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- DEFENSE
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- -Concussive Blow: Stun chance scales with level
- -Adrenaline: adjusted Regeneration Bonus
- -Resilience: added Percental Regeneration Bonus
- -Rally: swapped Armor Bonus for Physical Resistance
- -Inspiration: Total Speed Bonus scales with level
- -Defiance: greatly increased Damage Reflection
- -Shield Charge: Stun Duration scales with level
- -Batter: adjusted Damage and Percentile Damage
- -Colossus Form: Recharge Time decreases with level
- -Unyielding Phalanx: Recharge Time decreases with level, increased Duration, Phalanxmen emit an aura that raises Armor Absorption, Defense Quality, Shield Block, and decreases Shield Recovery Time when standing close to them
- -Perfect Block: adjusted Recharge Time, Duration scales with level, swapped Stun Retaliation for scaling high Damage Reflection
- DREAM
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- -Intelligence increased to +2 per level, Energy increased to +10 per level
- -Trance of Empathy: Damage Converted to Health is flat and scales with level, adjusted Damage Reflection
- -Trance of Wrath: adjusted Electrical Burn Damage
- -Sands of Time: adjusted Sleep Duration, increased Number of Targets, added Mana Burn
- -Psionic Touch: added scaling Petrify chance
- -Psionic Burn: adjusted Electrical Burn Damage and Duration
- -Phantom Strike: Energy Cost scales over all levels, Total Damage Bonus scales more linear
- -Dream Stealer: adjusted Damage (closer to original on high levels), increased Energy Cost
- -Temporal Rift: adjusted Electrical Burn Damage, revoked Petrify Duration nerf
- -Distortion Wave: adjusted Energy Cost, adjusted Slow scaling, adjusted Damage
- -Chaotic Resonance: swapped flat Damage for Percental Damage, removed additional Energy Cost, Recharge Reduction scales with level
- -Psionic Immolation: adjusted Electric Burn and Energy, removed extra Recharge Reduction
- -Dream Image: adjusted Duration, Recharge Time decreases with level
- -Psionic Beam: doubled Projectile Speed Bonus, adjusted Projectile Piercing Chance, added Energy Leech (seems to be working with all weapons, it was actually never staff exclusive to begin with)
- EARTH
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- -Health increased to +28 per level, Energy increased to +12 per level
- -Fire Enchantment: flat Fire Damage Bonus scales gently, removed Burn Damage Bonus, moved adjusted Physical Damage Bonus here
- -Brimstone: removed Physical Damage Bonus, moved adjusted Burn Damage Bonus here with added Duration Bonus, adjusted Burn Damage
- -Stone Skin: increased Maximum Skill Level to 12, adjusted Armor Bonus and Fire Resistance
- -Heat Shield: increased Energy Cost, Duration scales with level, Physical Resistance starts lower and scales with level, adjusted Burn Retaliation
- -Stone Form: adjusted Health Regeneration
- -Molten Rock: greatly increased Fire Retaliation
- -Summon Core Dweller: increased Angle of Attack, adjusted Physical Damage, added Fire Damage, adjusted Physical Resistance, removed Run Speed Penalty on higher levels, Attack Speed scales with level
- -Inner Fire: removed Fire Damage, adjusted Total Speed Bonus and Regeneration Bonus, added scaling Fire Retaliation
- -Wildfire: adjusted Energy Cost, adjusted Burn Damage, adjusted Offensive Ability Penalty Scaling,
- -Metamorphosis: added Piercing Resistance, adjusted Bonus Health
- -Ring of Flame: adjusted Radius, reduced Active Energy Cost to 1, swapped Fire Damage for increased Burn Damage, added Freeze Immunity and scaling Cold Resistance
- -Soften Metal: reworked to cause a Chance to Fumble Melee Attacks and lowers Offensive Ability
- -Barrage: adjusted Burn Damage, increased Energy Cost Reduction
- -Flame Arch: adjusted Fear Duration, Fear Chance scales with level
