Wyarm Evolution for Wyrmic
Adds Wyarm evolution for Wyrmic.
You lose talents to use weapons and gain the talent tree for unarmed combat.
- Wyarm Combat Mastery: The mastery talent for unarmed combat.
- Wyarm Smash: Attacks and stuns the enemy.
- Dragon Scaled Arms: Passively you gain some armor and flat reduction, and you can make an unarmed attack instead of a shield attack.
- Greater Wyarm Focus: For several turns you have additional chances to trigger talent-on-hit effects.
All icons were made by https://game-icons.net/ .
Evolution for Brawler
Currently adds one evolution, the Tempered Hand.
As a Tempered Hand, the brawler gains these benefits while wearing gauntlets:
The damage bonus of your Striking Stance scales on Strength and scales higher than before.
When you enter combat while all of your talents are off cooldown, you gain 1 combo point.
When you strike an enemy with a melee attack, you have a 30% chance to gain 1 extra combo point, 1 time per turn.
When you kill an enemy, you gain 1 extra combo point, 1 time per turn.
When you land a melee critical, you have a 10% chance to gain 1 extra combo point, 1 time per turn.
When you gain combo points you also gain 15% of a turn per point gained (points that would be gained beyond your limited do not count).
When you would generate combo points beyond your limit, each extra point will increase your maximum number of counter attacks by 1 for 1 turn.
When you spend combo points you will instantly trigger Open Palm Block for the same number of combo points, ignoring cost, cooldown, and failure chance.
When Open Palm Block prevents damage, the source of the damage is Staggered for 2 turns, reducing Def and Phys Save and making them more vulnerable to counter attacks.
If the target is already Staggered, you make a free Counter Attack against them (does not count toward your Counter Attack per turn limit).
Counter Attacks against Staggered opponents will always attempt to stun (even if the opponent is not grappled)
Staggered cannot be saved against; Defense and Save reduction improve with your Physical Power.
Savage Evolution for Cursed
Forgo arms to ravage your foes with fist and claw.
While unarmed, you gain all the weapon/shield bonuses of Surge, Cleave, and Repel.
Surge, Cleave, and Repel are no longer mutually exclusive while you are unarmed and will not put the other talents on cooldown when activated. If you equip a weapon while any of these are active, they will deactivate.
Attacks which would strike with a mainhand weapon or shield will use your unarmed stats for the weapon and/or shield attack.
Weapons Mastery will apply to unarmed combat and Willpower will be used in place of Dexterity as a damage modifier for gloves and gauntlets.
You learn the Grappling talent tree, unlocked at 1.3 mastery. Stamina cost for these talents is converted to Hate (at a ratio of 4:1).
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)
Walking Armory Evolution for Marauder
Adds a new evolution for Marauders, the Walking Armory.
Throw caution (and your equipment) to the wind, and become a truly formidable menace on the battlefield.
You can equip mainhand weapons in your tool and lite slot. You can equip offhand weapons in your head, cloak, belt and feet slots.
When you land an attack with the weapon in your mainhand slot, you will follow up with an attack from weapons in your tool and lite slots dealing 100% damage.
When you land an attack with the weapon in your offhand slot, you will follow up with an attack from weapons in your head, cloak, belt and feet slots dealing 100% damage (offhand damage penalty applies).
Quickshot and Munitions Expert Evolutions for Archer
Adds two class evolutions for Archer, the Quickshot and the Munitions Expert.
As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot.
As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities.
Planned Evolution
A companion piece to Talent Point Planner; adds talent point sources for various class evolutions provided by other addons: Currently supported:
- nsrr's Barbarian Evolution for Berserker
- The Táltos evolution for Tradewind_Rider's Quantum Slider class
- The Dark Apostate evolution for Dark Master's Psionic Blade class.
Stoneblade Evolution for Arcane Blade
Adds a new class evolution for Arcane Blade, the Stoneblade.
Wielded two-handed weapons will use the increased procs damage accuracy bonus
Earthen Missles become bolts (rather than projectiles, causing them to strike instantly and benefit from the increased procs damage acc. bonus)
Mudslide will pull creatures in (instead of knock them back)
Activating Body of Stone will cast Earthquake for free (centered on yourself and ignoring friendly targets)
While Body of Stone is sustained your melee attacks gain range equal to the radius of your Earthquake spell
To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength.
Knight Evolution for Bulwark-Proofread version
Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the weak and vanquish evil.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed. - Knight's vow: Passively increases defensive stats and regenerate stamina on blocking. - Tactical retreat: Retreat and gain movement speed - Hammer and Anvil: Knock back the target, dealing massive damage if the target collides with a wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active. - Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor. - Well fitted: Gain defensive stats if you wear heavy armor. - Chivalry: More damage on counterstrike.
Original author is koa. Talent descriptions proofread by me. Also cancels the stun and damage on spirit horse being disabled. Even though it's fitting, it's way too debilitating (50% health loss and 5 turn stun)
Nocturne
Adds the Nocturne, a Darkness-based Doomed evolution.
The Nocturne gains extra proficiency in the Cursed/Darkness tree, as well as access to two new high-level trees:
Nightwalker - Use the darkness to escape, approach, hide, heal, and invisibly strike your foes.
Umbra - Your darkness takes hold inside your enemies, giving you unprecedented power against them.