Large list of changes in 1.6
Birth Changes :
Most of the class changes are talent mastery rounding up or down, which isn't a big change either way, except for Shadowblades, who seem to have been nerfed this way.
False/true indicate if tree is unlocked at birth
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Afflicted
- ["cursed/rampage"]={false, 0.0},
- ["cursed/predator"]={false, 0.0},
+ ["cursed/rampage"]={false, 0.3},
+ ["cursed/predator"]={true, 0.3},
+ show_shield_combat = 1,
Celestial :
Sun paladin:
- ["technique/shield-offense"]={true, 0.1},
- ["technique/2hweapon-assault"]={true, 0.1},
- ["technique/combat-techniques-active"]={false, 0.1},
- ["technique/combat-techniques-passive"]={true, 0.1},
- ["technique/combat-training"]={true, 0.1},
- ["cunning/survival"]={false, 0.1},
+ ["technique/shield-offense"]={true, 0.0},
+ ["technique/2hweapon-assault"]={true, 0.0},
+ ["technique/combat-techniques-active"]={false, 0.0},
+ ["technique/combat-training"]={true, 0.0},
+ ["cunning/survival"]={false, 0.0},
+ ["technique/combat-techniques-passive"]={true, 0.0},
Anorithil:
- ["cunning/survival"]={false, 0.1},
+ ["cunning/survival"]={false, 0.0},
Chronomancers :
- ["chronomancy/fate-weaving"]={false, 0.1},
+ ["chronomancy/fate-weaving"]={false, 0.0},
- ["chronomancy/stasis"]={false, 0.1},
+ ["chronomancy/stasis"]={false, 0.0},
Corrupted
Reaver:
- ["cunning/survival"]={false, 0.1},
- ["corruption/sanguisuge"]={true, 0.3},
+ ["cunning/survival"]={false, 0.0},
+ ["corruption/sanguisuge"]={true, 0.0},
- ["corruption/plague"]={true, 0.3},
+ ["corruption/plague"]={true, 0.0},
- ["corruption/vim"]={true, 0.3},
+ ["corruption/vim"]={true, 0.0},
Starting talent:
+ [ActorTalents.T_WEAPONS_MASTERY] = 1,
- [ActorTalents.T_REND] = 1,
+ [ActorTalents.T_ARMOUR_TRAINING] = 1,
Equipment :
-{type="armor", subtype="light", name="rough leather armour", autoreq=true, ego_chance=-1000}
+{type="armor", subtype="heavy", name="iron mail armour", autoreq=true, ego_chance=-1000}
Corrupter-
Torment unlocked
Mages :
All:
Initial mansurge rune buffed :
{cooldown=25, dur=10, mana=620}
{cooldown=15, dur=10, mana=820}
Survival from .9 to 1.0 mastery
Alchemist :
Start with alchemist gem equipped
Necromancer:
- ["spell/conveyance"]={true, 0.2},
- ["spell/divination"]={true, 0.2},
+ ["spell/conveyance"]={true, 0.3},
+ ["spell/divination"]={true, 0.3},
No longer starts with dagger
Psionic :
Mindslayer :
-Starts with two mindstars equipped
Rogues:
Rogue –
[b]Dirty fighting unlocked at start[/b]
Daggers equipped at start
No longer starts with sling/shots.
Shadowblade:
Nerfed talents.
Locked combat-techniques-active
- ["spell/phantasm"]={true, 0},
- ["spell/temporal"]={false, 0},
- ["spell/divination"]={false, 0},
- ["spell/conveyance"]={true, 0},
- ["technique/dualweapon-attack"]={true, 0.2},
- ["technique/duelist"]={true, 0.2},
- ["technique/combat-techniques-active"]={true, 0.3},
+ ["spell/phantasm"]={true, 0.0},
+ ["spell/temporal"]={false, 0.0},
+ ["spell/divination"]={false, 0.0},
+ ["spell/conveyance"]={true, 0.0},
+ ["technique/dualweapon-attack"]={true, 0.0},
+ ["technique/duelist"]={true, 0.0},
+ ["technique/combat-techniques-active"]={false, 0.0},
- ["technique/combat-training"]={true, 0.2},
+ ["technique/combat-training"]={true, 0.0},
- ["cunning/survival"]={true, 0.1},
+ ["cunning/survival"]={true, 0.0},
- ["cunning/dirty"]={true, 0.3},
+ ["cunning/dirty"]={true, 0.0},
Maruader:
- ["technique/dualweapon-attack"]={true, 0.2},
- ["technique/duelist"]={true, 0.2},
+ ["technique/dualweapon-attack"]={true, 0.3},
+ ["technique/duelist"]={true, 0.3},
- ["technique/battle-tactics"]={false, 0.2},
+ ["technique/battle-tactics"]={false, 0.3},
- ["technique/bloodthirst"]={false, 0.1},
- ["technique/throwing-knives"]={true, 0.2},
+ ["technique/bloodthirst"]={false, 0.0},
+ ["technique/throwing-knives"]={true, 0.0},
- ["cunning/tactical"]={false, 0.2},
+ ["cunning/tactical"]={false, 0.3},
- ["cunning/poisons"]={false, -0.1, "rogue_poisons"},
+ ["cunning/poisons"]={false, 0.0, "rogue_poisons"},
Skirmisher:
[b]No longer on randbosses[/b]
[b]Scoundrel unlocked [/b]
- ["cunning/trapping"]={false, 0.1},
+ ["cunning/trapping"]={false, 0.0},
- ["cunning/scoundrel"]={false, 0.1},
+ ["cunning/scoundrel"]={true, 0.3},
- ["cunning/poisons"]={false, 0.2, "rogue_poisons"},
+ ["cunning/poisons"]={false, 0.3, "rogue_poisons"},
Warrior :
Berserker:
Gone:
- ["technique/archery-training"]={false, 0.1},
- ["technique/shield-defense"]={false, -0.1},
Masteries changed :
- ["technique/bloodthirst"]={false, 0.2},
- ["cunning/survival"]={true, 0},
- ["cunning/dirty"]={false, 0},
+ ["technique/bloodthirst"]={false, 0.3},
+ ["cunning/survival"]={true, 0.0},
+ ["cunning/dirty"]={false, 0.0},
Starting talent :
+ [ActorTalents.T_WEAPONS_MASTERY] = 1,
Bulwark :
- ["technique/archery-training"]={false, 0.1},
- ["technique/2hweapon-offense"]={false, -0.1},
- ["cunning/survival"]={true, 0},
