Titan Quest Fans Forum

Titan Quest - Anniversary Edition => New Projects => Topic started by: WNG on 18 October 2018, 21:58:09

Title: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 18 October 2018, 21:58:09
(https://i.imgur.com/conMo4e.jpg)

Hello, fellow TQ players. Our new mod has now be released, the first mastery mod since the Ragnarök expansion!

This mod will add 10 new unique masteries to play with, along with many gameplay changes and additions across the entire game.

Progress:
1. Chaos Mastery (https://titanquestfans.net/index.php?topic=754.msg7514#msg7514)
2. Geomancy Mastery  (https://titanquestfans.net/index.php?topic=754.msg7515#msg7515)
3. Necromancy Mastery  (https://titanquestfans.net/index.php?topic=754.msg7515#msg7516)
4. Archery Mastery  (https://titanquestfans.net/index.php?topic=754.msg7515#msg7517)
5. Lifegiving Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7552)
6. Aqua Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7553)
7. Barbarism Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7554)
8. Time Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7555)
9. Science Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7556)
10. Witchcraft Mastery  (https://titanquestfans.net/index.php?topic=754.msg7518#msg7557)

Download Link : https://steamcommunity.com/sharedfiles/filedetails/?id=1949340853
Non-Steam : https://mega.nz/#!dEEWmA5S!q_AFtN4b3hteGHGcNBlRI82jGrtMcvm4udEjEWTnqVk
Title: [WIP] More Masteries Mod - WNG - 1. Chaos Mastery
Post by: WNG on 18 October 2018, 21:58:16
↜ 1. Chaos Mastery ↝

(https://i.imgur.com/e3mKuAj.png)

Description:
The adepts of Chaos hold the most terrific powers, ones which can destroy souls and wreak havoc upon entire armies. To fully harness this power, one must devote their entire self to the chaotic forces and master the magic of darkness.

Dev's Note:
The Chaos Mastery is a very offensive one, heavily focuses on Vitality damage. It also supports Physical, Piercing and Bleeding as secondary damage types. Heroes that use this mastery will become deadly spellcasters or berserkers, but will also be very vulnerable...

Skill Tree:
(https://i.imgur.com/y2UbYmq.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+15 Health
+2 Strength
+2 Intelligence
+2 Dexterity

Level 40:
+750 Health
+80 Strength
+80 Intelligence
+80 Dexterity

__________Tier 1: __________

(https://i.imgur.com/64dDuQb.png)
Twisted Mind
Your sanity slowly fades away, resulting in havoc-wreaking prowess, along with loss of empathy.
[
+% Energy Regeneration
+% Attack Speed
+% Casting Speed
]

(https://i.imgur.com/POraOm0.png)
Impure Blood
By becoming familiar with the chaos, your whole body suffers drastic changes. Among other things, your blood turns impure and protects you from dark magic.
[
+ Health Regeneration
% Vitality Resistance
% Slow Resistance
]

(https://i.imgur.com/kA0fZtT.png)
Befoul Weapons
The corruption growing inside you allows you to imbue your weapons with chaotic power.
[
1 Active Energy Cost per Second
50 Energy Reserved
Vitality Damage
+% Vitality Damage
]
Preview:
https://i.imgur.com/Pi1VyhO.gifv

(https://i.imgur.com/Dh6ecEe.png)
Death Pulse
A ring of flesh-reaping energy violently strikes any foes around the player.
[
Damage
Vitality Damage
]
Preview:
https://i.imgur.com/tuMMse5.gifv

__________Tier 2: __________

(https://i.imgur.com/LhWdFEU.png)
Obscure Crescent
Reap the foes in front of you with a slashing attack.
Requires a melee weapon.

[
250 Arc of Attack
+% Increased Pierce Ratio
+% Pierce Damage
Bleeding Damage over 3.0 Seconds
Seconds of Fear
]
Preview:
https://i.imgur.com/P6rUY85.gifv

(https://i.imgur.com/rKESVjp.png)
Augmented Reflexes (requires Impure Blood from Tier 1)
Increases your stamina to incredible levels to always remain on the offensive.
[
+ Defensive Ability
+% Movement Speed
-% Shield Recovery Time
]

(https://i.imgur.com/SZkhSBr.png)
Dreadful Impact
Sends forth a wave of chaotic power, that damages the body and the mind alike.
[
Damage
Vitality Decay over 3.0 seconds
Vitality Damage
]
Preview:
https://i.imgur.com/Zd2nguQ.gifv

__________Tier 3: __________

(https://i.imgur.com/HpjbUKL.png)
Dividing Magic
Focus your arcane consciousness to decimate entire landscapes.
Requires a staff.

[
% Chance to be used
Fragments
% Chance to pass through ennemies
Vitality Damage
]
Preview:
https://i.imgur.com/SG7mGtV.gifv

(https://i.imgur.com/pmz3uhB.png)
Devil's Rush
Rush at an opponent with incredible agility and deliver a most certainly deadly blow.
Requires a melee weapon.

[
+% Physical Damage
+% Pierce Damage
Pierce Damage
Vitality Damage
+% Movement Speed
]

(https://i.imgur.com/uLh5Kid.png)
Unleash Fury (requires Befoul Weapons from Tier 1)
The cursed touch of your weapons delivers a quick and gruesome death upon mortal beings.
[
% Reduction to Enemy's Health
% Chance of Reduced Resistances for 3.0 seconds
]

(https://i.imgur.com/KUZA7ZF.png)
Extreme Pressure (requires Dreadful Impact from Tier 2)
The damage of the shock is increased tenfold, leaving your enemies wounded and destabilized.
[
+% Physical Damage
% Chance of Seconds of Fear
% Slower Movement over 3.0 Seconds
]

__________Tier 4: __________

(https://i.imgur.com/qJ0ue0j.png)
Fleshrender
This dual-wielding technique reaps the flesh of your enemies with bloodletting strikes of unprecedented violence.
Allows dual-wielding; requires dual-wielding melee weapons.

[
% Chance to be Used
Bleeding Damage over 3.0 Seconds
Pierce Damage
]

(https://i.imgur.com/w9zC0h0.png)
Power Upsurge
Awakens your inner wrath to multiply your strength for a brief moment.
[
30.0 Second Duration
10.0 Meter Radius
+% Bleeding Damage
+% Vitality Damage
+% Health Regeneration
-% Energy Cost
]
Preview:
https://i.imgur.com/jiVs5Pn.gifv

(https://i.imgur.com/SOPf5f1.png)
Blood Harvest (requires Death Pulse from Tier 1)
Augments the speed of the pulse, causing an instant hemorrhage.
[
Pierce Damage
Bleeding Damage over 3.0 seconds
]

__________Tier 5: __________

(https://i.imgur.com/6FQdUoL.png)
Torturer's Delight (requires Devil's Rush from Tier 3)
Skill Modifier
The sole satisfaction of inflicting agonizing wounds upon multiple foes allows you to carry on the slaughter.

[
Seconds Recharge
Energy Cost
360 Arc of Attack
Target Maximum
Life Leech over 3.0 Seconds
]

(https://i.imgur.com/5WSGcVr.png)
Demon's Gift (requires Befoul Weapons from Tier 1)
Exceeding energy permeates your mind and reinforces your soul to overcome adversity with ease.
[
+ Health
+ Energy
+% Total Speed
]

(https://i.imgur.com/Q2jyyqp.png)
Eradicate (requires Death Pulse from Tier 1)
Forces of neither life nor death can escape your wrath.
[
Energy Cost
% of Attack Damage converted to Health
+Damage to Constructs
+Damage to Devices
+Damage to Undead
+Damage to Ghosts
]

(https://i.imgur.com/VxJYMWJ.png)
Hellborn (requires Dreadful Impact from Tier 2)
Skill Modifier
Although sibling to the mortal race, gazing into the depths of hell will quickly prove that you and the hellspawns have much more in common than you initially thought.

[
Seconds Recharge
+% Physical Damage
Burn Damage over 3.0 seconds
-% Vitality Damage
-% Vitality Decay
Fire Damage
]

__________Tier 6: __________

(https://i.imgur.com/8btmuDV.png)
Insigna of Anguish
Starving forces of the underworld reach out to the ground's surface and corrupt the ground with hellish signs, eliminating anyone who gets too close.
[
10.0 Second Duration
3.0 Meter Radius
Damage
Vitality Decay over 3.0 Seconds
Vitality Damage
]
Preview:
https://i.imgur.com/zHe4Cqi.gifv

(https://i.imgur.com/f4YuBQG.png)
Everlasting Hatred (requires Power Upsurge from Tier 4)
Overwhelming power fills your thoughts with rancor and hatred.
[
Energy Cost
Second Duration
+% Total Damage
+% Strength
]

(https://i.imgur.com/EEpLWP1.png)
Corruption
An aura of terror gathers around you; foes daring to approach can neither remain brave nor unscarred for too long.
[
Chance for one of the following :
   % Reduced Offensive Ability Retaliation for 3.0 seconds
   % Reduced Defensive Ability Retaliation for 3.0 seconds
% Health Reduction Retaliation
]

(https://i.imgur.com/otCSavz.png)
Frenzy (requires Death Pulse from Tier 1)
Every cast of Death Pulse has a chance to recharge the skill almost instantly.
[
% Chance of -90% Recharge
]

__________Tier 7: __________

(https://i.imgur.com/e59cN0y.png)
Pandemonium
Offer your whole self to the chaotic forces. Submerge your conscience in darkness. Allow it to increase your damage tremendously, but only for a mere moment.
[
Energy Cost
1.5 Second Duration
+% Total Damage
]
Preview:
https://i.imgur.com/jQdMXQo.gifv

(https://i.imgur.com/OiVHDH1.png)
Shadow Riposte
Each blow you take can unleash a burst of concentrated dark magic, that eradicates all nearby forms of life.
[
8% Chance of Activating
Energy Cost
1 Active Energy Cost per Second
8.0 Meter Radius
Damage
Vitality Damage
Energy Reserved
]
Preview:
https://i.imgur.com/iJD6pwv.gifv
Title: More Masteries Mod - WNG - 2. Geomancy Mastery
Post by: WNG on 18 October 2018, 21:58:27
↜ 2. Geomancy Mastery ↝

(https://i.imgur.com/vlj63YK.png)

Description:
Geomancers are well-known for being fierce defenders of the Earth. By controlling the forces of the underground and nature, they can cast powerful spells to either break the world or restore it. With enough determination, Geomancers may shape the world the way they want.

Dev's Note:
The Geomancy Mastery offers great defensive options for your character, though it also offers some decent offensive skills to use. Geomancers can stun ennemies by several means. Multiple skills require melee weapons to work, however.

Skill Tree:
(https://i.imgur.com/tZQhSRX.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+10 Energy
+2 Strength
+1 Intelligence

Level 40:
+1000 Health
+400 Energy
+100 Strength
+60 Intelligence

__________Tier 1: __________

(https://i.imgur.com/BSaAwyd.png)
Boulder Toss
Quickly bring dirt and rocky mass together to form a large boulder and hurl it at your opponents.
[
3.0 Meter Radius
Damage
25.0% chance of +50% Stun Duration
1.0 seconds of Skill Disruption
2.0 seconds of Stun
]
Preview:
https://i.imgur.com/4t9Sdzx.gifv

(https://i.imgur.com/b38Z79g.png)
Overpower
Increased physical strength allows you to lift your shield with less effort, thus making its usage more efficient.
[
-% Strength Requirement for Armor
-% Strength Requirement for Shields
+% Shield Block Chance
]

(https://i.imgur.com/mx2CLvS.png)
Block
For a brief moment, protect yourself inside an unbreakable wall of stone, nullifying all incoming damage. The enemies who attempt to attack you may get momentarily stunned.
[
Seconds Recharge
2.0 Second Duration
100% Damage Absorption
% Chance of Stun Retaliation
]
Preview:
https://i.imgur.com/849jFWu.gifv

__________Tier 2: __________

(https://i.imgur.com/eh08mkc.png)
Staggering Force
Geomancers’ remarkable display of physical strength is capable of grinding bones into mere dust.
Requires an axe or a club.

[
+% Stun Duration
50% chance for one of the following :
   Crushing damage over 3.0 seconds
   +% Physical Damage
]

(https://i.imgur.com/N8BpCdG.png)
Sharpstones Veil
A set of razor-sharp rocks quickly orbits around you, reducing incoming damage and injuring nearby opponents.
[
5.0 Seconds Duration
3.0 Meter Radius
% Damage Absorption
Damage
% Chance to Dodge Attacks
Crushing damage per second
Armor
]
Preview:
https://i.imgur.com/Ch5YyXo.gifv

(https://i.imgur.com/sFkGs46.png)
Shatter
This shield technique can hit multiple targets in front of you, dealing high damage and incapacitating their skills.
Requires a shield.

[
360 Arc of Attack
Target Maximum
Damage
Crushing damage over 2.0 seconds
Seconds of Skill Disruption
]

(https://i.imgur.com/aUSdmZo.png)
Aftershock (requires Block from Tier 1)
Skill Modifier
Extends the duration of the stone barrier briefly, granting it a painful revenge on those who strike it, however, it consumes your entire reserve of energy.

[
2.0 Second Duration
10000 Energy Reserved
200% Damage Reflected
]

__________Tier 3: __________

(https://i.imgur.com/kWnTOmH.png)
Summon Stone Golem
Give life to mere pieces of stone, forming a powerful golem to fight by your side.
[
Health
Energy
]
Preview:
https://i.imgur.com/ggE7HVs.gifv

(https://i.imgur.com/KTTHFui.png)
Original Creation
Form a barrier around yourself or an ally to reduce the susceptibility to elemental attacks.
[
%Damage Absorption
Protects Agaisnt :
   Lightning
   Fire
   Cold
]
Preview:
https://i.imgur.com/u3AQArY.gifv

(https://i.imgur.com/wZBrDXT.png)
Shield Expertise (requires Overpower from Tier 1)
Use your shield with unmatched dexterity to minimize the chances of getting injured.
Requires a shield.

[
-% Shield Recovery Time
% Chance to Avoid Projectiles
]

(https://i.imgur.com/xdqsmNU.png)
Worldbuilder's Aura
Connecting to the very core of nature serves as both a protective ward and an empowering essence to you and your minions.
[
1 Active Energy Cost per second
% Damage Absorption
+ Strength
+ Intelligence
+% Health Regeneration

Bonus to all pets:
+% Physical Damage
+% Elemental Damages
Armor

75 Energy Reserved
]
Preview:
https://i.imgur.com/MXwoFSx.gifv

__________Tier 4: __________

(https://i.imgur.com/NQFhxtL.png)
Bedrock (requires Summon Stone Golem from Tier 3)
Build your golem out of the deepest rocks in the Earth’s crust to make it more resistant to damage.
[
+% Health
+% Health Regeneration
+% Energy Regeneration
]

(https://i.imgur.com/ejbOf21.png)
Orogenesis (requires Sharpstones Veil from Tier 2)
Sharpstones Veil may be used more often, but it also becomes more energy-hungry.
[
Energy Cost
-Seconds Recharge
]

(https://i.imgur.com/WXTeH3p.png)
Violent Bash
A ruthless, bone-crushing shield technique which reduces enemies’ resilience as well as their precision.
Requires a shield.

[
% Chance to be Used
Crushing Damage over 2.0 seconds
Reduced Resistances for 3.0 seconds
% Chance to Fumble attacks for 3.0 seconds
]

(https://i.imgur.com/IEC8SY4.png)
Stoneskin
Makes your skin as hard as stone, diminishing the effectiveness of all piercing attacks used on you.
[
% Pierce Resistance
% Bleeding Resistance
]

__________Tier 5: __________

(https://i.imgur.com/7ZoBpd6.png)
Stone Hurler (requires Summon Stone Golem from Tier 3 and Bedrock from Tier 4)
Your golem may now toss large stone boulders at your opponents.
[
3.0 Meter Radius
Damage
1.0 - 3.0 Seconds of Stun
]
Preview:
https://i.imgur.com/0e5gdU9.gifv

(https://i.imgur.com/YuAxrVe.png)
Fissure
Crack the ground beneath your enemies to damage them and obstruct their movement.
Requires a melee weapon.

[
Damage
1.5 Seconds of Stun
% Slower Movement for 1.0 Seconds
]
Preview:
https://i.imgur.com/znNkMC6.gifv

(https://i.imgur.com/lS9YTTK.png)
Earthen Energy (requires Worldbuilder's Aura from Tier 3)
Knowledge and practice allow geomancers to manage and harness their energy better.
[
+% Energy Regeneration
Less Energy Reserved
% Absorption of Spell Energy
-% Energy Cost

Bonus to all Pets:
-% Energy Cost
]

__________Tier 6: __________

(https://i.imgur.com/zVrV3QR.png)
Shockwave (requires Summon Stone Golem from Tier 3 and Stone Hurler from Tier 5)
Gives your golem the ability to shake the Earth with it’s brute force.
[
9.0 Meter Radius
Damage
Electrical Burn over 3.0 Seconds
65% Slowed for Seconds
]
Preview:
https://i.imgur.com/02Lfh5S.gifv

(https://i.imgur.com/j23UtC0.png)
Primordial Creation (requires Original Creation from Tier 3)
Your link to nature grows stronger than ever, keeping your life forces and resolve at high levels.
[
+Offensive Ability
%Life Leech Resistance
%Energy Leech Resistance
]

(https://i.imgur.com/MAJtg48.png)
Craggy Edges (requires Fissure from Tier 5)
Sharp rocky edges pierce your opponents, leave their armor damaged, and hinders their movement for longer.
[
Reduced Armor for 3.0 Seconds
+0% Slow Movement with +% Improved Duration
]

(https://i.imgur.com/equGZ7D.png)
Pressurize
Exert every effort to improve the pulverizing power of your attacks.
[
+0% Crushing Damage with +% Improved Duration
]

__________Tier 7: __________

(https://i.imgur.com/L3GUW8f.png)
Sundering (requires Fissure from Tier 5)
Seismic forces awake as you strike to unfurl calamitous damage.
[
Energy Cost
+% Physical Damage
% Reduction to Enemy's Health
]

(https://i.imgur.com/gYUrqLy.png)
Seismic Strength
Charge the power of the Earth in your weapons, incapacitating multiple foes in a single attack.
Apply this skill to your left mouse button.
Requires a melee weapon.

[
1 Energy Cost
360 Arc of Attack
Target Maximum
100% Chance to pass through Enemies
6 Charge Levels
Seconds of Stun
% Slowed for Seconds
]
Preview:
https://i.imgur.com/P7hVSNM.gifv
Title: Re: More Masteries Mod - WNG
Post by: WNG on 18 October 2018, 21:58:43
↜ 3. Necromancy Mastery ↝

(https://i.imgur.com/pT9LYEY.png)

Description:
Necromancers are feared worldwide for their ability to control the fallen. Raising their minions one by one, they can create their own small army to vanquish the living, who shall inevitably serve them in the afterlife.

Dev's Note:
Necromancy offers both spells with high damage, as well as regenerative abilities. It's also the favorite mastery of petmancers, as you can raise an army of skeletons to follow you around. Although fragile, they are cheap, numerous and on a low cooldown.

