Longer Changelist for 1.6(Birth,Inscription,Talent,Prodigy)

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Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Longer Changelist for 1.6(Birth,Inscription,Talent,Prodigy)

#1 Post by Nevuk »

What's currently in this list :
Mastery/Birth differences for Classes and Races
Inscription Differences
Class and Racial Talent Changes
Prodigy changes

Not in this list :
Overall/Engine changes (These were mostly listed in the official changelog, but things like an action now never taking more than 2.5-3 turns)
Item Changes
Effect Changes that aren't mentioned in a talent change. (For instance, hexes are now all magical rather than some being mental)
NPC Exclusive Talent changes
NPC changes in general
AI Changes


Prologue

After seeing some people noting that the changelist was little sparse I decided to do some git diff comparisons. I'm still going to stick to the higher level changes that could be easily understood by people with little coding knowledge.

I understand why Dark God didn't do this. This list of changes is 65 pages long and already took me about 17 hours to compile. It's not difficult, just a little tedious (do git compares between 1.5.10 and 1.6).

When I started doing this I wasn't really keeping formatting in mind, but about halfway through I got a lot better. Anything in the first two posts isn't going to be complete in the Table of Contents (just overall Categories rather than each talent that was changed). I'm not particularly skilled at BB Code formatting, however (right now it's all in a word doc that has better formatting). Basically, Spells, Cunning list which specific sub categories had changes. Cursed, Prodigies, Psionic, Techniques all have each talent that was altered in a noticeable way to the player listed.

Usage
A - before the line indicates that this was the 1.15.10 line that was removed, a + indicates that it is the new 1.6 line of code.
For full reworks, I've only added the new vs old descriptions.

Most of these should be self-explanatory, though I've added some sparse notes if I thought it wasn't. If you want to know exact effect of number differences, use tometips.

I advise making HEAVY use of control f to find whatever you're interested in.



Table of contents

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1st Post: 
Mastery/Birth 
Racial 
Inscription 
Celestial 
WILD-GIFTS
CORRUPTION
CHRONOMANCY

2nd Post:
Spells
	AEGIS
	AETHER
	Air
	Animus
	Arcane
	Conveyance
	Earth
	Eldritch Shield
	Enhancement
	FIRE
	ICE
	META
	PHANTASM
	TEMPORAL
	WATER

Cunning
	Ambush
	Artifice
	Dirty
	Lethality
	Poisons
	SCOUNDREL
	SHADOW MAGIC
	STEALTH
	TRAPS
3rd Post:
Cursed	
	Cursed Aura	
		Cursed Sentry
	Dark Sustenance	
		Feed	
		Devour Life	
	Darkness	
		Creeping Darkness	
		Dark Vision	
		Dark Torrent	
	Endless Hunt	
		Harass Prey	
		Surge	
	Fears	
		Instill Fear	
		Heighten Fear	
		Panic	
	Gestures	
		Gesture of Guarding	
	Gloom	
		Gloom	
		Dismay	
		Mindrot	
	One With Shadows	
		Shadow Decoy	
	Predator	
		Predator	
		Savage Hunter	
		Shrouded Hunter	
		Mark Prey	
	Punishments	
		Reproach	
	Rampage	
		Rampage	
	Slaughter	
		Slash	
		Frenzy	
		Cleave	
	Strife	
		Repel	
Psionic	
	Absorption	
	Dreaming	
		Dream Walk	
	Feedback	
		Resonance Field	
		Finer Energy Manipulations	
		Reshape Weapon/Armour	
		Form and Function	
	Focus	
		Brainstorm	
	Kinetic Mastery	
		Transcendent Telekinesis	
	Nightmare	
		Inner Demons	
	Other	
		Beyond The Flesh	
	Projections	
Techniques	
	2 Handed Assault	
		Stunning Blow	
		Fearless Cleave	
		Death Dance	
		Execution	
	Acrobatics	
	Archery	
		Headshot	
		Called Shots	
	Assassination	
		Coup de Grace	
	Battle Tactics	
		True Grit	
	Buckler Training	
		Buckler Expertise	
	Combat Techniques	
	Conditioning	
		Vitality	
		Daunting Presence	
		Adrenaline Surge	
	DualWeapon	
		Flurry	
		Heartseeker	
		Whirlwind	
	Grappling	
		Clinch	
		Crushing Hold	
		Hurricane Throw	
	Arcane Combat	
		Arcane Combat	
		Arcane Destruction	
	Marksmanship
		Trueshot	
	Reflexes	
		Sentinel	
	Skirmisher Slings	
		Swift Shot	
		Hurricane Shot	
		Bombardment	
	Sniper	
		Shadow Shot	
	Throwing Knives	
		Fan of Knives	
		Tireless Combatant	
	Unarmed Discipline	
		Combination Kick	
		Touch of Death	
	Shield Defense	
		Shield Wall	
Prodigies	
	Constitution	
		Eternal Guard	
		Armor of Shadows	
		Corrupted Shell	
	Cunning	
		Endless Woes	
		Elemental Surge	
		Eye of The Tiger	
		Worldly Knowledge	
		Adept	
	Dexterity	
		Flexible Combat	
		Giant Leap	
	Magic	
		Spectral Shield	
		Ethereal Form	
		Mystical Cunning	
		Blighted Summoning	
	Strength	
		Giant Leap	
		Massive Blow	
		Irresistable Sun	
	Willpower	
		Meteoric Crash	
		Unbreakable Will	
Last edited by Nevuk on Fri Nov 01, 2019 10:49 pm, edited 4 times in total.

Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Re: Partial Changelist for 1.6(Race,Class,Inscription,Celest

#2 Post by Nevuk »

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

Code: Select all

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},

Code: Select all

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

Code: Select all

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

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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

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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

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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

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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
Last edited by Nevuk on Fri Nov 01, 2019 10:47 pm, edited 1 time in total.

Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Re: Partial Changelist for 1.6(Race,Class,Inscription,Celest

#3 Post by Nevuk »

I've started to keep track of a table of contents due to some requests for fomatting. I've done Spells and Cunning talents in this post.

Changed:
Spells
AEGIS
AETHER
Air
Animus
Arcane
Conveyance
Earth
Eldritch Shield
Enhancement
FIRE
ICE
META
PHANTASM
TEMPORAL
WATER

Cunning
Ambush
Artifice
Dirty
Lethality
Poisons
SCOUNDREL
SHADOW MAGIC
STEALTH
TRAPS

Spells

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AEGIS
Aegis 
Changed how it worked with Disruption Shield
-Affected shields are: Damage Shield, Time Shield, Displacement Shield, and Disruption Shield.
+Damage Shield, Time Shield, Displacement Shield:  Increase the damage absorption value by %d%%.
+Disruption Shield:  Gain %d%% of the damage absorbed + 50 as mana (%d).
AETHER
Aether Beam
-The beam spins with incredible speed (1600%%).
+The beam spins with incredible speed (1600%%) and can only hit the same target up to 3 times inbetween their turns.
Aether Avatar
-While active, you can only cast arcane or aether spells, your cooldown for them is divided by 3, your arcane damage is increased by 25%%, your Disruption Shield can be used at any time, and your maximum mana is increased by 33%%.]]):
+While active, the cooldown for Arcane and Aether spells is divided by 3, your arcane damage and penetration is increased by 25%%, your Disruption Shield radius is increased to 10, and your maximum mana is increased by 33%%.
+Using non arcane based spells in this state is hard and makes you lose 50 mana each time (up to once per turn).
Pure Aether
-At level 5 it allows Aegis spells to be used while in Aether Avatar form.]])
+At level 5 casting Aether Avatar removes up to %d magical or physical detrimental effects.]])
Air
Chain Lightning
Increased damage
-	mana = 30,
+	mana = 20,
Thunderstorm
-	sustain_mana = 30,
+	sustain_mana = 50,
-This powerful spell will drain %0.2f mana with each hit.
Animus
Essence of the Dead
-	Ice Shards: each shard becomes a beam
+	Freeze: becomes a ball of radius 2 and makes all targets wet
Arcane
Manathrust
+Now properly a projectile below talent level 3
Arcane Vortex
-	mana = 35,
+	mana = 20,

Disruption Shield 
+Reworked
Surround yourself with arcane forces, disrupting any attempts to harm you and instead redirecting it to your mana. 25% of all damage taken is redirected to your mana at a ratio of %0.2f mana per damage.  Damage shield bonuses will reduce this cost. On deactivation you will gain 100 mana and release a deadly arcane storm around you with radius %d for 10 turns, dealing 10%% of the damage absorbed each turn, up to a maximum of %d total damage. Dropping below 10% mana will automatically deactivate this talent. The mana to damage ratio improves with your Spellpower.
Conveyance
Teleport
+If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
Earth
Pulverizing Auger
-	cooldown = 6,
+	cooldown = 3,
+	is_body_of_stone_affected = true,
+	range = 10, (now 10 at all levels rather than 10 max)
-return ([[Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to %d.
-The beam also affect any creatures in its path, dealing %0.2f physical damage to all.
+return ([[Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to %d range.
+The beam continues to a range of %d, affecting any creatures in its path, dealing %0.2f physical damage to them.
+If any walls are dug, you gain %d%% physical damage bonus for 6 turns.
Stone Skin
-	sustain_mana = 30,
+	sustain_mana = 15,
Mudslide
-	mana = 40,
+	mana = 20,
+	is_body_of_stone_affected = true,
+ Knockback from 4 to 8 spaces
Stone Wall
-	cooldown = 40,
+	cooldown = 60,
Eldritch Shield
Eldritch Blow
-If either attack hits, the target will be stunned for %d turns.
+If either attack hits, the target will be stunned for %d turns and you automatically Block.
Eldritch Infusion
+Allows counterstrikes after incomplete blocks and the cooldown of Block is reduced by %d turns.
Eldritch Fury
-If any of the attacks hit, the target will be dazed for %d turns.
+If any of the attacks hit, the target will be dazed for %d turns and your Block cooldown is reset.
Eldritch Slam
+Any creature hit by the attack will be submitted to a Counterstrike effect for 3 turns, as if you had blocked against them.
+At level 5 your Block cooldown is reset.]])
Enhancement
Removed Earthen Barrier
Moved Arcane Strike to Second place in tree
New talent : 
Arcane Strike
+		return ([[Strike twice with your mainhand weapon dealing %d%% Arcane damage.
+		If either of these attacks hit you gain %d mana.
+		The mana gain will increase with your Spellpower.]]


