![]() Level 8: Spell Mending doesn't apply a debuff on the target.Level 7: Increases the efficiency of mana shield by 40%.Level 6: Arcane Cooler, Arcane Heater, and Power Node apply minor buffs.Level 5: Teleport, Heal, and Summon Minion gain versatility level 1 class improvements.Level 3: Increases the efficiency of mana shield by 25%.Level 2: Smokecloud radius is expanded by 2 cells.Level 1: Blink stuns enemies around the target area.Level 15: Wanderer gains stamina and can learn Might classless abilities.Īdds additional utility or versatility to cantrips:.Decrease max MP upkeep costs by 3% and energy regeneration penalties by 3% per skill point.Level 15: Teleport, Heal, and Summon Minion gain power level 3 class improvements.Level 14: Rain causes a violent thunderstorm (instead of rain) where lightning strikes focus on enemies.Level 13: Power Node shocks nearby enemies.Level 12: Arcane Cooler slows movement of nearby enemies.Level 11: Arcane Heater spits fire at enemies.Level 10: Teleport, Heal, and Summon Minion gain power level 2 class improvements.Level 9: Lightning Trap triggered effect lasts longer and creates a sheet of snow.Level 8: Spell Mending reparation speed increased by 25%.Level 7: Arcane bolt minimum burst count increased to 3.Level 6: Transfer mana and Siphon mana always apply buffs/debuffs.Level 5: Teleport, Heal, and Summon Minion gain power level 1 class improvements.Level 4: Extinguish causes damage to elementals and high damage to demons.Level 2: Arcane bolt minimum burst count increased to 2. Level 1: Smokecloud causes blindness to enemies.By investing time and effort into understanding cantrips, the wanderer is able to improve almost all general abilities in utility, power, and efficiency. Wandering mages do not have class specific abilities, instead, they excel at general spells or cantrips.Ĭantrips are discarded by most mages as mere conveniences which require no additional skill training, but the wanderer takes another approach. Each skill point: Ability cooldown: -1%, Mana regeneration: +1%, Max mana: +2%.Each skill point: Ability cost: -1%, XP gain: +2%.Each skill point: Ability power: +1%, Ability resistance: +2%.This mod has been updated for 1.Increase attributes through hard work and creativity. ![]() Suggestions, recommendations, and comments are welcome zip file or older versions can be found here: The mod can be added to an existing save, but works and plays best when starting with a new game. Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop. To add to the challenge, AI classes are able to use abilities. A to top it off, a new "magic" faction that is known to deal in many powerful artifacts. ![]() Unique research tree that opens up a diverse set of improvements for the colony, including learning how to animate Golems. Challenge your newfound power against new, deadly events. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.Ĭheck out the wiki for tons of additional info and details about the mod:Īdditional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, arcane forges and more. RimWorld of Magic adds over 35 unique classes with even more available in class add-on packs. This mod adds classes with unique abilities.
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