- -Volcanic Orb: Radius scales with level (because Conflagration isn't doing what it's supposed to)
- -Conflagration: Radius scales on high levels to match VO, adjusted Burn Damage
- -Fragmentation: increased Radius, Stun Duration scales with level
- -Eruption: adjusted Fire and Physical Damage, Duration slightly scales with level, added Offensive Ability Penalty, added Chance for Burn Damage
- -Meteor Shower: just one meteor, lands where you want it, Big (!) Boom, adjusted Physical, Fire, and Burn Damage, reduced Energy Cost, Stun Duration scales with level
- -Fire Nova: reduced Energy Cost, adjusted Burn Damage, removed Impaired Aim, added Fear and Skill Disruption
- HUNTING
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- -Dexterity increased to +3 per level, Strength increased to +2 per level
- -Ensnare: added scaling Total Speed Penalty, kills enemy's Projectile Dodge Chance
- -Barbed Netting: added Chance to Fumble Ranged/Melee Attacks, increased Bleeding Damage
- -Call of the Hunt: adjusted Bleed Damage
- -Marksmanship: adjusted Pierce Damage
- -Puncture Shot Arrows: slightly adjusted Projectile Piercing Chance, now also works with Throwing Weapons
- -Scatter Shot: changed damage back to full Piercing, now also works with Throwing Weapons
- -Take Down: adjusted Pierce Damage and Percental Health Damage
- -Eviscerate: adjusted Bleeding Damage, added Total Damage Bonus
- -Gouge: added scaling Resistance Reduction
- -Art of the Hunt: reduced Reserved Energy
- -Trail Blazing: reduced Reserved Energy, adjusted Movement Speed Bonus
- -Herbal Remedy: increased Energy cost, adjusted Regeneration Bonus, adjusted Duration, added scaling Percental Regeneration Bonus
- -Monster Lure: revoked Health Nerf plus some extra, increased Provoke radius, increased Lure's Energy, added Dexterity Bonus on higher difficulties, Lure can now be placed like the Rogue's Trap
- -Detonate: completely reworked the skill to provide Piercing Retaliation and Damage Reflection to the Lure
- -Finesse: removed flat Offensive Ability, removed Percental Health Damage, Offensive Ability Bonus scales with level, added scaling Dexterity Bonus
- -Spear Dance: reduced Maximum Skill Level to 8, reduced recharge time, adjusted Physical Damage Bonus, swapped Attack Speed Penalty for scaling Slow, removed Fear, added flat Piercing Damage, added Bleeding Damage
- NATURE
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- -Health increased to +22 per level, Dexterity increased to +2 per level
- -Tranquility of Water: provides direct Energy Cost Reduction instead of a Chance
- -Permancence of Stone: adjusted Elemental Resistance
- -Dissemination: increased Distance between Targets, increased Number of Targets (by 1)
- -Briar Ward: reduced Maximum Skill Level to 8, adjusted Thicket's Health, adjusted Pierce Retaliation, added Dexterity Bonus on higher difficulties
- -Stinging Nettle: adjusted Poison Damage and Duration, added scaling Attack Speed Penalty
- -Sanctuary: adjusted Regeneration
- -Call of the Wild: third wolf can be summoned at level 16 (3 is still max), adjusted Base Damage and added scaling Piercing Ratio
- -Maul: adjusted Piercing and Bleeding Damage, increased Bleeding Duration, added scaling Damage Converted to Health
- -Survival Instinct: adjusted Damage Absorption scaling, swapped Damage Bonus for Total Damage Bonus
- -Strength of the Pack: Total Speed Bonus and Energy Regeneration scale with level, swapped Armor Bonus for Percental Defensive Ability Bonus, adjusted Damage Bonus
- -Sylvan Nymph: adjusted Dodge Chance, added Regeneration at about 10% of Nymph's Base Health, added scaling Attack Speed Bonus, swapped Percental Health Damage for Total Speed Penalty, adjusted Basic Attack Damage, lowered Attack Distance so she can get more shots in
- -Overgrowth: adjusted Pierce Retaliation, adjusted Damage Absorption
