Files posted by Llama8
Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ).
This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod.
Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs.
v0.1 changes several of the Temple Guardian CAs:
Temple Guardian Combat Arts:
Devout Guardian aspect.
Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod.
T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level)
Lost Fusion aspect.
Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed
mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level)
mod 1b - Knockout, chance to stun (19.8% + 2% per level)
mod 2a - Viral Load, additional poison damage (24 + 14 per level)
mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level)
mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level)
mod 3b - Rubber Bullets, 3 additional rebounds.
Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration.
mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level)
mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level)
mod 2a - Intensify, increased damage (+16 + 8 per level)
mod 2b - Incapacitate, chance to stun (10% + 0.2% per level)
mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level)
mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level)
Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect.
mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level)
mod 1b - Immolation, increased chance to burn (45% + 5% per level)
mod 2a - Fright, chance to cause fear (14.7% + .3% per level)
mod 2b - Shockwave, chance to knockback (9% + 1% per level)
mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level)
mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level)
Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas.
The max jump distance has been increased 33% (from 750 to 1,000 distance units).
The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level).
The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level).
Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level).
Source Warden aspect.
Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect.
mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level)
mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase)
mod 2a - Fusion, increased fire damage (+21 + 10.5 per level)
mod 2b - Incendiary, fire damage over time (40 + 15 per level)
mod 3a - Radiation, increased magic damage (+21 + 10.5 per level)
mod 3b - Radiation Burn, magic damage over time (40 + 15 per level)
Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration.
mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level)
mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level)
mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level)
mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level)
mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level)
mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level)
Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade.
mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level)
mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level)
mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level)
mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level)
mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels)
mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level)
Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level.
mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level)
mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element)
mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level)
mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level)
mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level)
mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element)
v0.2 changes several of the Dragon Mage's CAs:
Dragon Magic aspect.
Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons
mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus)
mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour)
mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction)
Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit.
mod 1a - Basilisk's Talon - Pierce even the toughest armour (
mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North (
mod 2a - Vulnerability - Dragons often do more damage then their foes expect (
mod 2b - Vampire - A dragon's attack can drain the very life force from a foe (
mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target (
mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath (
Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time
Elemental Magic aspect.
Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level)
mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level)
Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock.
mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage)
mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit)
mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage)
mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds)
mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage)
mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage)
Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level)
Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats:
Duration of 10 seconds + 0.5 seconds per level
Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets)
0.8 + 0.02 per level hits per second
30 + 15 per level physical damage
20% + 0.3% per level chance to stun
Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration.
mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec)
mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage)
mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow)
mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback)
mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen)
mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff)
This Excel file has a download of the base Ice and Blood Spells.txt file, a list of all of the tokens (& explaination of most), a pivot table of the tokens to allow you to find what Combat Arts use a particular token & an explaination of the other parts of the Spells.txt file.
This is a work in progress as there are still a few tokens that aren't understood, as well as the flags (the fourth number after each token).