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oldflash

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sweetpoison11

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About this mod

Mod that enhance the mage's spells all the way to overpowered. Penalties also in place.

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A simple mod to make the mage (s) more powerful (glass canon concept).
(also uploaded on steam workshop)


General alteration:
Hero starts with 30 LP (learning points), 200XP, 10MP, 10HP, fighting skill 15
In first dialog with Xardas, mention about becoming a mage and Xardas gives a bunch of spell scrolls and 8000 gold and +10 MP (Mana points)
Additional, ask about stone tablets and get extra 25 pcs.

****************** Leveling
Levels up 0 to 20 xp to next level = 300*player's level from default 500
    => no guild & novice & mage gets 2HP and 10 LP / level
    => mages and novices gets 2HP, 5MP and 11 LP / level
    => others get 12 HP 10LP (set HP_PER_LEVEL in AI_Constants.d)
Levels 21 to 34
    => no guild & novice & mage: 1HP, 6MP and 12LP
    => others get 12 HP 10LP
Levels above 35,
    => no guild, novice & mage: 1HP, 1MP and 12LP
    => others gets 12 HP 10LP
    
****************** Raise Attributes (gameplay)
    Acrobatic skill granted at >= 50 DEX

****************** Pray to Innos shrine  
    for 100 gold / day
        No faction:
            pray 10 times for +4 STR (up to max_player STR=50 )
            pray 10 times for +4 Dex (up to max_player dex=50 - also provide acrobatics at 50 )
        Nov,Mag,Mil,Pal
            pray 10 times for +5 MP (max 50 MP)
        Others get +3 HP (except for mages and no guild which gets only +1 and only for level lower than 25)
    for 50 gold        
            +2 HP - no limits    (mages, novices and no guild gets only +1 until level 25)
    for 10 gold        
            +1 HP at 1% chances
            
****************** Potions
Potions will restore 1/4, 1/2, 3/4 attribute

Permanent effect potions have different effect depending on faction:
HP Potion: +2 for factionless and mages, +3 for alchemist mage (must know how to brew that potion), +20 for mercenaries and militia.
Dex and STR Potions: +2 for factionless and mages, +3 for alchemist mage (must know how to brew that potion), +5 for mercenaries and militia.
Mana Potion: +5 for Mages, Pal and Nov; +3 for the rest.
Permanent potions can be learned only by mages and paladins only. Level3 of potion brewing is required for mana and health.
Mages learning to brew permanent mana potion from DIA_KDF_506_Neoras.d gets some herbs in Gorax' inventory (cheat).
All mana potions in merchant's inventory are reduced to half.
Potion of mental alteration ca be created (shown on brewing menu) if the recepie is in inventory.

****************** Pickpocket
    Pickpocket can be learned ONLY after joining a faction.
    As a mage the pickpocket is replaced by blessing and always success except in pirates land where is back to pickpocket (always success)
    Blessing skill is granted by Pyrokar when become mage (automatically without notification and cost).
    Blessing will also cast healing on target NPC for 1000HP
                

****************** Trainers
Threshold level for learning (cost): 120/90/60/30 changed to 120/90/70/50
No guild, Novices and Mages CANNOT LEARN: dex/str above 50 and combat skill above 30%
Mages temporary gain combat skill 1H+2H +30 and when equip custom magic weapons (see weapon's description).

****************** Sone tablets
Vatras will exchange the tablets only if you are in a guild; mages gets always +1 mana for each tablet
Stone of Mana levels 1,2,3: 2,4,6MP for mage and novices;    1,2,3 for others (IT_Addon_StonePlates.d)
Stone of HP    levels 1,2,3:    1,2,3HP for mage,nov,none;    10,20,30 for others

****************** Magic
Increased damage to all spells. WARNING! same spells are also used by dementors and orc shaman (bonus damage applied for them too)
    => base_damage=100*spell_level; bonus_damage=15*mage_level (circle); mana used=5+5*spell_level; / spell scrolls gets no bonus and use 2MP
    => Spells given by Beliar (mage after convert the sword in rune) are not changed.
    => Set mana request/use for spell scrolls to 2MP
    => Use of magic runes is temporary disabled for mages wearing heavy armor (leather armor passes that restriction)
    Mage trying to use magic rune while under armor restriction results in 100% mana loss on casting (cast fails).
    => Healing spells willl do: 50,100,150 for mages