Skill Tree:
(https://i.imgur.com/JD4tpem.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+25 Health
+10 Energy
+2 Intelligence
+2 Dexterity

Level 40:
+1000 Health
+400 Energy
+80 Intelligence
+80 Dexterity

__________Tier 1: __________

(https://i.imgur.com/ocaxL0w.png)
Forbidden Codex
Study the archives of the Forbidden Codex, learning how to best utilize all sorts of weapons. Necromancers can put this knowledge into practice, which can ultimately give them an advantage in combat.
[
-% Strenght Requirement for all Weapons
-% Dexterity Requirement for all Weapons
-% Intelligence Requirement for all Weapons
]

(https://i.imgur.com/rctbjtC.png)
Banishing Spell
This surge of shadow energy effectively defeats the living and the dead alike.
[
Vitality Damage
+Damage to Undead
]
Preview :
https://i.imgur.com/UrFXGeX.gifv

(https://i.imgur.com/IQH7FRd.png)
Cold Hand of Death
Cold and chilling magic wraps around the weapons of you and your allies, desecrating the foes touched by them with necrotic power.
[
1 Active Energy Cost per Second
8.0 Meter Radius
+% Vitality Damage
+% Vitality Decay
Vitality Damage
75 Energy Reserved
]

(https://i.imgur.com/aQE3yKu.png)
Summon Undead Minion
Invoke a weak but obedient skeletal pawn, to fight for you, for a short period of time.
[
Health
Summon Limit
]
Preview :
https://i.imgur.com/4dykKKx.gifv

__________Tier 2: __________

(https://i.imgur.com/Xu8oyWP.png)
Skull Grenade
Throw a skull imbued with torturous fear, causing foes to panic, and in turn, becoming easy targets.
[
5.0 Meter Radius
% Reduction to Enemy's Health
% Reduced Offensive Ability for 3.0 seconds
Chance of seconds of Fear
]
Preview :
https://i.imgur.com/wFlbgkv.gifv

(https://i.imgur.com/gLK86Ye.png)
Vanquish Undead
Learn how to fend off the undead efficiently, with a special aura that increases control over them.
[
1 Active Energy Cost per Second
7.0 Meter Radius
50 Energy Reserved
+ Damage To Undead
+ Damage to Ghosts
]

(https://i.imgur.com/al7e4nL.png)
Early Grave
Although Necromancers rely on vicious magic, which tortures their foes to death, they always find a way to quicken the process.
[
+% Attack Speed
% Increased Projectile Speed
]

(https://i.imgur.com/TufwySt.png)
Summon Undead Archer
Invoke a skeletal archer, that targets weak points and makes your opponents bleed, for a short period of time.
[
Health
Energy
Summon Limit
]
Preview :
https://i.imgur.com/4dykKKx.gifv

__________Tier 3: __________

(https://i.imgur.com/O6R1x6v.png)
Impaling Bones
Raises a row of piercing bone spires that tears your opponents’ flesh.
[
2.5 Meter Radius
100% Chance to Pass through Enemies
Crushing Damage per Second
Piercing Damage
]
Preview :
https://i.imgur.com/8LfBIHQ.gifv

(https://i.imgur.com/cY38qVW.png)
Bone Cage
Snares your opponents in a cage of piercing bones, preventing any movement for a short while.
[
5.0 Meter Radius
Second Duration
Crushing Damage per second
Piercing Damage
-% Defensive Ability
]
Preview :
https://i.imgur.com/8qfBeHT.gifv

(https://i.imgur.com/4G7dWVC.png)
Mana Source
Grants you the ability to gather magical energy out of seemingly nothing, empowering yourself and allowing you to cast spells tirelessly.
[
10.0 Second Duration
Seconds Recharge
+10.0 Energy Regeneration per Second
+% Energy Regeneration
+% Movement Speed
]
Preview :
https://i.imgur.com/UFpmBeh.gifv

(https://i.imgur.com/oeKXyMK.png)
Summon Undead Wizard
Invoke a long-dead wizard, that casts powerful spells, for a short period of time.
[
Health
Energy
Summon Limit
]
Preview :
https://i.imgur.com/4dykKKx.gifv

__________Tier 4: __________

(https://i.imgur.com/RzGJcGw.png)
Doom Sealing (requires Impaling Bones from Tier 3)
The bone spires, now inhabited by ghostly forces, terrorize and disrupt your opponents’ spellcasting.
[
Energy Cost
Energy Leech over 3.0 seconds
Seconds of Skill Disruption
Chance of seconds of Fear
]

(https://i.imgur.com/JeYURd0.png)
Deathshield (requires Vanquish Undead from Tier 2)
Improve your ward to give protection from revenants' attacks, and bolster the damage of you and your allies.
[
75 Energy Reserved
+% Absorption of Spell Energy
+% Energy
+% Less Damage from Undead
+% Less Damage from Ghosts
]

(https://i.imgur.com/ZBBSw7t.png)
Soul Chill (requires Cold Hand of Death from Tier 1)
Terrorize the very souls of your opponents with a chilling enchantment reserved to the strongest necromancers.
[
+% Cold Damage
Cold Damage
+25% Damage to Ghosts
]

(https://i.imgur.com/BKKfPzw.png)
Summon Undead Captain
Invoke an ancient commander to inspire its allies, for a short period of time.
[
Health
Energy
]
Preview :
https://i.imgur.com/4dykKKx.gifv

__________Tier 5: __________

(https://i.imgur.com/ltPm6cG.png)
Gravestone
Leave an enchanted, cursed gravestone as a grim reminder of what awaits your enemies.
This summon is invincible and cannot be destroyed by enemies.

[
Health
Energy
]
Preview :
https://i.imgur.com/NYtr9dk.gifv

(https://i.imgur.com/wQA2bW5.png)
Degeneracy (requires Bone Prison from Tier 3)
Augmented necrotic magic saps the vitality of your ensnared victims.
[
Energy Cost
Vitality Decay per Second
Life Leech per Second
]

(https://i.imgur.com/893hCAl.png)
Reaper's Avatar (requires Cold Hand of Death from Tier 1)
Further embody the emblem of death and claim lives with unrivaled efficiency.
[
+% Pierce Damage
+% Offensive Ability
+% Movement Speed
]

__________Tier 6: __________

(https://i.imgur.com/0UcnTGu.png)
Soulflaying Magic (requires Impaling Bones from Tier 3)
Skill Modifier
Allows you to trade off all the physical pain for spiritual dolor, effectively increasing the damage done to your opponents' spirits but also decreases the damage done to their bodies.

[
-% Piercing Damage
Vitality Decay over 3.0 seconds
Vitality Damage
]

(https://i.imgur.com/wFsR2So.png)
Spellbound Souls
Your countless victims are bound to your supremacy, obliged to serve you as a ward from incoming attacks.
[
+Defensive Ability
+%Chance to Avoid Projectiles
%Physical Resistance
]

(https://i.imgur.com/a7wJza0.png)
Ossein Recovery (requires Summon Skeleton Warrior from Tier 1, requires Summon Skeleton Archer from Tier 2, requires Summon Skeleton Wizard from Tier 3 and requires Summon Skeleton Captain from Tier 4)
Prevent the bones of your minions from decaying and increase their overall toughness.
[
Bonus to Undead Pets:
   Armor
   +% Health
   %Elemental Resistance
]

__________Tier 7: __________

(https://i.imgur.com/QcPtJcl.png)
Energy Rush (requires Mana Source from Tier 3)
Overflowing with energy, your spells grow much more potent for a short period of time.
[
Energy Cost
+% Elemental Damages
+% Vitality Damage
+% Life Leech
+% Energy Leech
]

(https://i.imgur.com/z7hpO5L.png)
Necromania (requires Ossein Recovery from Tier 6)
Awakening the undead makes their past regrets and vengeful desires reappear.
[
Second Duration

Bonus to Undead Pets:
   +% Total Damage
   +% Attack Speed
   +% Casting Speed
]
Title: Re: More Masteries Mod - WNG
Post by: WNG on 18 October 2018, 21:58:55
↜ 4. Archery Mastery ↝

(https://i.imgur.com/CUhzp50.png)

Description:
The most well-trained Archers are unmatched in ranged combat, firing arrows at blinding speed combined with deadly accuracy. This masterfulness, however, only comes to those who are willing to spend years dedicated to training.

Dev's Note:
This mastery favors bow and thrown weapon users, with many boosts including attack speed, piercing damage, and bleeding damage. Unlike the Hunting mastery, it solely focuses on ranged weapons. It can be used as a secondary mastery if you switch weapons and use a bow as a secondary weapon.

Skill Tree:
(https://i.imgur.com/pgcpOOT.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+30 Health
+4 Energy
+1 Strength
+3 Dexterity

Level 32:
+1020 Health
+128 Energy
+32 Strength
+96 Dexterity

__________Tier 1: __________

(https://i.imgur.com/lhcI6iV.png)
Split Shots
This special technique allows you to fire multiple projectiles at once to manage large groups more easily.
Requires either a bow or a thrown weapon.

[
% Chance to Pass through Enemies
Launches 5 Projectiles
Total Damage
]
Preview:
https://imgur.com/TnYdE17

(https://i.imgur.com/NxN8UPo.png)
Target Practice
Learn to remain steady and shoot under all conditions and from all angles to always hit the mark.
Requires a ranged weapon.

[
+% Dexterity
+% Attack Speed
]

(https://i.imgur.com/MzttVMz.png)
Raptor Hunter
Call upon a bird of prey to assist you in hunting down your victims.
[
Health
Energy
]
Preview:
https://imgur.com/11yEIWe

__________Tier 2: __________

(https://i.imgur.com/0qskesK.png)
Eagle Eye
Firing rapidly allows you to enter a state of increased focus, reducing the energy cost of your attacks and increasing the piercing power of your weapon. Apply this skill to your left mouse button.
Requires either a bow or a thrown weapon.

[
1 Energy Cost
Charge Levels
+% Pierce Damage
-% Energy Cost
]

(https://i.imgur.com/mvyAvnY.png)
Magical Winds
Concentrate a great amount of magical energy in a single, powerful projectile that damages all enemies in its path.
Requires either a bow or a thrown weapon.

[
3.0 Meter Radius
100% Chance to Pass through Enemies
Piercing Damage
Elemental Damage
% Slower Movement for 2.5 Seconds
]
Preview:
https://imgur.com/st4jqKZ

(https://i.imgur.com/WV9ALyb.png)
Monster Hunter
Special training allows you to face all kinds of demons and giants with no hesitation.
[
+% Damage To Demons
+% Damage To Giants
+% less Damage from Demons
+% less Damage from Giants
]

(https://i.imgur.com/Ind94zo.png)
Razor Sharpening
Increase the piercing potential of the weapons of the nearby allied units. Requires a bow, a thrown weapon, a sword or a spear.
[
1 Active Energy Cost per Second
Meter Radius
+% Increased Pierce Ratio
+% Pierce Damage

Bonus to All Pets:
+% Pierce Damage

50 Energy Reserved
]
Preview :
https://imgur.com/19EO4Do

__________Tier 3: __________

(https://i.imgur.com/qjh75ms.png)
Hunting Net
Throw a hunting net, entangling an enemy, preventing them from taking a single step for a duration, as well as heavily reducing their damage output.
[
Second Duration
Meter Radius
% Reduced Damage for 5.0 Seconds
-% Movement Speed
]

(https://i.imgur.com/IzJ4oay.png)
Blinding Winds (requires Magical Winds from Tier 2)
Intense rays of light emerge from your projectiles, which blind your enemies, making them unable to aim properly or defend themselves.
[
Energy Cost
Lightning Damage
% reduced Offensive Ability for 3.0 Seconds
% Chance of Impaired Aim for 3.0 Seconds
% Chance of seconds of Confusion
]

(https://i.imgur.com/d3rDNlb.png)
Intimidating Screech (requires Raptor Hunter from Tier 1)
The raptor’s screech sends a shivering wave, which lowers enemies’ resistance and damage dealt, for a short while.
[
8.0 Second Duration
-% Total Damage
-% Pierce Resistance
]

__________Tier 4: __________

(https://i.imgur.com/AYvSf73.png)
Acute Precision (requires Eagle Eye from Tier 2)
The projectiles of your ranged weapons pass through enemies and deal increased piercing damage.
[
1 Energy cost
% Chance to Pass through Enemies
+% Pierce Damage
]

(https://i.imgur.com/A7zDV1L.png)
Ranger's Prowess
Rangers can share their techniques with companions and allies, improving their damage output and speed for a short moment.
[
Second Duration
Damage
Piercing Damage
+% Attack Speed
+% Casting Speed
]
Preview :
https://imgur.com/GVT1ugF

(https://i.imgur.com/ZcjSto9.png)
Scorching Edge (requires Razor Sharpening from Tier 2)
Instead of sharpening your arrows, you dip them into ignited oil to melt your opponent’s armor. However, the tar-like complexion of the arrow will make it dull.
Requires a bow.

[
+% Physical Damage
-% increased Pierce Ratio
-% Pierce Damage
Fire Damage
Reduced Armor for 3.0 Seconds
]

(https://i.imgur.com/bY961BO.png)
Silver Feathers (requires Bloodletting Talons from Tier 3)
Your raptor may now throw its piercing feathers to damage from afar and disturb eyesight.
[
Projectiles
% Chance to pass through Enemies
Piercing Damage
% Chance of Fumble for Seconds
% Chance of Impaired Aim for Seconds
]

__________Tier 5: __________

(https://i.imgur.com/f1qujLp.png)
Languid Death (requires Eagle Eye from Tier 2)
Coat your projectiles with deadly poison, which brings slow but certain demise.
[
1 Energy Cost
Bleeding Damage over 4.0 Seconds
+% Bleeding Damage
Poison Damage over 4.0 Seconds
+% Poison Damage
% Chance of % Slower Movement for 3.0 Seconds
]

(https://i.imgur.com/ESVb9pI.png)
Vampire Shots (requires Magicwind Arrow from Tier 2)
Skill Modifier
Upgrade your magical shots to drain life from your enemies and restore yours. However, this technique will greatly increase the energy required to cast the skill.

[
150 Energy Cost
35% of Attack Damage Converted to Health
]

(https://i.imgur.com/t2SzpId.png)
Divine Defiance (requires Monster Hunter from Tier 2)
The resolve of a monster slayer amplifies equally to the greatness of the challenge before them.
[
+% Damage To Deities
+% Damage To Titans
+% Damage To Telkines
+% less Damage from Deities
+% less Damage from Titans
+% less Damage from Telkines
]

(https://i.imgur.com/weIs9wl.png)
Scavenger (requires Silver Feathers from Tier 4)
Feeding on the flesh of its sufferers and tracking those who attempt to flee becomes trivial to the most relentless raptors.
[
Damage
% of Attack Damage Converted to Health
+% Attack Speed
]

__________Tier 6: __________

(https://i.imgur.com/15mmcbf.png)
Headshot (requires Eagle Eye from Tier 2)
Shots perfectly aimed at the head may cause critical damage and knock out enemies.
[
Energy Cost
+% Physical Damage
% Chance of Seconds of Stun
% Increase in Projectile Speed
]

(https://i.imgur.com/OhRDFn2.png)
Devastating Shots (requires Bow Mastery from Tier 4)
Perfected skills with ranged weapons allows you to aim where your opponents least expect it and deal extraordinary damage.
Requires either a bow or a thrown weapon.

[
Energy Cost
% Chance of +% Increased Pierce Ratio
% Chance of +% Bleeding Damage over 3.0 Seconds
% Chance of +% Total Damage
]

(https://i.imgur.com/Be38z7q.png)
Ominous Arrows
Multiple piercing arrows, imbued with dreadful essence, explode in a small radius burst upon contact.
Requires a bow.

[
3 Projectile(s)
1.5 Meter Radius
% Chance to pass through Enemies
Bleeding Damage over 3.0 Seconds
Cold Damage
Vitality Damage
]
Preview:
https://imgur.com/aYYysxf

(https://i.imgur.com/tL0S3KJ.png)
Light Armor Specialist
Learn how to adjust and customize the armor pieces of you and your allies, allowing for faster movement and an increase in durability.
[
Armor
% Pierce Resistance
+% Movement Speed
]
Preview:
https://imgur.com/i7B3yF2

__________Tier 7: __________

(https://i.imgur.com/CRwfzv0.png)
Dragon Arrow
Launch a scorching, fiery arrow that explodes upon hitting the first enemy it encounters and deals a great deal of burn damage over time.
Requires a bow.

[
Energy Cost
3.0 Meter Radius
Damage
Burn Damage over 5.0 Seconds
Piercing Damage
Fire Damage
1.5 seconds of Stun
]
Preview :
https://imgur.com/yyloNvq

(https://i.imgur.com/QuUfA2y.png)
Astuteness (requires Light Armor Specialist from Tier 6)
Having more cunning and cleverness than your opponents allows you to use different defensive strategies to outsmart your foes.
[
Energy Reserved
+% Defensive Ability
% Chance to Avoid Projectiles
% Reduced Entrapment Duration
]
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:10:38
↜ 5. Lifegiving Mastery ↝

(https://i.imgur.com/YdBQAmF.png)

Description:
The adepts that follow the way of the light learn to spread health and peace wherever their journey leads them. Even though the Lifegivers hold great healing powers, they do not hesitate to use powerful magic to stop those who hinder their quest.

Dev's Note:
The Lifegiving mastery is generally a defensive one, granting strong buffs for allied units, which offer both survivability and damage potential. Though it is not an offensive mastery, it contains a few damaging skills to play with, favoring Fire and Burn damage.

Skill Tree:
(https://i.imgur.com/NajuZMz.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+50 Health
+12 Energy
+2 Intelligence
+1 Dexterity

Level 40:
+1800 Health
+480 Energy
+80 Intelligence
+40 Dexterity

__________Tier 1: __________

(https://i.imgur.com/gYbo1j5.png)
Torchbearer's Bastion
Wield your aegis as a victorious symbol, bolstering your defense, and increasing the damage of your strikes.
Requires a shield.

