staff

Command Staff Tweak

Short Name: 
command_staff_tweak

 Alters the Command Staff talent effect. 

When you command a staff, it will change the attack damage type of the staff along with the damage increase type causing melee attacks made with the staff to be dealt as the chosen damage type.

Revised Staff Combat

Short Name: 
improved-bonking

Overloads Spell/Staff Combat to make some of it more useful.
1. gives staves 30% extra dex scaling if you take the mastery, as well as scaling with the higher of str or mag
2. merges channel staff and staff mastery, channel staff no longer depends on a projectile and has +2 range for the full 10 tiles.
3. moves blunt thrust and defensive posture down a tier due to channel staff being gone, defensive posture allows you to parry 1 attack per turn
4. capstone is an aoe staff whirl that hits the primary target twice for daze
Original by Whitelion, with certain additions by HousePet and independent improvements patched in by mannendake.

Command Multiple Staffs

Short Name: 
command_multi_staff

Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify.

Staff Bonk Sound

Short Name: 
staffbonksound

Adds a wooden bonk sound to all melee hits from a staff.
https://github.com/Werekracken/tome-staffbonksound

---Changelog
v1.0.0
Initial release

More 1H Staves

Short Name: 
more1hstaves

Adds more 1H staves with more variety to the game.

1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H.
This addon adds more 1H staff egos that are based on some of the existing 2H staff egos, but with some of the bonuses toned down.
Also slightly expands the number of staves available in staff stores to account for the wider variety.

https://github.com/Werekracken/tome-more1hstaves

---Changelog
- v1.0.0 Initial release
- v1.0.1 Changed the new 1H staves proc bonus from 2.5 (which is normal for 2H staves) to 1.2 (which is normal for 1H staves).
- v1.0.2 Took a few egos out because when the higher level/rarity staves are created they randomly get egos and if any ego is a 1H then the staff is 1H, meaning that too many of the higher level/rarity staves were 1H. Fewer 1H egos means lower chances of a 1H ego so it should be more balanced now.
- v1.0.3 Took out some blah 1H staff egos and added a few that are a bit more related to bonking, like crippling. Total 1H ego count went down by 1.
- v1.0.4 Toned down the bonuses on the new egos a little to be consistent and logical.
- v1.0.5 Fixed accuracy scaling on the new egos from 1.0.3.
- v1.0.6 Reduced the weight of the 1H staves from 5 to 3, but only in these egos in the addon. This does not apply to the 1H staff egos already in the game: prefix = "short ", and prefix = "magewarrior's short ".
- v1.0.7 Added the the "short" keyword to all 1h staves in this addon (the magewarrior's short staff in the basegame still doesn't have the keyword). Made short staves added by this addon look like short staves on the character when equipped, just like the "magewarrior's short" and "short" staves in the basegame look.

Pro Staff Combat

Short Name: 
prostaff

Changes staff mastery to add Dex scaling to staves. Warning: this addon overloads Spell/Staff Combat.

High Guard

Short Name: 
highguard

Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand.
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently alinged to.

Unique Talents:

Spell/Battlemage
Talents for fighting and defending with your staff and shield.

Spell/Magical Assualt
Talents for assualting your foes.

Spell/Phasing
Talents for battle mobility and defense.

Spell/Battle Channeling
Talents for combat utility.

Spell/Sorcerous Might (high level)
Store power in your shield to empower yourself.

Spell/Mage Adept (high level)
Gain greater control of magic and learn damaging spells.

Spell/Medic (generic)
Defense and utility.

Base Talents:

Technique/Combat Training (1.3)
Spell/Staff Combat (1.3)
Cunning/Survival (1.0)

See the forum thread full talent details.

Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painterly-spell-icons-part-1

Staff Infusion

Short Name: 
staff_infusion

Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion.

Revised Short Staves

Short Name: 
new-short-staves

Mindstar and Staff Combat Access

Short Name: 
MindstarAndStaff

I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did!
I superloaded the individual class LUAs to manage this, after copying in Staff Combat or Mindstar Mastery into their Talent sections.

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