****************** Become Mage.
Bonus items granted when learning magic circles.
    circle 1     ItAr_Fire_01     "Fire armor"; updated in 2 steps by Pyrokar's blessing at circle 3 and 5
                                 (ask Pyrokar to bless you while having the armor in inventory)
    circle 2    Staff_03,1; ItAr_Fire_02 "Robe of Dancing Flames";
    circle 3     Staff_01,1;
    circle 4    OF1H_21 (sword) ITAR_KDF_VH    "ArchMage Robe" (black mage robe)
    circle 5     OF1h_31 (sword)
    circle 6     ITAR_MAGE_ARMOR    "Innos' Flame"(Guru S robe); (given by Pyrokar)

****************** Party members:
    Mages heals the NPC instead of giving potions.

****************** Robes and Armor:
Reduced the defense bonus for all cloth, leather armor and robes. Also reduced defense for "Eye of Innos" and "Divine Aura of Innos"
ITAR_Bau_L (Farmer's Clothing 1) and ITAR_Bau_M (Farmer's Clothing 2) from Akil if you don't want reward for killing the mercenaries.
ITAR_HUNTER_ADD, ITAR_Smith, ITAR_ALCHEMIST for becoming apprentice hunter, blacksmith or alchemist.
                        Having ITAR_Smith in inventory results in automatically equip while forgin weapons (anvil use).
ITAR_DIEGO1    "Shadow's Armor" after kill Dexter (transfered to inventory <<when read the nessage>>)
ItAr_Fire_01a,b,c (guruMrobe) from Pyrokar when join mage and bless in chapters 3 and 5 (mentioned above)
ITAR_KDW_L_Addon from Saturas when he agree to teach you magic (cost 10LP)
ITAR_Lester "Swampcamp Novice Robe"; for helping Fortuno in bandit camp
ITAR_BLOODWYN1_ADDON from Esteban if you follow the quest and end up fighting him alone
ITAR_THORUS1_ADDON from Thorus when you convinve him to let the slaves go
itar_pal1_skel and itar_mayazombie1_addon from Quarhodron if the dialog goes well
ITAR_KDW_H1 from Saturas, when you go for Raven as mage if he agree to teach you water magic.
itar_raven1_addon and itar_raven_addon from Raven after last branch of dialog
ITAR_OreBaron_Addon from Thorus when you tell about Raven's death
ITAR_Judge from Hagen or Andre for clearing Bennet's name
ITAR_Governor from Hagen for clearing Bennet's name
ITAR_MAGIC_ADD (beliar's bless) from Xardas after repair the eye of innos
ITAR_CorAngar "Templar Armor" After Helping Cor Angar     
ItAr_FireArmor_Addon (Ethernal Flame of Darkness - dark mage robe) when open xardas' book
ItAr_FireArmor_Addon

Robes provided by fire mages and water mages complements the mage belt (extra defense)

****************** Custom Weapons:
OF1H_03 given by Lares when join water ring (Thousand tears 130 Edge Damage, requre circle 2 ) ITAR_RANGER1_ADDON (Armor of dark waters)
OF1H_02 Garret for returnig the compass (Stingray's Kiss 120 Magic damage, requre circle 2)
OF1H_01 Morgan gives you that when you retund the magic ring (Broken Firefly 120 Fire Damage, requre circle 2))
of1h_04 given by Greg when you get the bandit armor (seven cuts 140 edge damage, requre circle 2),
OF1H_21 chapter 4 trigger (bone spitter 160 Magic damage, requre circle 4)
OF1H_31 When learn circle 5 (Grass Hopper 175 Edge damage, requre circle 5)
ItMw_BeliarWeapon_1H_00 Beliar's claw replica (for mages only) after you give the original to Saturas. 120 Blunt damage, 20 STR req

Staff_01 Magic Quarterstaff 110 magic damage (magical weapon)
Staff_03 Fire Mage's Quarterstaff 60 blunt damage (magical weapon)
Staff_04 Staff of Eternal Fire 180 fire damage (magical weapon) (Chapter 5 Cronos' inventory)

That would be all.