Rise of the Magi
v .952 for FE 1.20
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Download SW compatible version
About
Rise of the Magi introduces new concepts and content to Fallen Enchantress which are generally centered around balancing and expanding the choices of the Mage character, and magic use in general. Among the changes introduced are:
** 35 new spells
** A new concept called shard synergy. Shard synergy acts as a unit-based multiplier to shard based spell effects. These unit stats are visible in the unit details screen. Shard synergy bonus is added to every elemental shard synergy stat.
** New abilities to the Path of the Mage line. The Wizard specializes in spell mastery and shard synergy bonus, and unlocks new spells. The Channeler specializes in mana production and efficiency. The Elementalist specializes in shard synergy of a particular element.
** Many spells now have damage effects based on the caster's level; as your hero gets more powerful so do her spells
** Tactical spells default to double mana cost.
** Changed Affinity ability to be selectable by any hero. It now reduces tactical mana cost, gives synergy bonus, and mana production.
** The addition of new sovereign creation professions and traits centered around magic use
** Elemental tactical damage spells now have interesting side effects based on the element. For instance, fire damage spells now have a burn effect, which applies a short DoT; cold damage spells have a frostbite effect, which applies an initiative debuff and a dodge debuff; lightning damage spells have a shock effect, which applies a disorienting (clumsy) effect and a debuff to accuracy; poison damage spells have an envenom effect, which applies weakening effects like attack debuffs and weight capacity debuffs.
** and much more.
For the full spell list and chagelog, please see the rotm_details.txt file included with the mod.
View current rotm_details.txt Only
Shard Synergy
Shard synergy can be thought of as a unit based multiplier to your faction-wide shard power.
As an example we'll look at Fireball, cast by a tenth level mage with 3 fire shards. We'll say the mage has a fire shard synergy of 175 and shard synergy bonus of 40. It currently works like this:
RotM version of fireball does 1 fire damage per caster level + 1.5 per fire shard in a radius of 1.
175 + 40 = 215 >> fire shard synergy + shard synergy bonus
215 / 100 = 2.15 >> This is your shard power multiplier. [FYI I use 100* numbers so you can see what's happening in the UI. Smaller decimal numbers would simply show up as integers unless you moused over them.]
3 fire shards * 2.15 = 6.45 >> This the mage's adjusted shard power.
1.5 * 6.45 = 9.68 = 10 >> Fire damage from fire shards
10 + 10 = 20 total fire damage >> 1 damage per caster level plus shard bonus
Total damage is then multiplied by spell damage adjustments from Warlock or Path of the Mage, etc.
Recent Changes
v. .952
+ [Balance]Changed Frostbite initiative debuff to -.2 per water shard (can stack)
+ [Fix]Fixed Ice Bolt to properly deal 1 damage per level of the caster
+ [Fix]New Mage abilities are much more likely to appear at level 5 (after picking Path of the Mage)
+ [Fix]Fixed an issue with Ice Bolt spell where the shard damage was much too high
+ [Fix]Fixed bugs where the shard synergy bonus from the Wizard line of abilities wasn't being applied properly (thanks to ManiiNames)
+ [Balance]Pillar of Flame now deals 7 fire damage (+1 per fire shard)
+ [Balance]Firestorm now deals 1.5 fire damage per caster level (+2 per fire shard)
+ [Balance]Heal now heals 1 per caster level (+1 per life shard)
+ [Balance]Lay on Hands now heals 5 (+2 per life shard)
+ [Balance]Changed Affinity ability. It is now available to all champions, and is uncommon. It now has five tiers (I-V.) Effect each tier: -3% tactical spell cost, +10 shard synergy bonus, +1 mana production.
v. .951
+ [Fix]Fixed issues which allowed picking new traits without first unlocking Path of the Mage.
+ [Balance]Cantrips now have 2 base damage instead of 1.
+ [Fix]Fixed an issue with the configuration.femm of the Stormworld version of the mod for the Mod Manager. (thanks to Murteas)
v. .95
+ [Content]Created a Stormworld compatible version of the mod. Although using the non-SW version of the mod with Stormworld won't break the game, the SW version adds a few features which will enchance the experience of using both mods together. If you do not use Stormworld but want to use RotM, then use the regular version of the mod.
+ [Content]Continued fleshing out of Elementalist abilities
+ [Fix]Various bug fixes
+ [Balance]Complete re-imagining of all shard-based damage spells. Most damage spells are being converted to a level-based damage system, and the base damage per shard is being reduced considerably. Now, along with the increase in tactical mana cost instituted in .90, it takes a significant degree of specialization in magical abilities to consistently deal high amounts of damage with spells in tactical combat. All elemental damage spells will also have side effects which are unique to their damage type, but consitent throughout that damage type. These effects are similar to the new cantrip spells outlined below.
