New location of the mod's thread(s): http://www.titanquest.net/forums/destinies/
Version 1.03 of the destinymod is complete.
This mod replaces the old masteries with 9 completely new ones:
Shamanism: Uses fire, lightning, cold and physical damage in combination. Shamans are mainly mages, whose skills are used to rely each on one or two of the mentioned elements. Uses skills like earhtquake, icenova, firebolt or arcbound. Threre are plenty of ways to play a shaman since the mastery relies on different kinds of damage, it's up to you to decide which one you wanna use.
Purification: This mastery relies on physical and lightning damage spells as well as on disruption and manaburn. It's most efficient against mages, but being a supportive caster, the witch hunter can also develop great power in fighting large amounts of enemies or in staff combat. Purification is a very various mastery, which can be used for any task.
Chivalry: Is a melee-combatant's mastery which relies mainly on piercing damage, so it's favored weapons are swords and spears. Chivalry is very balanced between offense and defense, the knight can master both and become a perfect fighter. This mastery might be one of the easiest to play since it's a player-friendly allrounder-melee-fighter-mastery.
Prophecy: Imagine this class as a hunter using d2-Palaskills. The Herald is an auramancer who is skilled in usuage of bows. As a both agile and supportive class, it can be very flexible, combat skills, buffs, pets, healing skills and auras belong to the arsenal of the herald. This is maybe the most pet-friendly class as well as the only bow-focused mastery.
Metamorphosis: If you seek for pure defense, take this class. Altough it wont grant you any offensive skills, you can extremely boost your defense with this class, and retaliation skills of any kind make it combat even more easier. The golem can not only build up a huge defense, but also has acces to several aura-skills damaging neabry enemies and afflicting them with certain mali.
Depredation: The knight's opposite, the marauder uses pure offensive melee-power by wielding two weapons at once. The cost is extreme since this mastery will not really boost your defense. Other than Chivalry, Depredation also uses, next to the raw physical damage, fire and bleeding damage. The marauder has a huge supply of offensive self-empowering skills to become extremely efficient in closer combat.
Daemonism: Granting both, strengh and intelligence, this mastery can make you both, an unmatched magician as well as a supreme fighter. Lots of supportive skills can confuse, control, frighten and even kill monsters while certain other skills are even powerful enough to protect you from death. Combat and attribute enhancement also belongs to the skills of the daemon, who will be useful in any class combination.
Ruination: Based on fire and vitality damage, this class offers a wide arsenal on powerful destructive spells. The doomancer's disadvantage ist, that most offensive skills will only be available later, so starting with this mastery can be difficult since you will lack attack spells in the early game. Nevertheless, the doomancer can easlily wipe out whole groups with single, destructive spells.
Training: This mastery is only for boosting your stats and for unlocking each mastery's extra-powerful extra-skill. You can spend lots of points with trainigng, so be sure you only learn the skills you really need. It's also easy to use this mastery to compensate your other class' weaknesses. But try yourself...
There are plenty of new things to discover, for example skills whose modifiers require lower masterylevels than themself or skills requiring an other mastery's skill.
I tried not to make any wasted skills, so you might have some hard time when choosing where to put your skill points.
All masteries have 40 levels (not 32 like the original ones) while leveling above 32 is usually optional.
In version 1.03, there will also be, next to balance improvement (thx, Kir4) a few new bosses and a new set of items, so keep watching out for an update!
And here is a list of the classnames:
Prophecy=Herald
Daemoism=Daemon
Metamorphosis=Golem
Deprendation=Marauder
Shamanism=Shaman
Purificaton=Witch Hunter
Ruination=Doomancer
Chivalry=Knight
Prophecy + Chivalry=Leader
Daemonism + Chivalry=Fallen
Metamorphosis + Chivalry=Icon
Deprendation + Chivalry=Slaughterer
Shamanism + Chivalry=Savant
Purification + Chivalry=Inquisitor
Ruination + Chivalry=Corrupter
Ruination + Prophecy=Emissary
Ruination + Daemonism=Nightmare
Ruination + Metamaorphosis=Tormentor
Ruination + Deprendation=Anguisher
Ruination + Shamanism=Vitiater
Ruination + Purification=Edgewalker
Purification + Prophecy=Exorcist
Purification + Daemonism=Opressor
Purification + Metamorphosis=Imprisoner
Purificatoin + Deprendation=Betrayer
Purification + Shamanism=Spiritualist
Shamanism + Prophecy=Purifier
Shamanism + Daemonism=Cultist
Shamanism + Metamorphosis=Preserver
Shamanism + Deprendation=Barbarian
Prophecy + Deprendation=Tyrant
Daemonism + Deprendation=Oblivion Knight
Metamorphosis + Deprendation=Pillager
Prophecy + Metamorphosis=Idol
Daemonism + Metamorphosis=Phantom
Prophecy + Daemonism=Heretic
Training=Apprentice
Training + Chivalry=Hero
Training + Ruination=Apocalypt
Training + Purification=Zealot
Training + Shamanism=Enlighter
Training + Deprendation=Desecrater
Training + Metamorphosis=Guardian
Training + Daemonism=Gatekeeper
Training + Prophecy=Avatar
Changelog 1.01:
Mechanical Changes:
- opened skill tier 7, all 'uberspells' and the tribute skill now require mastery level 40
- all 'uberspells' are now more powerful, marauder's malefactum got extraboost
- 2 new skills: Attack Increasement as a LMB-Skill for the supportive (training) and icehob as a pet for the shaman
- removed 2 skills: shaman's storm and supportive's Influence Increasement
- increased knight's mastery-boni
- knight's stunningstrike now has a 50% chance for one of the effects
- doomancer's Endtime now deals physical DoT instead of lightning DoT
- doomancer's black hole's percent current life damage increases with skill level now
- marauder's berserk last longer now and is instant cast
- marauder's nefariousstrike now increases ms
- marauder's burndown deals more firedamage now
- marauder's cleave effects less targets now, but the target angle increases per skilllevel
- shaman's arcticgrip has now a lesser chance to get activated
- shaman's icenova has a larger radius now
- shaman's arcbound has no cooldown anymore
- daemon's circle of pain now deals life damage instead of elemental
- daemon's demonic power now grants bonusdamage against demons
- daemon's sinisterstrengh&unnatural speed now grant more strengh/dexterity per level
- daemon's otherworldly fire is now an AoE-spell
- daemon's chaos has greatly increased cooldown and reduces reistances now
- daemon's infernal contract (uberspell) now gives huge malus on life instead of dexterity
- all witchhunterskills dealing elemental damage before now deal lightning damage
- witchhunter's disrupion now reduces resistances
- withchunter's consecrate weapon is a charge-skill now
- witchhunter's manifestation requires a staff and grants by a by far greater damageboost now
- golem's absorb now increases the defensive absorption
- golem's untouchable soul now grants more leach resistances instead of sleep etc.