Inner Power
-mode = "sustained",
+mode = "passive",
-return ([[You concentrate on your inner self, increasing all your stats by %d.
-The stat increase will improve with your Spellpower.]]):
+return ([[You concentrate on your inner self, increasing your Strength, Dexterity, Magic, and Cunning by %d.
+Additionally, you gain a shield absorbing %d damage before you take damage every %d turns.
+The stat increase and shield will improve with your Spellpower.]]):

FIRE
Fireflash
-	mana = 40,
+	mana = 20,
Buffed upper damage limit
ICE
Removed Ice Shards.
Replaced with Freeze.
Freeze 	
CD < 20 (scales)
+mana = 14,
+range = 10,
Condenses ambient water on a target, freezing it for %d turns and damaging it for %0.2f.
If this is used on a friendly target the cooldown is reduced by 33%
META
Disperse Magic
-CD =7
+CD =25
- At level 7, it takes no turn to cast.
PHANTASM
Phantasmal Shield
Reduced values
-return ([[The caster is surrounded by a phantasmal shield. If hit in melee, the shield will deal %d light damage to the attacker.
+return ([[The caster is surrounded by a phantasmal shield granting 10%% chance to evade weapon attacks. If hit in melee, the shield will deal %d light damage to the attacker.
TEMPORAL
Congeal Time
-	cooldown = 30,
+	cooldown = 15,
-	proj_speed = 2,
+	proj_speed = 5,
"Temporal Shield"
-While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by %d%%.
Essence of Speed
Rebalanced
-sustain_mana = 250,
-cooldown = 30,
+sustain_mana = 180,
+cooldown = 20,
Reduced effect power
WATER
Swapped Freeze with Ice Shards, and moved Glacial Vapour to 2nd slot, with Ice Shards in 1st.
Tidal Wave
-Mana = 25
+Mana = 10
CUNNING
Cunning

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Ambush
Reworked entirely, except for Shadow Veil (which is still greatly changed)
name = "Shadowguard",
 	type = {"cunning/ambush", 1},
mode = "passive",
+	cooldown = 15,
Your Soothing Darkness talent effect now grants 25%% all damage resistance on exiting stealth.
+		When your life drops below 50%% you become immune to negative detrimental effects for %d turns and gain %d defense and %d spellpower for %d turns.]]):

+	name = "Shadow Grasp
+	mana = 30,
+	range = 10,
+	stamina = 15,
+	cooldown = 20,
+You reach out with the shadows silencing and disarming your target for %d turns.
+		The shadows will deal %d darkness damage to the target and pull it to you.
+		The chance to apply debuffs improves with your Accuracy and the damage with your Spellpower.
+	name = "Umbral Agility
+	mode = "passive",
return ([[Your mastery of dark magic empowers you.
+		You gain %d Accuracy, %d Defense, and %d%% Darkness damage penetration.
+		The effects will increase with your Spellpower stat.
Shadow Veil
-	cooldown = 18,
+	cooldown = 15,
-	range = 5,
+	range = 7,
Duration = 1 attack + 3 turns (was max 18)
- 	Each turn, you blink to a nearby foe (within range %d), hitting it for %d%% darkness weapon damage.
+	Immediately after activation and each turn for %d turns, you blink to a nearby foe (within range %d of the location of the first target hit),
+	If a target isn't found this effect ends.
+	The movement is not considered a teleport.
+	The resistance will increase with your Spellpower stat.]
Artifice
Hidden Blades
No longer breaks on stealth
Rogue's Brew
No longer breaks on stealth
Dirty
Dirty Fighting
Now lasts 4 turns at all levels.
Lethality
Now generic 
	name = "Expose Weakness",
 	type = {"cunning/lethality", 2},
-	random_ego = "attack",
-	cooldown = 10,
-	stamina = 15,
+	cooldown = 6,
+	stamina = 30,
+	no_npc_use = true
-For %d turns thereafter, your attacks against that target gain %d (effective) accuracy for each probing strike that missed, plus %0.1f (effective) bonus weapon damage and %d%% additional weapon resistance penetration for each probing strike that hit.
+For %d turns thereafter, you gain %d armor penetration, %d accuracy, and %d%% all damage peneration.
-		The bonuses to accuracy and damage increase with Cunning.]]):
+		The temporary armor penetration and accuracy bonuses increase with Cunning.]]):
Blade Flurry
-This talent is exhausting to use, draining 6 stamina each turn.]])
+This talent is exhausting to use, draining 4 stamina each turn.]]
-	sustain_stamina = 50,
+	sustain_stamina = 30,
Poisons
Code and AI changes
Volatile Poison
-return ([[Enhances your Deadly Poison with a volatile agent, causing the poison to deal %d%% increased damage and damage to all adjacent enemies.]]):
+return ([[Enhances your Deadly Poison with a volatile agent, causing the poison to deal %d%% increased damage to the victim and damage all of your enemies adjacent to it for 50%.]]):
SCOUNDREL
Lacerating Strikes
-	mode = "sustained",
+	mode = "passive",
- ([[Your melee and ranged attacks have a %d%% chance to inflict a deep, disabling wound inflicting an additional 75%% of the damage dealt as a bleed over 10 turns, as well as causing the target to lose %d%% of a turn (up to once per turn).]]):
+ ([[Your melee and ranged attacks have a %d%% chance to shred enemies inflicting an additional 100%% of the damage dealt as a bleed over 4 turns.]]):
Scoundrel's Strategies
+return ([[Your melee and ranged attacks inflict distracting wounds that reduce the target’s critical strike multiplier by %d%% for 5 turns. 
+In addition, your attacks have a %d%% chance to inflict a painful wound that causes them to forget a random talent for %d turns.  The last effect cannot occur more than once per turn per target.