- ["cunning/dirty"]={false, 0},
+ ["cunning/survival"]={true, 0.0},
+ ["cunning/dirty"]={false, 0.0},
Archer:
+ unlockable_talents_types = {
+ ["cunning/poisons"]={false, 0.0, "rogue_poisons"},
+ },
- ["technique/combat-techniques-active"]={true, 0},
- ["technique/combat-techniques-passive"]={true, 0},
- ["technique/munitions"]={false, 0.3},
+ ["technique/combat-techniques-active"]={true, 0.0},
+ ["technique/combat-techniques-passive"]={true, 0.0},
+ --["technique/munitions"]={false, 0.3}, Disabled pending major revision
- ["cunning/trapping"]={false, 0.2},
- ["cunning/survival"]={true, 0},
- ["technique/mobility"]={true, 0.2},
- ["technique/conditioning"]={false, 0},
+ ["cunning/trapping"]={false, 0.3},
+ ["cunning/survival"]={true, 0.0},
+ ["technique/mobility"]={true, 0.0},
+ ["technique/conditioning"]={false, 0.0},
Arcane Blade:
- ["spell/fire"]={true, 0.2},
- ["spell/air"]={true, 0.2},
- ["spell/earth"]={true, 0.2},
- ["spell/conveyance"]={true, 0.2},
- ["spell/aegis"]={true, 0.1},
- ["spell/enhancement"]={true, 0.2},
- --["technique/battle-tactics"]={false, 0.2},
- ["technique/superiority"]={false, 0.2},
- ["technique/combat-techniques-active"]={true, 0.1},
- ["technique/combat-techniques-passive"]={false, 0.1},
- ["technique/combat-training"]={true, 0.1},
+ ["spell/fire"]={true, 0.3},
+ ["spell/air"]={true, 0.3},
+ ["spell/earth"]={true, 0.3},
+ ["spell/conveyance"]={true, 0.0},
+ ["spell/aegis"]={true, 0.0},
+ ["spell/enhancement"]={true, 0.3},
+ ["technique/superiority"]={false, 0.3},
+ ["technique/combat-techniques-active"]={true, 0.0},
+ ["technique/combat-techniques-passive"]={false, 0.0},
+ ["technique/combat-training"]={true, 0.0},
- ["cunning/survival"]={true, 0.1},
- ["cunning/dirty"]={true, 0.2},
+ ["cunning/survival"]={true, 0.0},
+ ["cunning/dirty"]={true, 0.3},
unlockable_talents_types = {
- ["spell/stone"]={false, 0.1, "mage_geomancer"},
+ ["spell/stone"]={false, 0.3, "mage_geomancer"},
},
(Gone: )
-talent_cd_reduction={[ActorTalents.T_FLAME]=-3, [ActorTalents.T_LIGHTNING]=-3, [ActorTalents.T_EARTHEN_MISSILES]=-3, },
Brawler:
- ["technique/combat-training"]={true, 0.1},
- ["technique/combat-techniques-active"]={true, 0.1},
- ["technique/combat-techniques-passive"]={true, 0.1},
+ ["technique/combat-training"]={true, 0.0},
+ ["technique/combat-techniques-active"]={true, 0.3},
+ ["technique/combat-techniques-passive"]={true, 0.0},
- ["technique/conditioning"]={true, 0.1},
- ["technique/mobility"]={true, 0.2},
+ ["technique/conditioning"]={true, 0.3},
+ ["technique/mobility"]={true, 0.3},
Wilder :
Summoner :
Mindstar-mastery unlocked
- ["wild-gift/call"]={true, 0.2},
- ["wild-gift/harmony"]={false, 0.1},
- ["wild-gift/mindstar-mastery"]={false, 0.1},
+ ["wild-gift/call"]={true, 0.3},
+ ["wild-gift/harmony"]={false, 0.3},
+ ["wild-gift/mindstar-mastery"]={true, 0.3},
Removed :
- ["technique/combat-techniques-passive"]={false, 0},
Wyrmic:
- ["wild-gift/call"]={true, 0.2},
- ["wild-gift/harmony"]={false, 0.1},
+ ["wild-gift/call"]={true, 0.3},
+ ["wild-gift/harmony"]={false, 0.0},
Class:
- ["wild-gift/fungus"]={true, 0.1},
- ["technique/shield-offense"]={true, 0.1},
- ["technique/2hweapon-assault"]={true, 0.1},
- ["technique/combat-techniques-active"]={false, 0},
- ["technique/combat-techniques-passive"]={true, 0},
- ["technique/combat-training"]={true, 0},
+ ["wild-gift/fungus"]={true, 0.0},
+ ["technique/shield-offense"]={true, 0.3},
+ ["technique/2hweapon-assault"]={true, 0.3},
+ ["technique/combat-techniques-active"]={false, 0.3},
+ ["technique/combat-training"]={true, 0.3},
Talent:
Armor Training 1 given at birth
Oozemancer:
- ["cunning/survival"]={true, 0.1},
+ ["cunning/survival"]={true, 0.0},
Stone Warden
- ["wild-gift/call"]={true, 0.2},
+ ["wild-gift/call"]={true, 0.3},
- ["spell/earth"]={true, 0.2},
- ["spell/stone"]={false, 0.2},
- ["cunning/survival"]={true, 0},
- ["technique/combat-training"]={true, 0},
+ ["spell/earth"]={true, 0.3},
+ ["spell/stone"]={false, 0.3},
+ ["cunning/survival"]={true, 0.0},
+ ["technique/combat-training"]={true, 0.0},
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Races :
All races now start with one of two sets of infusions or runes :
Regen, wild(phys), healing or shielding, blink, shatter afflictions
Dwarves:
- Life per level: 12",
- Experience penalty: 25%",
+ Life per level: 14",
+ Experience penalty: 0%",
Elves:
Thalore
-"They possess the Wrath of the Woods talent, which allows them a boost to the damage both inflicted and resisted once in a while.",
+"They possess the Gift of the Woods talent, which allows them to regenerate life and increase healing once in a while.",
- "Experience penalty: 35%",
+ "Experience penalty: 0%",
Humans :
Highers –
-"They possess the Gift of the Highborn which allows them to regenerate their wounds once in a while.",
+"They possess the Wrath of the Highborn which allows them to increase damage dealt and decrease damage taken once in a while."
