Revamped Skirmisher

Short Name: 

Revamps the Skirmisher class.

All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind.

Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents.

Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility.

Scoundrel is unlocked.
Poisons mastery is increased to 1.3 (from 1.2).
Stealth is granted, locked at 1.0 mastery.

[Buckler Training]
'Buckler Expertise' grants Armor and Hardiness while wearing light armor (values taken from 1.6). The description has also been 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%). Knockback distance now scales, instead of having an artifical (and hidden) break point.
'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 up to X tiles away, attack with your shield for Y damage, and activate Block for free. If the shield strike hits, the target may be confused for Z turns. Cooldown decreases with level [~20-10 turns].

[Tireless Combatant]
'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 200% of the stamina regen and 400% 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' has improved resistance cap scaling, and now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).

[Skirmisher Slings]
'Swift Shot' now resets Hurricane Shot cooldown completely. Additionally, a somewhat obscure but potentially exploitable bug from vanilla has been removed.
'Hurricane Shot' now always hits targets only once, but the damage scaling is doubled. Projectiles from this attack now travel instantly.
'Bombardment' has been completely reworked. It now costs 20 stamina to sustain, causes Shoot to cost 5 stamina, and increases fatigue by 65%. While active, all sling shots which hit will trigger an instant sling attack on the same target for [20-40]% weapon damage. This can trigger from any shot, from any talent, so long as a sling is equipped. This can affect multiple targets and trigger multiple times, but will strike each individual target twice per turn at most.

[Called Shots]
'Called Shots' attack talent projectiles now travel instantly.
'Kneecapper' has improved pin and slow duration scaling.
'Noggin Knocker' now scales up the stun/increase duration, from 1 (at TL 1) to 2 (at ~ TL 5 / TL 4 at 1.3 mastery).
'Sling Sniper' cooldown reduction now scales and it is possible to reach 3 turn reduction with increased mastery.

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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