Greenwatch

Greenwatch

Two new Wilder subclasses emerge: the Woods Walker and the Anamage.

--== Woods Walker ==--

Favored by wood, wind, and earth, the Woods Walker is most at home wandering the fields and forests of Maj'Eyal. While the Woods Walker brings both archery and mindstar options to the mix, their primary strength lies in their connection to Nature.
Playstyle: Either ranged, melee, or a mix of the two. The Woods Walker doesn't enjoy being surrounded by foes, but thankfully possesses many different ways to keep this from happening. They do not start off as followers of Zigur, but their skills have a definite anti-magic bent.

Class Talent Trees:
Favor of the Wood - The forest follows you wherever you go, weakening and damaging your foes
Favor of the Wind - The blessing of Eyal's air speeds you while hindering those who would harm you
Favor of the Earth - The stones give themselves for your survival
Natural Archer - Your connection to Nature steers and empowers your archery
Natural Companions (locked) - Befriend and train a forest beast to fight alongside you
Living Arrows (locked, high-level) - Nature itself indwells your shots
Spellhunter (antimagic, locked, high-level) - Ruthlessly track and annhilate the arcane

Generic Talent Trees:
Combat Training
Survival
Call of the Wild
Harmony (locked)
Fungus (locked)
Mindstar Mastery
Walking Thistle (locked, high-level) - Your mindstars are as living thorns to your enemies

--== Anamage ==--

A curious case, the Anamage was once an arcane user, but has experienced a dramatic shift, coming to belief that all magic began with Nature and must be returned to her. The Anamage starts as a follower of Zigur, having fervently sworn off the arcane.
Playstyle: Geomancy. The Anamage beseeches Nature's help, casting natural spells powered by equilibrium. Anamages cannot use arcane equipment, but have learned to reclaim staves, purging them of arcane influence.

Class Talent Trees:
Blood of the Vine - Deal Nature damage through terrain manipulation
Bones of the Earth - Invoke the stones, hindering and damaging foes
Acts of Nature - Summon long-lasting, massively destructive Acts of Nature
Hermetecism - The art of brewing potions did not begin with the alchemists...
Favor of the Wood (locked) - The forest follows you wherever you go, weakening and damaging your foes
Favor of the Wind (locked) - The blessing of Eyal's air speeds you while hindering those who would harm you
Favor of the Earth (locked) - The stones give themselves for your survival
Natural Magic (locked, high-level) - Nature empowers your natural casting, enabling you to nullify arcane powers
Catastrophe (locked, high-level) - Violent cataclysms rage around you at Nature's foes

Generic Talent Trees:
Survival
Call of the Wild
Harmony (locked)
Fungus
Antimagic
Redemption of Magic - Reclaim magical staves and bend their powers to Nature's will

Enjoy!

-Mister Vimes


See addon usage in the character's vault.
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Name Module Version Required Released File
1.0.1 1.7.4 2022-08-03 17:05
tome-mv-greenwatch.teaa
1.0.0 1.7.0 2022-08-02 12:20
tome-mv-greenwatch.teaa

Archery bug?

getting a bunch of the following error report whenever anything shoots (me, gunslinger rares, etc.)
Lua Error: .../mv-greenwatch/superload/mod/class/interface/Archery.lua:59: attempt to call method 'knowTalent' (a nil value) At [C]:-1 knowTalent At .../mv-greenwatch/superload/mod/class/interface/Archery.lua:59 damtype\

Anamage Scaling

Since your spellpower is divided by 1+[number of antimagic items worn] and Anamages start with and focuses on an antimagic item but uses spells, it's kind of hard for them to function later on.
Redemption of Magic and Bones of the Earth are both brilliant trees though.

Hmm. To be honest, I did not

Hmm. To be honest, I did not realize that about Spellpower. That's something to fix, then.

Thank you!

No Sound

I playing addon and I realize dhtere ar eno sound for any of spells for anamage atleast is it supposed to be like this?

Yes, for now. I plan to add

Yes, for now. I plan to add sound in a later update.