Pepper Pack
Adds classes, races, objects and other stuff into the game.
Class: Performer / Bard
Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix.
Race: Animal / Bunnymorph (& Kruk variant)
Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents.
Kruk Bunnymorphs are a more physically apt variant of Bunnymorphs, as they have orcish origins.
Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts.
Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons.
Shadowblade Cantrips
Gives Shadowblades the Spell / Cantrips tree, an offensive/utility light tree.
Spell / Cantrips (Mag, 1.0)
Dazzling Light:
Conjures up light into a powerful bolt doing light damage with a 25% chance to blind for 3 turns.
At level 4 it becomes a beam.
The damage will increase with your Spellpower.
Projected Image:
Projects an Illusion for 6/14 turns to distract your foes. This illusion will periodically force any foes to attack them. It can also explode, dealing light damage in a radius of 1/2, and will always do so if it suffers from fatal damage. The explosion damage will increase with your level and talent level.
It will get (12 + low talent scaling) Constitution, (17 + better talent scaling) Dexterity and 18 Cunning.
This illusion will inherit increased damage% and increased damage penetration% from you. With Blighted Summoning it will get a bonus to Magic equal to yours and Curse of Impotence at talent level 1/3.
Vanish:
You start vanishing from sight, moving 300%/700% faster and gaining 10% chance to evade melee attacks for 1/3 game turns.
When this effect ends you'll become invisible (some power) for 3/7 turns.
As you become invisible you fade out of phase with reality, all your damage is reduced by 50%%.
Any actions other than moving will end the movement speed boost and activate the invisibility prematurely.
The invisibility power will increase with your Spellpower.
Flashbang:
Inflicts light damage, shocks and attempts to confuse (20%/40% power) all creatures in a radius 1/3 ball for 2/3 turns.
The damage will scale with your Spellpower.
Releases
v0.1:
-Buffed Projected Image, bugfixing
Test 2: some tweaks (mostly visual) to Dazzling Light
Test 1: initial release