Revamped Skirmisher

Short Name: 

Revamps the Skirmisher class.
In general, all talents have been re-coded to remove hard break points in scaling, with the exception of Sling Sniper.

Scoundrel is unlocked.

Stealth is granted, locked at 1.0 mastery.

'Buckler Experise' has had the description updated to reflect what it actually does (i.e. it now notes that melee attack deflection does not work in heavy armor).
'Bash and Smash' now scales in the second shield hit as a chance to occur (50-100%).
'Buckler Mastery' no longer has scaling projectile spread radius (projectiles will always be deflected in a radius of 1). Buckler Mastery now grants immunity to damage from your own projectiles. The critical strike for Bash and Smash now scales in as increased crit chance (50-100%) for the shield hit(s).
'Counter Shot' has been replaced with 'Dash and Crash', a talent which will rush toward a targeted foe, strike with your shield, and activate Block for free. If the shield strike hits, the target may be confused.

'Tireless Combatant' talents have been changed to use Dexterity (instead of Willpower) as a requirement.
'Breathing Room' now adds stacks of the new 'Breathing Room' effect each turn their are enemies visible but not adjacent. The effect increases life and stamina regen and can stack up to 4 times. You will lose one stack per turn if an enemy becomes adjacent to you, or when there are no longer any visible enemies.
'Pace Yourself' now grants flat damage armor instead of reduced fatigue.
'Dauntless Challenger' has been reworked. Rather than passively granting regeneration, you can activate the talent to consume all stacks of Breathing Room and gain the Dauntless Challenger effect for X turns. The effect grants 150% of the stamina regen and 300% of the life regen granted by Breathing Room, multiplied by the number of stacks consumed. You cannot gain stacks of Breathing Room while under this effect, but the regeneration from Dauntless Challenger will persist regardless of enemy location, etc.
'The Eternal Warrior' now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).

'Hurricane Shot' now always hits tarets up to two times each.
'Bombardment' has been re-coded to honor Hidden Resources and Highborn Bloom resource cost negation. The cost per shot has also been slightly reduced.

'Called Shots' shots now have very greatly increased projectile speed.

Revamped Anorithil

Short Name: 

Revamps the Anorithil class.

The primary feature of the revamp is a change to Anorithil's resource mechanics. Instead of positive and negative energy, it has "alignment" that flips between darkness and light. Many talents are changed, replaced, added, and removed, with modernized talent icons and new sounds.

The design goal is a spellcaster class that is rewarded for staying in sustained fights, so they have several damage-over-time talents, lots of healing, and aren't in danger of running out of resources. Like in vanilla, they are well-equipped to take advantage of "talent on hit (spell)" equipment.

As in vanilla, all talent icons are from .

Sound credits: CC 0 CC 0 CC 0 CC-BY 3.0 CC-BY 3.0




- This version is not compatible with saves from older versions!
- Bug fix: EFF_SEARED renamed to EFF_SUNSEARED to prevent Embers of Rage conflict
- Bug fix: Traps and similar obscure entities inflicting light and dark damage will no longer cause errors
- Text fix
- Alignment is now indicated in the Classic UI
- Renamed some other talents to guard against future conflicts
- Clones can now use Solar Focus
- Experimental, hacky way of making spells of the wrong alignment show as disabled, while still allowing you to use the targeter

- Bug fix: Anorithil talents are now affected by silence
- Substantially nerfed Jumpgate but hopefully made it more convenient to use. There is no more second Jumpgate, and instead of having a maximum range, the accuracy of the teleport decreases with distance.
- Shadow Simulacrum is renamed to Twilight Simulacrum and now works on all ranks and has light and darkness affinity, but gets fixed life (by your spellpower and talent level), reduced damage, and a shorter duration
- Nerfed Blue Hour passives
- Slightly nerfed Solar Flares and Moonlight Ray damage
- Slightly buffed Shadow Blast damage and increased its range
- Increased Twilight Surge damage
- Reduced cooldowns of Star Song and Corona
- Slightly buffed Intercalation
- Hymn Nocturnalist now gives hymn cooldown reduction instead of silence immunity (was redundant with Circle of Sanctity)
- Circles' durations no longer crit
- Celestial / Light talents no longer grant the positive energy resource bar (since they don't actually use it)
- Alignment now has a tooltip

- Bug fix: Jumpgate now deactivates when changing levels
- Solar Focus is now broken if the beam can't be projected (fixes weird behaviour with translucent walls)

- Fixed Selenelion critical power bonus being 100x greater than intended (yay for inconsistency...)