- supportive (training) mastery now gives boni to all stats
- ironwoodstaff doesn't deal physical damage anymore, instead it got increased cold damage
Bugfixes:
- it's now easier to hit the target with shaman's firebolt
- resonance now works properly
- cleave now works properly
- all attack-speed granting skill's now give the right attack speed bonus
- fixed ruin
- fissure is now a mod for stomp instead of stunning strike
- tracker now grants the proper bonus
- additional points in cyclone now do anything beside increasing the mana cost
Visual Changes:
Changelog 1.02
- masteries now have different coloured backgrounds (but they still share the same reallocationbitmap)
- zeal got a new button (showing a sword)
- malefactum got a new effect
- the doomancer's curses don't lack effects anymore
- marauder's burndown now uses the old earthenchantment's effect
- removed new effects from a few monster's skills
- herald's chosenone and protection got new effects
- spikedarmor got a new effect
- shaman's different magic buffs don't share the same effect anymore (nor the same sound)
- added some extrainfo to the descriptions
- all masteries' names and descriptions and lots of skillnames/-descriptions were upgraded by Kir4 (Except the change of the uberskill's dedications, i did this myself)
Mechanical Changes:
- Added 18 new Skills: Summon Squire, Militancy, Summon Imp, Guile, Breath of Justice, Sentence, Summon Firehob, Elecritcal Breath, Frozen Surface, Influence, Red Carpet, Ixion's Legacy, Summon Archer, Summon Soldier, Summon Unholy Icon, Soulbreath, Pet Increase, Temporal Damage Increase
- Metamaorphosis' Perfection got a chance to reflect lots of damage
- Shamanism's Magic-Buffs now require staves
- Deprendation's Raze now affects more targets but only has 50% chance to be activated
- Deprendation's Two-Hand-Skills got increased chances for activation
- Chivalry's Zeal now works only with swords
Bugfixes:
- fixed Pharao's Guardians in the 'more-spanws-version'
Visual Changes:
- Earhtquake got a new (cooler)eEffect
- Icenova got a new effect
- Cancel got a new effect
- Spikedarmor got a new effect
- Effects of Earthquake, Circle of Pain, Firebolt and Otherworldly Fire change with level
- Added new icons for the new skills
- Added new peticons for the new pets
- Revelation was changed into Prophecy
Changelog 1.03:
Mechanical Changes:
- Added 6 new bosses. Three of them replace the machae generals in legendary and epic difficulty, one replaces the sidequest-boss-scorpion in legendary Egypt, one replacs the sidequest-arachnos-boss in the jinyangwood in legendary difficulty and one replaces the sidequest-odontotyrannus-boss in legendary act 4.
- Added a new set of items: Pendant of Insomnia, Onyx Chest, Mindcage, Mechanical Boots, Grip of Chaos, Immortal Ring, Relentless Ring. Those items can only be found in legendary act 4.
- Knight's stamp is now a waveskill
- Shaman's 'Magic'-skills don't require staves anymore
- Kir4 greatly balanced most skills
- Added a new tribute-skill. The 'Uberskills' of Shamanism, Chivalry, Prurificaton and Prophecy now reqeuire a -5% total damage tribute instead of the lifetribute. The other 'Uberskills' still require the -10% life tribute.
- Removed the bonusspeed from Marauder's nefarious strike
Bugfixes:
- Artifacts now give skill augments to the new masteries
- Herald's icy arrow will now be dispelled when you change the weapon to something else than a bow
Visual Changes:
- Soldiers and Archers above level 12 have now a correct name
- Fixed Herald's Healingcascade's description tag
- Geodragon fixed grammar and spelling mistakes in the modstrings
- Removed the Dread- and Shattereffects from monsters
- Removed the Sacredfireeffect from monster's wildfireskill
Download Version 1.03 here:
destinymod (rapidshare)
destinymod (sendspace)
Download version with more Spawns here:
destinyxmax (rapidshare)
destinyxmax (sendspace)
And download the records here:
destinyrecords
And here jiaco posts the links for Lilith with destinymasteries:
Lilith Destiny (post by jiaco)
A german translation ist included, Gigatron is currently working to translate the mod into spanish.
Enjoy!
Thanks to Kir4 for making almost all new effects and for greatly increasing balance.
The mod is now also available in German (see:http://rapidshare.com/files/29684161...prachpaket.RAR; translation by Ritualist) and French (see below) and a translation into spanish is currently done by Gigatron
Here you can download the French text by Noumberouane:
http://rapidshare.com/files/314855007/french_text.rar
http://www.sendspace.com/file/vzrdnv
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