Misdirection
+You gain %d defense.
+The chance to apply status effects increases with your Accuracy and the Defense with your Cunning.
Fumble
 
- ([[Your Scoundrel's Strategies effect leaves your foes unable to focus on any complex actions, giving them a stacking 3%% chance of failure the next time they try to use a talent (to a maximum of %d%%).
-If the talent fails, the target fumbles and injures itself, taking %0.2f physical damage and removing the fumble effect.
+ ([[Your melee and ranged attacks leave your foes unable to focus on any complex actions, giving them a stacking 3%% chance of failure the next time they try to use a talent (to a maximum of %d%%).
+If any effect causes the target's turn to fail they fumble and injure themself, taking %0.2f physical damage.
+If the turn loss was caused by this effect then Fumble is removed.
SHADOW MAGIC
Shadow Combat
-	sustain_stamina = 20,
-	mana = 0,
+	sustain_stamina = 10,
+	sustain_mana = 50,
-		 ([[Channel raw magical energy into your melee attacks; each blow you land will do an additional %.2f darkness damage and cost %.2f mana.
+		 ([[Channel raw magical energy into your melee attacks; each blow you land will do an additional %.2f darkness damage.
Shadow Feed
-	sustain_stamina = 40,
+	sustain_stamina = 10,
+	sustain_mana = 20,
Shadowstep
Added cap of 10 to range
-	stamina = 30,
+	stamina = 20,
+	mana = 20,
STEALTH
STEALTH
+Buffed infravision given from 1 to 3
+Enemies uncertain of your location will still make educated guesses at it.
+While stealthed, enemies cannot share information about your location with each other and will be delayed in relaying that you exist at all.]]):
Shadow Dance
-You automatically enter stealth mode, reset its cooldown, and cause it to not break from unstealthy actions for %d turns.  If you were not already stealthed, all enemies in a direct line of sight completely lose track of you.
-When your Shadow Dance ends, you must make a stealth check against targets in radius %d%s or be revealed.]]):
+You automatically enter stealth and cause it to not break from unstealthy actions for %d turns.]]):
TRAPS
Updated AI

Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Re: Partial Changelist for 1.6(Race,Class,Inscription,Celest

#4 Post by Nevuk »

OK, this thread now has all talent changes in this thread from 1.5.10 to 1.6 (that aren't strictly code or cosmetic changes). This has Cursed, Psionic, and Combat Techniques, and Prodigies.

Table of contents :

Code: Select all

Cursed	
	Cursed Aura	
		Cursed Sentry
	Dark Sustenance	
		Feed	
		Devour Life	
	Darkness	
		Creeping Darkness	
		Dark Vision	
		Dark Torrent	
	Endless Hunt	
		Harass Prey	
		Surge	
	Fears	
		Instill Fear	
		Heighten Fear	
		Panic	
	Gestures	
		Gesture of Guarding	
	Gloom	
		Gloom	
		Dismay	
		Mindrot	
	One With Shadows	
		Shadow Decoy	
	Predator	
		Predator	
		Savage Hunter	
		Shrouded Hunter	
		Mark Prey	
	Punishments	
		Reproach	
	Rampage	
		Rampage	
	Slaughter	
		Slash	
		Frenzy	
		Cleave	
	Strife	
		Repel	
Psionic	
	Absorption	
	Dreaming	
		Dream Walk	
	Feedback	
		Resonance Field	
		Finer Energy Manipulations	
		Reshape Weapon/Armour	
		Form and Function	
	Focus	
		Brainstorm	
	Kinetic Mastery	
		Transcendent Telekinesis	
	Nightmare	
		Inner Demons	
	Other	
		Beyond The Flesh	
	Projections	
Techniques	
	2 Handed Assault	
		Stunning Blow	
		Fearless Cleave	
		Death Dance	
		Execution	
	Acrobatics	
	Archery	
		Headshot	
		Called Shots	
	Assassination	
		Coup de Grace	
	Battle Tactics	
		True Grit	
	Buckler Training	
		Buckler Expertise	
	Combat Techniques	
	Conditioning	
		Vitality	
		Daunting Presence	
		Adrenaline Surge	
	DualWeapon	
		Flurry	
		Heartseeker	
		Whirlwind	
	Grappling	
		Clinch	
		Crushing Hold	
		Hurricane Throw	
	Arcane Combat	
		Arcane Combat	
		Arcane Destruction	
	Marksmanship
		Trueshot	
	Reflexes	
		Sentinel	
	Skirmisher Slings	
		Swift Shot	
		Hurricane Shot	
		Bombardment	
	Sniper	
		Shadow Shot	
	Throwing Knives	
		Fan of Knives	
		Tireless Combatant	
	Unarmed Discipline	
		Combination Kick	
		Touch of Death	
	Shield Defense	
		Shield Wall	
Prodigies	
	Constitution	
		Eternal Guard	
		Armor of Shadows	
		Corrupted Shell	
	Cunning	
		Endless Woes	
		Elemental Surge	
		Eye of The Tiger	
		Worldly Knowledge	
		Adept	
	Dexterity	
		Flexible Combat	
		Giant Leap	
	Magic	
		Spectral Shield	
		Ethereal Form	
		Mystical Cunning	
		Blighted Summoning	
	Strength	
		Giant Leap	
		Massive Blow	
		Irresistable Sun	
	Willpower	
		Meteoric Crash	
		Unbreakable Will	

Code: Select all

Cursed
Cursed Aura
Cursed Sentry now automatically returns to inventory after use
Dark Sustenance
Feed
-	CD = 6
+	CD = 15
Now automatically targets closest foe if in use
Devour Life
Reworked
+mode = passive
+return ([[Devours life from the target of your feeding reducing their life regeneration by %d and adding half of that to yours. Improves with your Mindpower.]])
Darkness
Creeping Darkness
Reworked how sight blocking works
Dark Vision
Range is 10 at all levels to see through darkness
Dark Torrent
No longer has a 25% miss chance. Now always procs (Description is incorrect). 
Endless Hunt
Swapped Position of Beckon and Harass Prey
Harass Prey
Now hits with shield.
Changed calculations for damage reduction and how long it puts talents on CD. 
Surge
-CD=10
+CD=6
Clarified that defense bonus only works while dual wielding.
Fears
Reworked first 3 talents. Instill Fear now grants all fears. 
Instill Fear
-	cooldown = 6,
+	cooldown = 8,