- "Experience penalty: 15%",
+ "Experience penalty: 0%",
RACE TALENT CHANGES
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GHOUL
Resilient Body –
Max damage you can take is now 50% of your health at all levels (after other reductions):
-getMaxDamage = function(self, t) return math.max(50, 100 - self:getTalentLevelRaw(t) * 10) end,
+getMaxDamage = function(self, t) return 50 end,
Retch:
-duration = function(self, t) return self:combatTalentScale(t, 7, 15, 0.5) end,
+duration = function(self, t) return 10 end,
+When you stand in your own retch your racial -20% global speed is cancelled.
Leap
Gnaw
Now turns to ghoul at all talent levels rather than t.level 5
SKELETON
Unchanged
HIGHER:
+ name = "Wrath of the Highborn",
+return ([[Call upon the power of the Highborn, increasing all damage by %d%% and reducing all damage taken by %d%% for 5 turns.
+The bonus will increase with your Magic.]]):
Second :
THALORE
+name = "Gift of the Woods",
+return ([[Call upon nature to regenerate your body for %d life every turn and increase healing mod by %d%% for 10 turns.
+The life healed will increase with your Willpower.]]):format(5 + self:getWil() * 0.5, t.getHealMod(self, t))
-Unshackled
+Verdant
-return ([[Thaloren have always been a free people, living in their beloved forest and never caring much about the world outside.
-Increase Physical and Mental Save by +%d.]]):
+return ([[Thaloren have an affinity for natural elements, allowing them to heal for a portion of damage taken from them.
+You gain %d%% Nature and Acid damage affinity.]]):
Guardian of the Wood –
-Base stats scale with talent level and willpower
+Your Willpower (%d) will be added to all of their non-Magic primary stats and their talent levels will increase with your Nature's Pride talent level.
+Your increased damage, damage penetration, and many other stats will be inherited.]]):format(self:getWil())
Halfling :
Militant Mind increased in power
Yeeks:
Dominant Will
Can now dominate rares/bosses :
-This effect does not work on rares, bosses, or undeads.
-The duration will increase with your Willpower
+Targets with ranks at or above rare must be below 80%% of their maximum life to be controlled, will be invulnerable for the duration, and will break free of the effect without dying after 3 turns.
+This effect cannot be saved against but checks instakill immunity.]])
Quickened
+If your life drops below 30%% you gain 1.5 turns. This effect can only happen once every %d turns.]])
Wayist
+ All their primary stats will be set to %d (based on your Willpower and Talent Level).
+ Your increased damage, damage penetration, and many other stats will be inherited.]]
Inscriptions
Code: Select all
Regen:
+ no_break_stealth = true,
Healing :
+now cures disease
Wild:
[b]Dual wild runes now remove AND rather than OR[/b]
(Mental/phys removes 1 effect of each rather than 1 at random)
Primal:
-return ([[Activate the infusion to cure yourself of one random %s effect and increase affinity for all damage by %d%% (scales with Constitution) for %d turns.
+return ([[Activate the infusion to heal for %d%% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by %d each turn for %d turns.]]):
Power difference :
New version has higher affinity values and scales off willpower (significantly stronger effect)
Movement:
-Also prevent stuns, dazes and pinning effects for %d turns.
+You gain 100% stun, daze, and pin immunity during the effect.
Heroism:
No longer improves stats.
+The duration and life will increase by 1% for every 1% life you have lost
Biting Gale:
No longer removes effects on cast.
Now reduces target stun resist by 50% (so 150% stun becomes 75%, while 200% doesn't go below 100%)
Acid Wave :
No longer removes magical effect
Can no longer be saved against
Mana Surge:
+no_break_stealth = true,
Removed:
Insidious Poison
Infusion: Sun
Phase Door
Controlled Phase Door (Replaced with Blink)
Rune: Invisibility
Rune: Speed
Rune: Vision
Rune : Heat Beam
Rune: Lightning
Rune: Frozen Spear
New Runes:
Blink- Old CPD but with PD rarity and OOP effect.
Rune: Ethereal
Activate the rune to become ethereal for 5? turns.
While ethereal all damage you deal is reduced , you gain all resistance, you move faster, and you are invisible.]]):
(All values are based on stats + rune power combined)
Rune: Stormshield :
Activate the rune to summon a protective storm around you for %d turns.
While active the storm will completely block all damage over %d up to %d times
Rune: Mirror Image:
Activate the rune to create up to 3 images of yourself that taunt nearby enemies.
Only one image can be created per enemy in radius 10 with the first being created near the closest enemy.
Images inherit all of your life, resistance, armor, defense, and armor hardiness.]])
Rune: Prismatic
Completely blocks a random number of damage instances from a randomly generated set of elements. IE, wards.
(Can look like : 5 darkness, 3 fire, 4 light, 6 blight)
Rune: Shatter Afflictions
Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect.
You use the dissipated energy to create a shield lasting 3 turns and blocking (stat scaling number) damage per debuff cleansed
Rune: Dissipation
Range : 10
Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you.