[
+% Physical Damage
+% Burn Damage
+% Shield Block Chance
]

(https://i.imgur.com/ipQz5qx.png)
Gift of Life
Close the wounds and replenish the lost vigor of an ally with a curing light.
[
Health Restored
]
Preview:
https://imgur.com/wFCTbxB

(https://i.imgur.com/Lssoj1U.png)
Fiery Strikes
Charge heavenly power in your attacks to deal serious injuries and burns.Apply this skill to your left mouse button.
Hits twice when used on melee range

[
4.0 Seconds Recharge
100% chance to pass through enemies
Fire Damage
+33% Offensive Ability
]

__________Tier 2: __________

(https://i.imgur.com/S6DKu8k.png)
Pure Heart
Strong-willed warriors always prevail when fighting for what they believe.
[
+% Health
% Poison Resistance
]

(https://i.imgur.com/jAJUJAq.png)
Godly Presence
Powerful radiant energy emanates from you, strengthening all friendly entities.
[
14.0 Meter Radius
100 Energy Reserved
+Strength
+Intelligence
+Dexterity
+Health
+Energy
]
Preview:
https://imgur.com/YK3Qsps

(https://i.imgur.com/LO0vtgx.png)
Crystal Balls
Sends a wave of crystalline projectiles, imbued with elemental magic, which damages enemies on contact.
[
10 Projectiles
1.5 Meter Radius
Burn Damage over 3.0 seconds
Elemental Damage
]
Preview:
https://imgur.com/pev4Pfl

(https://i.imgur.com/JWklZtw.png)
Punishment
Those who attempt to stop beneficence are sentenced to a punishment deserving of their sins.
[
25.0% Chance of Burn Retaliation over 3.0 Seconds
]

__________Tier 3: __________

(https://i.imgur.com/UFTBSqO.png)
Screen of Light
Assault your opponents with a violent flash of blinding light that weakens them and spreads to nearby enemies at lightspeed.
[
6.0 Second Duration
Burn Damage over 6.0 Seconds
Reduced Damage for 6.0 Seconds
Reduced Resitances for 6.0 Seconds
-% Health Regeneration
]
Preview:
https://imgur.com/vlmKfC7

(https://i.imgur.com/MyOIJdQ.png)
Depraved Act (requires Godly Presence from Tier 2)
Skill Modifier
Go against the teachings of the light, sacrificing a part of your humanity for achieving higher power.

[
% Attack damage converted to Health
-% Strength
-% Intelligence
-% Dexterity
-% Energy
]

(https://i.imgur.com/2aZLkyI.png)
Skyward Shock (requires Crystal Balls from Tier 2)
Invisible forces from the sky upgrade your crystals to cripple the vital energy from your foes faster.
[
Energy Cost
% Energy Drain (% of lost Energy as Damage)
Seconds of Skill Disruption
]

(https://i.imgur.com/wMnRjlZ.png)
Guilt (requires Punishment from Tier 2)
Regardless of the option they choose, your enemies shall regret their wretchedness.
[
+% Physical Retaliation
+% Pierce Damage Retaliation
+% Fire Retaliation
+% Cold Retaliation
+% Lightning Retaliation
+% Instant Poison Retaliation
+% Vitality Damage Retaliation
+% Bleeding Retaliation
+% Burn Retaliation
+% Frostburn Retaliation
+% Electrical Burn Retaliation
+% Poison Retaliation
+% Life Decay Retaliation
]

__________Tier 4: __________

(https://i.imgur.com/GCAkF5H.png)
Numbing Magic (requires Screen of Light from Tier 3)
Your foes get dazed and confused, which greatly stifles their fighting ability.
[
Energy Cost
% Chance to Fumble Attacks for 1.0 Seconds
% Chance of Impaired Aim for 1.0 Seconds
Seconds of Disruption
1.0 Seconds of Confusion
]

(https://i.imgur.com/sacpb6K.png)
Celestial Armory (requires Godly Presence from Tier 2)
Bless all your weapons with a powerful angelic enchantement.
[
50 Energy Reserved
+% Fire Damage
Fire Damage
% of Attack Damage Converted to Health
+% Damage to Demons
]

(https://i.imgur.com/65sR5og.png)
Radiant Orb
Creates a veil of light that absorbs a certain quantity of physical damage until it breaks.
[
Damage Absorption
Protects against :
  Physical
+50% Health Regeneration
]
Preview:
https://imgur.com/tFictE3

__________Tier 5: __________

(https://i.imgur.com/JDLLTXx.png)
Heavenly Order
Call upon the skies to summon an archangel to assist you in your journey. Later levels unlock new spells for her to use.
[
Health
Energy
]
Preview:
https://imgur.com/IfN7Mph

(https://i.imgur.com/SodZ95u.png)
Angelic Altar
Summon a shrine from the heavens that casts a large aura of protection.
Cannot be dispelled.

[
Health
Energy
]
Preview:
https://imgur.com/YOSY0Oe

(https://i.imgur.com/H1WhQO3.png)
Diamond Rage (requires Crystal Balls from Tier 2)
Diminishes the mental resources required to conjure the crystal balls.
[
-% Recharge
-% Energy Cost
]

(https://i.imgur.com/R4Gih2I.png)
Celerity (requires Radiant Orb from Tier 4)
Empower your shield with a spell that grants great speed and agility.
[
+ Defensive Ability
+% Attack Speed
+% Casting Speed
]

(https://i.imgur.com/ykwKoHD.png)
Reciprocate (requires Punishment from Tier 2)
An eye for an eye, a tooth for a tooth. Anyone who attempts to harm you suffers just as much pain.
[
% Damage Reflected
]

__________Tier 6: __________

(https://i.imgur.com/OoPFagx.png)
Guardian Angel (requires Heavenly Order from Tier 5)
The sole presence of the purest being fosters hope and empowers allied units.Cannot be dispelled.
[
15.0 Meter Radius

Bonus to All Pets:
Armor
+%Armor Absorption
+Health
]

(https://i.imgur.com/QabSlN2.png)
Fury of the Skies (requires Angelic Altar from Tier 5)
The altar channels a powerful thunder spell that bounces to all nearby targets, seriously damaging them.
[
Lightning Damage
0.5 Seconds of Stun
]

(https://i.imgur.com/XtCaH4O.png)
Strength Bestowal
Lend great amounts of power to a unique ally, allowing them to wreak havoc for a short period of time.
[
15.0 Second Duration
+% Total Damage
+% Health Regeneration
+% Energy Regeneration
+% Offensive Ability
+% Defensive Ability
]
Preview:
https://imgur.com/GS618Hd

__________Tier 7: __________

(https://i.imgur.com/QpoDyy2.png)
Purity (requires Strength Bestowal from Tier 6)
Push the limits of a mortal envelope further, banishing all evil from within the target’s soul.
[
Energy Cost
Seconds Duration
+Health Regeneration
% Vitality Resistance
]

(https://i.imgur.com/bdDZeox.png)
Painkiller (requires Radiant Orb from Tier 4)
The best tool to survive is an unbreakable resolve.
[
+Health Regeneration
% Physical Resistance
% Bleeding Resistance
]
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:11:17
↜ 6. Aqua Mastery ↝

(https://i.imgur.com/l7K7Tav.png)

Description:
Aquamancers control everything related to water and ally it with magic to pursue their restless quests. The domain of Aquamancy holds various destructive spells to chill and freeze, all with enormous destructive power.

Dev's Note:
The Aqua Mastery favors Cold and Frostburn damage, with its powerful array of related abilities, though they tend to be very energy-hungry at the maximum level with synergies included. You can also raise Water Spirits, which are powerful ranged minions, to aid you.

Skill Tree:
(https://i.imgur.com/xjLlTKR.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+27 Health
+5 Energy
+1 Strength
+1 Intelligence
+2 Dexterity

Level 40:
+1080 Health
+200 Energy
+40 Strength
+40 Intelligence
+80 Dexterity

__________Tier 1: __________

(https://i.imgur.com/zcbi2Tj.png)
Oceanic Might
The power of the ocean is invoked in your every fourth hit, blasting enemies with a powerful jet of water that instantly turns to ice. Apply this skill to your left mouse button.
[
1 Energy Cost
45 Arc of Attack
2 Target Maximum
3 Charge Levels
+% Total Damage
Frostburn Damage over 3.0 seconds
]

(https://i.imgur.com/MFbJpPG.png)
Aquamancer's Bounty
Temporarily increase your own power, or permeate an ally with the teachings of aquamancy, granting them control over water, even despite their lack of knowledge in this school of magic.
[
120.0 Second Duration
Cold Damage
+% Total Speed
25.0% Chance of Cold Retaliation
]
Preview:
https://imgur.com/DthKwYw

(https://i.imgur.com/i4BOnRL.png)
Mark of the Trident
Mastery of trident-like weapons has been a vital part of all Aquamancers’ studies, thus improving their overall ability with using spears.
Requires a spear.

[
Damage
Pierce Damage
+% Attack Speed
]

__________Tier 2: __________

(https://i.imgur.com/tVoszlg.png)
Environmental Adaptation
Your body adapts to living in most climates and conditions; dry land, pollution and even underwater.
[
% Fire Resistance
% Cold Resistance
% Poison Resistance
% Reduced Freeze Duration
]

(https://i.imgur.com/74HYPJZ.png)
Hypothermia (requires Aquamancer's Bounty from Tier 1)
Lingering frost is brought upon your enemies, ensuring a slow and certain demise, crippling both the tough and the weak.
[
+% Frostburn Damage
33% Chance of Frostburn Retaliation over 3.0 Seconds
]

(https://i.imgur.com/MFB8Ubi.png)
Shore Uprising
Deliver a blow of concentrated water, with the pressure capable of breaking bones.
[
Projectiles
100% Chance to pass through Enemies
Cold Damage
]
Preview:
https://imgur.com/KKgpQbg

(https://i.imgur.com/r4NopA3.png)
Summon Water Spirit
You call upon a water spirit from the depths of an ocean, that will follow you and aid you in taking down monsters with cold water. Later levels increase the summon limit.
[
Health
Energy
]
Preview:
https://imgur.com/aQ8ELAF

__________Tier 3: __________

(https://i.imgur.com/wL2Zvpb.png)
Rust
Concentrated water pulses cause metal armor to rust, almost completely negating its effectiveness.
[
1 Energy Cost
Reduced Armor for 3.0 seconds
]

(https://i.imgur.com/iXtC5H7.png)
Scaly Skin (requires Environmental Adaptation from Tier 1)
Your skin becomes scaly and resilient, similar to that of a reptile, yet doesn't diminish your agility.
[
+Dexterity
+Armor
% Pierce Resistance
]

(https://i.imgur.com/q3hPgQ6.png)
Tsunami Spin (requires Mark of the Trident from Tier 1)
A technique reserved to spear-wielders. This trick allows you to hit two enemies twice in a single attack. 
Requires a spear.

[
% Chance to be Used
250 Arc of Attack
2 Target Maximum
Frostburn Damage over 3.0 Seconds
+% Cold Damage
]

__________Tier 4: __________

(https://i.imgur.com/9K0gBU6.png)
Rain
Cast large torrents of water on a specific zone, assaulting any hostile units with a cold and drenching rain.
[
2.5 Meter Radius
Cold Damage
]
Preview:
https://imgur.com/wvrISB1

(https://i.imgur.com/F8Mfj4B.png)
Absolute Zero (requires Aquamancer's Bounty from Tier 1)
Masterful control over water and ice allows your magic to reach the lowest temperatures.
[
+% Cold Damage
5% Chance of Seconds of Freeze
33% Chance of % Slowed for 3.0 Seconds
]

(https://i.imgur.com/oEHzDKB.png)
Ire of Storms (requires Shore Uprising from Tier 2)
Heeding the call of the storms, your surging tides, ever increasing in power, are now  allied with the wrath of the tempest.
[
Lightning Damage
-% Energy Cost
]

(https://i.imgur.com/nCh9YEH.png)
Wash Out (requires Summon Water Spirit from Tier 2)
Blast enemies with a destabilizing pulse of water, effectively worsening the victims' fighting skills.
[
Energy Cost
2.0 Second Duration
3.0 Meter Radius
Cold Damage
% reduced Offensive Ability for 5.0 seconds
]

__________Tier 5: __________

(https://i.imgur.com/9Qz1y6L.png)
Flash Freeze (requires Oceanic Might from Tier 1)
When using a ranged weapon, imbue your shots with biting cold, capable of freezing and impaling multiple targets at once.
Requires a ranged weapon.

[
1 Energy Cost
% Chance to pass through enemies
+% Cold Damage
+% Frostburn Damage
% Chance of Seconds of Freeze
100% Increase in Projectile Speed
]

(https://i.imgur.com/ZYB4EFJ.png)
Acid Rain (requires Rain from Tier 4)
Skill Modifier
Toxic and acidic water chips away at your enemies’ life force and resistances.

[
-% Cold Damage
Poison Damage over 5.0 Seconds
% Reduction to Enemy's Health
Reduced Resistances for 3.0 Seconds
% Slowed for 3.0 Seconds
]

(https://i.imgur.com/4eTDIBO.png)
Lunge
Dive forward and attack violently in melee range, and do so with unexisting cooldown constraints, allowing you to quickly travel around the battleground.
Requires a melee weapon.

[
+% Total Damage
Cold Damage
Lightning Damage
1.0 Seconds of Disruption
+125% Movement Speed
80% Slow Resistance
]

(https://i.imgur.com/nCh9YEH.png)
Magical Sea Sources (requires Wash Out from Tier 4)
Spirits born from enchanted water sources are able to use an enhanced arsenal of spells, alongside a life-leeching ability.
[
+% Cold Damage
+% Frostburn Damage
% of Attack damage Converted to Health
% Increased Projectile Speed
]

__________Tier 6: __________

(https://i.imgur.com/4RLkji8.png)
Regenerative Shell
Preventively creates an enveloppe of protective energy, blocking most attacks and reducing potential damage inflicted by enemy sources.
[
8% Chance of Activating
12.0 Second Duration
+Health Regeneration per second
+Energy Regeneration per second
% Chance to Dodge Attacks
% Chance to Avoid Projectiles

Bonus to all pets:
+Health Regeneration per second
+Energy Regeneration per second
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
]
Preview:
https://imgur.com/SOqwmtE

(https://i.imgur.com/ibXaFkK.png)
Torrential Flow (requires Rain from Tier 4)
Invoking rain with strength of a waterfall allows you to crush foes with immense power.
[
Energy Cost
Damage
% Chance of 1.5 - 3.0 Seconds of Stun
% Slowed for 3.0 Seconds
]

(https://i.imgur.com/Rg1UnDk.png)
Tidal Wave
Summon a colossal, circular wave of water around you, violently disabling everyone caught in it.
[
15.0 Meter Radius
Damage
Frostburn Damage over 3.0 Seconds
Cold Damage
2.0 Seconds of Stun
]
Preview:
https://imgur.com/KiNercN

(https://i.imgur.com/0tFCISZ.png)
Tempest Spear (requires Mark of the Trident from Tier 1)
A strong technique only usable by spear-wielders. Learn how to strike an enemy thrice in a row, with unmatched speed and tempestuous force.
Requires a spear.

[
% Chance to be Used
+% Lightning Damage
Lightning Damage
]

__________Tier 7: __________

(https://i.imgur.com/iOKEjJx.png)
Dangerous Waters (requires Tidal Wave from Tier 6)
The indomitable seas submerge your enemies in the coldest waves, freezing their whole bodies.
[
Energy Cost
+% Cold Damage
+% Frostburn Damage with +% Improved Duration
1.5 Seconds of Freeze
]

(https://i.imgur.com/L8mHyI4.png)
Hydrothermal Explosion
Heat the water beneath the soil, causing a geyser to erupt, scorching anything that comes in contact with it.
[
6.0 Second Duration
5.0 Meter Radius
Fragments
Damage
Burn Damage per Second
Frostburn Damage per Second
% Chance to Fumble attacks for 2.0 Seconds
% Chance to Impaired Aim for 2.0 Seconds
]
Preview:
https://imgur.com/J0SEyhi
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:11:44
↜ 7. Barbarism Mastery ↝

(https://i.imgur.com/edxvijD.png)

Description:
Barbarians are universally acknowledged as fearless berserkers, fierce warmongers and unrivaled melee duelists. Guided by their pride, they will make sure no man daring to defy their superiority is left standing.

Dev's Note:
Barbarism is an aggressive mastery, mostly revolving around melee weapons, physical and bleeding damage. There are also a few berserker-themed skills, that grant high attack speed, offensive potential and invoke fear in enemies. It also allows dual-wielding and the usage of some exclusive techniques.

Skill Tree:
(https://i.imgur.com/nWgRNr1.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+38 Health
+3 Strength
+1 Dexterity

Level 40:
+1500 Health
+120 Strength
+40 Dexterity

__________Tier 1: __________

(https://i.imgur.com/ErKkBOx.png)
Berserker's Wrath
Give up logical thinking for brute strength, unleashing attacks of greater force.
[
+Strenght
-Intelligence
]

(https://i.imgur.com/hUgffWk.png)
Battle Momentum
The act of fighting awakens the truculent warrior inside you, unlocking the full potential of your fighting skills, in the heat of the battle. Apply this skill to your left mouse button.
[
Charge Levels
+% Attack Speed
% Increased Projectile Speed
]

(https://i.imgur.com/SfPRHqa.png)
Warlord's Challenge
Intimidate your enemies with a fierce battle shout, weakening their resolve.
[
10.0 Meter Radius
% Reduced Damage for 3.0 Seconds
% Slowed for 3.0 Seconds
]
Preview:
https://imgur.com/LjYNeYv

__________Tier 2: __________

(https://i.imgur.com/HUsdQJN.png)
Ambidexterity
Learn to effectively use two weapons and attack with both at the same time.
Allows and requires dual-wield.

[
% Chance to be Used
+% Physical Damage
]

(https://i.imgur.com/QnWkSMn.png)
Combat Spirit
As an expert of melee weaponry and a fighting veteran, you inspire your allies to conquer and seek greater challenges.
[
10.0 Meter Radius
+% Physical Damage
Piercing Damage
+Offensive Ability
75 Energy Reserved
]

(https://i.imgur.com/1X8f0pO.png)
Earthshock
Slam the ground with extreme power, breaking the soil beneath your enemies.
Requires a melee weapon or a staff.

[
4.0 Meter Radius
Damage
1.5 Seconds of Stun
]
Preview:
https://imgur.com/BPExhch

(https://i.imgur.com/cBia3D7.png)
Purge
For a short moment, you are able to ignore grave injuries, preventing wounds and detrimental effects from lasting.
[
Seconds Recharge
3.0 Second Duration
%Damage Absorption
100% Reudction in Bleeding Duration
100% Reudction in Burn Duration
100% Reudction in Frostburn Duration
100% Reudction in Electrical Burn Duration
100% Reudction in Poison Duration
100% Reudction in Vitality Decay Duration
100% Reudction in Life Leech Duration
100% Reudction in Energy Leech Duration
]

__________Tier 3: __________

(https://i.imgur.com/7aDOpia.png)
Unhuman Physique (requires Combat Spirit from Tier 2)
The usage of heavy weapons comes easily to a hero with an unbelievable constitution.
[
+% Strength
-% Strength Requirement for Melee Weapons
25 Energy Reserved
]

(https://i.imgur.com/gl4LX6c.png)
Mutilating Edge (requires Battle Momentum from Tier 1)
Your strike violently, making a sanguine river flow; a bloodbath for your slain opponents to rot in.
Requires either a melee or a one-handed ranged weapon.

[
15% Chance of Bleeding Damage over 3.0 Seconds
+% Bleeding Damage
]

(https://i.imgur.com/7TdUV53.png)
Battleground's Menace (requires Warlord's Challenge from Tier 1)
Legends speak of your indescribable wrath; those that defy you quickly understand that they are outclassed, and cower before your undeniable supremacy.
[
Energy Cost
%Chance of:
  % reduced Offensive Ability for 3.0 Seconds
  % reduced Defensive Ability for 3.0 Seconds
% Chance of Seconds of Fear
]

(https://i.imgur.com/6ZpNAMV.png)
Ferocity
Even when critically injured, you ignore the pain and open wounds, to carry on with an unquestionable will to survive and a triumphant resolve.
Remains active while health is low.
Cannot be dispelled.

[
Activates when Health drops below 40%
3.0 Second Duration
Damage
+% Movement Speed
% Chance to Dodge Attacks
% Chance to Avoid Projectiles
% Chance of % Physical Resistance
]
Preview:
https://imgur.com/ANlGwmL

__________Tier 4: __________

(https://i.imgur.com/eTqWryh.png)
Slash Flurry (requires Dual Wield from Tier 2)
Hack your foes to pieces with this powerful dual-wielding technique, cutting through limbs like paper.
Requires dual-wielding melee weapons.

[
% Chance to be Used
Bleeding Damage over 3.0 Seconds
]

(https://i.imgur.com/R405Wmd.png)
Mayhem (requires Earthshock from Tier 2)
Unleash thunderous destruction to rip apart the enemies unlucky enough to cross your path.
[
Energy Cost
Electrical Burn Damage over 3.0 Seconds
% Slower Attack over 3.0 Seconds
]

(https://i.imgur.com/vu7Bhxa.png)
Treacherous Javelin
Mark your target for certain demise, with a piercing javelin throw.
[
5.0 Second Duration
1.0 Meter Radius
100% Chance to pass through Enemies
Bleeding Damage per Second
Piercing Damage
-% Armor Protection
-% Pierce Resistance
-% Bleeding Resistance
]
Preview:
https://imgur.com/VrKdxeH

__________Tier 5: __________

(https://i.imgur.com/TQUJh6E.png)
Barrage (requires Dual Wield from Tier 2)
Rapidly throw a flurry of weapons at your victims, bombarding them with unavoidable, flesh-cutting projectiles.
Requires dual-wielding ranged weapons.

[
% Chance to be Used
% Chance to pass through Enemies
+25% Increased Pierce Ratio
]

(https://i.imgur.com/hCGgb7K.png)
Hemorrhage (requires Combat Spirit from Tier 2)

Various strategies are used to cause grave bleeding, though barbarians often opt for the least subtle one: continuously striking hard.

[
30% Chance of +% Bleeding Damage
% Slowed for 3.0 Seconds
50 Energy Reserved
]

(https://i.imgur.com/VUd6Bz6.png)
Undying Fury
Reduce all damage taken for a short period of time, continuing on a battle even against all odds.
[
10 Second Duration
% Damage Absorption
Armor
+% Armor Absorption
]
Preview:
https://imgur.com/X8M2DE3

(https://i.imgur.com/Ih8jrfw.png)
Nerves of Steel (requires Ferocity from Tier 3)
Physical injuries barely affect your fighting skills, as you remain surprisingly steady and focused, even in the heat of the battle.
[
+% Bleeding Damage
+% Health Regeneration
% Bleeding Resistance
% Sleep Resistance
% Stun Resistance
% Slow Resistance
]

__________Tier 6: __________

(https://i.imgur.com/ohtIRMS.png)
Blade Blaze
Attack with a blind rage, slaughtering a single victim with an avalanche of violent blows.
Requires dual-wielding melee weapons.

[
Damage
]

(https://i.imgur.com/fSp2UHx.png)
Champion of the Pit (requires Battle Momentum from Tier 1)
Years spent undefeated in the arena made you into a warrior of unprecedented resolve and talent.
[
Damage
% Pierce Resistance
% Skill Disruption Resistance
]

(https://i.imgur.com/k16HGXh.png)
Landslide (requires Earthshock from Tier 2)
Skill Modifier
Focus the damage of Earthshock solely on inflicting as many open wounds as possible.

[
-40% Physical Damage
480 Bleeding Damage over 3.0 Seconds
-300% Stun Duration
]

(https://i.imgur.com/TXIpXHB.png)
Stab Wound
Whet your bladed weapons to inflict greater piercing damage.
[
+% increased Pierce Ratio
+% Pierce Damage
]

__________Tier 7: __________

(https://i.imgur.com/xD34xT9.png)
Whirlwinding Blades (requires Dual Wield from Tier 2)
A secret technique of the elite bladedancers, which allows you to spin around and hit all nearby enemies.
Requires dual-wielding melee weapons.

[
% Chance to be Used
360 Arc of Attack
Target Maximum
Reduced Resistances for 3.0 Seconds
]
Preview:
https://imgur.com/xsyPFxb

(https://i.imgur.com/hWdKODM.png)
Untameable (requires Undying Fury from Tier 5)
The wrath of the barbarians turns them into uncontrollable killing machines.
[
Energy Cost
% of Attack Damage converted to Health
+% Total Speed
% Chance to Dodge Attacks
]
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:11:52
↜ 8. Time Mastery ↝

(https://i.imgur.com/8oDaRfd.png)

Description:
Timetravellers prevent wars and catastrophes from happening unbeknown to simple mortals. With the power to control the flow of time, they may accelerate, slow and even stop the timeline they are in.

Dev's Note:
The Time mastery focuses on effects over time and speed modifications. The users of this mastery are excellent at using damage over time by increasing its duration, and reducing the span of attacks inflicted on them.

Skill Tree:
(https://i.imgur.com/bOYwWr6.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+1 Strength
+2 Intelligence
+1 Dexterity

Level 40:
+800 Health
+600 Energy
+40 Strength
+80 Intelligence
+40 Dexterity

__________Tier 1: __________

(https://i.imgur.com/eiZgJIK.png)
Temporal Energy
Wrap your weapons with ardent flux that causes serious injuries upon contact.
[
Active Energy Cost per Second
Chance for one of the following:
   Burn Damage over 3.0 Seconds
   Frostburn Damage over 3.0 Seconds
   Electrical Burn Damage over 3.0 Seconds
]

(https://i.imgur.com/L3ntzhu.png)
Abiding Majesty
Decades of practice have created a link between you and the universe, to a point where handling magical energy comes easier than ever.
[
% Elemental Resistance
-% Energy Cost
]

(https://i.imgur.com/BVBShun.png)
Young Years
Remain quick-witted like in your youth, eager to experience and learn from your mistakes, all with a childlike curiosity.
[
-% Health
+% Increased Experience
]

__________Tier 2: __________

(https://i.imgur.com/H869UvA.png)
Mend Wounds
Greatly speed up the natural process of cicatrization, allowing to efficiently recover health, even in the midst of the battle.
[
4.0 Seconds Duration
+Health Regeneration
+%Health Regeneration
]
Preview:
https://imgur.com/LqWwLsW

(https://i.imgur.com/IaIeaDI.png)
Interdimensional Breach
Tear a gap in your reality, allowing you to disappear and sneakily attack unaware victims.
[
250 Arc of Attack
Target Maximum
+% Physical Damage
Electrical Burn over 3.0 Seconds
Lightning Damage
+1000% Movement Speed
]
Preview:
https://imgur.com/yMh34dD

(https://i.imgur.com/E2kNa1U.png)
Perenniality
An eternity spent fighting has rendered you partially insensible to pain.
[
+% Armor Protection
+% Armor Absorption
]

__________Tier 3: __________

(https://i.imgur.com/xjvOENP.png)
Synchronism
Using your arcane weapon, synchronize with an alternate dimension to attack multiple times at once.
Requires a staff.

[
% Chance to be Used
5 Projectiles
]

(https://i.imgur.com/RNzoGF1.png)
Eye of the Mind (requires Temporal Energy from Tier 1)
Your mindfulness allows you to predict your enemies’ movements and always stay a step ahead of them.
[
Active Energy Cost per Second
+ Offensive Ability
% Stun Resistance
% Reduced Entrapment Duration
]

(https://i.imgur.com/FRXJaug.png)
Hourglass of Waning
Turn the tides of time against your foes, aging them into foreseeable and feeble fools.
[
5.0 Meter Radius
-% Total Damage
-% Total Speed
-% Offensive Ability
]
Preview:
https://imgur.com/y074O7j

(https://i.imgur.com/BSmeZEv.png)
Cosmic Nebula
Summon raging clouds of gas, alike cosmic nebulas, to obscure enemies’ vision and burn their bodies, in a relentless pursuit.
[
Health
Energy
]
Preview:
https://imgur.com/suQfW3Y

__________Tier 4: __________

(https://i.imgur.com/9HyafGx.png)
Slowing Rift
Massively slow down nearby foes with a wide field that distorts the current timeline in its area of effect.
[
Active Energy Cost per Second
8.0 Meter Radius
% Slowed for 1.0 Second
]
Preview:
https://imgur.com/k7BxTi5

(https://i.imgur.com/d3LhJmF.png)
Time Freeze
Send a wave of temporal energy that immobilizes enemies in time and space, leaving them open to attacks.
[
Seconds of Petrify
]

(https://i.imgur.com/L6miHI4.png)
Seeker (requires Cosmic Nebula from Tier 3)
The summoned nebulas move quicker between enemies, and burn them gravely.
[
+% Elemental Damage
+% Movement Speed
]

__________Tier 5: __________

(https://i.imgur.com/6MnTHOr.png)
Celestial Quintessence (requires Temporal Energy from Tier 1)
Stellar energy gathers in your weapon, increasing all elemental damage dealt.
[
Active Energy Cost per Second
Elemental Damage
+% Elemental Damage
]

(https://i.imgur.com/WBloI1K.png)
Rise of the Ancestors
Invoke powerful mages from the past era to take up fight anew alongside you, for a brief moment.
[
Health
Energy
]
Preview:
https://imgur.com/QuP51kF

(https://i.imgur.com/kLBcLu2.png)
Quickening
Share your time-controlling power with your minions, allowing them to use their skills more often.
[
Active Energy Cost per Second
10.0 Meter Radius
75 Energy Reserved

Bonus to All Pets:
-% Recharge
]
Preview:
https://imgur.com/FR4vN9D

(https://i.imgur.com/KVT7NIG.png)
Timeless Power (requires Interdimensional Breach from Tier 2)
Skill Modifier
Uncover an ancient technique, which turns your weapon’s damage into that of the primary elements, striking multiple foes with extended reach.

[
Energy Cost
360 Arc of Attack
3 Target Maximum
20 Elemental Damage
100% Weapon Base Damage becomes Elemental
]

__________Tier 6: __________

(https://i.imgur.com/FloNxAL.png)
Bewildering Speed (requires Slowing Rift from Tier 4)
The energy from the distorted rift allows you to move at higher speed, yet the enemies caught in it, who can’t control it as well, get severely electrocuted.
[
Active Energy Cost per Second
Electrical Burn Damage per Second
+% Movement Speed
]

(https://i.imgur.com/XknySsj.png)
Wrathful Sorcery (requires Rise of the Ancestors from Tier 5)
Empowers the magic of your ancestors, unlocking their full potential.
[
+% Energy Regeneration
+% Casting Speed
% Increased Projectile Speed
]

(https://i.imgur.com/FurPFeu.png)
Astral Mergence
Connect to an alternative timeline, in order to briefly combine the powers with your other self.
[
26.0 Second Duration
+% Elemental Damages
+% Intelligence
+% Health
]
Preview:
https://imgur.com/2J5ohGh

(https://i.imgur.com/FoVqkwp.png)
Eternize (requires Perenniality from Tier 2)
Inflict wounds which cause your enemies to suffer eternally.
[
+0% Crushing Damage with % Increased Duration
+0% Bleeding Damage with % Increased Duration
+0% Burn Damage with % Increased Duration
+0% Frostburn Damage with % Increased Duration
+0% Electrical Burn Damage with % Increased Duration
+0% Poison Damage with % Increased Duration
+0% Vitality Decay Damage with % Increased Duration
]

__________Tier 7: __________

(https://i.imgur.com/aPmVenl.png)
Gravity Nova
Modify the rules of time in a circular area, shattering and imploding everything inside.
[
3.0 Second Duration
7.0 Meter Radius
Crushing Damage per Second
Lightning Damage
% Reduction of Enemy's Health
Reduced Armor for 5.0 Seconds
1.0 Seconds of Petrify
]
Preview:
https://imgur.com/h4Y6udo

(https://i.imgur.com/yEYeF5B.png)
Forgotten Knowledge (requires Rise of the Ancestors from Tier 5)
The spirits imbue you and your allies with long-lost secrets from the past, increasing all magical potential.
[
30.0 Second Duration
10.0 Meter Radius
Chance for one of the following :
   +% Fire Damage
   +% Cold Damage
   +% Lightning Damage
+% Attack Speed
-% Energy Cost
]

(https://i.imgur.com/zpiZND8.png)
Accelerate (requires Perenniality from Tier 2)
As you master controlling the flow of time, you become able to accelerate your own reality.
[
% Reduction in Bleeding Duration
% Reduction in Burn Duration
% Reduction in Frostburn Duration
% Reduction in Lightning Duration
% Reduction in Poison Duration
% Reduction in Vitality Decay Duration
% Reduction in Life Leech Duration
% Reduction in Energy Leech Duration
]
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:12:00
↜ 9. Science Mastery ↝

(https://i.imgur.com/OavncJf.png)

Description:
Scientists are the masters of technology, which gives them an outstanding advantage on the battlefield. Their knowledge of physics, chemistry, and other domains of science, allows them to use lethal toxins and build powerful machines.

Dev's Note:
The Science mostly favors Poison and Lightning damage. With it, you may gain access to multiple useful skills and pets that can complement your other mastery.

Skill Tree:
(https://i.imgur.com/ymnsIS1.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+1 Strength
+1 Intelligence
+1 Dexterity

Level 40:
+800 Health
+600 Energy
+53 Strength
+53 Intelligence
+53 Dexterity

__________Tier 1: __________

(https://i.imgur.com/XKDp5nJ.png)
Rubblemaker
You hit your foes precisely where it causes the most damage, and in turn, you become very efficient at dismantling mechanical devices.
[
+% Physical Damage
+% Damage to Constructs
+% Damage to Devices
]

(https://i.imgur.com/XNeLFVb.png)
Build Automaton
Use scrap metal pieces to form a fully customizable battle automaton that obeys your orders and proves itself immensely powerful in battle.
[
Health
Energy
]
Preview:
https://i.imgur.com/uzhO2rh.gifv

(https://i.imgur.com/NFR0Xse.png)
Poison Weapons
Profound knowledge of alchemy allowed you to develop a potent poison that brings deadly effects in mere seconds.
[
Poison Damage over 3.0 seconds
+% Instant Poison Damage
Instant Poison Damage
]

__________Tier 2: __________

(https://i.imgur.com/Gva1z2s.png)
Technological Advancement (requires Rubblemaker from Tier 1)
Your knowledge and innovation give your weapons and gear an edge over your opponents.
[
+% Attack Speed
+% Armor Protection
]

(https://i.imgur.com/tgzr8EG.png)
Sprockets (requires Build Automaton from Tier 1)
Study closely the plans of your automaton to figure new possible improvements to speed up its movements.
[
+% Total Speed
80% Slow Resistance
]

(https://i.imgur.com/7T4iS9R.png)
Electrical Field
Cast a zone of electrifying energy, damaging enemies who find themselves caught in its radius.
[
5.0 Meter Radius
6.0 Second Duration
Electrical Burn Damage per Second
Lightning Damage
]
Preview:
https://i.imgur.com/BpW8V4x.gifv

(https://i.imgur.com/mLwnSku.png)
Nature Familiarity
Your past studies on biology prove useful during your journey, when it comes to knowing how to better deal with beasts and plants alike.
[
+Health Regeneration per second
+Less Damage from Beasts
+Less Damage from Beastmen
+Less Damage from Insectoids
+Less Damage from Plants
]

__________Tier 3: __________

(https://i.imgur.com/seGk9mm.png)
Proximity Mine
Deploys an explosive device that triggers when an enemy comes nearby, bursting with an electric blast.
[
Health
Energy
]
Preview:
https://i.imgur.com/f6bn0zL.gifv

(https://i.imgur.com/T1tXsNU.png)
Corrode (requires Poison Weapons from Tier 1)
Enhance the poison with burning acid that melts both flesh and bones.
[
25 Energy Reserved
+% Instant Poison Damage
+% Damage to Constructs
+% Damage to Undead
]

(https://i.imgur.com/0XHi6Gk.png)
Build Bolt Trap
Create a durable trap, which shoots poisonous piercing projectiles in all directions.
[
Health
Energy
]
Preview:
https://i.imgur.com/3snRY5d.gifv

(https://i.imgur.com/2PVfYWj.png)
Emergency Plan
In case things don’t go according to plan, this smokescreen allows you to escape almost any situation.
[
5.0 Meter Radius
%Reduced Damage for 3.0 seconds
% Chance of Seconds of Confusion
% Slowed for Seconds
]

__________Tier 4: __________

(https://i.imgur.com/kRq5blu.png)
Mutagen Prototype
An injection of this serum empowers the attacks of an ally with vicious poison, but it also deteriorates their organism slowly. Use with caution.
[
25 Second Duration
Poison Damage over 3.0 Seconds
+% Instant Poison Damage
+% Poison Damage
Instant Poison Damage
-Health Regeneration per second
Poison Retaliation over 3.0 seconds
]
Preview:
https://i.imgur.com/UBjAqdT.gifv

(https://i.imgur.com/htDqxNv.png)
Spinning Gears (requires Sprockets from Tier 2)
Implement rotating gears, allowing your automaton to attack multiple enemies at once.
[
360 Arc of Attack
Target Maximum
Damage
% Reduction to Enemy's Health
% Reduced Damage for 3.0 seconds
]

(https://i.imgur.com/0NCTv9y.png)
Ingenuity
With great experience, you learn how to do more with less resources.
[
% Chance of -50% Energy Cost
]

__________Tier 5: __________

(https://i.imgur.com/7slNPjn.png)
Radioactive Core (requires Spinning Gears from Tier 4)
Install a core of radioactive energy at the center of your automaton, causing irreparable damage to anyone standing too close.
[
5.0 Meter Radius
Poison Damage over 3.0 Seconds
Instant Poison Damage
Reduced Resistances for 3.0 Seconds
-% Poison Resistance
]
Preview:
https://i.imgur.com/dcnZ8O8.gifv

(https://i.imgur.com/LkMRiqT.png)
Antidote (requires Poison Weapons from Tier 1)
Mastering the art of elixir-making, you are able to create an antidote, which protects you from toxins and life-decaying attacks.
[
50 Energy Reserved
+Health
+%Health
% Poison Resistance
% Reduction in Poison Duration
]

(https://i.imgur.com/vTlFylO.png)
Magnetize (requires Electrical Field from Tier 2)
The strong magnetism inside the field prevents enemies from leaving it, alongside an increase in electrical damage it deals.
[
+% Electrical Burn Damage
% Slower Movement for 1.0 seconds
+33% Damage to Constructs
+33% Damage to Devices
]

(https://i.imgur.com/0XHi6Gk.png)
Build Electric Trap (requires Build Bolt Trap from Tier 2)
Create a durable trap, which shoots stunning, charged projectiles, splitting into smaller fragments on contact.
[
Health
Energy
]
Preview:
https://i.imgur.com/fZ5gCfN.gifv

__________Tier 6: __________

(https://i.imgur.com/YzyNzBz.png)
Hazardous Alteration (requires Mutagen Prototype from Tier 4)
Skill Modifier
The mutagen’s effects last for much longer, however it doesn’t come without drawbacks to the user.

[
65 Second Duration
-75 Health Regeneration per Second
]

(https://i.imgur.com/6Ep3eNt.png)
Nanovirus
Send out nanomachines, which implant themselves in the heads your opponents, damaging their mind and causing long-lasting injuries.
[
3.0 Second Duration
Electrical Burn over 9.0 Seconds
Poison Damage over 9.0 Seconds
% Reduced Damage for 7.0 Seconds
]

(https://i.imgur.com/OQoKT7y.png)
Mechanical Masterpiece
Your traps shoot faster, are sturdier and deal more damage.
[
Bonus to Construct Pet:
   +% Total Damage
   +Health
   +% Casting Speed
]

(https://i.imgur.com/dAoQzUz.png)
Miracle Solution (requires Ingenuity from Tier 4)
The best savants are resourceful and can achieve wonders with their skills.
[
% Chance of -50% Recharge
]

__________Tier 7: __________

(https://i.imgur.com/i9qvt94.png)
Black Widow
Even the smallest dose of this substance heavily cripples anyone struck by a blade covered in it.
Requires either a melee or a one-handed ranged weapon.

[
Poison Damage over 6.0 Seconds
+% Instant Poison Damage
+% Poison Damage
Pierce Damage
% Slowed for 6.0 Seconds
]

(https://i.imgur.com/8BKziLf.png)
Last Stage (requires Ingenuity from Tier 6)
Ill and weak, your enemies can already feel the reaper’s touch.
[
-% Armor Protection
-% Bleeding Resistance
-% Elemental Resistance
-% Poison Resistance
]
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 20 October 2018, 22:12:07
↜ 10. Witchcraft Mastery ↝

(https://i.imgur.com/RcN8IbE.png)

Description:
The sorcerers of this realm hold the secrets of magic in their palms. They posses a boundless arsenal of various spells, as well as auras to increase the potency of  their allies' abilities. Anyone who studies the secrets of Witchcraft is rewarded with inconceiveable spellpower.

Dev's Note:
The Witchcraft mastery offers a wide array of magic spells and buffs/auras. Furthermore, it favors a lot of different damage types, which gives birth to a lot of interesting combinations.

Skill Tree:
(https://i.imgur.com/XxMK6am.jpg)

Mastery Info:

__________Mastery Bonus: __________

Level 1:
+20 Health
+15 Energy
+3 Intelligence
+1 Dexterity

Level 40:
+960 Health
+400 Energy
+120 Intelligence
+40 Dexterity

__________Tier 1: __________

(https://i.imgur.com/kPl0XoV.png)
School of Fire
Exclusive Skill
Learn the secrets of emberlike, scorching spells, empowering all fire-based attacks around you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Fire Damage
Fire Damage
+% Casting Speed
50 Energy Reserved
]
Preview:
https://i.imgur.com/f8pgZFS.gifv

(https://i.imgur.com/kCh2ycA.png)
School of Frost
Exclusive Skill
Learn the secrets of cold, chilling magic, boosting the lethality of all frost-based attacks near you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Cold Damage
Cold Damage
+ Energy
50 Energy Reserved
]
Preview:
https://i.imgur.com/9wMReOh.gifv

(https://i.imgur.com/Wovg43U.png)
School of Lightning
Exclusive Skill
Learn the secrets of thunderous, electrifying spells, multiplying the strength of all lightning-based attacks around you.

[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Lightning Damage
Lightning Damage
+% Movement Speed
50 Energy Reserved
]
Preview:
https://i.imgur.com/15tF6HH.gifv

(https://i.imgur.com/SlEjuHA.png)
School of Poison
Learn the secrets of alchemy and toxins, increasing the potency of all poison-based damage inflicted by you and your allies.
[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Instant Poison Damage
Instant Poison Damage
+% Poison Damage with +% Improved Duration
50 Energy Reserved
]
Preview:
https://i.imgur.com/BaQUIt9.gifv

(https://i.imgur.com/GZCnnGm.png)
School of Shadows
Learn the secrets of the dark and chaos, improving the power of all vitality-based attacks near you.
[
1 Active Energy Cost per Second
10.0 Meter Radius
+% Vitality Damage
Vitality Damage
+ Intelligence
50 Energy Reserved
]
Preview:
https://i.imgur.com/8VAJFm6.gifv

__________Tier 2: __________

(https://i.imgur.com/JsAX7Xo.png)
Cone of Flames
Unleash a violent blast of fire, which burns to the bone the enemies it touches.
[
Burn Damage over 3.0 Seconds
% reduced Defensive Ability for 3.0 Seconds
]
Preview:
https://i.imgur.com/nVh4cPa.gifv

(https://i.imgur.com/EOClktP.png)
Rot Zone
Plague the air of an area, to spread disease and death to those that inhale it.
[
6.0 Second Duration
4.0 Meter Radius
Poison Damage over 3.0 Seconds
Instant Poison Damage
Vitality Damage
]
Preview:
https://i.imgur.com/vvmJdPJ.gifv

(https://i.imgur.com/QYwhfeg.png)
Triplicate
Your staff attacks get divided into three projectiles, increasing your area of attack.
Requires a staff.

[
% Chance to pass through Enemies
% Total Damage
]
Preview:
https://i.imgur.com/ZRzkhez.gifv

__________Tier 3: __________

(https://i.imgur.com/KucXHEF.png)
Magic Gems
Throw a set of magical gemstones at your opponents, releasing the stored tempestuous energy.
[
Projectile(s)
2.5 Meter Radius
Cold Damage
Lightning Damage
]
Preview:
https://i.imgur.com/hraF1OO.gifv

(https://i.imgur.com/3nk9EOr.png)
Sever Minds
A shocking, darkened blast, which shatters the minds of nearby foes into pieces.
[
Affects up to x targets
Energy Leech over 3.0 Seconds
Vitality Damage
]
Preview:
https://i.imgur.com/yHt5KGg.gifv

(https://i.imgur.com/uRCLoJw.png)
Conjured Steel
Expert sorcerers are able to masterfully imbue all sorts of items with magic, even steel-crafted weapons.
Requires any weapon that is not a staff.

[
+% Physical Damage
% Weapon Base Damage becomes Elemental
]

__________Tier 4: __________

(https://i.imgur.com/3DyGZAE.png)
Infinite Reach (requires Cone of Flames from Tier 2)
Your spell has now an extended reach, allowing it to travel much further than usual.
[
+% Burn Damage
Fire Damage
]
Preview:
https://i.imgur.com/YQ6TLV5.gifv

(https://i.imgur.com/Q1qkHMQ.png)
Ice Blockade
Form a wide, slow-moving wall of frost energy, damaging anything that passes through it.
[
Frostburn Damage over 3.0 Seconds
Cold Damage
% Slower Movement for 3.0 Seconds
]
Preview:
https://i.imgur.com/b7vQ1Sr.gifv

(https://i.imgur.com/qACPxME.png)
Electrostatic Veil
When the situation calls for it, create an electrical veil around you, granting new energy to fight despite the hopelessness.
Remains active while health is low.
Cannot be dispelled.

[
Activates when Health drops below 20%
4.0 Second Duration
+% Total Damage
+% Total Speed
+ Energy Regeneration per second
Lightning Retaliation
% Lightning Resistance
% Energy Leech Resistance
]

__________Tier 5: __________

(https://i.imgur.com/z1TX0HS.png)
Intense Frost (requires Ice Blockade from Tier 3)
Freeze the opponents that cross your frost barrier on the spot, and increase the frost damage of your spell.
[
+% Frostburn Damage
Seconds of Freeze
]

(https://i.imgur.com/0wXLTgW.png)
Bouncing Plague (requires Rot Zone from Tier 2)
Whenever Rot Zone inflicts damage, it will throw poisonous bolts towards the enemies near you, extending the plague’s area of effect.
[
Instant Poison Damage
Vitality Damage
% of Attack damage converted to Health
]

(https://i.imgur.com/8xBMxDb.png)
Inner Turmoil (requires Sever Minds from Tier 3)
Intensifies the blast of Sever Minds with elemental damage, and leaves the psyches of your enemies in shambles.
[
Fire Damage
Lightning Damage
Seconds of Skill Disruption
]

(https://i.imgur.com/knsgZdW.png)
Archmage's Cloak
Those who understand the root of magic itself can utilize its power to increase their stamina and vitality alike.
[
+% Health
+% Energy
+% Defensive Ability
]

__________Tier 6: __________

(https://i.imgur.com/whFd4TL.png)
Magma Barrier
Make magmatic stones rise from the ground, blocking the path of your enemies and burning them with intense heat.
The aura does not activate if there is no enemy nearby.

[
Health
Energy
]
Preview:
https://i.imgur.com/bnFZ7xC.gifv

(https://i.imgur.com/bszYzk5.png)
Outburst (requires Electrostatic Veil from Tier 4)
Release stored lightning energy to blast all nearby enemies, draining their energy and causing severe electrocutions.
[
6.0 Meter Radius
Electrical Burn Damage over 3.0 Seconds
% Energy Drain (% of lost Energy as Damage)
% Slowed for 3.0 Seconds
]
Preview:
https://i.imgur.com/2c4pA9K.gifv

(https://i.imgur.com/LHTMkWl.png)
Horror
Make fear and doubt arise in hearts of your victims, crippling and preventing them from counter-attacking.
[
6.0 Meter Radius
Reduced Resistances for 4.0 seconds
% Chance of Fumble attacks for 4.0 seconds
% Chance of Impaired Aim for 4.0 seconds
]
Preview:
https://i.imgur.com/PqLBj0K.gifv

(https://i.imgur.com/AhYJ0ui.png)
Physical Ward
Upon taking damage, there’s a chance that a defensive ward forms around you, protecting you physical and piercing damage.
[
% Chance of Activating
10.0 Second Duration
+% Defensive Ability
% Chance of 100% Physical Resistance
% Chance of 100% Pierce Resistance
]
Preview:
https://i.imgur.com/zvAy8gR.gifv

__________Tier 7: __________

(https://i.imgur.com/p7hFlg8.png)
Elemental Dominion
Merge the power of storms, blizzards and volcanos into a single, powerful aura that empowers you with unthinkable elemental power.
[
3 Active Energy Cost per Second
10.0 Meter Radius
+% Elemental Damages
Elemental Damage
Elemental Retaliation
75 Energy Reserved
]
Preview:
https://i.imgur.com/HQ55TOj.gifv

(https://i.imgur.com/dlgpPBw.png)
Magical Catastrophe
In an attempt to produce the most powerful magic technique, fuse the power of all schools of magic into a singular, powerful pulse of arcane power, disintegrating everything in range.
[
10.0 Meter Radius
Burn Damage per Second
Frostburn Damage per Second
Electrical Burn Damage per Second
Poison Damage per Second
Vitality Decay per Second
Fire Damage
Cold Damage
Lightning Damage
Instant Poison Damage
Vitality Damage
% of Attack damage converted to Health
]
Preview:
https://i.imgur.com/46mz7eS.gifv
Title: Re: [WIP] More Masteries Mod - WNG
Post by: efko on 21 October 2018, 23:26:56
Just wanted to say this looks very interesting. Keep it up WNG :D

(If you needed this post reserved, tell me to remove mine)
No worries, you're good.

Also thanks for the support, I appreciate it a lot.
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?
congrants on your project!

the chaos mastery looks fun! alot of bleeding and vitality dmg :D

im wondering , will be the undead will be a weakness to the mastery ? since they absorve alot of main dmg used?

Probably. I'm not sure of how much of a threat the Undeads will be right now. After multiple playthroughs I will be making adjustements if it is needed.
but its good i think, each mastery could have its cons and pros :)
Cool looking,my  ;D friend,very good so far!
Do you plan to add some pets  to your masteries so far ?
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.
Man, I really love a good backstory for a mastery and the spell descriptions are powerful and dramatic and really drive home the mastery theme. Just the flavor text for a skill can get me really pumped up to play!

Keep up the powerful creative writing for the skills!
Just the flavor text for a skill can get me really pumped up to play!

Definetly ^^ Glad you liked those flavor texts so far.
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.

Cool ,i am a  pet person ;D

Split topic was done and I made small change on topic subject so had to manually fix it for all posts. WNG will make post for each mastery so all masteries will be included in his original topic, and later this will be merged with original topic.
Unfortunately I failed and its not possible to be done what was expected, so it is decided with WNG to remove posts, and to let 1-10 masteries to be better organized, like you see now.
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 24 October 2018, 00:08:40
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?
Title: Re: [WIP] More Masteries Mod - WNG
Post by: sauruz on 24 October 2018, 01:16:51
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 24 October 2018, 02:52:14
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?

The way I pictured it is they would be weaker than usual pets, but more numerous. They would be fragile to massive AoEs, like maybe Hydra's breath. However, since they are on a low CD, you can easily recover your army. Basically, their strenght is to overwhelm your ennemies.

And of course, the mastery would come with some nice auras to keep them strong  8)

The intent is to make feel the Petmaster different to play and be true to the playstyle at the same time.
Title: Re: [WIP] More Masteries Mod - WNG
Post by: nargil66 on 24 October 2018, 05:13:32
Nice, sounds like the Necromancer in Diablo 2. Upvoting for the idea  :D
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 24 October 2018, 13:33:24
Nice, sounds like the Necromancer in Diablo 2. Upvoting for the idea  :D

Booooouh stop figuring everything out :)
Title: Re: [WIP] More Masteries Mod - WNG
Post by: sauruz on 24 October 2018, 15:02:16
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

sounds fun! so the pets will have low cd , good attack and low duration/ hp? thats it ?

The way I pictured it is they would be weaker than usual pets, but more numerous. They would be fragile to massive AoEs, like maybe Hydra's breath. However, since they are on a low CD, you can easily recover your army. Basically, their strenght is to overwhelm your ennemies.

And of course, the mastery would come with some nice auras to keep them strong  8)

The intent is to make feel the Petmaster different to play and be true to the playstyle at the same time.

OKay, is that i was seeing. will be fun :D

off topic : @ about D2 skellies, at one point they will be pretty immortal  >:D :o
Title: Re: [WIP] More Masteries Mod - WNG
Post by: nargil66 on 25 October 2018, 01:09:05
Booooouh stop figuring everything out :)
Sorry  :-X
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 25 October 2018, 02:45:51
Booooouh stop figuring everything out :)
Sorry  :-X

No worries, you guessed right. :P

(https://i.imgur.com/H52xi0H.png)
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 30 October 2018, 20:13:54
Geomancy Mastery is completed! Give a look at the first posts to see it. Thoughts are appreciated.
Title: Re: [WIP] More Masteries Mod - WNG
Post by: sauruz on 30 October 2018, 21:20:32
when i fist saw geomancer title, i was wondering about fire caster type.

Gladly im wrong, it looks like  a very mellee theme , really liked that ! :)
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 30 October 2018, 22:16:12
when i fist saw geomancer title, i was wondering about fire caster type.

Gladly im wrong, it looks like  a very mellee theme , really liked that ! :)

Yea, I did not wanted to recreate the vanilla masteries under new names. It's meant to be unique and different. Glad you like its look. ^^
Title: Re: [WIP] More Masteries Mod - WNG
Post by: nargil66 on 30 October 2018, 22:43:20
Whoah, so fast! Very tanky looking mastery.
Title: Re: [WIP] More Masteries Mod - WNG
Post by: WNG on 31 October 2018, 23:11:15
Thanks nargil ^^

On the top of the masteries, I also to decided to add a couple of things inside.

Title: Re: [WIP] More Masteries Mod - WNG
Post by: Prosoro on 31 October 2018, 23:36:59
The feature list grows! Nice ideas WNG, I'm particularly interested to see the 2nd and 3rd additions  8)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 09 November 2018, 01:43:09
Been working for a while on the pets from Necromancy, and now I am exhausted at the look of it (at least for now  :P). They feel good to play with and I'm looking forward to test them in a real environnement.

For the curious, here is your typical Necromancer's army :
(https://i.imgur.com/JKt9tQs.jpg)

Then I took a break and  been working on some cool custom effects, and among those one I was particularly proud of. It's an aura that includes the three elements. Will look very nice on a mage toon.

https://imgur.com/9xBxg2P
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Prosoro on 09 November 2018, 08:22:38
Dude that elemental aura is sik!  :)) Very unique
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 09 November 2018, 08:25:38
Agreed, it looks impressive!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 09 November 2018, 10:12:08
nice hat he got over there :D
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 09 November 2018, 11:50:10
Nice to see that you like it ^^

Sauruz, yes the skeleton wizard always wears a cool-looking hat.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 November 2018, 03:09:53
Finally finished Necromancy... this is for you, petmancers.

https://titanquestfans.net/index.php?topic=754.msg7515#msg7516
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 15 November 2018, 04:23:09
Finally finished Necromancy... this is for you, petmancers.

https://titanquestfans.net/index.php?topic=754.msg7515#msg7516
Maybe to add something like confusion, stun or petrify or something like that in % for active aura for Necromancy.

Also about Chaos Mastery for Accelerated Demise it should not affect telkines, titans and some other special powerful monsters/heroes. Imagine killing final Hades in 1 second.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 15 November 2018, 10:07:18
Also about Chaos Mastery for Accelerated Demise it should not affect telkines, titans and some other special powerful monsters/heroes. Imagine killing final Hades in 1 second.
It won't, bosses are almost immune to health reduction.
Nice work WNG, keep it up.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 November 2018, 22:08:05
Finally finished Necromancy... this is for you, petmancers.

https://titanquestfans.net/index.php?topic=754.msg7515#msg7516
Maybe to add something like confusion, stun or petrify or something like that in % for active aura for Necromancy.

Also about Chaos Mastery for Accelerated Demise it should not affect telkines, titans and some other special powerful monsters/heroes. Imagine killing final Hades in 1 second.

Yes, Accelerated Demise is specifically a mob-clearing tool. If bosses were susceptible to life reduction, it would be a pretty lame mechanic.

Also about Chaos Mastery for Accelerated Demise it should not affect telkines, titans and some other special powerful monsters/heroes. Imagine killing final Hades in 1 second.
It won't, bosses are almost immune to health reduction.
Nice work WNG, keep it up.

