugs.
Elementist: Which is rather similar to what Archmage is at the moment.
Archmage: Stronger in non elemental spells. Starts with Temporal and Meta unlocked at the start. 4 high level elemental talent categories are replaced with all new extension to the existing non elemental categories.
Also, the Aegis category has been replaced by a Force category, which contains half the Aegis talents.
The other talents are now in a Restoration category, which Linaniil should teach you if you prove worthy.
Both classes also get their own unique category.
New Archmage talents:
High Magic
Chromatic Bolt: Fire a slowish bolt of a random element doing %0.2f damage.
Mind Over Mana: The Archmage focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases mana regen by +%0.1f, arcane resistance by %d and arcane resistance cap by %d%%.
Arcane Defiance: Reduces the effect of all detrimental spell effects on you by %d turns and cures any silence effects.
This should be usable while silenced.
Spellblaze: Unleash power similar to the original Spellblaze, but at a much smaller scale.
The primary explosion will release %d extra uncontrolled explosions.
Each explosion will do %0.2f arcane damage and %0.2f fire damage.
The damage will increase with your Spellpower.
Distortion
Time Warp: Surround yourself in a temporal whirlpool with radius %d, doing %0.2f temporal damage.
Spell Acceleration: Increases the speed of your projectiles by %d%%.
Time Lash: Adds temporal damage to Phase Door, Teleport, Congeal Time and Time Prison (when used on hostile targets).
Spell Reflection: While active, you use a shield of warped space to redirect spells back at their caster's.
Illusion
Mind Spike: Disrupt the target's mind, doing %0.2f mental damage.
Unlight: Extinguishes all light within a radius of %d, flooding the area with darkness.
All creatures inside the radius take %0.2f dark damage and have a 25%% chance of being blinded for 3 turns.
Charm: Wrap the target's mind in a delusion, making them think you are their friend for %d turns.
If you damage the target it will be free from the delusion.
Phantasmal Mirror: The caster is surrounded by a modified phantasmal shield. If hit by a projectile, the shield will deal %d mental damage to the attacker.
Morph
Enfeeble: Weakens your target, decreasing its defense, damage and saves by %d for 10 turns.
Vitalise: Focus your magic inwards, enhancing your physical form by %d str, dex, con and healing factor.
Petrify: Attempt to turn all creatures in a radius %d around a point to stone for %d turns.
Stoned creatures are unable to act or regen life and are very brittle.
If a stoned creature is hit by an attack that deals more than 30%% of its life it will shatter and be destroyed.
Stoned creatures are highly resistant to fire and lightning and somewhat resistant to physical attacks.
Crumble: All nearby enemies within radius %d are violently desconstructed, disarming them and doing %0.2f arcane damage.
Power
Yonk: Fold your magic inwards, into a small feedback loop, increasing your spellpower by %d for your next spell.
Force Balance: Surround yourself with a complex web of forcefields, increasing your stun and knockdown resistance by %d%%.
Sever Magic: Removes up to %d magical effects (both good and bad) from the target and silences them for %d turns.
Shield Overload: Overloads one of you active shields, causing it to explode outwards damaging all nearby hostile creatures in a radius %d.
Damage and type will depend on which shield is overloaded and how powerful the shield is.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield.
Elementists get...
Elementalism
Endure Elements: The Archmage focusses on supreme control over mana, allowing them to adjust how it flows near them.
Increases fire, cold and lightning resistance by %d and their resistance cap by %d%%.
Elemental Shield: Surround yourself in shield of elemental power for 10 turns. Any physical, fire, cold or lightning damage you take is reduced by %d.
Elemental Battery: You siphon elemental power from energies absorbed by your Elemental Shield.
You gain 1 mana for ever %d damage absorbed.
Bind Elemental: Binds an elemental into your control, giving you full control over its actions for %s turns.
When the effect ends the elemental will be banished.
This effect does not work on elites.
The duration will increase with the Willpower stat.
Corrupted Elements
Flux: Twist the elements in the target, changing some of them to Blight. Causes %0.2f Blight damage.
The damage will scale with Spellpower.
Blight Affinity: Your Elemental Shield now blocks Blight damage.
You gain 1 life for every %d damage absorbed.
Chaos Vortex: Invokes a furious storm of elemental chaos at the target point, doing %0.2f blight damage in a radius of 3 each turn for %d turns.