- -Nature's Wrath: Projectile Piercing Chance and Radius scale with level
- -Plague: slightly increased Spread Radius, adjusted Poison Damage
- -Fatigue: Percental Health Damage stays at 50%, but Chance scales with level, Physical Damage Penalty changed to Total Damage Penalty, adjusted scaling
- -Earthbind: redone the skill to cast an Aura of scaling Duration that does Immobilization, Slow, Defensive Ability Penalty, Physical and Poison Damage
- -Sylvan Protection: this skill changes completely from a Nymph addon to a passive skill for the PC, it provides Damage Resistance versus Beasts, Plants, and Insectoids, Health and Energy Regeneration, and Life Leech Retaliation
- ROGUE
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- -Health increased to +36 per level, Strength increased to +2 per level, added +4 Energy per level
- -Calculated Strike: adjusted Piercing Damage and Percental Damage, increased Charge Decay Delay
- -Lucky Hit: Chance scales with level, adjusted all Damages, Bleeding Damage Duration increased by 1 second
- -Anatomy: adjusted Bleed Damage Bonus, added scaling Percental Health Bonus and Bleeding Resistance
- -Blade Honing: adjusted Pierce Damage, now also works with Bows
- -Open Wound: adjusted Bleed Damage, added scaling Offensive Ability Penalty, reduced Maximum Skill Level to 8
- -Throwing Knives: restored 100% Projectile Pierce chance, adjusted Pierce and Bleed Damage
- -Flurry of Knives: adjusted Pierce Damage Bonus, adjusted Bonus Projectile scaling (1 per level)
- -Lethal Strike: added Maces to list of qualifying weapons, adjusted Physical and Piercing Damage Bonus, reduced Maximum Skill Level to 8
- -Mortal Wound: swapped Poison and Bleed Damage Bonus for Total Damage Bonus, Stun Duration scales with level
- -Disarm Traps: adjusted Damage Bonus and Damage Resistance (DR still caps at 80%, though), added scaling Change to Dodge Melee Attacks
- -Lay Trap: adjusted Trap Damage, Maximum Number of Traps scales with level, increased Attack Speed Bonus and Damage Bonus on higher difficulties
- -Improved Firing Mechanism: adjusted Projectile Piercing Chance, added scaling Trap Health Bonus
- -Envenom Weapon: adjusted Poison Damage
- -Nightshade: removed Poison Damage Bonus, added scaling Resistance Reduction
- -Toxin Distillation: adjusted Poison Damage Bonus (incorporates Nightshade's bonus)
- -Mandrake: restored old Confusion Chance, adjusted Confusion Duration
- -Flash Powder: decreased Energy cost, Recharge Time decreases with level
- -Poison Gas Bomb: adjusted Radius, removed Slow, added scaling Impaired Aim and Chance of Fear, adjusted poison damage
- -Shrapnel: adjusted Bleed and Pierce Damage, Radius and Number of Projectiles scale with level, reduced Maximum Skill Level to 8
- -Blade Barrier: reduced Maximum Skill Level to 8, added 3 extra barriers, Duration scales with level, removed (pathetic) Percental Health Damage, adjusted Pierce and Bleed Damage, added Run Speed Penalty
- -Poison Mayhem: adjusted Bomb Spread and Count, removed redundant Fear and Impaired Aim, added Poison Damage Bonus
- SPIRIT
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- -Health increased to +26 per level, Energy increased to +12 per level
- -Ternion: Projectile Spread reduced, now also works with Bows (because why not)
- -Arcane Lore: Explosion Radius scales more linear, adjusted Projectile Speed Bonus
- -Death Ward: adjusted Damage Absorption, adjusted Health Restored, Duration scales with level, Recharge Time decreases with level
- -Deathchill Aura: adjusted Radius, adjusted Total Speed Penalty, changed Percental Health Damage to flat value
- -Ravages of Time: adjusted Armor Absorption Penalty and Total Damage Penalty
- -Necrosis: adjusted all Penalties
- -Life Drain: adjusted Energy Cost, adjusted Vitality Damage
- -Cascade: increased Range, adjusted Vitality Damage
- -Enslave Spirit: changed Mind Control Duration to flat value
- -Summon Outsider: Summon Duration scales with level, Recharge Time decreases with level, adjusted Elemental Damage of Outsider's attack, decreased Ether Strike Energy Cost
- -Vision of Death: adjusted all Durations, adjusted Total Damage Penalty, Radius scales with level
- -Dark Covenant: Total Speed Bonus scales with level, adjusted Energy Regeneration, adjusted Health Cost per Second
- -Unearthly Power: merged various Bonuses into Total Damage Bonus, adjusted Health Cost per Second
- -Summon Liche King: slightly adjusted Melee and Ranged Dodge Chance, adjusted Spectral Bolt's Vitality Damage, Percental Health Damage and Damage Converted to Health, adjusted Soul Blight's Percental Health Damage and Damage Converted to Health
- -Death Nova: adjusted Vitality Damage, slightly increased Percental Health Damage, swapped Damage Converted to Health for Life Leech
- -Wraith Shell: reduced Maximum Skill Level to 8, adjusted Damage Absorption and Active Energy Cost
- -Arcane Blast: reduced Maximum Skill Level to 12, adjusted Energy Cost and Projectile Count, adjusted Vitality and Elemental Damage, adjusted Slow and Stun duration
- -Spirit Ward: adjusted Damage Resistance and Bonus Damage, swapped Active Energy Cost for Reserved Energy
- -Spirit Bane: swapped flat Bonus Damage with flat Damage Resistance
- -Circle of Power: Duration scales with level, Bleed Damage, Vitality Damage and Life Leech Bonus start lower and scale with level, Radius doubled, adjusted Casting Speed Bonus, gave the Totem Ghost Type Resistances instead of regular Undead Resistances
- -Soul Drain: Vitality Damage starts a bit lower and scales with level (that's it, seems like a good skill to me)
- -Soul Vortex: reduced Recharge Time, Duration scales with level, added 100% Percental Health Damage Resistance
- STORM
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- -Dexterity increased to +1.5 per level, increased Health to +24 per level, increased Energy to +16 per level
- -Spell Breaker: Radius scales with level, changed Physical to Elemental Damage and adjusted scaling, Bonus Damage vs. Magical scales with level, adjusted Energy Cost, increased Maximum Skill Level to 8
- -Spell Shock: adjusted Damage Ratio, adjusted Electrical Burn Damage
- -Lightning Bolt: adjusted Radius, Stun Duration starts higher and scales with level, adjusted Lightning Damage, added Electrical Burn Damage
- -Chain Lightning: adjusted Lightning Damage, Stun Duration scales with level, added Electrical Burn Damage
- -Ice Shard: Slow scales with level, adjusted Cold Damage
- -Velocity: adjusted Projectile Speed Bonus, adjusted Cold Damage Bonus
- -Torrent: adjusted Frostburn Damage
- -Thunderball: reworked the skill to shoot lightning balls (like dragonian mages) that deal Lightning Damage and Stun
- -Concussive Blast: basically still works the same, with adjusted values and increasing Thunderball Projectiles
- -Summon Wisp: changed Wisp's Attack Damage to Electrical Burn, adjusted Thunderclap Lighting Damage, adjusted Thunderclap Stun Duration, Thunderclap Radius scales with level
- -Storm Nimbus: increased Cold Damage and made the chance 50/50 for each (same for pets)
- -Heart of Frost: increased Maximum Skill Level to 12, adjusted Attack and Movement Speed Penalty Retaliation
- -Static Charge: adjusted Lightning Retaliation Damage, Retaliation Chance starts lower and scales with level
- -Storm Surge: Radius scales with level, adjusted Cold and Lightning Damage, can Stun or Freeze enemies with scaling Duration, reduced Reserved Energy to 100
- -Squall: adjusted Radius, adjusted Energy Cost, adjusted Lightning Damage and Chance
- -Obscured Visibility: tiny adjustments to scaling
- -Freezing Blast: another major overhaul, now Freezes and deals Frostburn Damage in an area for a time, no Damage Absorption or similar (looks nice, too)
