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S9CM, [Crimson Malediction] healing has no effect, autocast itself if only oppo or self has it, at start of turn...
what is the idea behind this spell?
since the bloodmage is a risky profession, that accepts to lose hitpoints to fuel its spells and get a mana casting cost discount...
the idea is to raise the risk an extra notch, by disabling all healing spells !!!
at first you cast this curse, as a status effect on your opponent...
at the start of the opponent's turn the curse propagates, selfcasting itself on you !!!
this means that removing the status effect on yourself will make you free of the curse only for the current turn, you will be cursed again next turn.
the only remedy for it is a spell that clears status effects on both, otherwise it will keep reapplying itself, the duration is infinite.
---
while i am rewriting all spells using the new toolset that i created, i am also trying to give each profession 18 spells.
in the past i gave to the reworked professions 14 spells, some had barely 14 spells, the warrior had 13 only... some had 18 spells and i tried to mix the effects of 2 spells into 1 or i simply left those spell out of the spellbook... and elementalist had a lot o useless and already used spells: made 95% of mana gain spells, and the only damaging spell at level 50.
with 18 spells: from 1 to 10, and every 5 levels from 15 to 50, i can use all the official spells that each profession can cast in the unmodded game... the problem will be with those professions that have less than 18 spells... but so far i am doing well at "fixing holes" in the spellbooks.
elementalist got all "already used by another profession" spells stripped from it, all its unique spells are kept intact, except wall of air which is given to the priest, and wall of water which is too similar to wall of ice. a new spell called elemental wall is used instead.
reworked elementalist book (the only one of the 13 profession that i completed so far)
maintains its them of "all colors", also many of its spells are still "mana gain spells".
the good news:
there is 1 damaging spell at level 1, so it is not needed to wait 50 levels to gain a damaging spell.
the 4 unique spells that said: double x color, halven y color have been changed to:
switch your highest mana reserve with x color, and your lower mana reserve with y color
also: if all your mana colors are 4+ your turn does not end, and a 0000 casting cost make these spells useful as a setup, to prepare the use of a researched spell or mount spell to its fullest potential.
example:
you have a rat mount, it gives disease for longer as higher is your blue mana...
you can switch your blue mana with the highest mana reserve you have without losing the turn, and then cast rabid bite to its full potential.
another spell that make use of higher color and lower color is Wild Healing, a new spell that heals for 12, while draining 4 mana of the opponent and giving it to you... the chosen color is the lowest one among your mana reserves.
the spell cost 4444 heals 12, steals 4 mana
so if you have 10green 18red 4yellow 12blue
you will have 6green 14red 4yellow 8blue after casting the spell, as long as you can steal those 4 mana from the opponent.
this gives flavor, helps making the lowest and highest color matter, and let you cast a spell that uses all four colors even when one of those is almost depleted.
---
so, what damaging spell did i give to this class at level 1, since it has only a level 50 damaging spell ?
a reworked version of the firebolt: 4 damage, 4 mana cost 1111, +1 extra damage every 4 mana of a particular color.
in this situation the highest color is used. (and any extra damage costs extra mana!!!)
so if you have 10green 18red 4yellow 12blue
red color is used since it is the highest one.
damage is 4+18/4 = 8
the extra damage is 4, so 4 red mana are consumed.
you will have 9green 13red 3yellow 11blue after casting the spell
---
in the reworked spellbook i added some "wild" spells taken from ogre magi and arboleth
the end result:
instead of 1 damaging spell at level 50
there are 3 damaging spells at level 1, 35, 45
and Prismatic Spray now also does damage while burning mana, and is placed at lvl 15
Elementalist: (wild mage) magic spellcaster using all colors of mana, sometimes with wild outcomes
01) S9CS, Chaos Sphere {life pain}
02) SGRO, Growth {selected into green gem} +[{1 earskill}]
03) SENF, Enflame {selected into red gem} +[{1 firskill}]
04) SBRE, Breeze {selected into yellow gem} +[{1 airskill}]
05) SPOL, Pool {selected into blue gem} +[{1 watskill}]
06) SSMO, Smother {switch highest with gmana, lowest with rmana}
07) STHW, Thaw {switch highest with rmana, lowest with bmana}
08) SDDV, Dust Devil {switch highest with ymana, lowest with gmana}
09) SMIS, Mist {switch highest with bmana, lowest with ymana}
10) S9WH, Wild Healing {life gain} + {lowest mana drain}
15) SPRS, Prismatic Spray {mana burn} + {blind} + {feedback}
20) S9EW, Elemental Wall {grybmana as lifebar}
25) SFOG, Fog {[dmg as pierce damage]} ({50% dmg as nodmg})
30) SWMG, Wild Magic {random into wildcard}
35) SCBO, Chaos Bolt {life pain}
40) SELB, Elemental Blast {brsgem, cungem, morgem into selected colored gem}
45) SPRB, Prismatic Ray (Blast) {life pain} + {feedback}
50) SMNP, Mana Pool {mana shift} + {mana boon}