Spell refactor update is live on the beta branch!
Notes
Spell Changes - Anything crossed out was removed, anything bold was added
Changes
Bugfixes
Buffs
Coming Next
- This is a really big update! A couple major gameplay changes have been made. The status effect code has been refactored to fix some issues that were cropping up.
- The first major change was to Active Spells. Any spell that has a base cooldown of 0 does not end your turn when you cast it. This is primarily used for contextual spells, such as the Blood Mage's Hemorrhage (reduces Max Health for increased Spell Damage Dealt).
- One reason for making this change was to allow there to be a difference between spells with a cooldown of 0 and spells with a cooldown of 1. These two cooldowns acted the same before, but now a spell with a cooldown of 0 does not end your turn and a spell with a cooldown of 1 does end your turn.
- Another reason was to make these 0-cost spells more appealing to use. Hemorrhage, for exmaple, was a spell I saw myself never really using in my playtests of the game. The incremental spell damage could be good but the cost of using that spell in favor of one of the other more powerful spells was too great. Now as a Blood Mage you can spend your turn using Hemorrhage a few times and then finishing with Infusion.
- The next major changes was to most player classes. I've tweaked some abilities, reworded the descriptions, and changed some interactivity. I go into more detail in the update breakdown. Generally enemies are a bit stronger and players are a bit weaker
- The blacksmith room is still disabled in this update, it's coming back soon though!
- Old saves will not load properly with this new update. I try to prevent this as much as possible, but the base code has changed so much there was no way to salvage old saves.
Spell Changes - Anything crossed out was removed, anything bold was added
- Warriors
- Berserker
- Actives:
- Channel Anger: Grants 35% Damage Dealt 35% Maximum Health and 100 Attention for 3 turns
- Upgrade: Additionally grants 35% Damage Reduction for the duration -2 Cooldown
- Upgrade: Additionally grants 35% Lifesteal 10% Health Regen for the duration
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- Raging Strike: Deals 100% 75% Attack Damage plus bonus Damage equal to 25% 20% of your Missing Health
- Upgrade: +15% +25% Initial Damage
- Channel Anger: Grants 35% Damage Dealt 35% Maximum Health and 100 Attention for 3 turns
- Passives:
- Berserk: The Berserker gains +1% Damage Dealt per 1.5% 1% Missing Health
- Upgrade: Additionally grants +1% Crit Chance per 2.5% 2% Missing Health
- Upgrade: Additionally grants +1% Lifesteal per 3.5% 3% Missing Health
- Berserk: The Berserker gains +1% Damage Dealt per 1.5% 1% Missing Health
- Infinites:
- Blood Absorption: +0.75% Target's Missing Health returns as Health on Basic Attack per level +1% increased Healing Taken from Self, but -0.5% Healing Taken from Allies per level
- Blood Absorption: +0.75% Target's Missing Health returns as Health on Basic Attack per level +1% increased Healing Taken from Self, but -0.5% Healing Taken from Allies per level
- Actives:
- Templar
- Actives:
- Smite: Deals 100% 75% Spell Damage plus bonus Damage equal to 20% of the Target's Maximum Mana
- Cost: 35 50 Mana
- Upgrade: Additionally bypasses Debuff Resist, increasing the Silence duration by 2 if it were to get Resisted
- ----------
- Blessing: Provides each party member with 50% Spell Damage Reduction for 3 turns
- Cost: 35 65 Mana
- Smite: Deals 100% 75% Spell Damage plus bonus Damage equal to 20% of the Target's Maximum Mana
- Passives:
- Retribution: Silencing additionally Blinds by 35% for 3 turns Silences for 1 turn on Basic Attack
- Upgrade: Silencing additionally deals Spell Damage equal to 15% of the Target's Maximum Health Additionally applies a 35% Blind for 1 turn on Silence
- Upgrade: Silencing additionally permanently reduces the Target's Maximum Mana by 20% Additionally deals Spell Damage equal to 10% of the Target's Maximum Mana on Silence
- Retribution: Silencing additionally Blinds by 35% for 3 turns Silences for 1 turn on Basic Attack
- Infinites:
- Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level -0.5% Maximum Mana to Target on Basic Attack per level
- Infused Weapon: +1% Attack Damage Dealt also deals Spell Damage per level -0.5% Maximum Mana to Target on Basic Attack per level
- Actives:
- Dragon Slayer
- Actives:
- Sacrifice: Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
- Cost: 15% Health (10 25 minimum)
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- Tunnel Vision: Deals 115% 100% Attack Damage, increased by 15% per use of Tunnel Vision. All stacks are lost at the end of Combat
- Upgrade: Additionally grants 10% Pierce per stack -2.5% Health Cost
- ----------