Now has a set AOE of 2 rather than a 25% chance of having it. 
Nerfed Paranoia to max of 50 (was 60) and average strength. 
Despair no longer reduces all resist %. 
Currently:
+#ORANGE#Paranoid:#LAST# Gives the target an %d%% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well.
+#ORANGE#Despair:#LAST# Reduces mind resist, mindsave, armour and defence by %d.
+#ORANGE#Terrified:#LAST# Deals %0.2f mind and %0.2f darkness damage per turn and increases cooldowns by %d%%.
+#ORANGE#Haunted:#LAST# Causes the target to suffer %0.2f mind and %0.2f darkness damage for each detrimental mental effect every turn.
Heighten Fear
Range =
-return math.sqrt(self:getTalentLevel(t)) * 3
+return 8
getTurnsUntilTrigger
- 5
+4
Now deals damage : 
-([[Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of %d and in sight of you for %d (non-consecutive) turns, will gain a new fear that lasts for %d turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%%. 
-You gain 2 new fears: The Terrified effect causes talents and attacks to fail %d%% of the time. The Distressed effect reduces all saves by %d. Fear effects improve with your Mindpower.]])
+ ([[Heighten the fears of those near to you. Any foe you attempt to inflict a fear upon and who remains in a radius of %d and in sight of you for %d (non-consecutive) turns, will take %0.2f mind and %0.2f darkness damage and gain a new fear that lasts for %d turns.
+This effect completely ignores fear resistance, but can be saved against.]]):
Tyrant
-([[Impose your tyranny on the minds of those who fear you. Your mindpower is increased by %d against foes who attempt to resist your fears. You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict %d mind damage. The Tormented effect causes %d apparitions to manifest and attack the target, inflicting %d mind damage each before disappearing.
+ ([[Impose your tyranny on the minds of those who fear you. When a foe gains a new fear, you have a %d%% chance to increase the duration of their heightened fear and one random existing fear effect by %d turns, to a maximum of 8 turns. Additionally, you gain %d Mindpower and Physical power for 5 turns every time you apply a fear, stacking up to %d times.]]):format(t. getExtendChance(self, t), t.getExtendFear(self, t), t.getTyrantPower(self, t), t.getMaxStacks(self, t))	
Panic
Changed chance scaling. Now max of 50 and scales the same as other combat talents. 
-math.min(60, math.floor(30 + (math.sqrt(self:getTalentLevel(t)) - 1) * 22))
+math.min(50, math.floor(self:combatTalentScale(t, 25, 40)))
Gestures
Gesture of Guarding
No longer has a cooldown
Gloom
Points in gloom talents now increase base mindpower rather than just gloom effect mindpower.
Gloom
Gloom chance now scales off mind speed and talent level
Dismay
Removed
Mindrot
New
Radius=3
([Every time you act, all enemies in your gloom take %0.2f mind damage and %0.2f darkness damage.
		The damage scales with your Mindpower.)]
One With Shadows
-name = "Shadow Empathy",
+name = "Shadows Empathy",
Reworked
+	mode = 'sustained',
-	cooldown = 25,
+	cooldown = 10,
-return ([[You are linked to your shadows for %d turns, diverting %d%% of all damage you take to a random shadow. Effect increases with Mindpower.]]):
+([[You empathy with your shadows causes the line between you and your shadows to blur.
You lose %d%% light resistance, but gain %d%% darkness resistance and affinity. You also gain %0.2f%% all resistance for each shadow in your party.]]):
Shadow Decoy
No longer has sustain cost
Recoded
Greatly increased negative life granted
Predator
Totally reworked
New talents. 
Predator
	mode = "passive",
return ([[Improve your predation by learning from past hunts. You gain %0.2f accuracy and %0.2f armor penetration against foes for each foe of that type you have previously slain, to a maximum of %d accuracy and %d apr.]])
Savage Hunter
+ mode =”sustained”
+cooldown = 10,
[Upon making a critical melee attack the savagery of your predation causes a Cursed Miasma to begin permeating your hunting grounds. The miasma will seep from %d locations, including your own, within radius %d, deals %0.2f damage split between Darkness and Mind and blocks sight. Prey lost within your miasma have a %d%% chance to lose track of you and may mistake friends for foe. 8 Hate on trigger and does not trigger when you're in Cursed Miasma.]
Shrouded Hunter
mode = "passive",
 ([[While shrouded in cursed miasma you gain stealth (%d power) and %d physical power. The stealth power and physical power will increase with your mindpower.]])
Mark Prey
([[Focus your predation on the most worthy prey. Upon entering a level for the first time, up to %d foes are marked as your prey. You gain vision of them, wherever they are. Additionally, all damage you receive from their subtype is reduced by %d%%.]])
Punishments
Reproach
Now requires target. 
Rampage
Rampage
Now also boosts mind speed. 
Slaughter
Slash
Now requires MH weapon and works with shield
Frenzy
Reduces enemy defense rather than enemy accuracy
works with shield
Cleave
-	cooldown = 10,
+	cooldown = 6,
- ([[While active, every swing of your weapon has a %d%% (if one-handed) or %d%% (if two-handed) chance of striking a second nearby target for %d%% (at 0 Hate) to %d%% (at 100+ Hate) damage (+25%% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
+ ([[While active, every swing of your weapon strikes strikes other adjacent enemies for %d%% (at 0 hate) to %d%% (at 100 hate) physical damage. The recklessness of your attacks brings you bad luck (luck -3).
+Cleave will deal 25%% additional damage while using a two-handed weapon.
Strife
Repel
-	cooldown = 10,
+	cooldown = 6,
Increased Shield bonus from 6% to 20% (and limit from 56 ->76 with shield)