- -Energy Shield: increased Energy Cost, Duration scales with level, added Defensive Ability Bonus
- -Reflection: adjusted Reflection Chance and Amount, added scaling Chance for (short) Stun Retaliation
- -Arc Discharge: reworked to be a passive buff that provides an Energy Bonus, Casting Speed Bonus, and Recharge Time Reduction
- -Lightning Dash: removed Dodge/Avoid Chance, swapped Lightning Damage for scaling Electrical Burn Damage, removed Chance for Total Damage Bonus and Freeze, added Chance for Stun, added scaling Lightning Damage Bonus and Physical Damage Penalty, added Slow Resistance, removed Recharge Time
- WARFARE
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- -Strength increased to +2.5 per level
- -Dual Wield: Bonus Damage starts lower and scales with level
- -Hew: Percental Bonus Damage starts lower and scales with level
- -Cross Cut: adjusted Bleed Damage
- -Tumult: adjusted Bleed Damage
- -Battle Rage: now deals greatly increased Bonus Damage in exchange for a Defensive Ability Penalty (10 damage per -1% DA), Offensive Ability Bonus scales with level
- -Crushing Blow: Maximum Skill level reduced to 8, now has a scaling chance to do one of the following: Total Damage Bonus, Reduced Resistances, or Percental Health Damage
- -Counter Attack: Maximum Skill level reduced to 8, adjusted Physical Damage Retaliation, Retaliation Chance scales with level, added scaling Chance for Physical Resistance
- -Dodge Attack: adjusted Dodge Chance
- -Battle Standard: provides Percental Offensive Ability Bonus instead of a flat one, Energy Cost scales with level, Standard can now be placed like the Rogue's Trap
- -Onslaught: increased Charge Decay Delay, increased Physical Damage Bonus by 50% (a compromise between old and new)
- -Ignore Pain: adjusted Physical and Pierce Resistance
- -Hamstring: now reduces Attack Speed and Offensive Ability
- -War Wind: adjusted Physical Bonus Damage, Number of Targets starts 1 lower and scales with level, adjusted Energy Cost
- -Lacerate: Maximum Skill Level reduced to 6, added Recharge Time Reduction, adjusted Bleed Damage, now also works with Maces
- -War Horn: Maximum Skill Level reduced to 8, decreased Recharge Time to 15 seconds, adjusted Stun Duration, moved Doom Horn's Percental Health Damage here with adjusted scaling
- -Doom Horn: Maximum Skill Level increased to 8, swapped Percental Health Damage with Physical Damage, added Attack Damage Converted to Health, removed Armor Penalty
- -Ancestral Horn: added 1 extra warrior at level 16+, Summon Duration scales with level, Energy Cost scales with level, Recharge Time decreases with level, gave Warriors Ghost Type Resistances (cause that's what they are) instead of Total Damage Absorption
- -Slam: Maximum Skill level increased to 16, adjusted Physical Damage, removed Percental Health Damage, adjusted all Debuffs, Stun scales with level
- -Lasting Legacy: Ancestral Warriors get Weapon Training, not Bonus Time
- RUNE
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- -Health increased to +28 per level (yes, that is +40%), Strength increased to +1.5 per level, added +7 Energy per level
- -Rune Weapon: increased Charge Decay Delay (2.5 seconds for all levels), adjusted Elemental and Total Damage Bonus, now also works with staves
- -Magical Charge: adjusted Elemental Damage and Retaliation
- -Energy Drain: slightly adjusted Offensive Ability Penalty and Slow scaling, Attack Damage Converted to Health scales with level
- -Sacred Rage: Damage Absorption and Slow Resistance start lower and scale with level, adjusted Energy Regeneration
- -Frightening Power: adjusted Percental Health Damage, adjusted Physical Damage Penalty and Duration scales with level, adjusted Fear Chance and Duration
- -Reckless Offense: Maximum Skill Level reduced to 8, adjusted Dual Attack Chance
