Horizon's Gate

Horizon's Gate

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Elite Passives
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Oct 1, 2023 @ 1:27pm
May 6 @ 2:23pm
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Elite Passives

In 1 collection by Prominence
Prominence Mod Pack
40 items
Description
ELITE PASSIVES
Unlock a new elite passive for every base game class (and many modded classes as well)! Elite Passives introduces over 60 new passive/support abilities to the game. Only one elite passive may be equipped on any given character at a time.

This mod is compatible with existing saves. It appends base game classes and abilities, as opposed to overriding them.

Mod Load Order: Put this mod below modded classes in your mod load order.

Suggestions/feedback welcome!

Class
Passive
Description
Balancer
The Balance
Delay nearby foes when your turn starts. More foes = longer delay.
Bat Handler
Winged Champion
Summoned Zoars have Wind Enchant and Negate.
Berserker
Into The Fray
Gain physical attack for each nearby foe.
Blade
Manifold Strike
Gain Combo when KOing a foe. Combo adds an offhand dagger attack.
Bombardier
Bomb Rush
Accelerate your turn when you throw a bomb.
Brawler
Drunken Master
Become Drowsy when combat starts and occasionally when your turn starts. Sleeping grants Guard and Fist skill. Immune to Hangover.
Breaker
Break Spirit
Blunt weapons drain enemy MP, inflict Fatigue, and demoralize foes with zero MP.
Defiler
Plague Passage
Absorb ailments from adjacent allies when your turn starts, then transfer them to adjacent foes when your turn ends.
Elementalist
Elemental Conduit
Increase the elemental skills of adjacent allies by 25%.
Enchanter
Enchanted Armor
Gain armor for each nearby enchantment. While your weapon is enchanted, gain buffs.
Gatekeeper
Gate: Betwixt
Spend extra MP to become invisible while casting a spell.
Gatewarder
Gate: Bounty
Gain MP equal to half of a spell’s casting time.
Gladiator
Victory Or Death
Gain a stacking boost to Physical Attack, but lose HP each round and -regen duration.
Guardian
Phalanx
At the end of your turn, enhance allies’ physical defense, evasion, and shield skill by 25% of your own.
Ignis Knight
Pyroclasm
Melee attacks against burning targets inflict Wildfire.
Krakenslayer
Vanquisher’s Reward
Gain lightning enchant and MP whenever you KO a foe during your turn.
Mechanist
Power Sequence
Gain a stacking boost to electric skill and magical attack each turn, but lose this bonus if you attack, KO a foe, or get hit.
Minstrel
Succor
When you end your turn casting a spell, all allies gain HP and MP, with a higher bonus for allies who are farther away.
Ranger
Preparation
Apply Barbs, Toxin, and Salve last 60% longer on you.
Ravager
Seismic Surge
Melee attacks unleash a mini quake that deals 15% damage to nearby foes.
Rogue
From The Shadows
Attacking while invisible adds armor-ignoring damage, with more damage against foes who are blinded or poisoned.
Sage
Return To Me
Automatically revive nearby incapacitated allies when your turn starts.
Sailor
Pirate’s Ploy
Melee attacks demoralize and soak their target.
Scholar
Prognosis
All allies gain Soothing when combat starts, increasing incoming HP and MP.
Scourge
Bondage
Whip and flail attacks inflict Empathy, causing the victim to take % based damage when they attack.
Scout
Nowhere To Hide
Reduce all foes’ physical evasion, and reveal hiding enemies when your turn starts.
Sharpshooter
Expertise
Keep making ranged attacks to gain a stacking boost to aim and bow skills.
Shiftcloak
Uncanny Dodge
Increase evasion while flanked.
Sorcerer
Magic Adept
Gain magic attack, but lose physical attack.
Spell Archon
Hex Shot
Ranged attacks also inflict a random debuff.
Stormshot
Eye Of The Storm
Immunity to push, pull, and wind damage. Wind grants regen.
Swashbuckler
Battle Dance
At the end of your turn, gain evasion and resistance for each tile you moved.
Tactician
Noblesse Oblige
Healing accelerates your turn, but damage delays it.
Unmaker
Zombify
Become partially undead (+immunities, +vulnerabilities).
Warden
Citadel
All allies gain Deflect when combat starts, increasing their physical evasion.
Warpblade
Reverse Vortex
Push adjacent foes away from your starting position when you use a movement ability.
Warrior
Second Wind
Regain 10% of your max HP whenever you make a melee attack.

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34 Comments
Soler Boy Apr 28 @ 7:38pm 
thanks! and sorry for making more work for you.
Prominence  [author] Apr 28 @ 7:06pm 
Soler Boy, I'm not entirely sure why it was behaving the way it was. I think the most recent update introduced some ways to make passives mutually exclusive. Power Sequence was the problem, as it was somehow spreading its incompatibility with Pure Mind to other passives. I've corrected it by making Power Sequence a purge effect and not a dispel.
Prominence  [author] Apr 28 @ 5:37pm 
I'll look into it. I have some theories.
Soler Boy Apr 28 @ 5:35pm 
None of the elite passives work that i have learned on my characters can be equipped with pure mind.
Prominence  [author] Apr 28 @ 5:10pm 
Soler Boy, Pure Mind should only be incompatible with one of them: Power Sequence. Is it incompatible with all of them?
Soler Boy Apr 28 @ 4:38pm 
am i missing somthing? i can't seem to equip the "pure mind" sage passive with elite passives!
Welk Nov 8, 2024 @ 3:56am 
Ok thanks for the reply!
Prominence  [author] Nov 8, 2024 @ 3:48am 
Welk, I don’t have any plans to add elite passives to classes from mods made by other people. The official Gatemaster class is the one exception, and that has already been implemented. Mafe is working on a passives mod of his own, though. But I’m not sure whether he’s adding more to his modded classes or not.
Welk Nov 8, 2024 @ 1:48am 
Would you also include an elite passive also on Mafe's Gatefisher fishing mod too?
Prominence  [author] Oct 6, 2024 @ 2:50pm 
Sly-Scale, in my testing, it's working just fine. Elemental Fury isn't overwriting anything. The benefits remain. I think there may be a misunderstanding about how Enchanted Armor works. It provides an armor boost to the unit with the passive that increases for nearby weapon enchantments on allies. Beyond that, it also gives the unit with the passive a special bonus for whichever enchantment they have on them. Due to how enchantments work, you can't move more than one of these bonuses in effect at a time.

It almost seems like you're expecting the passive to provide those secondary effects (like Warmth for Fire Enchant) to other units, not just the unit with the Enchanted Armor passive on. That's not how it was designed. It only provides benefits to the unit with the passive on, but it does derive those benefits, at least in part, from nearby allies having enchantments on them. The goal with this passive was to reward maintaining multiple enchantments on your team.