- Fixed some code that I accidentally put in the wrong addon

- Initial release

Revamped Alchemist

Short Name: 

Revamps the Alchemist class.

The main focus of this revamp is to make Alchemist less centralized on Throw Bomb and a single damage type. Channel Staff and melee for alchemists are significantly improved.
Additionally, gem micromanagement is eliminated; alchemist gems no longer exist and alchemists' talents no longer use or consume ammo.

Main features:
- Alchemist gems are gone. Throw Bomb, Refit Golem, etc. no longer consume ammunition.
- Alchemy infusions are no longer mutually exclusive. Instead of changing the damage type of the entire alchemist bomb, they add a small amount of extra damage to alchemist bombs, Channel Staff, and melee attacks.
- Throw Bomb no longer has friendly fire. Alchemist Protection is replaced with a talent that allows you to pick a special effect for your bombs (such as knockback).
- More talents benefit from mastery
- A new Staff Techniques tree

Full change list:
- Acid Infusion, Fire Infusion, Frost Infusion, and Lightning Infusion:

  - These sustains are no longer mutually exclusive.
  - These sustains no longer change the damage type of Throw Bomb.
  - These sustains no longer provide elemental damage increases.
  - These sustains now *add* acid, cold, fire burn, and lightning damage to Throw Bomb, Channel Staff, and melee attacks.
  - These sustains now have cooldowns of 10 (from 30) and sustain mana costs of 50 (from 30).
  - No more blinding/freezing/dazing from these talents.

- Alchemist Protection:
  - Replaced with new talent, Pyrotechnics, which lets you select a special effect for your bombs

- Body of Fire:
  - No longer provides on_melee_hit
  - Resistance no longer depends on spellpower
  - No longer drains mana
  - Sustain mana cost reduced to 100 (from 250)
  - Fixed sustain bug
  - Made description more accurate

- Channel Staff:
  - Now indicates its actual damage in the description

- Create Alchemist Gems:
  - Removed

- Explosion Expert:
  - Now benefits from mastery
  - Now computes the number of squares correctly
  - Different formula for scaling damage bonus (it is now linear with the number of squares not hit)
  - Damage bonus is now shown when targeting Throw Bomb

- Gem Portal:
  - Replaced with new talent, Rapid Decomposition, which lets you shatter a wall - or your golem

- Ice Core:
  - Resistance no longer depends on spellpower
  - Now gives the amount of resistance it claims to, instead of only 60% of what it claims
  - Made description more accurate
  - Fixed sustain bug

- Living Lightning:
  - Range is always 6 (also fixes bolts of lighting being fired at nothing)
  - Fixed sustain bug

- Refit Golem:
  - No longer uses ammunition

- Reflective Skin:
  - Got as close to fixing the sustain bug as possible

- Shockwave Bomb:
  - Replaced with new talent, Elixir, which heals you and your golem when you throw a bomb

- Throw Bomb:
  - No longer has friendly fire
  - No longer uses ammunition
  - Range formula changed, now benefits from mastery
  - Damage formula changed

- Thunderclap:
  - Now confuses instead of knocking back and disarming.

- New Staff Techniques tree:
  - Pole Vault: Jump into or out of melee with an attack
  - Steady Hands (passive): Improved accuracy based on Spellpower, disarm immunity
  - High Guard (passive): Flat damage reduction for your staff's damage type(s)
  - Half-Staff (passive): Awful pun, improved attack speed with staves, extends range of Channel Staff and makes it a beam

- Alchemist now has a life rating of 0 instead of -1
- Alchemist now has +3 Wil, +1 Con instead of +3 Con, +1 Wil
- Alchemist now begins with Combat Training unlocked at 1.00 mastery
- Improved Alchemist description a bit

As in vanilla, talent icons are from .

Sound credits: CC-BY-NC 3.0 CC-BY 3.0 CC 0 CC-BY 3.0


This probably won't work with other addons that severely mess with Alchemist or
Staff Combat.

This addon superloads the following functions non-intrusively:


- Initial release

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