- -Energy Armor: reworked to be more like the other shield skills, protects against Life Leech, Energy Leech, Energy Burn, Percental Health Damage, and Skill Disruption, and the shield is non-dispellable
- -Runeword Feather: adjusted Offensive Ability Bonus and Requirement Reduction, added scaling Percental Armor Bonus
- -Runeword Explode: adjusted Use Chance, adjusted Fire and Physical Damage
- -Runeword Burn: Maximum Skill Level reduced to 8, adjusted Burn Damage, Projectile Count and Explosion Radius scale with level
- -Runeword Absorb: adjusted Shield Recovery and Spell Energy Absorption to scale more consistent
- -Thunder Strike: Projectile Piercing Chance starts lower and scales with level, doubled Movement Speed Bonus, Lightning Damage scales with level, adjusted Stun Duration, adjusted Projectile Spread
- -Unleash: increased Electric Burn Damage and Duration, Skill Disruption Duration scales with level
- -Seal of Fate: Stun Duration scales with level, Damage Bonus vs. Devices scales with level and also works against Constructs now, drastically increased Energy Cost (you might consider this one a nerf, but seriously, this is still hilariously strong)
- -Aftershock: I'm tempted to 'adjust' the hell out of it, but I'll just leave it as is
- -Runic Mines: now casts a "rune cross" on the ground (starts at 4 with 2 extra runes per level), adjusted Elemental Damage, adusted Energy Cost, Maximum Skill Level reduced to 8
- -Freezing Mines: added Energy Cost, adjusted Freeze Change and Duration, adjusted Frostburn Damage and Duration, adjusted Slow Chance and Duration
- -Rune of Life: Maximum Skill Level reduced to 8, Duration and Movement Speed Bonus scale with level, adjusted Vitality Resistance, Bleed Resistance, and Strength Bonus
- -Menhir Wall: adjusted Energy Cost, Duration scales with level, Stun Chance scales with level, Wall has 6% Total Damage Absorption per level
- -Guardian Stones: moved stones a little closer together, Recharge Time decreases with level, reduced Energy Cost for Stone's Attack, improved Attack's Range and Damage, adjusted Destruction damage, Destruction Stun scales with level, Stones now benefit from Pet Damage scaling on higher difficulties
- -Rune Storm: increased Radius, adjusted Energy Cost, halved Recharge Time, Duration scales with level, swapped around and adjusted a lot of Effects
- -Rune Field: is now an independent add-on skill like Guardian Stones, summons an actual mine field around you
- v1.1 Changes
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- -reworked all Atlantis skills!
- -reworked Wolves, Lich, and Core Dweller related skills
- -shortened Nymph's attack distance to Long (to make her hit better)
- -Blade Honing works with bows
- -Energy Armor works as intended now, with enemies using the vanilla version (thanks to Bumbleguppy for help on this)
- -swapped stuff around on the Fire Enchantment tree
- -Stone Skin values adjusted
- -decreased Thunder Strike's projectile spread
- -converted 20% of Lightning Bolt/Chain Lightning's Damage to electrical burn, increased stun duration on both by 0.5 seconds
- -added offensive ability penalty and chance for burn damage to Erruption
- -reworked Soften Metal (again)
- -increased duration of Heat Shield, Energy Shield, Herbalism and Rune of Life even further
- -reworked Hamstring
- -buffed the Wisp's Thunderclap a bit more to make up for lost Arc Discharge
- **Thanks to Bumbleguppy and Hector for their feedback and suggestions!**
- v1.11 Changes
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- -actually removed Armor Penalty from Doom Horn
- -added description texts and names for all skills that changed enough to be rewritten (this will be in english regardless of the language you use in your game)
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