Taint: Purging
Activate the taint to purge your body of physical afflictions for (scaling number) turns.
Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1
Talents
Celestial
Code: Select all
CHANTS
-Chant of Fortress: Increases your physical save by %d, your physical resistance by %d%%, your armour by %d and your armour hardiness by 10%.
+Chant of Fortress: Increases your physical save by %d, your physical resistance by %d%%, your armour by %d and your armour hardiness by 15%.
- Your Chanting now increases your light and fire damage by %d%% and increases your positive energy regeneration by %0.2f per turn.
- These values scale with your Spellpower.]]):format(t.getLightDamageIncrease(self, t), t.getBonusRegen(self, t))
+ Your Chanting now increases your light and fire damage by %d%% and up to %d times per turn, when you are hit by a weapon attack, you will gain %0.1f Positive.
+ These values scale with your Spellpower.]]):format(t.getLightDamageIncrease(self, t), t.getTurnLimit(self, t), t.getPos(self, t))
CIRCLES
Circle of Shifting Shadows
-Negative = 10
+Negative = 20
-Creates a circle of radius %d at your feet; the circle increases your Defense by %d, and deals darkness damage per turn to everyone else with in its radius. The circle lasts %d turns.
+Creates a circle of radius %d at your feet; the circle increases your defense and all saves by %d while dealing darkness damage per turn to everyone else within its radius. The circle lasts %d turns
(ie, now increases saves)
Circle of Blazing Light removed
Circle of Sanctity moved to 2nd slot
-positive = 10
-negative =10
+positive = 20
Now also deals light damage to everyone else who enters
Circle of Warding moved to 3rd slot
New talent :
Celestial Surge
cooldown = 20,
positive = 15,
negative = 15,
Conjure a surge of celestial power through your circles. Any foe standing within one of your circles will be slowed by %d%% and take %d light and %d darkness damage.
Residual power from the surge will emanate from your circles for %d turns; each circle you stand in will increase your celestial resources.
Shifting Shadows: +1 negative.
Sanctity: +1 postive.
Warding: +0.5 postive and negative.
Celestial Combat
Weapon of Light
- Additionally, if you have a temporary damage shield active, melee attacks will increase its power by %d.
- If the same shield is refreshed 20 times it will become unstable and explode, removing it.
+ Additionally, if you have a temporary damage shield active, melee hits will increase its power by %d once per turn.
Crusader
Mark of Light
Duration from 5 to 3 turns
Flash of the Blade
- cooldown = 9,
+ cooldown = 12,
ECLIPSE
Totality
- positive = 10,
- negative = 10,
+ positive = 15,
+ negative = 15,
Corona -
- proj_speed = 3,
+ proj_speed = 4,
- cooldown = 30,
+ cooldown = 10,
+ This spell cannot crit.
Darkest Light Reworked
+ cooldown = 15,
+ positive = 25,
+ negative = 25,
Description:
Shroud foes within radius %d in darkest light, dealing %0.2f light and %0.2f darkness damage per turn and converting %d%% of the damage they deal between light and darkness for %d turns.]]):
GLYPHS
Reworked (old glyphs are now kept in a legacy Celestial – OTHER tree)
Talent 1 :
Glyphs
mode = "sustained",
cooldown = 5,
sustain_positive = 5,
sustain_negative = 5,
When one of your spells goes critical, you bind glyphs in radius 1 centered on a random target in range x at the cost of 5 positive and 5 negative energy.
Glyphs last for x turns and cause various effects when an enemy enters their grid.
Glyphs will only spawn on enemies that aren't adjacent to an existing glyph and will prioritize your own position if it is valid.
This can only happen every x game turns
Avalable glyphs are:
Glyph of Sunlight: Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing %0.2f light damage and healing you for %d.
Glyph of Moonlight: Bind moonlight into a glyph. When triggered it will release a fatiguing darkness, dealing %0.2f darkness damage and reducing the foes damage dealt by %d%% for %d turns.
Glyph of Twilight: Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing %0.2f light and %0.2f darkness damage and knocking the foe back %d tiles.
Glyphs of Fury
mode = passive
Your glyphs are imbued with celestial fury; they last %d turns longer and when triggered they will deal damage
Divine Glyphs
Up to 3 times per turn when one of your glyphs triggers you feel a surge of celestial power, increasing your darkness and light resistance and affinity by 5% for %d turns, stacking up to %d times.
Twilight Glyph
negative = 7,
positive = 7,
Bind the twilight into a transient glyph that will instantly deal damage alternating between %d light and %d darkness before dissipating.
This spell can be used for %d consecutive turns without going on cooldown, however each consecutive cast will increase the cooldown by 2. When the cast limit is reached or a turn is spent not casting this spell, it will go on cooldown.]])
CELESTIAL GUARDIAN
Brandish
-Positive = 25
+Positive = 15
Damage increased
Weapon from 1.3 to 1.8 factor
Shield from 1.2 to 1.8 factor
Light dmg from 200 to 300 factor
Retribution
Added check to be sure character is resting before disabling sustain
HYMNS
Hymn of Shadows
Removed evasion, buffed other numbers (only lower end of spell dmg is notably buffed).
-movespeed = function(self, t) return self:combatTalentSpellDamage(t, 10, 40) end,
-castSpeed = function(self, t) return self:combatTalentSpellDamage(t, 5, 20) end,
+moveSpeed = function(self, t) return self:combatTalentSpellDamage(t, 20, 50) end,
+castSpeed = function(self, t) return self:combatTalentSpellDamage(t, 7, 20) end,
Hymn Acolyte
+now forces learning of negative pool.
Hymn Nocturnalist
No longer increases negative regen
LIGHT
Improved descriptions and AI
RADIANCE
Radiance
Changed value calculations
Searing Sight
Damage no longer reduced with distance
+Your Radiance is so powerful it burns all foes caught in it, doing %0.1f light damage to all non-dazed +foes caught inside. Each enemy effected has a %d%% chance of being dazed for 5 turns.