Each turn the vortex will move at random, and will harm its creator.
Each hit will also apply a random elemental effect and damage.
The damage and duration will increase with your Spellpower.
Quintessence: You have mastered the fifth element, increasing all your blight damage by %d%% and ignoring %d%% blight resistance of your targets.
Force
Fist of Force: Conjures up a fist of force doing %0.2f physical damage and knocking the target back.
The damage will increase with your Spellpower.
Shielding: Surround yourself with strengthening arcane forces.
Every damage shield, time shield, displacement shield, disruption shield affecting you has its power increased by %d%%.
At level 5 it also increases the duration of all shields by 1 turn.
The shield value will increase with your Spellpower.
Arrow Ward: Slows and deflects incoming projectiles.
Aegis: Release arcane energies into any magical shield currently protecting you, further charging it by %d%% of its max absorb value.
It will affect at most %d shield effects.
Affected shields are: Damage Shield, Time Shield, Displacement Shield, Disruption Shield.
The charging will increase with your Spellpower.
Restoration
Arcane Reconstruction: Imbues your body with arcane forces, reconstructing it to a default state, healing for %d life.
The life healed will increase with your Spellpower.
Lifebind: Wrap yourself in life, increasing your blight resistance and healing factor by %d.
Arcane Shield: Surround yourself with protective arcane forces.
Each time you receive a direct heal (not a life regeneration effect) you automatically get a damage shield of %d%% of the heal value for 3 turns.
The shield value will increase with your Spellpower.
Purify: Consumes nearby magical energy and converts it into healing energies.
One beneficial magical effect will be removed from your nearest enemy each turn and you will recover %d life each turn for %d turns.
The life healed will increase with your Spellpower
ToDo:
Icons. Need to recolour/improve them some time.
Slap DarkGod. He added in that Aether category before I got this mod finished. He will be hunted down and slapped with a big fish! Done.
Quintessence. Elementists don't have access to one of the elements. Done. Taking these new talents will get them barred from Angolwen though... (not yet done)
Dark Mage. Cos an Archmage might like to dabble in Necromancy. Consequences will apply.
Bug Fixes. I'm sure there will be more to sort out.
Last edited by HousePet on Wed Dec 19, 2012 2:54 am, edited 6 times in total.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: [b42] Archmage / Elementist Split
A few things that immediately jump out at me:
New-Archmage starts with a point in Flame and Lightning, even though both of those trees are locked. Removing that would make starting in the Abashed Expanse extremely difficult, though. Maybe they could start with Air or Fire unlocked, as Elementists have Phantasm? I'd prefer Air, just because it seems overlooked in favor of Fire.
Chromatic Bolt is inferior to Flame and Manathrust in every way. If it's going to be such a slow projectile it should at least do more damage, especially since it's very hard to consistently get +damage% on it.
New-Archmage's level 10 trees start unlocked.
New-Archmage starts with a point in Flame and Lightning, even though both of those trees are locked. Removing that would make starting in the Abashed Expanse extremely difficult, though. Maybe they could start with Air or Fire unlocked, as Elementists have Phantasm? I'd prefer Air, just because it seems overlooked in favor of Fire.
Chromatic Bolt is inferior to Flame and Manathrust in every way. If it's going to be such a slow projectile it should at least do more damage, especially since it's very hard to consistently get +damage% on it.
New-Archmage's level 10 trees start unlocked.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: [b42] Archmage / Elementist Split
Re: icons. You can find all of the base icons at http://game-icons.net/, all that you need to do to complete them is add in colour to the .png's with Gimp or any other photo editor.
Looking good. I like the split you made.
Looking good. I like the split you made.
Re: [b42] Archmage / Elementist Split
How about modifying the Chromatic Bolt to explode on impact, but not as the usual radial explosion but instead one that chains/smears to all adjacent ones in range with that going up with levels and whatnot---semi-like Chain Lightning. That would solve the lack of "beam" issue more or less while still playing a fair bit different.
Re: [b42] Archmage / Elementist Split
DarkGod: Don't have one 
phantomglider: Doh, I have auto assign turned off, so I forgot about changing that. I've done the Abashed Expanse twice using just Chromatic Bolt (and once got Matrix Style XD), so it can be done, but it is harder.
