One Step From Eden

One Step From Eden

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Dark Spellcards
   
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3.284 MB
2 Jan, 2021 @ 6:14am
4 Mar @ 8:01am
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Dark Spellcards

Description
Adds a selection of new spells, inspired by Dark Chips from Megaman Battle Network!


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V2 uploaded! Check the changelog for details!
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These new spellcards will grant you immense power to easily turn the tides against all of your opponents! There're three for each brand, meaning 30 new spells in total, and they're not exceedingly rare like Saffron's Calamity spells!

Similarly, 9 new artifacts (6 of them Dark variants) have been added! Be sure to try them when you see them!

What's more, Shopkeeper now has 9 new pacts available at her shop! How nice of her!

Each Dark Spellcard will come at the expense of 50 of your maximum health points upon cast, though this is a minor setback compared to the easy and triumphant victory you will achieve. There are absolutely no other setbacks to using Dark Spellcards. They definitely don't throw specific negative status effects onto you during the battle after you use them. No need to worry there!


Requires MoreLuaPower, by GoldenEpsilon. Make sure you also have that installed!

Special thanks to Lea and DecoyDoge for helping me in getting certain aspects to work!
19 Comments
BiscuitSlash  [author] 25 Jan, 2024 @ 8:20am 
Besides the 50 Max HP penalty, pacts that Shopkeeper would give are added (any time they're used, not just her fight). You get one pact dependent on the spell used and another at random. The latter is suppressed if you have Dark Licence equipped.

I'm not sure what effect came up to destroy you in an instant like that. It seems extremely rare based on my playtesting. Sorry it happened.
AstralKat 22 Jan, 2024 @ 4:58pm 
Does this mod somehow affect the shopkeeper fight? I used Dark Anubis on her and was then given a ton of debuff stacks out of nowhere and she one shot me, from about 1.4K health. This has never happened before until i tried using dark spells on her, so I was wondering if this mod had anything to do with that. because that was the most cheated I have ever felt playing this game
The Most Majestic Watermelon 11 Aug, 2022 @ 8:49pm 
i do like the concept of the rituals counter balancing most of the issues i have with them but even some of those are kinda ridiculous and using lets say 3 in one fight can mess your chracter up pretty bad. keep in mind the average character has only 650 hp max its very easy for things to get out of hand and insta die on the flip side certain spells are just ridiculous in the game innately im talking about you shield recycle (to many things give shields i swear to god some base game artifacts are ridiculous). ill play around with this more to find a good balance.
The Most Majestic Watermelon 11 Aug, 2022 @ 8:45pm 
so i had removed both the health penalty and the ritual penalty to see what the spells are like and yes your correct they are crazy op.

so i tried putting the ritual mechanic back on then reduced all the rituals to one battle and for the most part that helped alot however some of the spells i started nerffing like the dark blade alone can oneshot most of the bosses and thats a bit much.
BiscuitSlash  [author] 11 Aug, 2022 @ 2:07pm 
Sadly I don't know if I could incorporate the idea into this mod so easily, since it'd be an overhaul of sorts. The current idea is meant to work like in Battle Network 5, where putting the chip/spell in your folder/deck potentially gives you a powerful but dangerous last resort for the most dire of situations. They should only be used on rare occasions, though when you start using them it's easy to become dependant.

I kinda want to use this Karma mechanic idea as a custom spell brand, though sadly I have other mods in the works before I'm ready to do this. If you or anyone else want to use the idea then by all means do so!
BiscuitSlash  [author] 11 Aug, 2022 @ 2:07pm 
@Mr Man Meat, This sounds like quite a nice idea, though it would need a lot of work properly balancing and making sure the downsides aren't too easy for the player to work around. I think your idea could go really well as a custom brand of spells, tied by a new type of spell jam that has major drawbacks but can still be bent into a positive by the player if they play right. Could be especially cool if it used some sort of Karma system, like what Battle Network 4 and 5 had.
The Most Majestic Watermelon 10 Aug, 2022 @ 7:43pm 
here is how i would balance it i would force them to make spell jams, then force you to use the spell jams along with having cards that change what the spell jams do building the potential not only negate the effects of the dark cards late game but go as far to turn them into a positive. this way they have punishment early game but pay off late game and allow for a fully "dark" mage build along with allowing your cards to actually be playable.
The Most Majestic Watermelon 10 Aug, 2022 @ 7:43pm 
@BiscuitSlash ok here is my problem with it there are 30 spells that are not only flashy amazing to look at but feel amazing to use, annnnd they are never to be used because the penalty is permanent. i literally didn't read what this mod did and tried to make a deck made from fully dark spells only to see that i killed myself in the second world confused about my max health disappearing. also even though they are powerful they aren't so powerful that i would literally give up max hp for them, a full slashfink deck can shrek 90% of the game or a trinity deck the dark spells are just to high of a liability.
BiscuitSlash  [author] 10 Aug, 2022 @ 4:51am 
I see your point, though through playtesting I found that the -50maxhp penalty alone isn't actually enough to stop them being overpowered. Excessive use with that HP penalty will make your character less durable but there are ways to get it back. Since the HP penalty alone can be easily worked around, the additional (yet notably shorter) penalty for that battle and the following battle is applied.

Basically, the spells are intentionally very overpowered, to be used as a last resort when you're in trouble (which is part of the inspiration for the Dark Soul artefact). This whole concept is directly inspired by Dark Chips from Megaman Battle Network, which were also highly powerful so that you could escape a bad situation, though you had to be careful not to be reliant on them, as doing so would consume you and screw you over during the battle or later down the line.
The Most Majestic Watermelon 8 Aug, 2022 @ 10:59pm 
i think these are terrible, having a 50 max health deletion everytime they are used makes them not only useless but impossible to use effectively.

it would make sense if the -50 was temporary or they delt damage to the user but because they are irreversible they are useless.