Judgement
No longer dims radiance
STAR-FURY
Shadow Blast
-negative = 15,
-range = 5,
+negative = 20,
+range = 6,
Initial damage increased slightly
Now does 50% of initial DMG as the DOT ticks.
Now has Max duration of 9
Twilight Surge
- radius = 2,
+ radius = 5,
- cooldown = 7,
+ cooldown = 5,
SUNLIGHT
Searing Light
- cooldown = 6,
- positive = -16,
+ cooldown = 5,
+ positive = -15,
+ radius = 1,
-Calls the power of the Sun into a searing lance, doing %0.2f damage to the target and leaving a spot on the ground for 4 turns that does %0.2f light damage to anyone within it.
+Calls the power of the Sun into a searing lance, doing %d damage to the target and leaving a radius 1 area of searing light on the ground for 4 turns that does %d light damage to all foes within it.
Sun Flare
- cooldown = 22,
- positive = -15,
+ cooldown = 12,
+ positive = 30,
+ Max duration of 8
Desc:
-At level 3 it will also do %0.2f light damage within radius %d.
-The damage done will increase with your Spellpower.
+All enemies effected will take %0.2f light damage.
+At talent level 3 you gain %d%% light, darkness, and fire resistance for %d turns.
+The damage done and resistances will increase with your Spellpower.
FireBeam
- cooldown = 7,
- positive = -20,
+ cooldown = 12,
+ positive = 30,
-Call forth the Sun to summon a fiery beam, burning all targets in a line for %0.2f fire damage.
+Call forth the Sun to summon a fiery beam that pierces to the farthest enemy dealing %d fire damage to all enemies hit.
+This spell will automatically cast again at the start of every other one of your turns up to twice.
TWILIGHT
Twilight
-Learning this talent will change the default level of positive and negative energies to %d%% of their maximum. Each turn, the energies will slowly fall/rise to this value, instead of 0.
Mind Blast
- negative = 15,
+ negative = 20,
- radius = 3,
+ radius = 10,
10 turn max duration
-return ([[Let out a mental cry that shatters the will of your targets within radius 3, confusing (%d%% to act randomly) them for %d turns.
-The duration will improve with your Cunning.]]):
+return ([[Let out a mental cry that shatters the will of your targets within radius %d, dealing %0.2f darkness damage and confusing (%d%% to act randomly) them for %d turns.
+The damage will improve with your spellpower and the duration will improve with your Cunning.]]):
Shadow Simulacrum
- cooldown = 30,
- negative = 10,
- tactical = { DISABLE = 2 },
+ cooldown = 50,
+ negative = 30,
+ unlearn_on_clone = true,
-The duplicate has %d%% of the target's life, %d%% all damage resistance, +50% darkness resistance and -50% light resistance.
-The duration, life and all damage resistance scale with your Cunning and this ability will not work on bosses.]]):
+The duplicate has %d%% of the target's life, +50% darkness resistance, -50% light resistance, and deals 50% less damage.
+The duration and life scale with your Cunning.]]):
WILD, CORRUPTION and CHRONOMANCY Talent Tree Changes.
WILD GIFT
Code: Select all
Advanced Summons
Grand Arrival
(Clarified exact values of function)
+ Ritch Flamespitter: Reduce fire resistance of all foes in a radius by %d%%
+ Hydra: Generates a cloud of lingering poison, poisoning all foes caught within for %0.1f nature damage per turn (cumulative)
+Rimebark: Reduce cold resistance of all foes in a radius by %d%%
- - War Hound: Reduce physical resistance of all foes in a radius
- - Jelly: Reduce nature resistance of all foes in a radius
- - Minotaur: Reduces movement speed of all foes in a radius
+ - War Hound: Reduce physical resistance of all foes in a radius by %d%%
+ - Jelly: Reduce nature resistance of all foes in a radius by %d%%
+ - Minotaur: Reduces movement speed of all foes in a radius by %0.1f%%
- - Turtle: Heals all friendly targets in a radius
- - Spider: The spider is so hideous that foes around it are repelled
+ - Turtle: Heals all friendly targets in a radius %d HP
+ - Spider: Pins all foes in a radius
Wild Summon
- Ritch Flamespitter: sends a blast of flames around it, knocking foes away
- Hydra: Can disengage from melee range
- Rimebark: Becomes more resistant to magic damage
+ Ritch Flamespitter: Can fly in the air, spitting its Flamespit past creatures in the path of its target
+Hydra: Can concentrate its breath into spits when allies would be caught in a breath, instead spitting a bolt
+ Rimebark: Can grab foes, pulling them into range of its ice storm
- Jelly: Can swallow foes that are low on life, regenerating your equilibrium
+ Jelly: Can split into an additional jelly upon taking a large hit (jellies formed by splitting do not count against your summon cap)
- Stone Golem: Melee blows can deal a small area of effect damage
+ Stone Golem: Can disarm its foes
Summon-Augmentation
Rage
-return ([[Induces a killing rage in one of your summons, increasing all its stats by %d for 10 turns.]]):format(self:combatTalentMindDamage(t, 10, 100)/4)
+return ([[Induces a killing rage in all your summons within a radius of 5 when a summon is killed, increasing all their stats by %d for 5 turns.]]):format(t.incStats(self, t))
Detonate
- Ritch Flamespitter: Explodes into a fireball
- Hydra: Explodes into a ball of lightning, acid or poison
- Rimebark: Explodes into an iceball
- Fire Drake: Generates a cloud of fire
- War Hound: Explodes into a ball of physical damage
- Jelly: Explodes into a ball of slowing slime
- Minotaur: Explodes into a sharp ball, cutting all creatures
- Stone Golem: Knocks back all creatures
- Turtle: Grants a small shell shield to all friendly creatures
- Spider: Pins all foes around
+ Ritch Flamespitter: Explodes into a fireball dealing %d damage, flameshocking damaged foes
+ Hydra: Grants %d%% lightning, acid, and nature affinity as well as %d life regen per turn to all friendly creatures for 7 turns
+ Rimebark: Explodes into an iceball dealing %d ice damage, possibly freezing damaged foes
+ Fire Drake: Explodes into a cloud of lingering fire, dealing %d damage per turn
+ War Hound: Explodes into a sharp ball, cutting all creatures for %0.1f bleeding damage per turn for 6 turns
+ Jelly: Explodes into a ball of slowing slime, dealing %d nature damage and slowing foes by %0.1f%%
+ Minotaur: Confuses foes at %d%% power for 5 turns
+ Stone Golem: Grants %d armour and %d%% armour hardiness to all friendly creatures for 5 turns
+ Turtle: Grants a small shell shield to all friendly creatures, granting %d%% all resist for 5 turns
+ Spider: Knocks back all foes %d tiles
-The effects improve with your Willpower.]])
