Dungeons of Dredmor

Dungeons of Dredmor

241 ratings
Radiant Wizard
File Size
0.076 MB
May 31, 2012 @ 4:20pm
Jun 15, 2013 @ 10:46pm
5 Change Notes ( view )

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Radiant Wizard

Adds the Radiant Wizard skill into the game.

16/6/13 - v.1.0.3 changes: Cosmetic changes for prismatic spray and transcendence.

Known issues:

-Skillbar will have 2x Light Dart spells on it at start.
-Transcendence will not be added automatically to skillbar upon learning the skill; you will have to add it manually.


(As seen in community spotlight 6 on the GLG page)

Radiant wizard is a pure mage skill, aimed near to pure mage builds and an emphasis on avoiding melee combat at all costs. The skill will:

-Grant great magical power and defense, at the cost of severely reducing capability in melee combat.
-Grant heavy bonuses to sagacity, magic power, magic resistance and the like, while reducing by as much dodge, block, armour absorption, etc. The first two skills reduce defensive stats, the latter two throwing melee power and crit in the mix to rob you of the ability to effectively use thrown and crossbows, and the final skills take away from sneakiness and armour absorption as well.
-Players will suffer DoTs (meltdown) and debuffs to defensive and magical offensive capabilities for being hit in melee, and are encouraged to stay at range.
-However, this is countered by the fact that only the weakest spell has unlimited range--the extreme heavy-hitters are limited to within a certain distance of the caster. Players are encouraged to balance risk of dying quickly with dishing out heavy damage.
-A teleportation skill will be essential when playing with this mod, and running out of mana will very likely equal death.

Essentially, the wizard character carrying this skill will gain extreme damage at the cost of losing all melee damage capbility and avoidance and becoming far squishier than the average wizard; the anchored, conical templates the attack spells use are designed to better allow monsters to flank the player. Also, a single resisted spell will mean monsters closing in.

In the end, the ultimate goal is to increase "peak" events in the player's experience with high damage and high risk of death at the same time.

Suggested skills for use with this mod:

-Flat-out damage skills (Promethean, etc)
-Skills that provide healing/mana regenaration
-Master of Arms (some mitigation of the tree's effects)
-Skills that provide teleportation

Suggested skills NOT to use:

-Blood magic (greatly increases meltdown damage. Intentionally designed this way so players can't forget about their mana management, which this tree is supposed to emphasise.)
-All weapon skills (self-explanatory)

For more information, see:

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Akaso Oct 25, 2014 @ 6:06am 
*he says, and as he eats a cube of flesh his wounds instantaneously heal*
Akaso Oct 25, 2014 @ 6:05am 
stabbald Jul 10, 2014 @ 1:40am 
Pretty cool mod, and not too unbalanced.
TechTubbs Aug 25, 2012 @ 8:45am 
GREAT MOD! although the first level attack feels a little too powerful, the mod feels nice and balanced.
TechTubbs Aug 25, 2012 @ 8:43am 
Shit. I didn't notice blood magic. oh no.
[GWJ] Unicycles Jul 18, 2012 @ 8:15am 
Ah, I played this mod before seeing it on Steam Workshop. I believe I left a comment on the forums, but I'll say it again. I really enjoy this mod. Definitely something worth looking into if you want to play Dredmor slightly differently. *thumbs up*
FreeDonut4All Jul 17, 2012 @ 8:33am 
Looks Interesting.
Toni Jul 15, 2012 @ 7:32am 
Fixor* Jul 14, 2012 @ 1:25am 
good work
Zema Jul 13, 2012 @ 3:25pm 
good work