Umbral Incantor Evolution for Shadowblade
Adds a new evolution for Shadowblades, the Umbral Incantor.
As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff:
- Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical
- Shadowstep: teleport back to starting location after the attack
- lluminate: will use Shadow Dance without cost or triggering cooldown
- Invisibility: will be cast instantly without cost when Stealth is deactivated (still triggers cooldown)
- Shadow Grasp: will pin for 3 turns instead of pulling
- Shadow Veil: rather than blink and attack, you will cast Shadow Grasp on targets selected (without cost and ignoring cooldown and failure chances)
- Lethality: staffs gain a Dexterity damage modifier equal to twice the crit bonus
- Expose Weakness: (if not on cooldown) will be used instantly when casting Shadowstep (before the return teleport), using stamina as usual and going on cooldown for twice the usual duration
- Blade Flurry: (while sustained) also gain spell cooldown reduction equal to the attack speed bonus and an equal chance on spell hit to cast Channel Staff
- Snap: also affect an equal number of spells ("spell/" category talents)
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
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
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
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
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
Changes staff mastery to add Dex scaling to staves. Warning: this addon overloads Spell/Staff Combat.
High Guard
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
Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion.