Hello everyone!
Lets start with some context. Unlike other archetypes, mages have been neglected in terms of new content for quite a while. There are multiple reasons for this: before new magic could be added, we had to introduce a number of additional mechanics first, which wasnt possible while the focus was on building more important and global systems. It also didnt help that developing new magic requires much more resources than weaponry and utility trees. But now the time has come, and we finally can give magic the attention it deserves. Therefore, meet Electromancy!
We envisioned Electromancy as something in between Pyromancy and Geomancy: its capable of dealing high damage to multiple targets while providing ample opportunities for weakening your foes and manipulating their positioning.
The key mechanic of Electromancy is the so-called Resonance, which can be applied by the ability trees first two spells. This effect in particular distinguishes Electromancys AoE spells from those of pyromancy - they target specific targets rather than set areas, allowing you to affect enemies standing on opposite sides of the battlefield. Lets have a better look at each spells function and the overall structure of the ability tree:
Just like every other magic school, Electromancy includes 14 abilities: 7 actives and 7 passives.
Active Abilities
Jolt
The main Electromancy spell that acts as a foundation for the entire ability tree. It allows you to zap your target with a bolt of electricity, dealing a bit of damage and applying it with the effect of Resonance, which reduces Shock, Control, and Movement Resistances while also increasing Cooldowns Duration. Its a simple spell, but its importance shouldnt be understated - most high tier Electromancy abilities require at least one Resonating target before they can be used. The varied debuffs applied by Resonance make Jolt a great addition even to melee builds, especially if they use one and two-handed maces, spears or just rely on Stuns, Dazes, Immobilization, and Knocking enemies back.
Impulse
Impulse is especially useful to hybrid characters - or when enemies catch you off guard and creep too close for comfort. It deals Shock Damage to adjacent enemies with a chance to Knock them back, applying Stagger if they remain in place. Additionally, it has a chance to apply each affected target with the effect of Impulse - essentially, its a stronger version of Resonance which debuffs the same stats. Other than that, Impulse deals some damage every turn with a chance to Knock enemies back, reducing the possibility of them closing the distance again.
Short Circuit
This spell is one of the main offensive tools available to an apprentice electromancer. It does some damage to all Resonating enemies within Vision - the damage scales with the number of Resonating targets. The spell also has a chance to Daze each affected target. If two Resonating targets are adjacent, Short Circuit deals double damage to them.
Static Field
Static Field is an AoE spell with an interesting twist. The center of its zone of effect isnt a targeted tile, but rather all Resonating enemies - each of them receives a harmful aura of sorts. Each turn, Static Field deals Shock Damage to its main target (and everyone adjacent to it) with a chance to Immobilize. If the main target moves to a different tile, Static Field moves with it. And since damage from multiple instances of Static Field adds up, this spell becomes especially deadly when its targets are huddled up.
Ball Lightning
Casting this spell creates a ball lightning on a targeted tile, which deals damage to anything within a two tile radius with a chance to pull targets towards it. Enemies adjacent to the ball lightning receive slightly more damage, and if you somehow push them into it (or if the ball lightning pulls them in by itself), they receive double damage. Unlike the previously described spells, Ball Lightning doesnt require Resonating enemies to be used, but its duration is increased by a couple turns for each Resonance within Vision.
Chain Lightning
Obviously, we had no other choice but to include this spell into Electromancy. Chain Lightning deals a large amount of damage to a targeted enemy and then jumps towards a nearby Resonating target, damaging it as well. The number of additional targets is limited only by the number of Resonating enemies, although they can be damaged only once per cast. On top of its main effect, Chain Lightning reduces the ability trees active Cooldowns by a couple turns per each affected target. It also has a chance to apply Stagger.
Tempest
And finally, Tempest - the ultimate Electromancy spell. Casting it summons lightning strikes that hit three random enemies within Vision, instantly finishing them off if their Health is lower than 20% (but not if its higher than a certain flat number). The spell hits Resonating targets first. Each lightning strike removes Resonance with a chance to transform it into Stun - the Stun Chance scales with the number of remaining Resonance turns. The bonuses for removing Resonance dont end here: each successfully Stunned enemy summons an additional lightning to strike one of the survivors.
