staff

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)
Technique/Conditioning (1.0)
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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