+ [Content]Burn effect deals 1 fire damage (+.5 per fire shard) per turn for 3 turns.
+ [Balance]Burning Blade has been renamed to Fire Brand. Fire Brand gives target champion 1 (+1 per fire shard) fire attack, plus burn effect on successful melee attack.
+ [Balance]Burning Hands now does 7 (+1 per fire shard) fire damage, plus burn effect.
+ [Balance]Feedback now disrupts a spell a unit is casting and does 1 fire damage per caster level (+.5 per fire shard) unless they resist, plus burn effect.
+ [Balance]Fireball now does 1 per caster level (+1.5 per fire shard) fire damage to units within a 1 tile radius, resist for half damage. Burn effect added.
+ [Balance]Firestorm now deals 1 fire damage for every 3 caster levels per fire shard.
+ [Balance]Flame Dart now deals 1 fire damage per caster level (+1 per fire shard) plus burn effect.
+ [Balance]Flame Wave now deals 3 fire damage (+1 per fire shard) plus burn effect.
+ [Balance]Pillar of Fire now deals 3 fire damage per 2 fire shards
+ [Balance]Soulburning now deals 2 fire damage per death and fire shard to the unit (plus burn effect), half if the victim resists. If the target dies it will reanimate as a burning wraith, and a fire will rage in the tile.
+ [Balance]Blizzard now deals 1 cold damage per caster level (+1.5 per water shard) with frostbite effect.
+ [Balance]Ice Bolt now deals the caster's level (+1 per water shard) in cold damage, plus frostbite effects.
+ [Balance]Storm renamed to Electrical Storm. Lightning strikes a random enemy group and all surrounding units for 1 lightning damage per caster level (+1.5 per air shard) plus shock effects.
+ [Balance]Removed Weight Capacity Penalty from the Wizard line, added shard synergy bonus per level
+ [Balance]Removed spell damage penalty from the Channeler line
+ [Balance]Thunderstrike now deals 3 (+1 per air shard) lightning damage, plus shock effects.
+ [Fix]Removed Spark spell for now
+ [Balance]All elemental summons now summon level 5 (+.5 per appropriate shard) elemental.
+ [Content]Added x new spells this update:
Cantrip: Burn Fire 1
Tactical
Cost: 3 CastTime: - Range: - Radius: - Cooldown: can stack
Target enemy unit is set on fire, taking 1 (+.5 per fire shard) in fire damage per turn for 3 turns.
Cantrip: Frostbite Water 1
Tactical
Cost: 3 CastTime: - Range: - Radius: - Cooldown: can stack
Target enemy unit is chilled to the bone, taking 1 (+.5 per water shard) in cold damage plus -1 initiative per 2 water shards and -1 per water shard to dodge.
Cantrip: Shock Air 1
Tactical
Cost: 3 CastTime: - Range: - Radius: - Cooldown: can stack
Target enemy unit is shocked with electricity taking 1 (+.5 per air shard) in ligntning damage plus 5% (+3% per air shard) clumsy chance and -1 per air shard to accuracy.
Lightning Bolt Air 2
Tactical
Cost: 24 CastTime: - Range: - Radius: - Cooldown: 2; can stack
A bolt of ligntning strikes for the caster's level (+1 per air shard) in lightning damage, plus shock effects.
Planned Changes
+ Edit and create icons and effects for existing spells
+ Add more spells
+ Continue to balance and tweak existing and RotM spells to synergize with the new Mage abilities
+ Add items and quests
Mod Installation and Management
To install, either use ev4debug's Mod Manager, or extract all folders and files to your MyDocuments/MyGames/FallenEnchantress/Mods directory.
To use, enable mods in game options.
This mod is modular meaning you can remove the aspects you don't want while keeping the parts you enjoy.
To disable/delete parts of the mod you don't want navigate to MyDocuments/MyGames/FallenEnchantress/Mods/Aetheria/Astronomicon. In this folder are various .xml files named like the spells they define. To disable the file, delete it or cut and paste it into another container file (outside of the mods folder.)
Note: The spells included in this mod are intended for the enjoyment of the human player only, so it may give some advantage to said player. I do not guarantee that the AI will be able to properly use the spells to its own advantage.
Special Thanks
NaytchSG - spell ideas (Sanctuary), Heavenfall - bug squishing, Murteas - bug squashing, ManiiNames - playtesting