Psionic
Absorption
Efficiency of all shields is now 40% rather than scaling. 
Restricted the amount of NPCs with absorbtion talents.
Reworked ForceField AI
Dreaming
Dream Walk
- If the target is a sleeping creature, you'll instead appear as close to them as possible.
+If there is a sleeping creature at the target location, you'll appear as close to them as possible, otherwise, you'll appear within %d tiles of your intended destination.]]):format(radius)
Feedback
Resonance Field
Now instant use
Finer Energy Manipulations
Reshape Weapon/Armour
Renamed to 
Form and Function
Buffed effect.
Focus
Brainstorm
Now requires target
Kinetic Mastery
Transcendent Telekinesis
Duration 5 at all levels (could scale to 30 before)
Nightmare
Inner Demons
+If a demon manifests the sheer terror will remove all sleep effects from the victim, but not the Inner Demons.]])
Other
Beyond The Flesh

- A mindstar will randomly try to telekinetically grab a far away foe (10% chance and range 2 for a tier 1 mindstar, +1 range and +5% chance for each tier above 1) and pull it into melee range.
+A mindstar will randomly try to telekinetically grab a far away foe (10% chance and range 3 for a tier 1 mindstar, +1 range and +5% chance for each tier above 1) and pull it into melee range.
Projections
Auras are now instant to activate (but not deactivate) 
Altered AI and coding methods. 
Kinetic Aura
Nerfed Spike damage by 20%
Techniques
2Handed Assault
Stunning Blow
-	cooldown = 6,
+	cooldown = 8,
+duration max of 10
-return ([[Hits the target with your weapon, doing %d%% damage. If the attack hits, the target is stunned for %d turns.
+return ([[Hit the target twice with your two-handed weapon, doing %d%% damage. Each hit will try to stun the target for %d turns.
Fearless Cleave
-	stamina = 16,
+	stamina = 20,
-return ([[Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for %d%% weapon damage.
+return ([[Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for %d%% weapon damage.]])
Death Dance
-	radius = 1,
+	radius = 2,
Execution
+If an enemy dies from this attack then two of your talent cooldowns are reduced by 2 turns and Execution's cooldown is reset.]])
Acrobatics
Changed AI and coding
Archery
Reduced effect of True Shot on all talents in tree
Headshot
Removed APR
Called Shots
Reduced damage
Assassination
Coup de Grace
-return ([[Attempt to finish off a wounded enemy, striking them with both weapons for %d%% weapon damage, plus additional physical damage for each hit that lands equal to %d%% of their missing life (divided by rank: from 1 (critter) to 5 (elite boss)).  A target brought below 20%% of its maximum life may be instantly slain.
+return ([[Attempt to finish off a wounded enemy, striking them with both weapons for %d%% increased by 50%% if their life is below 30%%.  A target brought below 20%% of its maximum life must make a physical save against your Accuracy or be instantly slain.
Battle Tactics
True Grit
-	sustain_stamina = 40,
+	sustain_stamina = 10,
-The effects are refreshed at the start of each turn.]]):
+The resist is recalculated each time you take damage.]]):
Buckler Training
Buckler Expertise
+In addition, as long as you are wearing armour no heavier than leather, you gain %d Armour and %d%% Armour hardiness.
Combat Techniques
Perfect Strike
-	stamina = 10,
+	stamina = 25,
Duration MASSIVELY reduced at higher levels
Conditioning
Vitality
-Additionally, when your life falls below 50%%, you heal for a base %0.1f health plus %0.1f%% of your maximum life (currently %0.1f total) each turn for %d turns. This effect can only happen once every %d turns.
+Whenever your life falls below 50%%, your life regeneration increases by %0.1f for %d turns (%d total). This effect can only happen once every %d turns.
Daunting Presence
Radius = 6 at all levels (before rarely went past 2)
- ([[Enemies are intimidated by how composed you remain under fire.  When you take more then 5%% of your maximum life in a single hit, all enemies in a radius of %d will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by %d for 4 turns.
-If your health drops below %d, you'll be unable to maintain your daunting presence, and the sustain will deactivate. The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength.]]):
+ ([[Enemies are intimidated by your very presence. Enemies within radius %d have their Physical Power, Mindpower, and Spellpower reduced by %d.The power of the intimidation effect improves with your Physical power]]):
Adrenaline Surge
Reduced duration
DualWeapon
Flurry
-	stamina = 15,
+	stamina = 30,
Heartseeker
-	stamina = 18,
+	stamina = 10,
Whirlwind
-	stamina = 30,
+	stamina = 10,
Grappling
Clinch
-	cooldown = 6,
+	cooldown = 8,
Crushing Hold
Nerfed slow effect
Hurricane Throw
+If at least 1 other enemy is hit the thrown enemy will be shaken by the impact losing a full turn.
+You can only throw enemies that could move normally.]])
Arcane Combat
Arcane Combat
-Delivering the spell this way will not trigger a spell cooldown, but only works if the spell is not already cooling down.
+Delivering the spell this way will not trigger a spell cooldown.
-While wielding a shield, the chance is reduced by one quarter.
+While dual wielding or using a shield, the chance is reduced to 50%% for both weapons.

