Some mod suggestions.

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Light and Elementarism

- Change the enchants that reduce the cost of Elementarism and Light Magic to instead boost the magnitude of them, making them stronger to allow for scaling.

- Change "Light Magic" in the hero tree to also passively regenerate magic, health, and stamina based on skill level. Level 100 gives roughly 10 per second while out of combat, half that while in combat.

- Increase duration of Blessing of Life & Protection from Magic based on Skill level.


Entropy

(Ignore, already figured out how to do myself and made mod for)- Add "Fortify Unbound Weapons" Enchant. Have it scale roughly the same as 1-Hand, 2-Hand, and Archery with a preference for 1-hand and archery. Going a LITTLE over them isn't huge.

- Change bound weapons duration from 2 minutes to 5 minutes baseline and allow their duration to scale based on skill level as well. Also redo the weapons scaling so that, for example:
A Bound Dagger (Rank 1) with no enchants or levels in Entropy is equal to an Iron dagger is baseline while the max rank with 100 Entropy and perks is equal to the strongest dagger in the game tempered with the base level tempering. Have all other weapons follow the same scaling. I figured out how to make it scale with level, but have to redo the weapons base stats to make it scale correctly otherwise they are massively overpowered given the base stats in game.

- New spell, Bound Shield that does exactly that. Rank 1 with no enchants or levels is equal to the weakest light armor shield in the game, max level and rank with enchants is equal to the max level Light Armor shield with base level tempering.

- Memory "Thought Planning" now updated to also adds "Fortify Block" to the bound shield.

- Memory "Expert of the Dark Arts" now also has the ability "Skills with bound gear now uses magic instead of stamina".

- Memory "Mystical Call" now also increases the duration of bound gear as well as summons. "Summon spells now last X% longer".




Mentalism

- New spell: "Ondusi's Key", unlocks doors and chests. Scales with your Mentalism skill level.


- Divine Sheild, cut effectiveness and cost by roughly 50% and have its duration scale with skill level. Also, change the name to Mystic Armor as it is Mentalism and an Armor so it is neither Divine nor a shield.


- Change Mentalism in the hero tree so that, while you have no light or heavy armor worn, increases your armor by 2 armor per point. Excludes base points.

Other

- Arcane enchanter and shared storage added to Riverille Abandoned house.

- Memory "Sensitive Tongue" now replaced by a single rank skill that allows you to once a day to learn all traits of an item.


- New cloth armor set "Garbs of the Mystic Pretender" Bonuses:
Set Bonuses:
1) Reduce the cost of Mentalism and Entropy spells.
2) Boost your Entropy and Mentalism levels.
3) Your minions and apparitions are boosted by your Entropy and Mentalism levels.

Gloves: Fortify Bound Weapons, Attack and arrow draw speed increase when using only bound gear.
Boots: Increase movement speed when not wearing light or heavy armor, increase mana regeneration.
Helmet: Fortify Bound Weapons, Block more with Bound Shield and Spell Ward.
Chest: Increase duration of summon spells (Bound and Minions), Resist Magic 10%


- New affinity: Sinistrope/Thaumaturge - Red Mage
-Your spells and bound weapons do not hurt your minions, apparitions, or followers.
-Increase skills in Entropy, Psionics, Light Magic, and Mentalism.
-Increase the duration and decrease the arcane fever effects, self damage, and cost of spells.



- Where if you get a new affinity, it stacks with the old one and does not replace it.
Fugus
Gauner
Gauner
Beiträge: 15
Registriert: 21.09.2019 21:47
Danksagung erhalten: 1 Mal


Also, one that allows you to wear amulets along with the Phantasm jewelry. Tried the one on steam, it doesn't work for me.
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