+The effects improve with your mindpower, and can crit.]])
Resilience
-return ([[Improves all your summons' Constitution by %d, and adds %0.1f effective talent levels to your summon talents to determine your summons' lifetime.]]):format(t.incCon(self, t), self:getTalentLevel(t))
+no_npc_use = true,
+return ([[Increases all your summons' max life by %0.1f%% and extends your summons' maximum lifetime by %d turns.]]):format(100*t.incLife(self, t), t.incDur(self,t))
SUMMON UTILITY
Removed Summon Control
Replaced with Pheromones
+ equilibrium = 7,
+ cooldown = 10,
+ no_npc_use = true,
+ no_energy = true,
+ requires_target = true,
+ range = 10,
+ direct_hit = true,
+ return ([[Mark a creature with pheromones, signalling to all of your summons within %d tiles of it to shift aggression towards the marked creature for %d turns.]]):format(t.getRad(self,t), t.getDur(self,t))
Summon’s Abilities
Added Acid Spit for Hydras
Added Lightning Spit for Hydras
Aded Poison Spit for Hydras
Added Winter’s Grasp (Rimebark)
+return ([[Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for %d turns.
+The ice will also deal %0.2f cold damage.
+The damage and chance to slow will increase with your Mindpower.]]):
Venom Drake
Dissolve
+hits with shields
Corrosive Breath
Max range of 13
STORM DRAKE
TORNADO
Reworked slightly. No longer has a stun but damages in an aoe during movement.
+Range is now capped at 10 max
+return ([[Summon a tornado that moves very slowly towards the target, following it if it changes position.
+Each time it moves every foes within radius 2 takes %0.2f lightning damage and is knocked back 2 spaces.
+When it reaches the target it explodes in a radius of %d, knocking back targets and dealing %0.2f lightning and %0.2f physical damage.
+The tornado will move a maximum of 20 times.
+Damage will increase with your Mindpower
Lightning Breath
-return ([[You breathe lightning in a frontal cone of radius %d. Any target caught in the area will take %0.2f to %0.2f lightning damage, and have a %d%% chance to be dazed for 3 turns.
-The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower.
+return ([[You breathe lightning in a frontal cone of radius %d. Any target caught in the area will take %0.2f to %0.2f lightning damage (%0.2f average) and be stunned for 3 turns.
+The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower.
Chromatic Fury now makes all breath attacks scale equally with Strength
SAND DRAKE
Swallow
Size of target now only affects life % before swallow succeeds.
+Now requires mainhand weapon
-The chance to swallow depends on your talent level and the relative size of the target.
+The target may save against your physical power to prevent this attempt.
Sand Breath
Lowered base damage slightly (still higher with chromatic fury).
HIGHER DRACONIC
Prismatic Fury
+Now works with shields
Wyrmic Guile
-return ([[You have the mental prowess of a Wyrm.
-Your Cunning is increased by %d, and your breath attack cooldowns are reduced by %d.
-You gain %d%% knockback resistance, and your blindness and stun resistances are increased by %d%%.]]):format(2*self:getTalentLevelRaw(t), t.CDreduce(self, t), 100*t.resistKnockback(self, t), 100*t.resistBlindStun(self, t))
+return ([[You have mastered your draconic nature.
+Your Strength and Willpower are increased by %d.
+You gain %d%% knockback resistance, and your blindness and stun resistances are increased by %d%%.]]):format(t.getStat(self, t), 100*t.resistKnockback(self, t), 100*t.resistBlindStun(self, t))
Chromatic Fury
Added nature, blight, and darkness damage % to its types
+Learning this talent will add a Willpower bonus to your breath talent damage with the
same scaling as Strength, effectively doubling it when the stats are equal
MINDSTAR MASTERY
Psiblades:
All weapon mastery classes now give 30 power when they have >0 points in them.
Mucus –
AI usage and clearer descriptions
ANTIMAGIC
Resolve
-return ([[You stand in the way of magical damage. That which does not kill you will make you stronger.
-Each time you are hit by non-physical, non-mind damage, you get a %d%% resistance to that element for 7 turns.
-If Antimagic Shield is not active, you also absorb part of the impact and use it to fuel your own powers, decreasing your equilibrium and increasing your stamina by %0.2f each hit.
-At level 5 you absorb even if Antimagic Shield is active.
-The effects will increase with your Mindpower or Physical power (whichever is greater).]]):
+return([[You stand in the way of magical damage. That which does not kill you will make you stronger.
+When you are hit by hostile non-physical, non-mind damage you gain %d%% resistance to that element for 7 turns.
+At talent level 3, the bonus resistance may apply to 3 elements, refreshing the duration with each element added.
+Additionally, each time you take non-physical, non-mind damage, your equilibrium will decrease and stamina increase by %0.2f.
+The effects will increase with the greater of your Mindpower or Physical power and the bonus resistance can be a mental crit.]]):
Aura of silence
+Removed
Replaced with :
Antimagic Zone
+return ([[Let out a burst of sound that silences for %d turns all those affected in a radius of %d.
+Each turn for %d turns the effected area will cause %0.2f manaburn damage to all creatures inside.
