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    •  Downloads offline

    •  Downloads: 2703

    •  File Size: 526462

    •  Version: 1.11
    •  Author: Jake Zahn

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Disclaimer
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These .dazips were not made using the toolset. They were instead hacked-down from a separate Mod. Theoretically, they should install fine... but they may not. If that is the case, you'll probably have to use the Weapon Training Mod to access the Archmage Specialization.

Needless to say; do not use this alongside the aforementioned Weapon Training Mod.

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Description
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This Mod adds a new high-level Mage Specialization. Unlike the defaults, this one is not universally and permanently unlocked by a single action.

Unlocking it requires a character to learn five 4th-level spells; one in each spell tree. Once those five spells are known, the Specialization will automatically be granted.

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Requirements
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Arcane Mastery
Inferno or Petrify or Blizzard or Chain Lightning
Mass Rejuvenation or Haste or Glyph of Neutralization or Stinging Swarm
Anti-Magic Burst or Mana Clash or Animate Dead or Crushing Prison
Mass Paralysis or Death Hex or Waking Nightmare or Death Cloud

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Abilities
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Arcane Fire - Sustained
While active, any spell you cast that targets a hostile enemy will do ((100.0f + + Spellpower) * (SpellCost * 0.01)) / 1.5) Spirit Damage instead of its normal effect.

Counterspell Mastery - Passive

Whenever you successfully resist a hostile single target spell, it will be automatically reflected back upon its caster. As though the caster cast it at themselves.

Shaping Mastery - Passive
Your area of effect spells will no longer hurt or hinder your party members.

Archmastery - Passive
Spellpower +5.

Earth Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or frost damage will instead do nature damage (and have nature effects).

Fire Mastery - Sustained
While active, any spell you cast that normally does nature, electric, or frost damage will instead do fire damage (and have fire effects).

Water Mastery - Sustained

While active, any spell you cast that normally does fire, electric, or nature damage will instead do frost damage (and have frost effects).

Air Mastery - Sustained

While active, any spell you cast that normally does fire, nature, or frost damage will instead do electric damage (and have electric effects).

Archmage Specialization

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 Downloads offline


----------------------
Disclaimer
----------------------

These .dazips were not made using the toolset. They were instead hacked-down from a separate Mod. Theoretically, they should install fine... but they may not. If that is the case, you'll probably have to use the Weapon Training Mod to access the Archmage Specialization.

Needless to say; do not use this alongside the aforementioned Weapon Training Mod.

----------------------
Description
----------------------

This Mod adds a new high-level Mage Specialization. Unlike the defaults, this one is not universally and permanently unlocked by a single action.

Unlocking it requires a character to learn five 4th-level spells; one in each spell tree. Once those five spells are known, the Specialization will automatically be granted.

----------------------
Requirements
----------------------

Arcane Mastery
Inferno or Petrify or Blizzard or Chain Lightning
Mass Rejuvenation or Haste or Glyph of Neutralization or Stinging Swarm
Anti-Magic Burst or Mana Clash or Animate Dead or Crushing Prison
Mass Paralysis or Death Hex or Waking Nightmare or Death Cloud

----------------------
Abilities
----------------------

Arcane Fire - Sustained
While active, any spell you cast that targets a hostile enemy will do ((100.0f + + Spellpower) * (SpellCost * 0.01)) / 1.5) Spirit Damage instead of its normal effect.

Counterspell Mastery - Passive

Whenever you successfully resist a hostile single target spell, it will be automatically reflected back upon its caster. As though the caster cast it at themselves.

Shaping Mastery - Passive
Your area of effect spells will no longer hurt or hinder your party members.

Archmastery - Passive
Spellpower +5.

Earth Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or frost damage will instead do nature damage (and have nature effects).

Fire Mastery - Sustained
While active, any spell you cast that normally does nature, electric, or frost damage will instead do fire damage (and have fire effects).

Water Mastery - Sustained

While active, any spell you cast that normally does fire, electric, or nature damage will instead do frost damage (and have frost effects).

Air Mastery - Sustained

While active, any spell you cast that normally does fire, nature, or frost damage will instead do electric damage (and have electric effects).


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