- Slay: Deals 75% Attack Damage, permanently increasing Slay's Damage by 2.5% if this Kills the Target
- Cost: 50 65 Mana
- Upgrade: Additionally grants Slay a permanent 1% Pierce per Kill Additionally increases the initial Damage of Sacrifice and Tunnel Vision by 1% if this Kills the Target
- ----------
- Bloody Death: Grants all Allies with 25% Lifesteal and Soulsteal for 3 turns If you are Killed in the next 3 turns, Instantly Kill the Source
- Cost: 35 50 Mana
- Upgrade: Additionally grants 25% Spellsteal for the duration Additionally increases Attention by 100 for the duration
- Upgrade: Additionally grants 25% Spiritsteal for the duration Additionally Revives by 10% if activated
- Sacrifice: Spends 15% Health to deal 100% Attack Damage plus bonus Divine Damage equal to 100% of the Health Spent
- Passives:
- Onslaught: Kills grant a 20% chance to Refresh all Cooldowns 2 times per Combat, all Cooldowns are Refreshed on Kill
- Upgrade: +15% Chance +1 Refresh Charge
- Upgrade: If Onslaught activates, your next Damaging Spell deals +50% Initial Damage Each activation increases the Damage of your damaging spells by 20% for the rest of Combat
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- Dragon's Blessing: Killing Enemies with more Maximum Health than you grants a permanent 30 Maximum Health Grants +3 Bonus Damage on Kill
- Upgrade: +20 Maximum Health Gain +2 Bonus Damage gain
- Upgrade: Additionally grants +2 Bonus Damage per Kill Additionally grants +35 Maximum Health when you Kill Enemies with higher Maximum Health than you
- Onslaught: Kills grant a 20% chance to Refresh all Cooldowns 2 times per Combat, all Cooldowns are Refreshed on Kill
- Infinites:
- Dying Breath: +1% Maximum Health revive on Death once per Combat per level +2% Revive Healing Taken per level
- Dying Breath: +1% Maximum Health revive on Death once per Combat per level +2% Revive Healing Taken per level
- Actives:
- Knight
- Actives:
- Forceful Impact: Deals 75% Attack Damage plus bonus Damage equal to 10% of your Maximum Health
- Cost: 15% Health (15 25 minimum)
- Upgrade: +25% Initial Damage Deals an additional 10% Maximum Health Damage if brought below 50% Health after cast
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- Defend the Flanks: Grants 10% 20% Damage Reduction for 3 turns, increased by 5% per Alive Enemy
- Cost: 25 35 Mana
- Upgrade: +20% Damage Reduction if more than 2 Enemies are Alive +2.5% Damage Reduction per Alive Enemy
- Upgrade: Additionally grants Critical Strike Immunity for the duration, converting Critical Damage Taken into Attack Damage Additionally Negates Critical Damage Taken for the duration
- Forceful Impact: Deals 75% Attack Damage plus bonus Damage equal to 10% of your Maximum Health
- Infinites
- On Guard: +2% Damage Reduction for the first 2 turns in Combat per level +2.5% Damage Reduction and +5 Attention for the first turn in Combat per level
- On Guard: +2% Damage Reduction for the first 2 turns in Combat per level +2.5% Damage Reduction and +5 Attention for the first turn in Combat per level
- Actives:
- Berserker
- Mages
- Arcane Mage
- Actives:
- Absorption: Deals 100% 75% Spell Damage and Steals 15% 25% of the Target's Mana
- Cost: 35 50 Mana
- Upgrade: +10% Mana Steal Additionally Mana Cripples by 25% for 3 turns
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- Arcane Form: For 5 turns you cannot Attack, cannot be Silenced, have no Spell Costs, and Spell Cooldowns are reduced by 2 (not affecting Arcane Form)
- Upgrade: Additionally gain 35% Damage Reduction for the duration Additionally grants 25% Spellsteal and Spiritsteal for 3 turns
- Absorption: Deals 100% 75% Spell Damage and Steals 15% 25% of the Target's Mana
- Actives:
- White Mage
- Actives:
- Restoration: Heals a party member equal to 30% of their Missing Health
- Cost: 20% Mana (25 minimum); Cooldown: 3 Turns
- Upgrade: +20% Heal on Targets below 50% Health
- Upgrade: Additionally Restores 35% of the Target's Missing Mana
- Burst Heal: Heals a party member by 20% Missing Health, this can only be cast once per turn
- Cost: 50 Mana; Cooldown: 0 Turns
- Upgrade: +15% Healing Dealt
- Upgrade: Heals by Maximum Health instead if the Target is below 50% Health
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- Energy Blast: Deals 100% Spell Damage plus bonus Damage equal to 15% of your Missing Mana
- Upgrade: +15% Initial Damage Dealt +10% Missing Mana Damage
- Upgrade: +10% Missing Mana Damage Every second cast deals bonus Damage equal to 10% of the Target's Maximum Health
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- Energy Shield: Grants each party member 30% 50% Damage Reduction for 3 turns
- Cost: 65 25% Mana (100 minimum); Cooldown: 6 5 Turns
- Upgrade: +20% Damage Reduction +25% Damage Reduction if there are at least 3 Alive Enemies