+For each creature silenced your equilibrium is reduced by %d (up to 5 times).
+The damage and apply power will increase with the greater of your Mindpower or Physical power.
+Learning this talent will let your Nature damage and penetration bonuses apply to all Manaburn damage regardless of source.]]):
Antimagic Shield
- cooldown = 20,
- range = 10,
+ cooldown = 6,
+Top power lowered
-Each creature whose attack on you is absorbed or reduced by the shield also takes a backlash dealing %0.2f manaburn damage (see description in the Mana Clash talent), this may only happen up to 10 times per turn and each time the damage is reduced by 25%%.
(no longer manaburns)
Mana Clash
- cooldown = 8,
+ cooldown = 15,
-In addition, for %d turns all your attacks also do 15%% manaburn damage.
+If defeated Urkis, last 4 magical sustains from target will be removed (so enemies don’t get more disperse)
CALL
Meditation
Resting value no longer scales with mindpower
COLD DRAKE
Ice Claw
- cooldown = 7,
+ cooldown = 10,
- Every level in Ice Claw additionally raises your Physical, Mental and Spell Saves by 4.
+ Every level in Ice Claw additionally raises your Physical Save by 2.
+ This talent will also attack with your shield, if you have one equipped.
Ice Breath
-return ([[You breathe ice in a frontal cone of radius %d. Any target caught in the area will take %0.2f cold damage, will be slowed 20%% for three turns, and has a 25%% to be frozen for a few turns (higher rank enemies will be frozen for a shorter time).
-The damage will increase with your Strength, and the critical chance is based on your Mental crit rate.
+return ([[You breathe ice in a frontal cone of radius %d. Any target caught in the area will take %0.2f cold damage and be frozen for 3 turns.
+The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Freeze apply power is based on your Mindpower.
Dwarven Nature:
Elemental Split
No longer learned by clones
Earthen Nature
Stoneshield
Changed values
Eldritch Stone
clarified description.
Earthen Vines
-Affected creatures are pinned to the ground and take %0.1f Physical%s damage each turn for %d turns.
+Affected creatures are pinned to the ground and take %0.1f nature%s damage each turn for %d turns.
-The chance to affect targets and damage increase with talent level and Willpower.
-While stone vines are active your movement speed is reduced by 50%%.
-Automatically disabled when you run or rest.]]):
-format(rad, damDesc(self, DamageType.PHYSICAL, dam), xs, turns, rad+4)
+The chance to affect targets and damage increase with talent level and Willpower.]]):
+format(rad, damDesc(self, DamageType.NATURE, dam), xs, turns, rad+4)
Rockswallow
-Merging with the stone is detrimental for the target, dealing %0.1f physical damage.
+Merging with the stone is detrimental for the target, dealing %0.1f nature damage.
EYAL’S FURY (Eyals-fury)
Acidfire
CD from 25 to 12
Duration set to 5
May now also burn away magical sustains
FIRE DRAKE
Wing Buffet
- Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 4, passively.
+Every level in Wing Buffet additionally raises your Physical Power and Accuracy by 2, passively.
Fire Breath
+No longer flameshocks
FUNGUS
Reworked every skill except Sudden Growth
Wild Growth
+return ([[Surround yourself with a myriad of tiny, nearly invisible, reinforcing fungi.
+You gain %d maximum life and %d life regeneration.
+The effects will increase with your Willpower.]]):
Fungal Growth
+return ([[The fungus on your body allows regeneration effects to last longer.
+Each time you gain a beneficial effect with the regeneration subtype you increase its duration by %d%% + 1 rounded up.
Ancestral Life
+return ([[Your fungus reaches into the primordial ages of the world, granting you ancient instincts.
+Each time you receive a direct heal you gain %d%% of a turn per 100 life healed. This effect can't add energy past 2 stored turns.
Sudden Growth
-cooldown = 25,
+cooldown = 15
+ Lowered lower level values
HARMONY
Elemental Harmony
+changed calculation values
Melee Summons
Altered AI
New jelly abilities:
+ name = "Jelly Spread", short_name = "JELLY_PBAOE",
+ type = {"wild-gift/other",1},
+ points = 5,
+ equilibrium = 10,
+return ([[Ooze over the floor, spreading caustic jelly in a radius of 1 lasting %d turns and dealing %d nature damage per turn to hostile creatures caught within.]]):format(duration, damDesc(self, DamageType.NATURE, damage))
+ name = "Mitotic Split", short_name = "JELLY_MITOTIC_SPLIT",
+ return ([[%d%% chance to split upon taking a single hit dealing at least %d%% of your maximum life.]])
CORRUPTION
Code: Select all
BLIGHT
Dark Ritual
+Nerfed Upper power
Corrupted Negation
- cooldown = 10,
+ cooldown = 20,
-getRemoveCount = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end,
+getRemoveCount = function(self, t) return math.floor(self:combatTalentScale(t, 1, 5, "log")) end -- Oh for the love of god no, fix me
(Actual comment lol)
-return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes up to %d magical or physical effect(s) from any creatures caught in the radius 3 ball.
+return ([[Project a corrupted blast of power that deals %0.2f blight damage and removes up to %d magical or physical effects or any type of sustain from any creatures caught in the radius 3 ball
Poison Storm
Power reduced.
-radius = 5,
+radius = 4,
-Return ([[A furious storm of blighted poison rages around the caster in a radius of %d for %d turns. Each creature hit by the storm takes %0.2f blight damage and is poisoned for %0.2f blight damage over 4 turns. The blight poison is especially virulent, and has a %d%% chance to ignore poison immunity.
+Return ([[A furious storm of blighted poison rages around the caster in a radius of %d for %d turns. Each creature hit by the storm takes %0.2f blight damage and is poisoned for %0.2f blight damage over 4 turns.
BLOOD
Blood Spray
-return ([[Project a bolt of corrupted blood, doing %0.2f blight damage and healing you for half the damage done.
-The damage will increase with your Spellpower.]])
