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First Mod Attempt: ''Hyperborean Enchanting'' (A work in progress)

Discussion in 'Modding' started by Félix, Jun 28, 2012.

  1. Félix

    Félix Member

    Hola folks. The other day, I woke up and thought: "You know, I really want to be able to be a class solidly devoted to ice magics, that and more on strike effects." So, I randomly signed up here, put thicker eyebrows on my favorite drawing to use as an avatar image thingy, and started looking through how to make mods for this game. So, after a few days of work this is my result. Although at this point probably quite unbalanced, I wanted to see if the modding community could help out at all with finding out what parts seem overpowered or underpowered. Notably I'm using art stuff I found within the game files that I didn't make so.. people wanting to volunteer to make some unique art would be loved, as I'm scared of drawing things.

    To give you an idea of the basics of the skill, the following are the details on the first 5 abilities you get, there is however 3 other skills after that I'm too lazy to type out an explanation for, but you can look at if you download it.

    Name: Hyperborean Enchanting
    Description: Hyperborean Enchanters are well known for their amazing capability to keep their cool.
    Class Purpose: The class is designed for more of a 'nightblade' kind of class, where you mostly use rouge builds, but branch into one or two magic skills as well. To raise this point, rather then being entirely based off magic power, the magic attacks ramp 50% off magic power, and 50% off of magic haywire, as of the fact that haywire is gained from savvy, and savvy is found through leveling a lot of rouge skills so you'll still be contributing to the power of your spells even if Hyperborean Enchanting is your only mage skill.


    Ability 1 (start ability): Hyperborean Ice Edge
    Description: Basic studdies into Hyperborean Magic has taught you how to enchant your weapon (or boot) with a razor sharp blade of ice.
    The Real Deal: It gives you the spell "Hyperborean Ice Edge", which gives you a buff that falls off after 30 turns, 2 attacks, or being hit 2 times. The buff grants the following:
    :counter: 2
    :reflection: 2
    :haywire: 3
    :edr: 5
    :dmg_hyperborean: 2
    :dmg_slashing: 2
    :dmg_piercing: 1
    :resist_hyperborean: 1
    While active the buff additionally grants three trigger-on-strike attacks, which do:
    :dmg_hyperborean:1+:magic_power:*0.2
    &
    :dmg_hyperborean:1+:haywire:*0.2
    &
    30% to create a Small Weak Snowstorm which is found in the original game.
    While the later skill "Mana Pool" is active, two other addition on strike effects are applied which deal:
    :dmg_blast:4+:magic_power:*0.1
    &
    :dmg_blast:4+:haywire:*0.1
    As well, while Mana Pool is active the skill will never deplete from hitting enemies, in fact it will actually refresh the brittle state as well as the timer.
    Note: Although it grants a seemingly powerful attack that will one hit early game enemies, I don't believe it's overpowered. It falls off easily, and requires a turn to prepare every time it falls off. The idea of it is that you're getting the chance to prepare a fairly powerful spell before entering combat, and then 'cast' it when you strike the opponent.
    Cost: Lowest cost of :mana:0, base of :mana:6. (0.2 less per :savvy:)

    Ability 2: Cloak of Coolness
    Description: You wear on yourself a solid cloak of cool looking ice. Attacks will often just slide off of you, and if they don't the attacker will be in for a freeze!
    The Real Deal: It gives you the spell "Cloak of Coolness", which gives you a buff that falls off after being hit 3 times. The buff grants the following:
    :life: 8
    :counter: 7
    :reflection: 20
    :haywire: 5
    :dodge: 5
    :armor_asorb: 3
    :dmg_hyperborean: 1
    :resist_hyperborean: 5
    While active the buff additionally grants two trigger-when-struck attacks, which are actually the same effects "Hyperborean Ice Edge" gives, except hurts enemies when they hit you rather then when you hit them.
    The later skill "Mana Pool" will cause when you're struck to apply the "Hyperborean Ice Edge" buff.
    Cost: Lowest cost of :mana:12, base of :mana:22. (0.25 less per :savvy:)

    Ability 3: Hyperborean Blast
    Description: You learn to imbue your weapon with a thick shell of ice that blasts appart when it strikes. A cold move to make.
    The Real Deal: It gives you the spell "Hyperborean Blast", which gives you a buff that falls off after a single attack. The buff grants the following:
    :counter: -30
    :reflection: 5
    :haywire: 10
    :dmg_hyperborean: 4
    :resist_hyperborean: 1
    While active the buff additionally grants a single trigger-on-attack effect, which does the following:
    (#=target)(@=AffectedTile)(!!!=SuperAffectedTile) (ignore the periods)
    ...@@@
    @@!!!!@@
    @!!!!.#.!!!!@
    @@!!!!@@
    ...@@@
    Everything in the @ tiles around the target take:
    :dmg_hyperborean:4+:magic_power:*0.2
    :dmg_blast:4+:haywire:*0.2
    Everything in the !!!! tiles around the target, and the # (the target himself) take the same effect, but twice over.
    Additionally the entire area is affected with a Small Weak Snowstorm which is found in the original game.
    While the later skill "Mana Pool" is active, !!!! and # take:

    :dmg_hyperborean:4+:magic_power:*0.1
    :dmg_blast:4+:haywire:*0.1
    as well the snowstorm will be 2x as thick on those tiles while Mana Pool is active.
    Cost: Lowest cost of :mana:10, base of :mana:24. (0.18 less per :savvy:)

    Ability 4: Mana Pool
    Description: You have learned how to tap into the energies of the water in your blood to increese your magical capabilities.
    The Real Deal: It gives you the spell "Mana Pool", which gives you a buff that falls off after 30 turns, cannot be turned off manually, and stacks up to 10 times. The buff grants the following:
    :life: -8
    :mana: 15
    :magic_power: 2
    :haywire: 2
    :reflection: 1
    :dmg_hyperborean: 1
    :resist_hyperborean: 1
    While active the buff will make all other Hyperborean Enchanting abilities gain an additional part to their effect. Additionally for each stack you will be given a 10% chance to trigger-on-attack the "Hyperborean Ice Edge" trigger-on-attack effect. These chances are activated individually and thus can trigger multiple times at once.
    Cost: :mana:0

    Ability 5: Hyperborean Aerial Slash
    Description: Your understanding into Hyperborean Magic expands your mind into new ideas of how to freeze things. You've developed an interesting spell that allows you to send a wave of freezing air at your target with a slash or your weapon.
    The Real Deal: It gives you the spell "Hyperborean Aerial Slash", which does NOT give you a buff. The spell first starts with a basic attack, as to allow you to discharge all your other enchantments on a target, then fires a ice bolt at your target which does the following to them, or what ever is in your way:
    :dmg_hyperborean:4+:magic_power:*0.3
    :dmg_hyperborean:4+:haywire:*0.3
    With "Mana Pool" active, on contact it will create a splash effect as follows:
    ...@
    @.#.@
    ...@

    :dmg_hyperborean:4+:magic_power:*0.1
    :dmg_hyperborean:4+:haywire:*0.1
    Cost: Lowest cost of :mana:3, base of :mana:8. (0.1 less per :savvy:)

    I hope this gave a reasonable enough explanation for some of you to want to try out the thing. I have played it and it seems to work as intended. Hope you try it, and if you do, do enjoy it!
     

    Attached Files:

    OmniNegro likes this.