Arcane Destruction
-Each time you crit with a melee blow, you will unleash a radius %d ball of either fire, lightning or arcane damage
+Each time you crit with a melee blow, you will unleash a radius %d ball of arcane damage,
-		If you are using a shield this will only occur 75%% of the time.
+		If you are using a shield this will only occur 50%% of the time.
Marksmanship
Trueshot
-([[Enter a state of heightened focus for %d turns. While in this state your ranged attack speed is increased by %d%%, your shots do not consume ammo, and all shots capable of marking have their chance to mark doubled.]]):
+return ([[Enter a state of heightened focus for %d turns. While in this state your ranged attack speed is increased by %d%%, your shots do not consume ammo, and all shots capable of marking have their chance to mark increased by %d%%.]]):
+t.getMarkChance(self,t)
+self:combatTalentLimit(t, 100, 10, 50) 
Reflexes
Sentinel
Reduced number of talents skill puts on CD
Skirmisher Slings
Swift Shot
Now increases attack speed after use

Hurricane Shot
Buffed damage and number of shots
Bombardment
Changed how stamina drain is calculated. 
Now 20 per shot at all levels. 
Before was 25. 
Sniper

Shadow Shot
Reduced damage.  Also no longer confuses. 
Throwing Knives
Fan of Knives
-	stamina = 30,
+	stamina = 20,
-		Each target can be hit up to 3 times,
+		Each target can be hit up to 5 times,
Tireless Combatant
Changed requirements for talent levels – now str/dex instead of wil.
Unarmed Discipline
Combination Kick
-	cooldown = 10,
+	cooldown = 20,
Reduced damage somewhat
Touch of Death
Now calculated off final tick for explosion rather than % of max life
Shield Defense 
Shield Wall
- ([[Enter a protective battle stance, increasing Defense by %d, Armour by %d, and Block value by %d. The Defense and Armor increase is based on your Dexterity, the Block on your Strength.
It also grants %d%% resistance to stunning and knockback.]]):
+ ([[Enter a protective battle stance allowing you to defend yourself more proficiently while using a shield.
+		Increases Armour by %d, Block value by %d, and reduces Block cooldown by 2.
+		Increases stun and knockback resistance by %d%%.
+		The Armor and Block bonuses increase equally with your Dexterity and Strength.]]):
Prodigies
Prodigies overall now learned at 25 (except for Embers prodigies)

Constitution
Eternal Guard
-return ([[Your block now lasts 1 more turn and does not end when hit.]])
+return ([[Your Block talent now lasts for 2 game turns and you can apply Counterstrike to any number of enemies.]])
Armor of Shadows
+		Passively increases your stealth rating by 30
Corrupted Shell
-		self.max_life = self.max_life + 250
+		self.max_life = self.max_life + 500
Cunning
Endless Woes
Reworked.
Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and applying one of the following effects:
Acid:  Deals %d acid damage each turn for 5 turns.
Blight:  Deals %d blight damage each turn for 5 turns and reduces strength, constitution, and dexterity by %d.
Darkness:  Reduces damage dealt by %d%% for 5 turns.
Temporal:  Slows global action speed by %d%% for 5 turns.
Mind:  Confuses (power %d%%) for 5 turns.
Each effect can only happen once per 12 player turns.  This does not count as a typical cooldown.
The damage and effect power increase with your Cunning, the threshold with your level, and the apply power is the highest of your mind or spell power.
Elemental Surge
Reworked.
Physical:Cleanses 1 physical debuff and grant immunity to physical debuffs for 2 turns.
Arcane:Increases your mind and spell action speeds by 30%% for 3 turns.
Fire:Increases all damage dealt by %d%% for 3 turns.
Cold:Turns your skin into ice for 3 turns increasing armor by %d and dealing %d ice damage to attackers.
Lightning:Increases your movement speed by %d%% for 2 turns.
Light:Reduces all cooldowns by 20%% for 3 turns.
Nature:Cleanses 1 magical debuff and grant immunity to magical debuffs for 2 turns.
Each effect can only happen once per 10 player turns.  This does not count as a typical cooldown.
The damage and some effect powers increase with your Cunning and the threshold with your level.
Eye of The Tiger
-		desc = "All spell criticals reduce the remaining cooldown of a random spell talent by 1.",
+		desc = "All spell criticals reduce the remaining cooldown of a random spell talent by 2.",
-		This can only happen once per turn, and cannot affect the talent that triggers it.]])
+		This can only happen once per turn per type, and cannot affect the talent that triggers it.]])
Worldly Knowledge
-		return ([[Learn a new talent category from one of the below at 0.9 mastery, unlocked. Group 1 categories are available to anyone; Group 2 are available only to people without any spells or runes, and Group 3 are not available to followers of Zigur.
+		return ([[Gain 5 generic talent points and learn a new talent category from one of the below at 1.0 mastery, unlocked. Group 1 categories are available to anyone; Group 2 are available only to people without any spells or runes, and Group 3 are not available to followers of Zigur.
GROUP 1:
 Technique / Conditioning
 Cunning / Survival
+ Wild Gift / Harmony
 GROUP 2:
-Technique / Mobility
- Technique / Field Control
 Wild Gift / Call of the Wild
 Wild Gift / Mindstar Mastery
 Psionic / Dreaming
+ Psionic / Augmented Mobility
+ Psionic / Feedback
 GROUP 3:
 Spell / Divination
 Spell / Staff Combat
 Spell / Stone Alchemy
+ Corruption / Vile Life
+ Corruption / Hexes
+ Corruption / Curses
 Celestial / Chants
- Celestial / Light
 Chronomancy / Chronomancy]])
Adept
Added or moved from somewhere.
+ ([[Your talent masteries are increased by 0.3.  Note that many talents will not benefit from this increase.]])
Dexterity
Flexible Combat
Moved from Strength and nerfed.	
return ([[Each time that you make a melee attack you have a 30%% chance to execute an additional unarmed strike.]])
Giant Leap
Moved to strength
Magic
Spectral Shield
As this is now a base part of shields, prodigy was removed.
Ethereal Form
+ ([[You gain 25%% absolute damage resistance and 25%% all damage penetration.  Each time you are struck by a weapon these bonuses are reduced by 5%% but fully recovered after 8 turns.
+Additionally, you gain 70%% of the highest of your Magic or Dexterity stat as defense (%d)]])
Mystical Cunning
+		You gain 1.0 mastery in the Cunning/Poisons and Cunning/Trapping talent trees.
+		Your Venomous Strike talent cooldown is reduced by 3.
+		Your Lure talent cooldown is reduced by 5.
-		You also permanently gain 20 Spell Save.]])
Blighted Summoning