Thank you kindly.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 25 November 2018, 21:54:39
Halted a bit the making of the new mastery to focus on other side features from the mod : new heroes and new items to fit the needs of the new classes. I also figured I would make in sort all uniques and MIs make a unique sound when they fall on the ground (just like the formulas and artifacts do) so we never miss them.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 December 2018, 01:42:30
Archery mastery is done, wich means 4 masteries out of 10 are completed. They will still need lots of playtesting and number tweaking though.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 17 December 2018, 04:02:33
About Dragon Arrow, is 3m radius expossion default for all levels or it will increase with lvls? In Archery from Masteries mod Explossive arrow is the best weapon to play game http://www.masteriescalc.wz.cz/TitanCalc.asp.31.html
So maybe you should follow proved example as very good, set energy cost to not be high, or to increase with levels, about 10 seconds recharge, fragments on higher levels and chance to pass through enemies.
Also since Raptor Hunter is a bird, and its mastery related with bow and arrows, so maybe it should be renamed to some hunting bird, or some bird monster from legends.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 December 2018, 05:49:12
About Dragon Arrow, is 3m radius expossion default for all levels or it will increase with lvls? In Archery from Masteries mod Explossive arrow is the best weapon to play game http://www.masteriescalc.wz.cz/TitanCalc.asp.31.html
So maybe you should follow proved example as very good, set energy cost to not be high, or to increase with levels, about 10 seconds recharge, fragments on higher levels and chance to pass through enemies.
Also since Raptor Hunter is a bird, and its mastery related with bow and arrows, so maybe it should be renamed to some hunting bird, or some bird monster from legends.

I tried to follow a logic model in the skill showcase : when a value is specified, it is the same for all the levels. The 3.0 Meter radius is indeed for all the levels. I like the idea of a strong arrow you can only use once in a while.

About the bird's name, I didn't gave it much thought to be honest. If you would have a better suggestion, I guess it is welcomed.

On another note, the next mastery I will work on is Lifegiving. This will be the art :
(https://i.imgur.com/YdBQAmF.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 December 2018, 04:46:33
Been working a lot on the secondary features of the mod recently.

Included new artifacts to the lootables, both for the early and late game, wich will later be used as regeants.

Added new animal relics, such as Behemoth Jawbones, Bear Claws and Human Blood.

Introduced a bunch of new affixes, and some of them also include unique and fun skills.

You could say that those three changes will make farming more tedious, and to you I answer :
Too bad, those small things are too fun to create Ż\_(ツ)_/Ż

Will soon resume the making of Lifegiving.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 December 2018, 01:29:56
Lifegiving is finally completed. With that out of the way, I believe I will be doing more playtest during the next few days and fix unbalanced skills.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 31 December 2018, 02:34:44
As usual my point of view and first impressions  :P

Godly Presence - tier 2: I see problem with this if energy is burned. Maybe is better to make it to reserve energy percentage and maybe some -% of health regeneration instead of energy per second? Player may go with items based on bonuses from this skill so there will be problems while playing, especially if player is not much experienced, so if he have items he will miss for sure to notice that he is missing some items because of item requirements.

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 December 2018, 03:10:56
As usual my point of view and first impressions  :P

Godly Presence - tier 2: I see problem with this if energy is burned. Maybe is better to make it to reserve energy percentage and maybe some -% of health regeneration instead of energy per second? Player may go with items based on bonuses from this skill so there will be problems while playing, especially if player is not much experienced, so if he have items he will miss for sure to notice that he is missing some items because of item requirements.

This is a very legitimate critique! I really never thought of it, and I think the change you suggested is more suitable. Thank you a lot. :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 18 January 2019, 04:39:00
Well, some stuff has been going on recently. Been working a lot on it and getting near the end of the mastery-design part, after wich I'll have to do the playtesting and fine-tuning.

With that said, there will probably no more news regarding the mod until the last 3 masteries have been finished. Mostly because the studies will kick in soon enough, also nobody seems to give a flying falafel about the mastery showcases, so I'll save the time doing these for something else, maybe further working on the mod itself.

In short, I'll see you again eventually. I say take care.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 18 January 2019, 15:20:26
also nobody seems to give a flying falafel about the mastery showcases, so I'll save the time doing these for something else, maybe further working on the mod itself.

In short, I'll see you again eventually. I say take care.

Thats isnt 100% truth, most of time people check the work in progress in quiet, prefering waiting when the mod hits on testing phase.

So far you are doing a creative job doing the new masteries, well the best always show in the end :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: mvlad954 on 18 January 2019, 16:22:32
Well, some stuff has been going on recently. Been working a lot on it and getting near the end of the mastery-design part, after wich I'll have to do the playtesting and fine-tuning.

With that said, there will probably no more news regarding the mod until the last 3 masteries have been finished. Mostly because the studies will kick in soon enough, also nobody seems to give a flying falafel about the mastery showcases, so I'll save the time doing these for something else, maybe further working on the mod itself.

In short, I'll see you again eventually. I say take care.
That is not true!I am intersted in the mod and I did follow progress,but without commenting or replying or anything like that.The masteries are pretty original,esspecially Aqua mastery,wich will probably be my first mastery,combined with either Necromancy or Time(though there are still 2 masteries to be revealed),because I always wanted to see how an aquamancer class(however you want to call it)plays in an arpg(quite ironic,since I cant swim).Not sure if it will be my favorite mastery though.I rather Necromancy(I always liked those kind of classes).Anyway,if you want to post some updates go ahead.If you want to save time and finish the masteries,again,go ahead.I follow progress regularly(though I check on the forums daily).
About the masteries,will Barbarism be similar to Chaos or one will be tanky while the other one will be more berserk?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 18 January 2019, 18:23:51
Thats isnt 100% truth, most of time people check the work in progress in quiet, prefering waiting when the mod hits on testing phase.
I think many players underestimate their own influence on the modding process. Trust me, a modder can get alot of fuel from simple comments or any kind of feedback. Talking from experience.
WNG, just keep going. I told you what I think about the rest.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: mvlad954 on 18 January 2019, 18:47:59
Thats isnt 100% truth, most of time people check the work in progress in quiet, prefering waiting when the mod hits on testing phase.
I think many players underestimate their own influence on the modding process. Trust me, a modder can get alot of fuel from simple comments or any kind of feedback. Talking from experience.

I have not thought of it that way,not until now.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Prosoro on 18 January 2019, 21:45:13
Trust me, a modder can get alot of fuel from simple comments or any kind of feedback

^Indeed this is true, can confirm.

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 19 January 2019, 01:04:19
Even if I play Immortal Throne version, I follow your progress, probably can't try it, and it will be like that for some time, but observing it and sharing my point of view about every mastery. Its normal part to be demotivated during working for months on some project, but excluding others to participate in your masterpiece is only making a barier between you, your work and everyone who is following your progress.  :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Bumbleguppy on 21 January 2019, 04:44:46
No one cared about my mod for literally years.

sauruz found it at about 3 or 4 years into development I think. So your biggest fans probably haven't even picked up the game yet. :)

So many people that chimed in on the forums that had ideas I used have been gone for 5 or 6 years. I miss them. It was good to see mountainblade again, though :D

The guy that did Paths mod? He was my "student" in game modding this game because all the truly smart people had moved on like Munderbunny and ASYLUM101.

Good times.

Keep at it WNG, we can have it good or we can have it fast. Not both :D

Besides, what will you do once you are done? Make it last, it's good times.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: treborx555 on 16 February 2019, 10:16:45
As a cold mage enthusiast, i'm eagerly awaiting the water mastery!

Made acc just now
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 16 February 2019, 13:57:25
Welcome to the forum  ^-^
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 16 February 2019, 21:23:10
Sorry for being fed up earlier. An update regarding the mod is long overdue. Also, many thanks @treborx555! I have a playtester trying it right now (though as a melee character) and she's liking it a lot. ^^

So since last time, I've been working on the Time mastery. It is nearly done, I only need to finish its pet skill before posting its preview on this board.

Recently, I've been mostly working on including new items and affixes. In total, there is 117 prefix files and 125 suffix files. Also, every mastery will have a unique suffix that drops on jewelry, that includes a bonus fitting the mastery and bonus point(s) to a random skill in the mastery. That makes 20 affixes per mastery, and this for all 3 difficulties, and for all 10 masteries. In total, it's another 600 more suffix files.

Also, I am working on adding loads of new items. I want to make all damage types viable on all types of weapons and on all stages of the game, more leveling items, obnoxious items, in short, I want a huge variety of items. Take a look at this.

(https://i.imgur.com/eam5RAc.png)

Those items are currently available, but I intend to add a lot more. Anyways, I'll post back when Time mastery is finished.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 17 February 2019, 12:59:41
Thats alot of new stuff added. New items looks nice, keep up bro! I'd never have the patience to make 600 skill affixes...
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 19 February 2019, 01:07:06
Thanks for the kind words. I will keep it up, for sure  :))
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 24 February 2019, 04:41:39
Time Mastery has been completed. It took much longer than it should have, because I'm growing more and more busy as the time goes. This means it will take a while before I make any major progress on this mod, if any.

Sure thing is it will be released at some point, since it got too far into production to be cancelled. Can't really estimate when it could be released.

Next mastery to the list is Science mastery. This will be a mastery that will benefit mages and users of Lightning and Poison damage.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 19 March 2019, 12:37:15
Small update.

Nothing concrete to share for now, other than Science mastery is halfway done, and that Chaos/Lifegiving have received valuable playtest time, which means they are getting close to their final version, as in they will be released this way but may receive fixes if needed.

Also, a bit of new items and heroes have been added. I think of adding a third secret passage.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 19 March 2019, 15:58:16
great news :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 26 March 2019, 01:34:43
Small update.

Began to work on the first Monster Legendaries. I came to the conclusion that I won't make one for every monster, and monsters will only have one each, except if I make a set. So far, only Gigantes and Arachnos will have a set. No need to mention that those items will be super rare, and that one that cares for its sanity should NOT attempt to farm them. They only drop in Legendary difficulty too. Look at the first ones I made below. **Requirements are not 100% accurate on the screenshots.**

Tigerman (Tiger King's Honor Guard)
(https://i.imgur.com/t6BnCPF.png)
(https://i.imgur.com/Yiol3u3.jpg)

Fjord Ichthian (God Freezer)
(https://i.imgur.com/R08cZjs.png)
(https://i.imgur.com/JpM6Bgd.jpg)

Gorgon (Petrified Cuffs)
(https://i.imgur.com/pJRunSJ.png)
(https://i.imgur.com/CRBQbEL.jpg)

Dragonian (Darkwyrm Harness)
(https://i.imgur.com/TetBOdK.png)
(https://i.imgur.com/9sw5YX3.jpg)

Regarding the masteries, I halted the skill creation and kept on making new items, hero monsters and doing extended playtesting. It is much less tiring to do and easier to consolidate with my college schedule.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Prosoro on 31 March 2019, 09:32:45
Great custom items there WNG, the re-colouring detail is well done and the last two especially give me Diablo 2 vibes  :D  Also like that the stats are generous but not too over the top - more in keeping with vanilla in a way. 

Some critique: Perhaps consider changing the item text colouring? That dull red is difficult to see
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 March 2019, 21:06:58
Great custom items there WNG, the re-colouring detail is well done and the last two especially give me Diablo 2 vibes  :D  Also like that the stats are generous but not too over the top - more in keeping with vanilla in a way. 

Some critique: Perhaps consider changing the item text colouring? That dull red is difficult to see

Thank you. In-game it doesn't look as bad but could use some improvement perhaps. I wanted to keep a darker color like the MIs, that hasn't been taken and that is readable. There was some dark-blue and black IIRC that were awful (obviously.) I could certainly try to find a more fitting color.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 07 April 2019, 13:14:33
Weekly update.

Implemented Arachnos', Ratman's and Dune Raider's monster legendaries, along with a few new heroes.

I am strongly considering adding a secret passage that features the members of the forum, accessible with keys scattered around the map.

Also balanced a great number of the skills in many masteries.

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 13 April 2019, 06:30:48
Weekly update.

Added more Monster Legendaries and Uniques. Nearing 100 new custom items added.

Can't advance on masteries until I finish other more serious college-related projects. Adding items is the best I can do currently, but it's progress nonetheless.

As mentionned earlier, I'm thinking of adding a secret passage featuring the members of the forum. Can't quite begin its creation right now, but I will certainly add it when time comes. If you want to be in it, let me know under which monster you want to appear.

Working on adding descriptions to all skills from Ragnarok items (which previously had none.)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 20 April 2019, 03:44:26
Weekly update.

Added a lot of items to play with. Officially broke the 100-items barrier.

Began to design the secret passage quest. It is planned to require more efforts than Primerose to finish.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 26 April 2019, 02:18:57
Early weekly update.

The busy weekend ahead suggests that I'll have little time to work on the mod, if any.

Rest assured though, multiple changes regarding ALL masteries are in the working. Depending of the mastery, the changes will be small or huge. Will tell more about those once anything practical is done.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: anl93 on 30 April 2019, 08:39:50
More summoner classes please :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 30 April 2019, 16:29:42
I know people love pets. I will surely try to give a good place to petmancers.

If that's any consoloation, there will be more items that grant pets. Might make the game chaotic, but I'll see.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: anl93 on 30 April 2019, 20:05:03
I know people love pets. I will surely try to give a good place to petmancers.

If that's any consoloation, there will be more items that grant pets. Might make the game chaotic, but I'll see.
one or two petmancer classes should be suffice i think and yes i agree its hard to make a balanced pet master class. either game became very easy or challenging.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 02 May 2019, 01:18:15
I've been working on new stuff lately, but wouldn't feel comfortable by pushing anything further without asking your feedback. It's really important for me.

This is the pile of new items so far, there's 100+ in there. And it grows quickly ^^
(https://i.imgur.com/J6tpuQK.jpg)

I've played with pet items, and made one that makes you feel like the Spider Queen. The spiders throw sticky web at enemies too.
(https://i.imgur.com/z309u6a.jpg)
(https://i.imgur.com/8Xrkisk.jpg)

New leg armor with casting speed.
(https://i.imgur.com/ldUYKKb.jpg)

A cool-looking torso armor, probably was intended to be used by satyrs by the devs, but was trashed. I revived it!
(https://i.imgur.com/ZfQN0HJ.jpg)
(https://i.imgur.com/4oxXJ0Y.jpg)

A great ring for petmasters.
(https://i.imgur.com/3uy8DX8.jpg)

A beautiful shield with a hardy-like aura.
(https://i.imgur.com/TR04ych.jpg)
(https://i.imgur.com/QXX240M.jpg)

A knife for speed >:) I can think of many uses for this one...
(https://i.imgur.com/pG8j2mb.jpg)

The red crest of hypnos :0
(https://i.imgur.com/ONNzoxJ.jpg)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 02 May 2019, 10:28:34
Nice pile of itens you got over here W.N.G :)

I like the Flagbearer torso looks.

About the spectral spiders summons, since they are 3x of then , maybe reducing their size ? For what i can see in the picture they are same/bigger than 1sts Satyrs. Hows they moviment speed ?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 03 May 2019, 13:01:10
|'>'|/
After discussing it more clearly, WNG and I have decided to expand my role in the creation of Shadow Champions, I'll be more invested in balancing the values of skills and items, as well as playtesting of what we add and change (also proofreading). Only from theoretical side, I can't actually implement it into the game myself :p. There are a lot of changes and additions coming, to make it fresh, but still true to the original tq we all love, making sure it's really something we can be proud of, share and enjoy for a long time.

We're in for an overhaul of all masteries, lots of brainstorming ahead. Hopefully we can provide more updates soon to get a wider view of what needs fixing from your perspective. Perhaps skill presentations in video form too, look forward to it.

After implementing the most crucial changes as well as 9th and 10th masteries, the mod will require more feedback from people, if it would interest any of you, please contact WNG directly or write it here, it would be very appreciated as well as necessary for overall making it less biased and enjoyable for all playstyles / mod difficulties. WNG will be sure to include an item or a hero monster in your honour ^u^

Cheers
~Tor
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 03 May 2019, 13:47:17
Yes, as Torstein said, lots of stuff is in the working and many more updates regarding the masteries are to come. We'll make sure to make all of them compelling and balanced.

Nice pile of itens you got over here W.N.G :)

I like the Flagbearer torso looks.

About the spectral spiders summons, since they are 3x of then , maybe reducing their size ? For what i can see in the picture they are same/bigger than 1sts Satyrs. Hows they moviment speed ?

I'm glad you liked them ^^

I don't recall tweaking the spiders' scale or speed  ???. It should be the same as Arachne's spiders.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 03 May 2019, 14:30:01
I'm glad you liked them ^^

I don't recall tweaking the spiders' scale or speed  ???. It should be the same as Arachne's spiders.

ah okay, they are semi fasted then :)


 im keepting my eye in your´s work/progress. If i finish my project fast enought, iam happply to help you in testing/feedback
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 08 May 2019, 00:55:51
~Another update and a question:

The general overhaul is progressing well, we're almost at 4/10 masteries. The ideas behind each mastery will stay the same (except for archery, which is going to support more than bows), however many skills have already been re-planned. The mastery bar will be extended to 7 tiers, and with that each mastery will have more skills to choose from. It should allow for more diversity within each tree.

It's worth mentioning that beside adding new items, Shadow Champions will also revisit all of the existing ones, that includes buffing, nerfing, changing/fixing the drop rates, and implementing skills onto items. New stuff is kewl, but so is making the trash drops not so trashy.

The secret passage has gotten some progress too. The keyholders are well-hidden, and might be a bit tricky to deal with.

So here's the question: what sort of skill would you like to see on an item? Includes all:
-MI / uniques
-granted / proc / pets

It could be a skill from the vanilla masteries, from a monster/boss, or something fancy.
Would gladly see some of your ideas, just remember to stay within the realm of sanity, i.e. no summons 3 dactyls (like a certain Tor likes to suggest)
Do mention it's utility and why you want to see it in action :3

Example : A legendary shield with lvl 5 Trance of Empathy, so that I can have an army of reflective skeletons :>

- Tor & WNG
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 08 May 2019, 13:05:01
3x ideias from top of my head

Plague fist- unique skill : Venon poll ( cast a poison cloud that decrease your enemys poison resistance and deals dot dmg), the skill visual could be the Arachne poison cloud but with more radius our melinoes blood pool but in green  colour.

Scepter of the Shadow King- unique skill - Vengence ( in every AA have a % to sumon a shadow warrior to fight at your side for 3-5 secs), the skill visual effect is a skelleton/zombie with a dark glow ( assisn/warfare type)

Soul Feast- Unique skill - The never ending hunger - In every 20-30 secs in every attck have a chance to cast a huge aura that drains hp/mana from enemys near your.


Why those skils ? Hard to explain but , 1st will make those unique be more interesting and 2nd will help sustain your build path
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 08 May 2019, 19:50:06
Plague fist- unique skill : Venon poll ( cast a poison cloud that decrease your enemys poison resistance and deals dot dmg), the skill visual could be the Arachne poison cloud but with more radius our melinoes blood pool but in green  colour.
Green, poisonous blood boil with -res sounds nice indeed. Maybe it would fit better on the axe Pytho/Scorpion's Tail spear? What do you think?

Scepter of the Shadow King- unique skill - Vengence ( in every AA have a % to sumon a shadow warrior to fight at your side for 3-5 secs), the skill visual effect is a skelleton/zombie with a dark glow ( assisn/warfare type)
Make it into a Key of Elysium? Haha, I think the scepter is amazing as it is, but more pet-summoning items are a must ^^;

Soul Feast is a very low lvl item, but something like Spirit Thief with life/energy leech could work well, perhaps on a staff?

Thank you sauruz for the ideas
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 08 May 2019, 22:17:44
Green, poisonous blood boil with -res sounds nice indeed. Maybe it would fit better on the axe Pytho/Scorpion's Tail spear? What do you think?

Scorpion Tail fits better indeed, i only looked at blugeons so far

Make it into a Key of Elysium? Haha, I think the scepter is amazing as it is, but more pet-summoning items are a must ^^;

Key of Elysium can summon a elysium spirit hero, but i think the game needs more option to summon some evil guys :p

Soul Feast is a very low lvl item, but something like Spirit Thief with life/energy leech could work well, perhaps on a staff?

Ups i complety forget it was low lv, another melle weapon type can work, staff mhm, the skill suits better for melle users

Thank you sauruz for the ideas

My pleasure! When i got more free time i will get more ideias
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Prosoro on 09 May 2019, 02:02:05
Interesting ideas  :)

Imo low level unique items like Plague Feast, Soul Feast, Teslos, Smiths Hammer etc need a buff/skill to be more useful. We seem to shrug off the early game in favour of late game but itd be good to have more options here.
Dunno about you guys but I get bored of using a Deathweavers Legtip, obtained super easily from the Fetid Lair, which can easily carry me right though to act 3  :P

An idea I had - The Labyrinthine set: add a charge skill like the minotaurs have to one of the pieces ..or a chance to cast the ground fury skill they use


Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 09 May 2019, 15:54:51
We seem to shrug off the early game in favour of late game but itd be good to have more options here.

An idea I had - The Labyrinthine set: add a charge skill like the minotaurs have to one of the pieces ..or a chance to cast the ground fury skill they use

That is true, but I think most spend a larger portion of their playtime in the 'endgame'. It's improbable to make each and every item useful, so I'd say it's better to focus more on higher level items, and do the necessary ones in normal difficulty. I like the idea of rediscovering the game this way, when we change the trash drops. You'd normally not even bother picking some up, because you know they're useless, so I want to see something like Abyssal set drop, and no longer run past it or get disappointed ^^

Ahaha, I was going to suggest adding it to either Kinslay or Bracers of the Minotaur, Barbarism's Earthshock. Labyrinthine set could use something special too, nw.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 10 May 2019, 01:09:55
We definetly want skills on unique items to be more common, so your character has a complete arsenal to work with >:)

It will take a while to add one to so many items, but it's worth the hassle if you ask me.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 16 May 2019, 15:20:38
So as many of you may or may not know, the Atlantis expansion is causing a lot of trouble to us modders who had work from pre-Atlantis. For that reason, I'm not implementing anything more until I the devs do something about the issues.

Besides, we're now 3 working heavily on the overhaul of vanilla/new items and the masteries as well.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 16 May 2019, 17:48:15
Does Atlantis affect game users who doesn't have Atlantis? What I mean here is that it is not a must to have mods for Atlantis for now, so maybe focus of you guys should still be on Ragnarok and AE without Atlantis?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 16 May 2019, 18:10:54
Does Atlantis affect game users who doesn't have Atlantis? What I mean here is that it is not a must to have mods for Atlantis for now, so maybe focus of you guys should still be on Ragnarok and AE without Atlantis?
The problem seems to be in the game update itself and not the new content. I tried uninstalling atlantis dlc and the same issue happened.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 16 May 2019, 18:17:40
Does Atlantis affect game users who doesn't have Atlantis? What I mean here is that it is not a must to have mods for Atlantis for now, so maybe focus of you guys should still be on Ragnarok and AE without Atlantis?

Atlantis dlc updated/changed the base game files/directory, i tried my mod only with ragnarok , it have issues that cannot solve , the same as Atlantis. In fact most of mods dont work.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 16 May 2019, 19:16:09
Yes, for example, my brother who plays the AE without both Ragnarok and Atlantis still could see some new changes that the update brought up. Currently it's a mess, but hopefully it will be cleared soon.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 May 2019, 00:46:12
Hmmmm...

(https://i.imgur.com/RSsNxi1.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: botebote77 on 28 May 2019, 01:08:21
i just checked your 1st page and i see you made archery separated from spears.. i agree with this.. for a long time i never got why they had to merge bow and spear in 1 mastery.. now you gave archers a wide array of bow skills to choose from, even elemental archers.. i think this is more interesting this way
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 28 May 2019, 02:21:42
i just checked your 1st page and i see you made archery separated from spears.. i agree with this.. for a long time i never got why they had to merge bow and spear in 1 mastery.. now you gave archers a wide array of bow skills to choose from, even elemental archers.. i think this is more interesting this way

Ah well I wouldn't trust the first post so much now, considering the sheer amount of changes planned for all the masteries. Among other things, Archery will also include throwing weapons. Worry not, elemental archers is something we want to see happen ^^

But yes, we definetly want to aim for larger build possibilities, thanks to reworked gear and diversed skills.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 13 June 2019, 14:37:01
Been quite a while already. I suppose I should let you know what's happening.

The number of new items is growing bigger. We aim at offering the most variety possible, and I think we are good at it ^^

About the masteries, the last two masteries are close from being finished, and the other eight will also have their reworks completed. After a step of final verification, the changes will be made and published here (updating the showcase posts) and after this we will begin the beta-testing.

I expect all of this to take at MOST one month.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 21 June 2019, 17:10:03
Update time :>

We are glad to say, that all masteries have been reworked "on paper", including the 2 which haven't been fully revealed yet. That includes new skills, reworked and rebalanced skills, and flavour texts. That said, Necromancy and Geomancy have had their fixes and new stuff implemented, and are almost ready to be playtested. You can expect their mastery posts to get updated sometime next week (gifs of skills included).
Friendly reminder, that playtesting will begin quite soon, we are still looking for helpful hands.

I'll also take this opportunity to showcase a few of the new items:

Poison and cold based bow with high pierce ration and debuffs:
(https://i.imgur.com/rNKssv2.jpg)
Intelligence-based shield with reflect, elemental damage and retaliation
(https://i.imgur.com/NreYGrP.jpg)
Dex-based chest armor with versatile stats
(https://i.imgur.com/agPc0oJ.jpg)
Now for the Monster Legendaries:

Nixie circlet designed by yours truly:
(https://i.imgur.com/AwqpjEM.jpg)
And my personal favourite:
(https://i.imgur.com/bsFHcZO.jpg)

~ Tor & WNG
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 21 June 2019, 17:56:29
The itens looks very well done in terms of visuals and stats  ^-^

Kept it up !
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 June 2019, 16:45:40
The first rework is now ready to be seen here, Necromancy! : Here (https://titanquestfans.net/index.php?topic=754.msg7515#msg7516)

What to expect in the reworks :

Multiple other reworks are nearly done and will be displayed here as well and have their posts updated. The next reworks to be posted here will be Geomancy and the two unrevealed masteries here.

On another note, Torstein began reworking the vanilla items to bring more balance into the game. By upgrading the weaker ones and nerfing the stronger ones, we hope to make every item interesting.

Lots of work is still ahead before the beta, but we are sure you will enjoy the result despite the wait :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: soa on 27 June 2019, 20:44:18
Intelligence-based shield with reflect, elemental damage and retaliation
(https://i.imgur.com/NreYGrP.jpg)
What is Frost retaliation ? You also have Cold retaliation and Frostburn retaliation, just wondering. Maybe it's just a flat/% thing.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 June 2019, 21:35:22
Intelligence-based shield with reflect, elemental damage and retaliation
(https://i.imgur.com/NreYGrP.jpg)
What is Frost retaliation ? You also have Cold retaliation and Frostburn retaliation, just wondering. Maybe it's just a flat/% thing.

Oh, Cold Retaliation. The modifier didn't had a text tag yet, I had made one and input "Frost" instead of "Cold". Silly mistake on my part.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: botebote77 on 27 June 2019, 21:38:23
i have a question also.. what is %retaliation? as far as i know, retaliation is flat damage.. so for %frostburn retaliation for example, % of what flat damage?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 June 2019, 21:45:05
It's a % increase of retaliation damage. Not used in the vanilla game afaik.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: botebote77 on 27 June 2019, 22:01:31
Not used in the vanilla game afaik.
so you are planning on making a skill that grants flat frostburn retaliation? hmm interesting.. especially if it also slows
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 01 July 2019, 01:26:31
Geomancy rework completed! With a bit of luck, tommorow I might release Science's skilltree and reveal the last mastery.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 01 July 2019, 16:49:23
I like Sharpstones Veil effect  8)

Geomancer looks like solid  tanky mastery option  ^-^

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 02 July 2019, 01:17:20
Science mastery is now completed. Next and last mastery is now Witchcraft.

If we keep working at this pace, we will be able to begin the public beta earlier than we imagined.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 03 July 2019, 05:01:54
Witchcraft is now published. I'm very excited to see the mod progress so fast, I can't wait to begin the beta.

Also a small thanks to Torstein and her Shadowsonic for the very useful GIFs. ^_^
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 05 July 2019, 02:59:56
Chaos is now fully reworked. Now that we are halfway done with the reworks, me and Torstein are slowly preparing for that playtesting. I hope to count you in :D

It's important to remember than while those reworks aim at improving the masteries, nothing is set in stone yet. As in a lot can change during and after the playtest beta.

Another thing we are working very hard on is the rework of the vanilla items. We want to rework many of them to put them all on a even playing field. Our goal is to implement half of our changes before the demo.

Next mastery to be reworked is Time. It will be published in the next few days here like the others.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 08 July 2019, 02:10:28
Time has been reworked. It has suffered the most changes, and it surely was a difficult, long rework. I'm glad to see it finally done. Make sure to check the visuals of the skills, I think they are my favorites. ^^

On the side, we have created our first rings and amulets MIs. Yes, you read this right. The goal behind it is to offer more options for those slots instead of the same legendary pieces and encourage farming on forgotten enemies of the world. Enemies like Harpies, Sprites, Scorpos and Jarnvidjas will now be worth farming.

(https://i.imgur.com/HM6meAM.jpg)

As the beta becomes ready, we are finishing other details as the mastery affixes and swapping the bonus points on unique items to skills from the new masteries.

Next rework is Barbarism.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 08 July 2019, 13:13:51
Time mastery looks sexy! The colour on mastery painel is litle to dark, might be hard to see the skill number points (in my opinion)

For once i tough The Feather talisman  was a upgraded monster charm, its cool to, more green options is always welcome than purples
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 13 July 2019, 00:23:19
Barbarism's rework is now completed and part of the mod, including many more adjustments and new items. Only two reworks left before the playtesting! ^^
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 July 2019, 01:41:08
The rework of Aqua mastery is published, and with it comes loads of new items and many more adjustments to vanilla items as per usual. The collection grows bigger, I'm impressed myself :D

(https://i.imgur.com/z4NMPiK.jpg)

(https://i.imgur.com/miba0js.jpg)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 15 July 2019, 02:34:43
clap.gif

Stunning fxs :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 July 2019, 14:03:57
Thanks for the compliments sauruz :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 21 July 2019, 03:22:11
Archery is completed and released. Lifegiving will be updated tommorow, and the beta will then finally begin, at last! ^^
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 21 July 2019, 16:08:40
Lifegiving mastery is published and completed, which means the beta is now ready to begin!

The development of Shadow Champions began approximately a year ago, and since then suffered a lot of changes. The mod still has a long way to go before being 100% completed, but we feel like now is a good time to let people try it out to point out the issues more easily and tweak balance more reliably. It will also grant us valuable feedback regarding what players liked the most and what they want to see changed. This is why we are releasing a beta-version for anyone willing to try and join the testers' team.

What does the beta include so far?

What we plan to work on:

There's so much more that we want to add and change, so if you are interested, please say so here or contact me directly to be invited to our private Discord server, where we can assemble feedback and report bugs all at one place.

- W.N.G. & Torstein

(https://i.imgur.com/PTUgv0Y.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 21 July 2019, 16:28:37
Hell yeah! You did it! Congratz bro :D
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 21 July 2019, 17:26:08
Thank you  ;D

It's nice to see it alive at last!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: botebote77 on 21 July 2019, 22:58:14
hey I'm in a stretch of about 2 weeks where i don't think i can play.. i also don't have discord.. but if you can maybe PM me the download link, i think i can beta test.. in about 2 weeks that is

just one thing

  • New secret passage, starring mod contributors and playtesters as guardian bosses
i don't need this :)
not that kind of gamer
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 22 July 2019, 02:25:01
Having Discord really makes it easier, but I'll make an exception just for you ;)

Also, you don't want to be credited? :0
I can't let that happen! Maybe you would prefer an item in your effigy?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: botebote77 on 22 July 2019, 02:29:39
Also, you don't want to be credited? :0
I can't let that happen! Maybe you would prefer an item in your effigy?
let's talk about that 2 weeks from now.. i assume beta testing is still not over by that time lolz
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: fingolfin on 22 July 2019, 14:09:18
Hin

I would be interested in plat testing your mod.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 22 July 2019, 14:15:32
Check your private messages then :) Thank you in advance
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 03 August 2019, 04:14:22
I haven't published any news since the playtest announcement. I felt like I could give a small taste of what we've been working recently. New items, balancing fixes, the usual. Something new that we have initiated is the Formula Makers.

This new type of merchant sells around 2 or 3 scrolls that act like a regular arcane formula, except they only require one reagent (chosen randomly, depending on the act/difficulty) and they produce a formula. This is to make the process of finding the needed formulas much less painful than before.

(https://i.imgur.com/18EgUB5.jpg)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: treborx555 on 03 August 2019, 14:27:07
Posting here in case you miss the private message. I want to be in the beta/discord, thanks!

On another topic, what would pair well with an Aqua mastery as main dmg source? Seems witchcraft is good cus it 1/3rd of it are cold spells. Or some supporting mastery like time/life
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 03 August 2019, 16:18:05
Yes I didn't missed it only I was a bit busy... I will make sure to invite you right now :)

If you want to be a pure caster with Aqua, I would suggest Withcraft or Time. Necromancy could also be worth to look into.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: undefind on 09 August 2019, 01:36:36
im completely lost. where is the download link at?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 09 August 2019, 02:55:37
It's not shared publicly; it's reserved to those who take part to the beta. Basically, anyone who volunteers to try the mod is welcome to join in our discord server (to gather easily all feedback, bug reports and such). When you join, you immediately have access to the download link.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: undefind on 09 August 2019, 03:07:01
i wanna try it!

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 09 August 2019, 03:07:45
Great! ^^

See your private messages on the forum.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 August 2019, 13:56:36
The beta testing is currently making progress. We are slowly catching and fixing bugs, making improvements to the vanilla game and add the features we want to see added. The Formula Dealers are now dispatched around the world and most relics and charms went through an overhaul.

Currently, the artifact reworks are in the working, as well as a bonus modifier to all masteries, plus the usual : more items, more enemies, etc.

Finally, the secret passage as seen some progress. It will not be easy to gain access to it, but it will certainly be worth the effort.  ;)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 30 August 2019, 02:03:26
Update time  :)

Most artifacts have been reworked now (including their completion bonuses). The next items to be reworked are set items.

Also, we decided to include more to the mod package for the official release, such as many difficulty variants of the mod and a small website that would display all new items, charms, artifacts and even loot locations with handy filters. I called it : SC-Database. It's going to be local only (as I'm not feeling like paying for online hosting) but will do the work neatly.

I can't wait to share more with you :D

Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 06 September 2019, 20:57:43
Thanks to nargil66, we could make a new MU that only a few will ever hold. ^^

(https://i.imgur.com/cViNBj0.jpg)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: BuZaGi on 14 September 2019, 17:28:43
Hello
I only create this account only for testing this mastery mod can so can i join your discord??
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 September 2019, 00:10:42
Hi! Yes I will invite you at once. Thank you for your interest.

Since last update, many things have been done and lots are planned. Here are the headlines.

- A (hopefully) final look at masteries is currently in process
- Custom sounds when selecting a mastery are in the works
- The new secret passage is about 50% completed (and it's looking great)
- Lots of new MIs added, mostly jewelry
- SC-Database is almost finished; the only missing things are the (loads of) upcoming items and their locations/drop rates detailed
- Fight the Shadow Champions?  ???

I will try to share a screenshot of the database later this evening when I get home.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 15 September 2019, 03:40:21
Here's the current look of the DB. It imitates the TQ-DB layout with a nice night theme.

(https://i.imgur.com/x6HSP7U.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 27 September 2019, 02:16:32
Made a big step in the mod's progress:


I look at what there is left, and I will try to estimate a first release date soon. I believe there won't be a need to eternize the Beta Testing too much... which is good.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 06 October 2019, 00:59:21
I officially decided that, along with a full item database, the mod will also come with my own Calculator application. I felt like many players like the Vanilla calculators, hence making my own was my duty!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Medea Fleecestealer on 06 October 2019, 09:33:53
That would be wonderful WNG.  I often wish that there were calcs available for mods so you can play around with them as you do for the main game. 
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 October 2019, 01:26:01
The mod has made a lot of progress. What's new :


Also, have a look at the new MI jewelry here, there's some for all acts (even more to come!) :
(https://i.imgur.com/jUXy4XA.png)(https://i.imgur.com/rjDcYQt.png)(https://i.imgur.com/7iTe8bf.png)(https://i.imgur.com/O1ngdSs.png)(https://i.imgur.com/vnYtGSO.png)(https://i.imgur.com/Qu8CEFf.png)(https://i.imgur.com/GeaFaOO.png)(https://i.imgur.com/KrkUhSb.png)(https://i.imgur.com/Fb9k0pB.png)
(https://i.imgur.com/HWZBuKq.png)(https://i.imgur.com/CstT0JD.png)(https://i.imgur.com/URpZFq8.png)(https://i.imgur.com/xj0U6Cf.png)(https://i.imgur.com/EanlTIE.png)(https://i.imgur.com/u4s0NE9.png)(https://i.imgur.com/djrXZ7Y.png)(https://i.imgur.com/SegHZNO.png)(https://i.imgur.com/veWn7If.png)(https://i.imgur.com/iRDEXMN.png)(https://i.imgur.com/ojgYylF.png)(https://i.imgur.com/KaYLzfu.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: hgius on 17 October 2019, 19:18:26
Hi WNG

can i get a discord link / download link of the mod

thanks!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 October 2019, 21:32:19
Yes, it would be very nice to have you with us.

Look at your DMs.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: minecraft_hunger_games on 18 October 2019, 22:40:28
Hello WNG!

May I get a download link for the mod? I would really like to try it :D

Thank you in advance!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 19 October 2019, 01:38:36
Yes, it has been sent at your DMs.

Made more progress on the calculator. I report it here because I've spent hours on it already and it already drained all my energy.  It's rewarding, but exhausting at the same time. The more it goes the more I find it time-consuming.

The class selection screen (it's both ways, not sure why I did it like that but here it is)
(https://i.imgur.com/Meb7iAg.png)

The tree screen (very early, currently no mastery bar or attributes counter)
(https://i.imgur.com/7jSS4Ak.png)

Also, the mod will probably not be released without it, along with the completed item database and change log.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 20 October 2019, 02:44:45
I need to vent a little because I'm so excited about today. It literally took me hours to make skill dependancies and skill modifiers work on the calculator. But now, they do. Or so it seems...

