Dungeons of Dredmor

Dungeons of Dredmor

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Compleat Essential Skills
   
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31.5.2012 klo 17.52
26.2.2013 klo 15.04
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Compleat Essential Skills

1 kokoelmassa, tekijä Essense
Essence's "Best Stuff" Collection
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CES is composed of 11 skills, three for each archetype plus one extra for Rogues and another for Warriors.

Warrior skills: QiGong, Bushido, Kung Fu, and Gangnam Style
Rogue skills: Poisoneer, Silver Tongue, Ninjitsu, and Drunken Boxing
Wizard skills: Wild Magic, Archmage, and Degree in Dungeoneering


If you want spoilers, check the thread in the forums (see below).


QiGong
QiGong is the Warrior's answer to Wizard skills, providing our armor-clad champions the ability to throw blasts of energy at distant foes, purify their bodies of negative magicks, and basically pretend to be a character from Dragonball Z. The purpose of QiGong in game mechanical terms was to give Warriors a reasonable way to consistently engage in ranged combat without making them too powerful.

Bushido
Bushido is the warrior's 'survivalist' skill. Each level adds something that makes life as a warrior slightly more livable, from trap sight to broad-spectrum resistances to Magic Reflect. A warrior with maxxed-out Bushido loses out on a bit of offensive potential, but gains serious defenses. Bushido was originally created to address a few known 'problems' with Warrior builds, but has morphed as those problems were addressed in the core game into this general survival-oriented beast of a skill.

Kung Fu
Kung Fu -- because every good game needs stance-dancing somewhere. Kung Fu skills are each individually quite strong, because you can only have one active at a time. Kung Fu artists are powerful and adaptable, with a stance for every situation from disarming traps to fighting powerful (possibly even lich-level) mages. (Ironically, those two stances are actually the same stance. But that's neither here nor there.)

Gangnam Style
Gangnam Style is the "flipside" of a traditional 'gish' skill -- rather than being a Wizard skill that uses Wizard abilities to enhance fighting, it's a Warrior skill that uses mana and gives away mobility, debuffs, pets, and nukes that cost mana and scale to magic power, but insists that you have been in melee combat very recently before you can use them. Great for giving a mostly melee-focused mage some bonus HP and a couple of decent AoE effects, or giving your fighter something interesting to do with all that spare mana he has sitting around.



Poisoneer
Poisoneer was created with the intent of allowing you to kite, snipe, hide, and otherwise wage war with cleverness and mobility, knowing that if you can stay out of range long enough, your enemy will die in due time. By applying poisons in a variety of ways from procs to throwing weapons to defensive PBAOEs, poisoneers thrive when given skills that allow them to escape.

Silver Tongue
Silver Tongue represents the archetype of devilish Roguedom that talks it's way out of sticky situations. By applying a variety of non-magical debuffs to his foes by talking to them -- and later expanding those skills to talking themselves INto things -- the Silver Tongued rogue is a brazen killer whom you will thank as he walks off with your panties.

Ninjitsu
Ninjas are known for one thing -- avoiding combat at all costs. Not that they can't fight -- they do, and well -- but they'd much rather throw shuriken and kunai at you from a dozen paces away and use their ninja magic to disappear if you get anywhere near them. At the highest levels, ninja can even remain invisble as they mow down their opponents in brutal fashion (though they sacrifice both body and mind to do so.)

Drunken Boxing
Drunken Boxers are like Kung Fu students who couldn't be bothered with all that discipline and whatnot. They prefer to stay totally knackered and slaughter their opponents while doing so. Drunken Boxing revolves mostly around -- surprise! -- drinking, but has a few clever stunts that are useful even without the sauce. The mechanical purpose of Drunken Boxing is to give melee types something fun to do with all that booze.




Wild Magic
Wild Mages don't really learn spells -- it's not about that. Instead it's about taking the spells and skills you learned elsewhere and giving them an ever-increasing chance to have profound but uncontrollable effects on the world around you. From raining existential hell down upon your foes to turning you into a giant carrot, there's nothing about wild magic that is controllable -- or weak. Wild Magic may also very well kill you -- or get you killed, if you manage to accidentally rain existential (or some other sort) of hell down upon Brax, for example -- so be CAREFUL.


Archmage
Archmagic is strange stuff. Archmages study magic not to use it, but to bend it over their knee and spank it like a stick of butter. Every Archmage spell has a bewildering variety of effects depending on exactly how you target it, but not every Archmage level gives a spell. Scattered throughout are short but complicated rituals you can complete to gain cosmic power as well as metamagic boosts that make all your spells stronger in some ways but clumsier in others. Quite possibly one of the hardest skills to take full advantage of, Archmage is not for newbs.


Degree in Dungeoneering
Degree in Dungeoneering isn't necessarily a skill for casters -- just the intellectual elite who attend Astral College in null-time while their meat-bodies explore the Dungeon of Dredmor. Filled with minor practical magic of the kind every college student would learn as well as abilities that make binge-eating, binge-drinking, and all-night parties a thing of the Dungeon as well as the dorm, Degree in Dungeoneering isn't what you'd call powerful, but it sure is fun (and useful besides!)


For official spoilers, check the thread in the forums: http://community.gaslampgames.com/threads/the-compleat-essential-skills.2811/


If you enjoy my mod, buy my kid a candy bar -- because fun like this is worth putting a smile on a three-year-old's face! https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=RMWQE3LK5EZ4L
326 kommenttia
DirtyD 25.3.2023 klo 12.08 
If anyone else is having issues with it telling you it couldn't find this mod file when you try to load a save thereby corrupting the save, check your subscribed items and if you have the monstrous megapack installed it seems to actually be that mod that is causing the issue not this one. I Removed the monstrous megapack and I no longer get corrupted save files. Hope that helps you.
Sturm 10.8.2022 klo 21.41 
wild magic POG
Trip 8.6.2022 klo 20.39 
don't want to %^$& on this mod. it's great, and I love it. Good work!
Trip 8.6.2022 klo 20.38 
just somthing I saw. The final skill in the drunk boxing is %#$&ing broken, as it allows you to triple your dmg , at the same time making the low hit chance obsolete, due to attacking enough times, you statistically will always hit at least once with the only downsides of having to get booze, and having low defensive skills. And another thing. Tweak the 3rd ability (I think) of wild magic, so It doesn't break the game in half by giving you 33% spell crit. jesus. Other than that, these are fun abilities that I always do enjoy, and HAYWIRE ( or EH WAUZER of you're me) will allways be amazing to hear
TehRei- 7.11.2021 klo 5.32 
Dim Mak doesn't seem to be working properly. On my current character I have around 38 stacks of it that never seem to go away.

That's far from gamebreaking though. All in all this is a fantastic mod that adds some much needed variety to DoD. Thanks for making it!
Bohandas 2.2.2018 klo 21.47 
You forgot to add the skills and abilities tags to the workshop listing
KelpTheGreat 25.11.2017 klo 10.48 
"Compleat: Highly skilled and accomplished in all aspects; 'the compleat actor'."
So I guess that works, technically.
frontliner2 25.11.2017 klo 3.50 
I lost a save file due to this mod :(
Essense  [tekijä] 24.11.2017 klo 22.53 
It's not even a misspelling. It's a unique word. Look it up! :)
gonk 5.8.2017 klo 18.42 
the mispelling is intentional