Archmage / Elementist Class Split
Posted: Sun Sep 09, 2012 8:35 am
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Also, the Aegis category has been replaced by a Force category, which contains half the Aegis talents.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.