+		return ([[You infuse blighted energies into all of your summons, granting them Bone Shield (level 3) and a bonus to Spellpower equal to your Magic.
+		Your Wilder Summons and Necrotic Minions will gain special corrupted talents (level 3), other summons will gain 10%% Blight damage conversion and Virulent Disease (level 3).
+	require = { special={desc="Have summoned at least 100 creatures. More permanent summons may count as more than 1.}
+		Wilder Summons:
+		- War Hound: Gnaw
+		- Jelly: Curse of Defencelessness
+		- Minotaur: Ruin
+		- Golem: Acid Blood
+		- Ritch: Life Tap
-		- Fire Drake: Darkfire
-		- Turtle: Curse of Impotence
-		- Spider: Corrosive Worm
-		- Skeletons: Bone Grab or Bone Spear
-		- Bone Giants: Bone Shield
-		- Ghouls: Blood Lock
-		- Ghoul Rot ghoul: Rend
-		- Vampires / Liches: Darkfire
-		- Ghosts / Wights: Blood Boil
-		- Shadows: Empathic Hex
-		- Thought-Forms: Flame of Urh'Rok
-		- Treants: Corrosive Worm
-		- Yeek Wayists: Dark Portal
-		- Bloated Oozes: Bone Shield (level %d)
-		- Mucus Oozes: Virulent Disease
-		- Temporal Hounds: Elemental Discord
+		- Fire Drake: Flame of Urh’rok
+		- Turtle: Elemental Discord
+		- Spider: Blood Grasp
+		Necrotic Minions:
+		- Skeleton Mages: Bone Spear
+		- Skeleton Archers: Bone Spike
+		- Skeleton Warriors: Ruin
+		- Bone Giants: Bone Spike and Ruin
+		- Ghouls: Virulent Disease
+		- Vampires / Liches: Blood Grasp and Blood Boil
+		- Ghosts / Wights: Blood Fury and Curse of Death
Strength
Giant Leap
Moved from Dexterity.
+	cooldown = 20,
+	radius = 1,
+	range = 10,
+		return ([[You accurately jump to the target and deal 200%% weapon damage to all foes within radius 1 on impact as well as dazing them for 3 turns.
+		When you jump you free yourself from any stun, daze and pinning effects.]])
Massive Blow
-		return ([[You deal a massive blow to your foe, smashing it for 350%% weapon damage and knocking it back 6 tiles.
-		All foes in its path will be knocked to the side and stunned for 3 turns.
+		return ([[You deal a massive blow to your foe, smashing it for 350%% weapon damage, knocking it back 5 tiles, and knocking aside all foes in its path.
+		All targets affected are stunned for 3 turns.
Irresistable Sun
Now offers damage reduction
-local dam = (50 + self:getStr() * 1.7) / 3
-return ([[For 6 turns you gain the mass and power of a star, drawing all creatures within radius 5 toward you and dealing %0.2f fire, %0.2f light and %0.2f physical damage to all foes.
+local dam = (35 + self:getStr() * 1.3) / 3
+return ([[For 8 turns you gain the mass and power of a star, drawing all creatures within radius 5 toward you and dealing %0.2f fire, %0.2f light and %0.2f physical damage to all foes and reducing their damage dealt by 30%%.
Willpower
Meteoric Crash
-		The affected area is turned into lava for 8 turns, and the crash itself will deal %0.2f fire and %0.2f physical damage.
-		The meteor also stuns affected creatures for 3 turns. The damage scales with your Spellpower or Mindpower.]])
+The meteor deals %0.2f fire and %0.2f physical damage in radius 2 and stuns enemies for 3 turns.
+Lava is created in radius 3 around the impact dealing %0.2f fire damage per turn for 8 turns.  This will overwrite tiles that already have modified terrain.
+You and your allies take no damage from either effect.
+Additionally, your fire damage bonus and resistance penetration is set to your current highest damage bonus and resistance penetration. This applies to all fire damage you deal.
+		The damage scales with your Spellpower or Mindpower.]])
+		:format(damDesc(self, DamageType.FIRE, dam), damDesc(self, DamageType.PHYSICAL, dam), damDesc(self, DamageType.FIRE, t.getLava(self, t)))

Unbreakable Will
-	cooldown = 7,
+	cooldown = 5,


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