Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references.
Mod to set most archmage talents/talent categories to unlearnt and give them talent/talent category points to make up for it.
Contains a new mage cass with talents from the Archmage and Necromancer class.
Adds the Dark Priest, a mage subclass.
Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too.
Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier.
(full descriptions in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45460 )
Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility.
A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction.
The class is in an alpha stage but is playable.
Adds a new celestial subclass proficient in the Celestial Talent Trees Moonlight, Star Fury, Light and Hymns and the Spell Talent Trees Phantasm, Water, Nightfall and Divination.
Adds a new Celestial subclass proficient in the Celestial Talent Trees Sunlight, Radiance, Light and Chants and the Spell Talent Trees Phantasm, Fire, Wildfire and Divination
Changes around the Spell/Phantasm tree.
Shadowblades will lose the ability to cast illuminate at will for damage, but they get a few other things to make up for it.
T1 - Illuminate: Light up the area and blind in a big radius.
T2 - Blur Image: Gives defense, bonus stealth, and projectile evasion.
T3 - Dancing Lights: Every turn, summon a short-lived light in radius 4. Nearby enemies will be taunted by it, changing their target and making the deal less damage to other things while the light is alive.
T4 - Counter Flare: Whenever you lose a damage shield or break stealth, cast illuminate. This illuminate will also deal damage equal to a % of the damage shield's power or your stealth.
Geists are back, with three new trees, and a new name!
"Phantoms are mages who have made a dark bargain for power. Unlike Doomed, they have yet to fall, and for what little time they have left, the shadows themselves their ally. Can they avert the impending doom upon them, or will they be lost in the darkness?"
New skill trees!
Vile Aim: Aim for the enemies eyes, doing damage and having a chance to blind.
Shadowsense: See through the shadows, making stealth a bit easier to use!
Shadow Net: Throw out a net of shadows, doing damage and slowing.
Unveil: Some think they are the masters of the dark. Show them who's boss! Reveals enemies in the AoE, doing double damage to them in the process.
Enveil: Hide in the shadows.
Veiled Strike: Shadowstrike!
Twist the Veil: Tiny range phase door that turns you entirely invisible for one turn, and resets the cooldown on Enveil.
Veiled Threats: Unseen Actions 2.0
Shadow Alliance: Standing near your shadows gives a boost to your stealth power.
Dark Exchange: Your mana fuels your mental strength, and your hatred fuels your magical might.
Unseen Heckler: Mock your foes from the shadows!
Shroud of Shadows: Embrace the darkness, gaining increased powers at the cost of draining away your mana.
v1.3 ~ A Deeper Dark
Minor(Except not really) changes
-Veiled Strikes is now Veiled Strike. The plural was weird.
(v1.35 ~ Capitalization is important)-changed combat.lua to Combat.lua, hopefully fixing the Veiled Strike problems once and for all.
-Vile Aim now properly takes a turn.
-Unveil now properly takes a turn.
-Cunning/Dark Veil buffed from 1.0 mastery to 1.3(The shadowstrike/veiled strike bug forced me to keep it at 1.0 to sync the numbers. Not anymore!)
-Cursed/Gloom nerfed from 1.3 mastery to 1.2
-Cursed/Shadows nerfed from 1.3 mastery to 1.2
-Cursed/Cursed Aura added(locked) at 1.2 mastery. Hopefully this means that if you unlock Cursed Aura via the event, it'll unlock with 1.2 mastery.
Experimental changes(Looking for feedback on these!)
-Vile Aim reverted back to range 3, to match Veiled Strike's range. I'm not 100% sure on this, admittedly.
-Mana regen buffed from 0.5 to 2.5
-Mana rating nerfed from 5 to 4.
v1.4 A Minor Darkening
-Unseen Heckler has a more fitting tooltip
-Vile Aim, Shadow Net and Unseen Heckler now properly note that they use mind crit. Trying to combine crit types is apparently super hard to do, sadly.
-Changed text spacing on Shadowsense and Unveil. They were sort of wonky before.
A battlemage class. Viking/warlock something something dualwielding elemental magician with Ragnarök and Manacalypse.
Note: no sounds or effects currently
If you try this, please leave some feedback and bugs you may have found.
Talent preview available in the forum thread below!