+return ([[Project a bolt of corrupted blood, doing %0.2f blight damage and healing you for 20%% the damage dealt.
+50%% of the damage dealt will be gained as maximum life for 7 turns (before the healing).
Blood Boil
-cooldown = 12,
+cooldown = 8,
+Radius = 10
-return ([[Make the blood of all creatures around you in radius %d boil, doing %0.2f blight damage and slowing them by 20%%.
-The damage will increase with your Spellpower
+return ([[Make the impure blood of all creatures around you in radius %d boil.
+Each enemy afflicted by a disease, poison, or wound will have one removed at random dealing %0.2f blight damage, healing you for %d, and slowing them by %d%% for 5 turns.
Blood Fury
- sustain_vim = 60,
+ sustain_vim = 30,
BONE
Bone Spear
- cooldown = 4,
+ cooldown = 10,
-return ([[Conjures up a spear of bones, doing %0.2f physical damage to all targets in line, and inflicting bleeding for another %0.2f damage over 5 turns.
+return ([[Conjures up a spear of bones, doing %0.2f physical damage to all targets in a line. Each target takes an additional %d%% damage for each magical debuff they are afflicted with.
Bone Grab
- vim = 28,
+ vim = 15,
No longer inflicts bleed.
Bona Nova
Removed
Replaced with
Bone Spike
+return ([[Whenever you use a non-instant talent you launch a spear of bone at all enemies afflicted by 3 or more magical detrimental effects dealing %d physical damage to all enemies it passes through.
+The damage will increase with your Spellpower.]])
Bone Shield
+ Bone shields start circling around you. They will each fully absorb one instance of damage.
+This will only trigger on hits over %d damage based on Spellpower.]]):
CURSES
CURSE of DEFENSELESSNESS
Weakened power
-return ([[Curses your target, decreasing its Defense and all saves by %d for 10 turns.
+return ([[Curses your target, decreasing its Defense and all saves by %d for 5 turns. This cannot be saved against.
Curse of Death
-return ([[Curses your target, stopping any natural healing and dealing %0.2f darkness damage each turn for 10 turns.
+return ([[Curses your target, preventing normal life regeneration and dealing %0.2f darkness damage over 10 turns.
PLAGUE
Virulent Disease
Reworked
Now a passive
+return ([[Whenever you deal non-disease blight damage you apply a disease dealing %0.2f blight damage per turn for 6 turns and reducing one of its physical stats (strength, constitution, dexterity) by %d. The three diseases can stack. Virulent Disease will always try to apply a disease the target does not currently have, and also one that will have the most debilitating effect for the target. This disease will try to prioritize being applied to an enemy with a high disease count near the target.
The effect will increase with your Spellpower.]]):
Cyst Burst
Increased damage slightly
REAVING COMBAT
Corrupted Strength
+Rescaled values
Bloodlust
Reworked
+ return ([[Each time you hit an enemy with a melee weapon you enter a bloodlust-infused frenzy, increasing your Spellpower by %0.1f.
+ This effect stacks up to 10 times for a total Spellpower gain of %d.
+ The frenzy lasts 3 turns.]]):
ROT
AI changes to first two talents.
Pestilent Blight
- cooldown = 6,
+ cooldown = 5,
+Improved chance and duration
+”Even if this disease is removed early, there is still a %d%% chance for the larvae to hatch.”
SANGUISAGE
Drain
- cooldown = 9,
+ cooldown = 5,
+ Max range of 10
Blood Sacrifice
+Reworked
+Old blood sacrifice is now an innate passive for Vim energy
+return ([[The cost of using life instead of vim for talents is reduced to %d%%.]]):
Life Tap
Reworked
- return ([[Tap your life force to provide a furious boost, increasing all damage you deal by %0.1f%% for 7 turns.]]):
+ return ([[Feed on the pain you cause your foes.
+ For 2 turns you gain %d%% lifesteal on all damage dealt.
+ The lifesteal will increase with your Spellpower.]]):
SCOURGE
Rend
Removed
Added:
Virulent Strike
+return ([[Strike the target with both weapons dealing %d%% damage with each hit. Each strike that hits will increase the duration of the lowest duration disease effect by %d.]]):
Acid Strike
- vim = 18,
- cooldown = 12,
+ vim = 20,
+ cooldown = 8,
+ Radius now scales with talent level
Dark Surprise
Removed
Replaced with :
Corrupting Strike
-return ([[Hits the target with your main weapon, doing %d%% darkness weapon damage. If the attack hits you attack with your second weapon, doing %d%% blight weapon damage and granting an automatic critical. If the second attack hits, the target is blinded for 4 turns.]]):
+return ([[Corrupt the target reducing disease immunity by 100%% for 2 turns and stripping up to 2 nature sustains then strike with both your weapons dealing %d%% damage.]]):
SHADOWFLAME
Wraithform
+Prevents Suffocation
TORMENT
Willful Tormenter
- mode = "sustained",
+ mode = "passive",
Blood Vengeance
- return ([[When you are dealt a blow that reduces your life by at least %d%%, you have a %d%% chance to reduce the remaining cooldown of all your spells by 1.
+ return ([[When you are dealt a blow that reduces your life by at least %d%%, you have a %d%% chance to reduce the remaining cooldown of all your talents by 1.
+ Temporary life from Sanguine Infusion will not count against the damage threshold.
VILE LIFE
Healing Inversion
- range = 5,
+ range = 10,
Vile Transplant
- range = 1,
+ range = 4,
VIM
Reordered tree.
Now :
Soul Rot, Dark Portal, VimSense, Leech
Was :
Soul Rot, Vimsense, Leech, Dark Portal
CHRONOMANCY
Code: Select all
CHRONOMANCERr
Changed temporal clone coding some (no balance changes)
GUARDIAN
Strength of Purpose
Altered to match with physical power changes (30 for all masteries)
OTHER
Altered AI usage of chronomancy talents
Altered Temporal Hounds AI
ensured more Chronomancy talents couldn’t be cloned