Chromatic Bolt definately needs improvement. I did increase the projectile speed from 200 to 300 after trying it for the first time. getter77's splash damage suggestion sounds good. I might do that. Reduce current damage to 75% and make it do a radius 1 burst and an extra hit on the centre target.
The Abashed Expanse should be easier when I've done some more work, once finished the Archmage should have the options of three starting attack spells. Chromatic Bolt, Channel Staff and a Force Bolt (doing physical damage).
New level 10 trees will start locked later, and Elementist should have Phantasm locked.
lukep: Thanks, will check that.
getter77: Great idea, though I don't want the radius too big on a low level spell, so it might not be any major difference between a chain and a burst.
I'm unsure what to do about Elementists wanting Archmage categories and vice versa. I could just remove the option and people can use the vanilla Archmage, but then they can't get the high level ones I made. And if I make it so you can purchase any category you want, I loose distinction between the classes. :/

phantomglider: Doh, I have auto assign turned off, so I forgot about changing that. I've done the Abashed Expanse twice using just Chromatic Bolt (and once got Matrix Style XD), so it can be done, but it is harder.
Chromatic Bolt definately needs improvement. I did increase the projectile speed from 200 to 300 after trying it for the first time. getter77's splash damage suggestion sounds good. I might do that. Reduce current damage to 75% and make it do a radius 1 burst and an extra hit on the centre target.
The Abashed Expanse should be easier when I've done some more work, once finished the Archmage should have the options of three starting attack spells. Chromatic Bolt, Channel Staff and a Force Bolt (doing physical damage).
New level 10 trees will start locked later, and Elementist should have Phantasm locked.
lukep: Thanks, will check that.
getter77: Great idea, though I don't want the radius too big on a low level spell, so it might not be any major difference between a chain and a burst.
I'm unsure what to do about Elementists wanting Archmage categories and vice versa. I could just remove the option and people can use the vanilla Archmage, but then they can't get the high level ones I made. And if I make it so you can purchase any category you want, I loose distinction between the classes. :/
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
For the Chromatic bolt I was picturing something more like direct chaining only, with the number going up.
Such that the usual Chain Lightning would hit all of something like X X X X
But Chromatic would XX XX
----------------------XX and so on only following the connections.
Such that it can hit any number of shapes of lines from all the possible directions, but only so far as the line is unbroken with respect to talent level. A different behavior than anything else really and no harm in having an early skill still be plenty viable in the latter game.
If you really want to make it interesting, have the capstone skill level automatically adjust the damage type to be one that a given enemy has the most vulnerability to.
Such that the usual Chain Lightning would hit all of something like X X X X
But Chromatic would XX XX
----------------------XX and so on only following the connections.
Such that it can hit any number of shapes of lines from all the possible directions, but only so far as the line is unbroken with respect to talent level. A different behavior than anything else really and no harm in having an early skill still be plenty viable in the latter game.
If you really want to make it interesting, have the capstone skill level automatically adjust the damage type to be one that a given enemy has the most vulnerability to.

Re: [b42] Archmage / Elementist Split
Updated!
Corrected some failed merging with b42.
Rewrote Chromatic Bolt.
Changed Archmage starting talents.
Tweaked a few other talents.
File in first post updated.
Corrected some failed merging with b42.
Rewrote Chromatic Bolt.
Changed Archmage starting talents.
Tweaked a few other talents.
File in first post updated.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
PS: Feedback and bug reports will make me work faster.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
Looked through the talent code, and I noticed some (mostly minor) things:
- A damage description is not present for Time Lash. Also, you can place the calculation there and call it with the other talents for easier maintanence.
- Spell reflection: add a cap to prevent mana regen
- Elemental Battery: "...EVERY %d damage absorbed."
- Chromatic Orb has a range of 20 (in the target)
- Chromatic Orb replace self:getTalentLevelRaw(t) == 5 with self:getTalentLevelRaw(t) >= 5 for ID and NPC's
- Mana Burst's radius should be rounded up or down, to avoid oddities (description vs effect rounding errors) (also Petrify) (also Shield overload)
- Mana Burst's description should use damDesc. (also for Unlight)
- Vitalise power should be rounded up or down, to prevent getting decimal stats. ( I think...)
- Shield overload info: "Overloads one of YOUR active..."