Little note to anyone who's into coding : don't look at my code. You'll get an aneurism because of how unoptimized and sketchy it is. But hey, at least it works. Or so it seems...
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Medea Fleecestealer on 20 October 2019, 09:16:51
Congratulations on getting it to work WNG.  ;D
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 30 October 2019, 23:27:47
The recent overload of work has made any progress impossible recently. I should still be able to find some time during the weekends to invest into it.

I also decided that I'll officially start working on a new series of tutorial that shows how to create new skills and masteries. It will be long to do, but I hope it will motivate some people to go out of their way and try this exciting adventure.

This has nothing to do with the mod itself, just explaining why there might be slower news. But it is still under work!
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 31 October 2019, 00:52:46
No worries

Its great news, that will be a "How to creat your mastery" series , im totally see new stuff incoming from that!

Anyway, kept with aweeesome content :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: efko on 31 October 2019, 04:07:46
Tutorials are always welcome :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 16 November 2019, 00:50:00
Long time since last update, considering I was very busy with schoolwork...

Among many general improvements, I started implementing unique rogue dungeons : they are fun, perfect to challenge your builds and are a great area to farm MIs and uniques. There will be one per act (except Atlantis, or at least for now.)

There are some rules related to them :

Here are the key bitmaps :

(https://i.imgur.com/OwExckG.png)(https://i.imgur.com/oLCJ4j7.png)(https://i.imgur.com/AHruFgq.png)(https://i.imgur.com/a68NNwc.png)(https://i.imgur.com/txRs2TW.png)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: sunnysideup886089 on 16 November 2019, 07:12:15
can I have a link too?
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 16 November 2019, 13:23:54
can I have a link too?
I've sent an invitation to you directly on discord.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Creo on 21 November 2019, 12:38:00
Hello

Can i have a link discord/mod?

Thanks
Title: Re: [WIP] More Masteries Mod - WNG
Post by: sunnysideup886089 on 21 November 2019, 20:56:12
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

agree agree agree and agree
Title: Re: [WIP] More Masteries Mod - WNG
Post by: mvlad954 on 23 November 2019, 20:12:45
Quick question for everyone : I am planning to make a mastery very interesting to Petmasters. With it, I am hoping to refresh the Petmaster experience.

I was thinking of making it a more active gameplay. Instead of keeping buffing your pets, you keep summoning them... and build an army of epic proportions.

Thoughts?

agree agree agree and agree
Try Necromancy mastery.
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 30 November 2019, 04:58:08
Update time!

The mod is coming to Steam very soon, certainly somewhere in December. We feel like the balance is getting better and that it is now time to introduce Shadow Champions to the TQ community. We haven't decided on a ETA yet, and probably won't, so as soon as we are ready, you will be let known.

Currently, we are working on :

What's promised for the first release :

We also promise updates that will include :

Only a few more weeks before Shadow Champions goes live. I hope you try it out when you can :)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 07 December 2019, 20:25:11
|'>'|/
A bit of news regarding the difficulty settings of SC and the soon-to-come release.

I'm afraid we won't be able to fully complete the Atlantis rework before the first release, but we will try to do as much as we can. You can expect the leftover work to be included in an update not too long after the initial release.

We have decided not to include an xmax version nor the 6-players one, and we discourage you from requesting it. Instead what we will offer is 3 difficulty variants which will provide extra challenge for more demanding players, each with suitable rewards, of course. They won't increase the number of mobs, but will give handicaps to the player, as listed below. The 2 harder versions will change the resistance cap to 85%.
I won't mention the boss and hero reworks which in itself should prove a bit more challenging. No content will be exclusive to difficulty variants.

Lux - the base setting won't change much and is the one you should probably start with.
Umbra - small resistance penalty (elemental and pierce), increased potion and scroll CD, more exp but less exp regained after dying, tougher enemies, more loot and higher chance for better loot
Abyssus- bigger resistance penalty (elemental, pierce, physical, secondary), further increased potion and scroll CD, even less exp regained after dying, much tougher enemies, more loot and higher chance for better loot
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 17 December 2019, 00:20:21
Hello!

This might be the last entry before the official release of Shadow Champions. Here are the news:


Finally, some preview of reworked boss fights. I hope you find it interesting.  :)

(https://i.imgur.com/mDAYue4.gif)
(https://i.imgur.com/CBFm9k6.gif)
(https://i.imgur.com/N2pWLst.gif)
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 26 December 2019, 20:56:12
The time has come.

Shadow Champions is officially going to be released tomorrow! That doesn't mean all work is done, but we're comfortable calling it a real deal. Tomorrow afternoon you'll be able to download SC through Steam Workshop, forum, or our Discord (the link to which is included below). We both feel a bit exhausted after many months of working on this project, so we'll try to enjoy a small break from it. Thanks to everyone who has kept on following this project, it would have taken much longer without the beta testing and your help. Special thanks to @sauruz , @mvlad954 , @nargil66 , @Endymion |'>'|/

Also, if you are interested, MrFae agreed to stream this mod either next Monday (30th December) or Tuesday (31st December). It will be a nice occasion to see the mod and also end the year.

https://discord.gg/82e7dAz (https://discord.gg/82e7dAz)

- WNG & Tor
Title: Re: [WIP] Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 28 December 2019, 03:15:01
Hello!

It is now finally available on the Steam Workshop, downloadable here : https://steamcommunity.com/sharedfiles/filedetails/?id=1949340853

We hope you like it very much! It was very tough to get this far.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Anuchyfilm on 29 December 2019, 04:09:32
Congrats to all of you!
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 29 December 2019, 04:54:02
Thank you  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 31 December 2019, 01:55:09
Hello WNG. There is a possibility of have a link for this mod for those who doesn't have a Steam account?

Thank you and Happy 2020 !!!

:)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 December 2019, 03:10:44
There's one on the main post now. Doesn't it work?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 31 December 2019, 03:15:13
There's one on the main post now. Doesn't it work?

No, unfortunately. My account on MEGA is free. Thanks anyways.

Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 December 2019, 04:05:08
Mine is too, I don't see the issue... should I upload it elsewhere? What would suit you best?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 31 December 2019, 04:35:19
Mine is too, I don't see the issue... should I upload it elsewhere? What would suit you best?

If its not a problem for you, could you sent me via pm?

Or, via Nexus? Nexus is a site that have mods for many games, including Titan Quest.

 
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 December 2019, 04:54:23
It will be dropped in your DMs in a few moments.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 31 December 2019, 20:16:08
It will be dropped in your DMs in a few moments.

Hello, sorry for the late reply. I tested it and it works like a charm. I can see that is a very detailed work. Thanks for your work and all the people's work that helped to make this mod.

I wish a fantastic 2020 to all here on the Titan Quest Forum. May the new year brings more fun with this great game.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 02 January 2020, 03:45:06
Version v1.012 : https://mega.nz/#!NIlHHQza!HX3TTe_pVOI2OecqUaFs2sI068FClEzTDtJ1ISPTdcc

Fixes some more bugs and removes difficulty variants until further notice for easier implementation of next patches.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 10 January 2020, 03:21:27
Hello!

In case some of you didn't heard about it, MrFae will realize a stream of SC this saturday, the 11th January. This stream will be special because a special giveaway will be organized to obtain an exclusive item, and only a few lucky people will be able to get it! For more information, look at his presentation video.
https://www.youtube.com/watch?v=UauFEucQPNc

Also, a new update will arrive in some days. It will add several improvements and bugfixes that were discovered after the release, along with a handful of new items. I want to thank everyone who recently contributed and played the mod so far, too :)

The rogue dungeons will appear in a further update. More info about it when the time comes...
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: nargil66 on 10 January 2020, 14:25:39
Muahahaha, this is hilarious... it really looks like him ;D Nice job bro.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Mausi on 10 January 2020, 15:33:22
Downloaded your mod today and my Maniac is in Tegea atm.
Good work! I like it!

Edit:

Found this, but don`t come in. Its at the end of the coast after megara...Can i ignore it?
(https://s19.directupload.net/images/200110/en2assh4.jpg) (https://www.directupload.net)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 10 January 2020, 19:05:47
Thanks to both of you for the kind words :)

Downloaded your mod today and my Maniac is in Tegea atm.
Good work! I like it!

Edit:

Found this, but don`t come in. Its at the end of the coast after megara...Can i ignore it?
(https://s19.directupload.net/images/200110/en2assh4.jpg) (https://www.directupload.net)

It is the location of a future Rogue Dungeon. For now it's closed but will be reopened in a future update.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 26 January 2020, 04:03:56
It's been a while since last update...

The next patch will come soon. It will contain a sheer amount of bugfixes and gameplay adjustments. We are currently making sure that everything works fine and adding the final bits to it. One can expect changes to all masteries, reworked MIs, reworked relics, bugfixes, pathing issues resolved and some improvements too.

Once this patch goes live, we will start focusing on adding more content : the promised Rogue Dungeons, more items, creating the uncompleted Atlantis artifacts, and some more goodies and surprises that I am sure you will enjoy.

So, in short : new patch will come soon. It is big, very big, but will greatly improve the mod. The changelog is a bit painful to look at @_@
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 01 February 2020, 23:51:01
It's with great pleasure that I announce that the patch will be made available tomorrow.

Looking forward to hear everyone's thoughts ^^
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 05 February 2020, 13:04:03
Hello WNG, is there a possibility of a link for the new update for non-Steam users?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Torstein159 on 05 February 2020, 14:08:30
Version 1.12
https://mega.nz/#!gMMynYrI!LH51sU3HsCck5wosZ8o1kiL-P-wzzDATXKpi8-u0zIY (https://mega.nz/#!gMMynYrI!LH51sU3HsCck5wosZ8o1kiL-P-wzzDATXKpi8-u0zIY)

@Diego982
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Diego982 on 05 February 2020, 15:40:14
Version 1.12
https://mega.nz/#!gMMynYrI!LH51sU3HsCck5wosZ8o1kiL-P-wzzDATXKpi8-u0zIY (https://mega.nz/#!gMMynYrI!LH51sU3HsCck5wosZ8o1kiL-P-wzzDATXKpi8-u0zIY)

@Diego982

Thanks  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 08 February 2020, 13:08:33
After this version v1.12, the next version will include more bugfixes, adjustments and a handful of new items. There will also be more progress done on Rogue Dungeons. It shouldn't be as big as the last version and should come earlier. More news about its release date soon.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Dolgar on 19 February 2020, 17:51:10
This mod is awesome. My skellies army is ready to conquer the world !

And thanks to have thinked about non Steam users. The mod works with Gog version without any problem  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Vellior on 06 March 2020, 20:04:31
Hi,
Could you upload the file elsewhere?
My friends and I want to play the mod, but Mega is awful....
Thank you  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 11 March 2020, 00:02:44
Hi,
Could you upload the file elsewhere?
My friends and I want to play the mod, but Mega is awful....
Thank you  :)

Hi, sorry for the late reply.

Right now, I am working on the final details of the next update so it becomes available during the weekend; life has been slowing me down and I insist to release it as soon as I can.

I can upload the mod on another platform (why though) once I'm finished with the update.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 16 March 2020, 02:17:00
New update is live, v1.2 brings new items and improvements. I'll also try to aim for smaller but more frequent patches in the future.

https://mega.nz/#!tAtVGIqY!ivJaYewVvZg_Y-hFi0Wj4Fubudx7vYDJIOV_25iiTQY
https://gofile.io/?c=aGKHwg
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 23 March 2020, 00:48:14
v1.21 is available. It's rather small patch considering it came only 1 week after v1.2. It brings some new items, bug fixes and balance changes.

Next up, along with any necessary bug fixes, the clear of my time will be invested on the Rogue dungeons. You should expect them next patch. More info about them soon :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 31 March 2020, 12:43:40
Progress on SC's rogue dungeons :

The maps of 2 RDs are finished, 2 of them are well under way and one of them is very early still. They are progressing rather quickly despite the amount of efforts and time required. I've also started working on their loot tables and their unique enemies; RDs shouldn't offer exciting yellow/green items, but a lot of MIs, charms, formulas and even uniques. We also decided to include one optional and special quest in each dungeon. The reward will take the form of something permanent and worthwhile for the character instead of simple loot and bonus XP.

In case I hadn't mentionned, you can re-attempt those an unlimited amount of times as long as you get a new key every time you wish to enter. They should prove themselves good farming spots in general.

I can't estimate when they will be ready for launch, but it is safe to assume it will take at least 2 more weeks. I'll try to share my progress then.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 18 April 2020, 21:25:44
The Rogue dungeons are under way and have made good progress. In the next week, they should be fully playable. Then, with some more adjustments, the patch will be released shortly after.

It's coming soon!
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 11 May 2020, 19:03:49
The wait has been quite long, but the new patch should be available as soon as tomorrow.  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 12 May 2020, 23:43:34
The update is now live : https://mega.nz/file/UBFkEKhC#w2SRLAm7yFowO6hZLsip7h39KugsgTec3leT_fQpeJE

A small hotfix will follow in the next days to fix any issues found in the first few days.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 29 May 2020, 14:56:07
A decent amount of progress has been done on the North and Atlantis Rogue dungeons. Additionally, 4 new skills will be added to all masteries (big thanks to soa for this :D)

The progress will slow down however, because I'll soon need to plan to move out and lead on other important work. The progress will remain somewhat steady despite that.

More news about the new content when there's enough to show.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Arbuzas13 on 26 July 2020, 17:26:41
How about version 1.4 for non steam users?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Tauceti on 20 August 2020, 19:47:54
What do you think of increasing the monsters density (say 2x) ?
Shadow Champions would even be better.

That said, i have a lot of fun playing your mod WNG  ;)

Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 20 August 2020, 22:34:49
@Tauceti It was requested a few times and I remain firm on not doing it. There's a lot of reasons for it, and I will recover some of the answers I gave to a user on Steam :

1] It's often requested because it makes the game "harder". But does it? You arm enemies better, but you also arm yourself better with all the extra levels.

2] SC already greatly increased the drop rates of MIs, and I know most people use Xmax-like mods to make farming less time-consuming. Not to mention that SC also speeds up the farming by other means.

3] Xmax would trivialize the farming of the new MUs. This would, from my point of view, defeat their purpose of being extra rare, almost trophy items.

4] Lots of enemies (bosses mostly) have been improved overall. It will mostly show on someone's first self-found playthrough.

5] A new secret passage, rogue dungeons, secret bosses : SC already adds new interesting end-game challenges to the game.

6] Because of the reasons listed above : SC is not TQ. While something works in TQ, it doesn't necessarily apply the same in SC. Different masteries, reworked items; there's simply too much differences to list them all.

7] New difficulty settings were planned before but were later removed. If I am to reintroduce them, it will not increase the amount of enemies, but rather increase their health, damage, and other miscellaneous details like scroll and potion cooldowns and even more punishing resistance penalities in Epic and Legendary (including on Physical resistance!)

As a side note, glad to hear you like the mod.  :)
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Tauceti on 23 August 2020, 00:27:01
1] It's often requested because it makes the game "harder". But does it? You arm enemies better, but you also arm yourself better with all the extra levels.
I agree those extra levels help up to mid-end epic. Afterwards, the build is finished with or w/o xmax, and therefore more monsters make the game harder on legendary.

Quote
2] SC already greatly increased the drop rates of MIs, and I know most people use Xmax-like mods to make farming less time-consuming. Not to mention that SC also speeds up the farming by other means.
3] Xmax would trivialize the farming of the new MUs. This would, from my point of view, defeat their purpose of being extra rare, almost trophy items.
Ok never mind. A good balance of drop rates is, as you said,  an important feature and i guess difficult to achieve.

Quote
4] Lots of enemies (bosses mostly) have been improved overall. It will mostly show on someone's first self-found playthrough.
It was a good surprise to find quest bosses harder than TQ Vanilla.

Up to now, i am only experiencing various masteries on normal mode. About lifegiving, the archangel ability Blessing seems erratic, the CD is 8s but does not trigger at will when the archangel or the toon are injured. On the other hand, Transcendence and Set ablaze abilities trigger well.

Edit: From time to time, for some reason, the guardian angel buff disappears whereas the archangel is still there. I can't reproduce this anomaly at will though. When i log out and reenter the game, the guardian angel buff appears as soon as the archangel is summoned.


Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 23 August 2020, 15:36:39
Up to now, i am only experiencing various masteries on normal mode. About lifegiving, the archangel ability Blessing seems erratic, the CD is 8s but does not trigger at will when the archangel or the toon are injured. On the other hand, Transcendence and Set ablaze abilities trigger well.

Edit: From time to time, for some reason, the guardian angel buff disappears whereas the archangel is still there. I can't reproduce this anomaly at will though. When i log out and reenter the game, the guardian angel buff appears as soon as the archangel is summoned.

Sounds weird; I guess I can investigate on that a bit. Thanks for the insight!  ;D
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: xiaorantu on 02 September 2020, 05:00:57
nice job,
it's really nice for new levels, but there's some problems:
1.it's really big,however,there is no respawn point or teleport;
2.when I use “L” to another map,I cannot go back

Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: sauruz on 02 September 2020, 10:39:14
nice job,
it's really nice for new levels, but there's some problems:
1.it's really big,however,there is no respawn point or teleport;
2.when I use “L” to another map,I cannot go back

It is intended, once you go in you cant teleport back, only when you finish the dungeon. That way force the player adapt and remove the feel of being safe in the dungeons.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: WNG on 03 September 2020, 15:04:10
nice job,
it's really nice for new levels, but there's some problems:
1.it's really big,however,there is no respawn point or teleport;
2.when I use “L” to another map,I cannot go back

As sauruz pointed out, those are not problems but rather design choices : the RDs wield greater rewards but will test your character. If your character is not ready, it will not be able to fully benefit the RDs.

Besides, every RD includes a merchant to which you can sell items you do not like for a much better price and restock on potions. Other than that, you need to come prepared and as is.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: André on 14 November 2020, 07:48:19
Hello, where i can find a link for a non-steam version, for the 1.7 version ?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: Medea Fleecestealer on 14 November 2020, 09:06:39
Hello, where i can find a link for a non-steam version, for the 1.7 version ?

See the opening post for the links for both Steam and non-Steam.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: lixiss on 17 November 2020, 19:41:28
Hello, where i can find a link for a non-steam version, for the 1.7 version ?
See the opening post for the links for both Steam and non-Steam.

Non-steam link on mega.nz says "The file you are trying to download is no longer available." for a some time.
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: efko on 12 December 2020, 07:21:28
Is anyone in contact with WNG?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: treborx555 on 25 December 2020, 10:37:52
WNG is active on his discord. I can tell him to check these forums if you need him?
Title: Re: Shadow Champions (Mastery Mod) - WNG
Post by: efko on 05 January 2021, 21:35:02
WNG is active on his discord. I can tell him to check these forums if you need him?
Wish him a Happy New Year in my name.
SimplePortal 2.3.7 © 2008-2024, SimplePortal