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longbonecologne

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longbonecologne

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About this mod

Conjuring weapons to attack from range like a caster, featuring custom VFX made inside the toolkit. Pick between two Sub-classes with distinct play styles and visuals, a single sword conjuror that focuses on single target or a four swords conjuror that is AOE focused. This is the reworked version my initial mod with alot of changes & improvemen

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This is the reworked version of my earlier mod, the Sword Mage class and the one I will maintain for the future. Changes:

  • Reanimated all the skills, statuses
  • Class reworked
  • Second Subclass added
  • Found a way to connect attacks with floating swords visually (mainly in the OneSwordStyle Subclass)

Sword Mage is a spell caster that conjure blades to cut down foes, Spells scale with MainhandWeaponDamage and STR + INT.The class has a level 20 progression (but honestly the character power you get past level 12 might be too op). Sword Mage Class branches into two different play-styles




One Sword Style


Conjure & command a singular sword. Focuses on single target, features high range spells, triggers and a stacking passive (Scales with INT) that helps you single out foes, shaving away the odds in your favor.





Four Swords Style


Conjure & command a large arsenal of swords that devastates the battlefield. Comprise entirely of AOE attacks you cover the battlefield in destruction. But be careful as your swords does not differentiate foes from friends(Apart from Basic attacks)

Abilities' Visuals Showcase





Possible future additions (No guarantees as I do have some interest in making other classes):

  • I am open to maintain different models for the swords if somebody has a good quality model with rights/permission, or if I ever get around to making it myself
  • If somebody has a good idea for another subclass that is distinct enough to filling the fantasy archetype
  • Possible new skills
  • Visuals are far from perfect or polished and I may return to polish it up more in the future or add new ones
  • Class balance / bug fixes etc
  • Not the biggest fans of some icons, looks washed inside the game may replace them in the future.

Known issues that I don't know how to fix:

  • Attacks lading before animations. This is a trade off to allow the swords to dissapear and reappear by using interrupts.
  • Don't run OTHER interrupts on the sword mage character ( other characters are fine) with the trigger event on spell cast and spell hit, and make sure interrupts are on auto. ( I believe one character having multiple interrupts for the same event set to auto, will cause one of them to not trigger)
  • Cull sources that is similar to tadpole one prevent on kill effects from going off. Can't fix it in the toolkit as far as I can tell as the KillingBlow() event never gets triggered
  • Some times slight disconnect between swords remove and add. There is a 0.2 ish seconds period that can affect animation.
  • Idle swords animations can take a minute to disappear. I don't know off a way to force stop a rendered animation, so depending on when you enter combat or used sealed swords it can take some time to finish its animation.
  • Same deal with entering a cut scene , the status gets reapplied and the previous one can takes a minute to disappear.
  • Sometimes triggers just don't work for a turn. Honestly might be a toolkit's testing environment issue, feels very random.
  • Sometimes on kill effects triggering multiple times with overkill? or additional dmg ticks?
  • Not hitting a target with an aoe melee skill like the fourswordstyle's basics wont trigger the interruptions.


One Sword Style's Progression

Level 3: Precision Strikes
Attack that inflicts blind. Attack that disarms. Thin zone skill that damages enemies in front of you.
Level 7: Stacking Passive
Damaging enemies apply a stack, stacking up to 5. Reaching 5 stacks triggers a hit that scales with INT.
Level 7:
Imbue Sword Passive
Attacks deal added dmg base on your INT modifier.
Level 7:
Slippery & Evasion Passives
Avoid opportunity attacks. Roll dex to avoid certain dmgs (same as rogue's passive).
Level 11: Execution
High cost, High dmg single target spell.
Level 15: Exalted Passive
Landing a killing blow summon mirrored sword that follow up on attacks.
Level 15: Adrenaline Passive
Landing a killing blow refreshes one action point.

Four Swords Style's Progression

Level 1: Upcast spells (Pick 1)
Forward Thrust. Large cleave. 360 AOE. Falling Sword on target.
Level 3: Upcast spells (Pick 2)
Forward Thrust. Large cleave. 360 AOE. Falling Sword on target.
Level 7:Upcast spells (Pick 1)
Forward Thrust. Large cleave. 360 AOE. Falling Sword on target.
Level 7: Arm Blades
Arm up to three blades that can be unleashed the following turn.
Level 11: Execute
High cost Single Target multi-hit spell.
Level 11: Bonus Action Upcast spells
Bonus Action versions of Upcast spells.
Level 11: Reposition Passive
Once per turn on kill allow you to reposition with a teleport.
Level 15: Relocation
Bonus action teleport that allows you to set up spells or escape danger.
Level 15: Additional Recall Blades Passive
Recall an additional blade on kill, Replenishing your arsenal.

Class Progression

Main attribute STR+INT
Spells are tagged with attack, spells and melee(only spells that use companion swords are melee)
Damage tied to
Main Hand Weapon's Damage
Feats every 4th level & Reduced Crit threshold every 6th level


Level 1:
Basics
Level 2: 
Sacred Blades Passive - Special blades that makes you resistant to the corresponding damage type you've taken.
Level 2:
Trigger Blades Passive - Your Blades takes advantage of your crits following up on the attack.Scale with INT.
Level 3:
3 Additional Blades (Spell Resource)
Level 5:
Additional Blade (Spell Resource). Extra Attack
Level 6:
Recall Blades Passive - 1/3 chance on damage to restore blade, lowering with enemy constitution.
Level 7:
Additional Blade (Spell Resource)
Level 9:
Ignore Slash immunity and resistances. Additional Blade (Spell Resource)
Level 10:
Retaliate passive - You blades counter attack against enemy attack on allies and yourself. Scales with INT.
Level 11:
Additional Blade (Spell Resource)
Level 13:
Additional Blade (Spell Resource) +1 STR & INT & CON
Level 14:
Sacred blades also mitigate flat amount of dmg. Scales with INT.
Level 15:
Additional Blade (Spell Resource)
Level 17:
Frenzy Passive - Landing a killing blow grants a stacking buff that reduces Crit threshold by 1. Additional Blade (Spell Resource)
Level 18:
Sacred blades also mitigate flat amount of dmg. Scales with STR.
Level 19:
Additional Blade (Spell Resource). Extra Extra Attack.
Level 20:
+1 STR & INT & CON

I have yet to play a full run with the mod so future sorrys for any unaccounted bugs. Feel free to leave any and ALL feedback. Thank you for playing my mod.