Some that I'm not sure of:
- Time Warp requires_target = false to me consistent with other talents. (also mind spike, and Crumble)
- spell acceleration: (foo)...or 0? (I'm not sure if the first point will work, calling a value that doesn't exist yet)
- Elemental Shield's ts_on_damage function should be moved to the timed effect
- Unlight selffire = true, then tg.selffire=false is odd, but works. Also, it doesn't darken the tiles (should it?)
- Crumble doesn't check Disarm immunity.
- Yonk may be able to be exploited with instant cast spells, Timeless, and high speeds, as it lasts 1 turn.
And some that would make it nicer, but don't affect gameplay:
- Adding particle effects would be nice for a few talents lacking them.
- Switch over the overloads to hooks and superloads, where possible, especially with spells.lua.
- A damage description is not present for Time Lash. Also, you can place the calculation there and call it with the other talents for easier maintanence.
- Spell reflection: add a cap to prevent mana regen
- Elemental Battery: "...EVERY %d damage absorbed."
- Chromatic Orb has a range of 20 (in the target)
- Chromatic Orb replace self:getTalentLevelRaw(t) == 5 with self:getTalentLevelRaw(t) >= 5 for ID and NPC's
- Mana Burst's radius should be rounded up or down, to avoid oddities (description vs effect rounding errors) (also Petrify) (also Shield overload)
- Mana Burst's description should use damDesc. (also for Unlight)
- Vitalise power should be rounded up or down, to prevent getting decimal stats. ( I think...)
- Shield overload info: "Overloads one of YOUR active..."
Some that I'm not sure of:
- Time Warp requires_target = false to me consistent with other talents. (also mind spike, and Crumble)
- spell acceleration: (foo)...or 0? (I'm not sure if the first point will work, calling a value that doesn't exist yet)
- Elemental Shield's ts_on_damage function should be moved to the timed effect
- Unlight selffire = true, then tg.selffire=false is odd, but works. Also, it doesn't darken the tiles (should it?)
- Crumble doesn't check Disarm immunity.
- Yonk may be able to be exploited with instant cast spells, Timeless, and high speeds, as it lasts 1 turn.
And some that would make it nicer, but don't affect gameplay:
- Adding particle effects would be nice for a few talents lacking them.
- Switch over the overloads to hooks and superloads, where possible, especially with spells.lua.
Re: [b42] Archmage / Elementist Split
Sorted. (mostly)
I'm not sure if Spell Acceleration will work, or Spell Reflection..
Not sure how to stop Yonk being exploited.
Now I need to have another go at getting Phantasmal Mirror working.
Then work on icons and particles.
I'm not sure if Spell Acceleration will work, or Spell Reflection..
Not sure how to stop Yonk being exploited.
Now I need to have another go at getting Phantasmal Mirror working.
Then work on icons and particles.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
Updated again!
I've stolen some icons, rewrote the top half of the High Magic category and split the Aegis into Force and Restoration.
I've stolen some icons, rewrote the top half of the High Magic category and split the Aegis into Force and Restoration.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: [b42] Archmage / Elementist Split
Seeing some issues here.
My elementalists and archmages both have Force, but neither have Restoration.
Force Punch feels strange. Its cool, it does decent damage, but its a generic talent? Just dosent feel right.
Force Punch also needs some kind of spell graphic.
I like the new High Magic.
Elementalists need some love though, they only have 1 new tree.
And I think chromatic bolt is still too slow, 500% like flameflash and chill of the tomb would feel right.
I think Lifebind is broke. I put 1 point in and my healing mod is now 250%. Thats pretty massive.
My elementalists and archmages both have Force, but neither have Restoration.
Force Punch feels strange. Its cool, it does decent damage, but its a generic talent? Just dosent feel right.
Force Punch also needs some kind of spell graphic.
I like the new High Magic.
Elementalists need some love though, they only have 1 new tree.
And I think chromatic bolt is still too slow, 500% like flameflash and chill of the tomb would feel right.
I think Lifebind is broke. I put 1 point in and my healing mod is now 250%. Thats pretty massive.
Last edited by Sradac on Fri Sep 28, 2012 12:45 am, edited 2 times in total.
Re: [b42] Archmage / Elementist Split
also it seems strange for archmage to start with a point in rebound, its the 3rd talent of the Force tree.
Re: [b42] Archmage / Elementist Split
Anyways, fixed having no restoration on my end. Added ["spell/restoration"]={true, 0.3}, to both classes since neither had it defined.
Will have to test it out.
Will have to test it out.