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SGST: Divine Magic (3 comments)

  1. Simbilis
    Simbilis
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    Hi, i'll repeat myself but really great mod.
    Here's some ideas for a new origin(s) if you have some time to implement it when you're done polishing existing ones.

    Divine Magic origin(s)

    - Cleric
    Heal (improved by willpower from +20 HP up to +50 (100Willpower = +100% = +40HP, 150will -> +50HP), range = 3, fat = 40. Mastery (perk? when reach level 11?) adds range +1, -20/40% fat

    Mass Heal (replacing regular heal?) +10HP up to +30HP (at 200 willpower, you can probably reach it with indomitable mind + runes and items), range 2, fat 50, AoE of 7 hex (centered on target + all the surroundings) heals friends and foes. Mastery range +1, -20/40% fat

    Turn undead (AoE around the cleric) deals damage to undead only. Mastery +1 range (2 tiles around) to be balanced, i'm not very familiar with undead armor/HP, could eventually do "lower damage" but go through armor.

    Ultimate spell Wrath of God, fire spell, might burn targets, hits 3 targets in a line starting from close range or 2 tiles away. High fatigue 60/70, Not overpowered but with lower cooldown, minimum cooldown on combat start = 2, cooldown after use = 10/12 so when you start a battle, if CD<2, CD = 2.

    -Paladin
    Lay on hands: heals 1D3 x Paladin level (10-30HP at level 10) to self or an adjacent target. fatigue 20, Cooldown 5, minimum cooldown on battle start = 1 (can't cast it on turn 1). Mastery heals +10HP, removes debufs (bleed, poison, eventually sleep, NOT charmed)

    Aura of courage (passive): 2 tiles around the paladin, double the amount of morale gain on enemies demise inside the aura. Mastery 3 tiles, +10% dmg (allies inside the AoE) when the Paladin kills an enemy, non cumulable for next turn or hit.

    Smite: close combat, 0AP (CD=2, minimum CD on combat start = 2), Paladin's Level (PL) x1,5% bonus to hit and damage for one hit, fat = 15. Mastery PLx2% bonus to hit and damage for one hit.

    Ultimate spell: Flaming Sword, +20/30% damage ignores armor, chances to burn the enemy, lasts 2 turns, fat = 30. CD = 8, minimum CD on combat start = 3)

    -Monk
    Immune to poison -> improved to immune to bleed as well.
    Level 11-> immune to mind control and morale loss abilities.

    Passive : +20% unarmed damage ignores armor, Mastery +30%.
    Unnamed Mastery (or Grand-Mastery if mastery already exists), passive + 15%damage, +20% damage against armor, "mastery" +25% dmg, +35%dmg against armor.

    Round kick 5/6AP, 40fat, damage = fist(passive applies) hit all the targets around the monk -10% chances to hit, mastery: -10% -> -5% chances to hit, +10% dmg ignores armor.

    Stunning fist : stuns the targets if not immune, CD 5, minimum CD = 3

    Scenario has you chosing one of them, or 2 or 3 if you think it's not overpowered.

    I think one alone is best or Monk + Cleric / Paladin + Cleric. Paladin + Monk would probably be too much.

    ----------------------

    Ultimate skills for mages trio/company.

    I think the cooldown should be minimum 3 on combat start and 10 after skill use so you have some opportunities to use it instead of having a skill you'll never use except for 3/4 battles per campaign.
    1. NgGH707
      NgGH707
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      Thanks for spending your precious time to make a suggestion like this! 

      Ultimate skills have always been broken abilities and i am scared to lower the cooldown so short like that. I don't want to see a battle when it basically ends at the end of the 3rd round so i'll reconsider it to make a more acceptable cooldown.

      For your suggestion on those with divine magic. I can understand why you suggest it, i had thought about it long ago but i have a rule from vanilla BB - "you can't heal in battle" - Indeed it is another story if you are playing Legends. Of course i love the idea of using divine magic as a way to directly counter undead. I'll consider your idea after the completion of hexe origin and the reworks of mages.
    2. Simbilis
      Simbilis
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      About the ultimate skills CD, I understand.
      The fact is, most common fights are won by turn 2 even if they can drag for a couple of turns.
      Only Orc warriors + behemots and warlords, lindwurms, schrats or legendary contracts last quite long, aside from the legendary beasts and location fights or noble houses fights
      Besides, aren't ultimate skills single target?
      Sure, some testing would be wise but the discord crowd would probably be happy to oblige.

      Oh, and i find earthquake quite overpowered, I'd make it cost 8AP and probably a lot of fatigue too to avoid spamming with mind over body + the skill halving AP cost.
      Also, the origin with 3 earth mages is probably too much, 1 is pretty much all you need.
      I'd also remove him from the mage company roster.

      Perhaps mage company should be a mage duo with full choice like right now except from the earth mage.

      About healing, I didn't think about vanilla because I only play Legends nowadays, well, if a vanilla version is required, it's always possible to replace healing skills by something else.

      Thanks for reading me and good luck.