Archmage Class

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Author: Kelvae

Last revision: 15 Sep, 2024 at 18:58 UTC (1)

File size: 188.2 KB

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Description:

A master of arcane power, the Archmage bends the forces of psionics to their will to command both destructive and helpful forces. This power weakens their physical body, but they are compensated by a strong energy field protecting them.

This is a new class with 4 specialization paths, and each one starts with one of 4 mana types, a variant of focus that is gained through different methods, such as on kill or over time. Most of their abilities are powered by mana, but some of their psionics are free.

They use both the psiamp and the gauntlet. Beware as they don’t have momentum by default, it’s best to think of the gauntlet as just another tool for their powers, though they do have a melee specialization they can engage in.

I recommend using this with psionic implants, because that mod is awesome.

Archmage tree

Rank
Mana
Storm
Strength
Mind

Squaddie
Random Mana Type
Storm Shock*
Rend
Stasis

Corporal
Mana Ability*
Void Burst*
Dashing Momentum*
Defensive Ability*

Sergeant
Mana Ability*
Void Blast*
Storm Sabre*
Soul Merge

Lieutenant
Mana Ability*
Magnetic Shock*
Dark Sword*
Defensive Ability*

Captain
Storm Force*
Void Surge*
Leech Sabre*
Null Ward

Major
Ethereal Jaunt*
Fireball*
Holy Explosion*
Domination

Colonel
Thaumic Conceal*
Void Lightning*
Lash Out*
Void Rift

Mana Type
The core of the Archmage class is their mana. At Squaddie the Archmage gains one of four mana types which determines their playstyle to some extent. Fire Mana generates a lot on kills that do not require mana. Death Mana a small amount is generated when anything on the map dies. Water Mana continuously generates mana every turn, but less so as you near your maximum mana. Void Mana starts at full, but can not be recharged outside of using the caster gauntlet.

When the Archmage gains a Mana Ability in their tree, they gain either a skill that boosts their maximum mana, a skill that boosts their starting mana, or a skill that boosts their mana recovery. You will eventually get all three, but in random order.

  • Storm Shock: Does a small amount of psionic lightning to up to two targets.
  • Dashing Momentum: Works like momentum, but only if you use it on a dash attack (must be in the yellow area).
  • Defensive Ability: This can be one of several defensive abilities such as Sustain, Solace, or an ability that regenerates shields.
  • Void Burst: Causes an enemy to explode with psionic lightning, damaging it and nearby enemies. Costs 3 mana.
  • Storm Sabre: A melee attack that does extra damage and bypasses armour. Costs 3 mana.
  • Dark Sword: Melee attack with gauntlets that grants 3 extra focus on use.
  • Void Blast: Functions as Void Shock, but as a free action and costs 3 mana.
  • Magnetic Shock: Does fairly high damage to a single target and gives attacks against them bonus aim. Costs 2 mana.
  • Storm Force: Increases damage of psionic lightning attacks by 30%.
  • Void Surge: Blasts psionic lightning in a cone, damaging all enemies within. Costs 4 mana.
  • Leech Sabre: A melee attack that restores your shields for the damage done. Costs 3 mana
  • Ethereal Jaunt: Teleport anywhere within squad sight for 2 mana, one action does not end turn.
  • Fireball: A psionic attack that costs 4 mana which damages and burns enemies in a moderate radius.
  • Holy Explosion: A melee attack that hits in a large cone behind the target and does double damage. Costs 8 mana.
  • Thaumic Coneal: Places a target in conealment for
  • Void Lightning: Does strong psionic lightning damage to all enemies in a radius at long range, costs 6 mana.
  • Lash Out: Melee attack that strikes all enemies around you for psionic lightning damage. Costs 5 mana.

Update 1.1: Now requires Templar Gauntlets for Soldiers Animation Patch, which should fix animation issues.

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