Passive Abilities
Residual Charge
Allows Electromancy spells to enchant your weapon for a few turns, adding Shock Damage to your physical attacks and letting them reduce Shock Resistance on hit. Additionally, natural lightning strikes that occur within Vision grant your character a long-lasting bonus to Electromancy Power.
Potential Difference
Grants Impulse a chance to deal double damage to any target it Knocks back and a chance to Immobilize these targets.
Unlimited Power
Grants different bonuses depending on your characters current energy: each remaining percent of their Max Energy grants a small bonus to Electromancy Power, and each missing percent - a bonus to Energy Restoration.
Conductivity
Conductivity allows Static Field to drain energy from enemies and transfer it to your character, which is invaluable for maintaining your reserves.
Resonance Cascade
Casting Electromancy spells has a chance to activate Resonance on a random non-Resonating target within Vision. If theres no valid target, it has a chance to prolong Resonance duration on a random enemy.
Chain Reaction
Chain Reaction reduces Shock Resistance of every target struck by Electromancy spells - the power of this effect depends on the number of Resonating targets.
Recharge
This passive grants bonus Energy Restoration for each Resonating enemy - killing them reduces Cooldowns Duration and spells Energy Cost. ============= Thats all for now - we hope you liked what you saw! Make sure to stay tuned: in the next devlog well announce the next major updates title and release date. We might also tell you a few things about changes to the magic system and reveal a new ability tree, Magic Mastery. Until next time!
[ 2022-06-29 17:16:57 CET ] [ Original post ]
- Stoneshard Linux [245.94 M]
Stoneshard is a challenging turn-based RPG set in an open world. Experience the unforgiving life of a medieval mercenary: travel across the war-torn kingdom, fulfill contracts, fight, mend your wounds and develop your character without any restrictions.
EXPLORE THE RAVAGED LANDS
- Open World
War always leaves its mark: villages lie in ruins, dungeons are infested with monsters and old roads are abandoned. Travel across Aldor and learn more about its past. - Economy
The wartime economy is ruthless, but it also presents many opportunities: fulfill contracts, hunt for treasure, trade in a variety of goods and travel the land to earn your fortune.
CHOOSE YOUR PATH
- Character Development
Experiment with 100+ abilities and 200+ equipment pieces without any class or level restrictions. Create your very own playstyle! - Enemy Variety
Take part in intense battles against numerous factions. Brigands, abominable cults, the undead - all of them require a unique approach. - Tactical Battles
There is no hand-holding. Only the thoughtful ones shall prevail - plan a few turns ahead, adapt to your surroundings and fully utilize your character’s strengths.
SURVIVE AGAINST THE ODDS
- Health System
Master the simple but deep health system: cauterize bleeding wounds, relieve pain with alcohol and drugs, practice bloodletting and heal your maladies with various concoctions. - Psyche
Different in-game situations have a distinct influence on your character’s mental condition. High morale may turn the tide in your favor when fighting even the most hopeless of battles, while low sanity brings panic attacks and paranoia. - Permadeath
Do you like risk? Then try out the Ironman mode, where every decision is irreversible and your character dies once and for all.
PLANNED UPDATES
- New Content
New settlements, including three majestic cities. New enemy factions: the mysterious Deep Dwellers and the ruthless Hive. Even more activities, equipment, enemies and abilities. - Caravan
Gather your caravan: upgrade it, find new routes and recruit followers - their skills and abilities will surely come in handy. Feeling tired? Return to your camp to hear fresh stories or just rest by the fire. - Devotion
Devote yourself to one of the aspects of the enigmatic deity. But remember: every blessing has
its price. Are you ready to make a pact? - Campaign
To solve the mystery of the Stoneshards, you’ll have to visit dozens of exciting locations, make decisions with long-lasting consequences and slay a number of ferocious bosses. - Alchemy & Cooking
Discover new recipes and experiment with potions and dishes by combining different ingredients.
- OS: Ubuntu 18.04.2
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
- OS: Ubuntu 18.04.2
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
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