Wildermyth

Wildermyth

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Tags: Hero, Abilities
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1.521 MB
8 Jun, 2024 @ 5:40pm
27 Jul, 2024 @ 11:38am
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XXXIII abilities/skills

Description
Based on this mod: XXXII abilities/skills
-- Adds 30+ abilities. Also rebalances some abillities from XXII and reworks Withered effect.

Recommended to be played with: Free Ability Rerolls. And possibly with Expanded Combat: Random.

On top of abilities from mod XXXII adds New abiliites :



ALL CLASSES

Speed Up - (Active, free) grants buff to Speed, Dodge, Accuracy diminishing over time. Once per battle.

Blessed Strikes - (Passive): Dealing damage grants 2 temporaryHP to a nearby ally or self. Lasts entire battle. Stacks up to 5 + POTENCY Shield Overstacks. 2 Shield Overstack is added upon proc. and 1 is removed at the end of turn.

Quick Combo - (Active, free) Grants 1 action point. Uses: 1 + POTENCY / 5 rounded. Cooldown: once per three turns.

Grayplane Swap - (Active, swift action): Grants self and nearby friends hidden. Range increases with POTENCY. Once per battle.

Drauven Blood - (Passive) Regenerates 25% health every turn after taking damage in battle. This does not increase recovery rate outside of battle. - It should but I was lazy to attempt to code it.

Martial Arts - (Passive): Dealing damage grants 1 Speed Up up to max 3. 1 stack of Speed Up grants DODGE +6, ACCURACY +3, SPEED +0.7. Speed Up loses 1 stack per turn.

On damage dealing abilities (Martial Arts, Blessed Strikes) do not work on all / any damage dealt. Please save the game before picking this. So far I have observed that side area of effect such as from fire enchantment weapon or an artifact bow do not proc. this effect.



MYSTIC

Magic Missile - (Active, 1 AP) Conjures ranged attack from thin air, deals magic damage to target. Applies 2 hobbled to caster and restores action point as long as caster speed is more than 1.

Flame Burst - (Active, Full Action) Once per battle large damage and Area of Effect and start many fires. Toughest scenery can block this damage (large rocks).

Overcharge - (Active, costs no action, usable once per turn): Grants 1 action point. Takes 2 magic damage and applies 3 withered to self.

Null - (Active, costs no action): Removes withered and most negative effects. Once every three turns.

Conjure Object+ - Adds two (active) abilities usable every other turn. Conjure Tongue is similar to gorgon Tongue ability that pulls the target to caster. Conjure Blades shreds 2 and deals area of effect physical damage.

Cone of Frost - (Active, Full Action) Once per battle unleash area of effect attack blockable by scenery. Deals 80% SPLDMG + POT damage, apply 2 shred and apply 50% chance stun, 1 pinned, 1d4 hobbled and 1d4 concussed. Deals no damage to scenery.

Energy Rain - (Active, Full Action) Long ranged attack with Area of Effect and +20 Accuracy. Apply concussed to targets and stun on stunt. Deals 2 magic damage and 4 wither to self. Uses: rounded: 1 + POTENCY / 3. May start fire. Damage: 1d3 + 100% SPLDMG + POT

Mythic shield - (Active, Swift Action): Once per battle, grants 100% SPLDMG + POT tempHP that lasts entire battle to self and half to nearby allies. Applies 2 wither to user. Range increased with potency.

Rising Barrier Shield - (Passive) Grants 2 tempHp at the end of turn. Lasts entire battle. Stacks up to 5 + POTENCY Shield Overstacks. 2 Shield Overstack is added upon proc. and 1 is removed at the end of turn.



WARRIOR

Rocket Charge - (Active, 1 action point): Once every three turns, charge through everything dealing small damage, knockback and applying Hobbled and shred.
-> very similar to shouldersledge.



Balances abilities from XXXII, abilities that previously dealt damage to user now deal LESS damage.

Mystic self-damaging abiliies now deal MAGIC damage blockable by WARD instead of TRUE damage, and apply WITHERED as previously. But Withered now reduces WARD and accuracy and speed slightly per stack.
This means that for example using summon for the first time may only apply 5 withered reducing user ward.
But attempting to use more summon now deals direct damage to user because withered already reduced ward.


Ninpō: Senmai Shot was rebalanced -> now it deals more damage but does not apply Pin.
updated channel storm
updated rousing strikes and apprehend
changed living arnament to rising barriershield

fixed some typos





About XXI / XXII

In Theory this mod do not remove any IDs from previous XXII so it should be safe to play saves from XXII with this mod.


XXII Abilities mod already added most fun and creative abilities on top of XI but I found many of these additions somehow unbalanced for my personal taste.
I did only lesser work of balance-testing polishing and copy pasting some abiliites from vanilla or XXII. =
Big Thanks to XXI / XXII authors.

5 Comments
RdFrex  [author] 6 Sep, 2024 @ 12:43am 
Thank you for bug report.

What means it always existed ?
Tengo 【テンゴ】 15 Aug, 2024 @ 12:19pm 
Very very strange bug with Hiddenstrike & Hiddenstrike+ that's seemed to have always existed. It's only recently I stumbled upon it. The swift-action disappears every turn after the first. Is there any fix for this?
RdFrex  [author] 12 Jul, 2024 @ 4:52pm 
I think that balance is 80% - 130% power ratio when compared to vanilla. Not 100% balanced but I consider vanilla not 100% balanced too.

I tried to not make overpowered / useless abilities. But amount of synergy added among builds and filled gaps in abilities allow theoretically stronger builds than in vanilla.

Also some of the abilities from other XXXII abilities/skills mod were left unmodified e.g. Galespeed. Uncertain about balance of these.

Tenacity and Charm should indeed use something. Maybe some illusion themed skills for Charm and Tenacity like defence for these.
[ELL]-Finalis 12 Jul, 2024 @ 2:43pm 
I'm genuinely dumb, do you need the other XXX Abilities or just this one? Either way, I cannot play without, but just trying to maximize my options.
Dandy_Lime 27 Jun, 2024 @ 2:37pm 
Great mod! Seems like you added a lot of really fun and creative abilities on top of xabilities.

Very difficult to asses any balance issues but for players not too worried about slightly op or nerfed abilities there is a lot to like in this mod.

I also like the changes you made to selfdamage and ward protection since I created and use the Bloody Mess mods, and the damage from the spells affect your aim and dodge negatively making it a tough sell to take direct dmg.

If I may suggest some possible venues, it might be cool to have some abilities take tenacity and charm into account for succes chance or dmg since they seem so underutilised outside of the odd comic choice. :-)

Look forward to whatever else you will come up with!