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- Haste: Buffs an Ally for 1 turn, making their next Spell Cast not go on Cooldown Buffs an Ally for 1 turn, setting their Cooldowns to 0 for their next Spell Cast
- Restoration: Heals a party member equal to 30% of their Missing Health
- Actives:
- Arcane Mage
- Rogues
- Marauder
- Actives
- Laceration: Deals 100% Attack Damage and Bleeds the Target by 25% 20% for 2 turns
- Upgrade: +20% +25% Initial Damage
- Upgrade: Hemorrhages instead of Bleeds, but reduces the multiplier by 5% +1 Turn Duration
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- Deep Cuts: Deals 75% Attack Damage and, if Laceration's Debuff is applied, Shatters the Target for 2 turns, converting converting all Damage Taken into Divine Damage Basic Attacks Taken into 25% Maximum Health Divine Damage
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- Sunder: Deals 100% Attack Damage, increased by 12.5% per Debuff on the Target
- Cost: 35 50
- Upgrade: Additionally grants the Damage 10% Pierce per Debuff Additionally increases the Damage Dealt by +10% per Buff on the Target
- Laceration: Deals 100% Attack Damage and Bleeds the Target by 25% 20% for 2 turns
- Actives
- Assassin
- Actives
- Mercy: Deals Attack Damage equal to 30% of the Target's Missing Health
- Upgrade: Additionally Exposes by 35% for 3 turns Additionally immediately Reduces the Cooldown of Assassinate by 2
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- Assassinate: Instantly Kills an Enemy below 20% Health (turns to a 50% chance against Bosses, otherwise dealing 100% Attack Damage). Against Bosses this instead deals Attack Damage equal to 100% of their Current Health
- Cost: 25% Mana (50 minimum) 75 Mana
- Upgrade: Additionally grants a 50% chance to Critically Kill, bypassing Instant Kill Immunity Allows Assassinate to be cast at any percent Health with a chance to Instantly Kill proportional to how close the Target's Health is to the current threshold (against Bosses this chance reduces the Damage Dealt)
- Mercy: Deals Attack Damage equal to 30% of the Target's Missing Health
- Infinites
- Instill Fear: +1% chance to reduce Attention by 75% for 1 turn on Kill per level -1% Attention for 1 turn on Kill per level
- Instill Fear: +1% chance to reduce Attention by 75% for 1 turn on Kill per level -1% Attention for 1 turn on Kill per level
- Actives
- Ninja
- Actives
- Shadow Strike: Deals 100% Attack Damage, increased by 50% with 65% Pierce increased to 200% if you're Shrouded if you're Shrouded. Removes all Shrouds on you
- Shadow Strike: Deals 100% Attack Damage, increased by 50% with 65% Pierce increased to 200% if you're Shrouded if you're Shrouded. Removes all Shrouds on you
- Actives
- Marauder
- Archers
- Sharpshooter
- Zero In: Deals 100% Attack Damage and, if at least 2 Enemies are Alive, Exposes the Target by 30% 50% and forces Ally Attention on them for 2 turns
- Cost: 40 50 Mana; Cooldown: 4 5 Turns
- Upgrade: +20% 25% Expose
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- True Shot: Deals 100% Attack Damage, removing all Blinds from you each party member and making you Immune to Blinds for 2 turns
- Cost: 35 50 Mana
- Upgrade: +20% Initial Damage Additionally deals +15% bonus Damage per total Blinds removed
- Upgrade: The bonus effects apply to each party member instead of just you Additionally makes each party member Immune to Blinds for 2 turns
- Zero In: Deals 100% Attack Damage and, if at least 2 Enemies are Alive, Exposes the Target by 30% 50% and forces Ally Attention on them for 2 turns
- Sharpshooter
Changes
- The minimum cooldown an Active Spell can have with Cooldown Reduction is 1 turn, unless the spell has a base cooldown of 0 to begin with. This is to prevent normal spells from having a cooldown of 0, and thus allowing you to cast them as many times as you want on your turn
- Changed the background lightness filter to not clash with monitors with higher resolution than 1920x1080
- Changed the tutorial text in combat to reflect the changes with 0 turn cooldown spells
Bugfixes
- Fixed immunity effects not removing status effects properly
- Fixed the issues with some spells I found that did not apply their effects properly
Buffs
- Increased the base stats of all enemies by a little bit. I felt the game was a little too easy (I play on Hard and have absolutely no issues) so I hope this adds a little more tension to combat!
Coming Next
- Repair Room. This room allows you to upgrade your items to remove bad conditions, give the items better conditions, or increase the rarity of an item (which in turn increases its multipliers). Can only be used on equippable items (so no Potions or Backpack Fitting repairs allowed)
- Adding more enemies and bosses. The new item code is now implemented and once I get status effects working properly I'm going to start getting more enemies in the game