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File Info: Fate - Greater Spell Casting
Title:
Fate - Greater Spell Casting
Author:
Populism
Created:
10/22/2008
Updated:
7/20/2009
Downloads:
Description: Fate - Greater Spell Casting
This mod overhauls the spell system, adjusting the damage and effects as well as adding greater versions of all spells.Greater Spell Casting Mod
This mod is for Fate version 1.23b CD
Best viewed with word wrap at full screen
Why do only the healing spells have greater versions? Magic requirements for spells don't make much sense and are far too low. All but a few spells can be obtained for only 50 magic. The Ice spell is stronger than the fire-based ones, plus it has a slowing effect with no trade off. There's only 1 cold, but 4 fire spells; only 1 type of Charm. Mana/magic requirements seemed arbitrary. Your pet quickly becomes obsolete in the harder modes or when deep delving. These were the things I wanted to improve or expand upon. Now all spells have greater versions and most of the originals have been fine-tuned. Spells have been spread out, balanced and made more useful.
An example of this would be the charm sphere...before the highest summons required 97 in magic (this was the hightest spell cost in the game) and you could summon all 10 creatures. This meant that each creature was only used for a very small amount of time, until you get to the Drake. Overall if you do the math you could get a new summons every 2 levels on average if placing your stat pts into magic (not counting magic boosting gear). With the new requirments each creature will be used for a much longer period of time. To balance this out they now level much faster.
GENERAL CHANGES
Added Greater versions of all spells available late game requiring much higher lvls of magic to reward pure casters
Added slightly altered scroll icons (they have a little + sign) for Greater spells to help distinguish them from their counterparts
All mana values for Greater spells were increased 50%, magic requirements start at 300, and rarity increased 200 pts
Most spell’s aoe increased, mana and magic requirements have changed
Increased spell books default uses value from 10 to 20
Increased the value of the spell scrolls and books to better match their worth
Fire spells haven’t changed much..they're considered the standard and most reliable in terms of dmg
Cold spells are weakened (shouldn't be stronger than fire + slows creatures)
Lightning spells max dmg increased, least predictable but have the highest dmg ceiling of all the spells
2 new Attack spells, cold based so that the ice spells will be filled out properly like the other elements
2 new Defense spells, both having to do with curing poison
1 new Summoning spell
Charm’s utility spells have been boosted to provide a longer shelf life
Summoned minions gain levels much quicker, magic/mana requirements increased greatly
Defense spells have had most of their durations significantly boosted to make them useful
Healing spell balanced against each other with group versions being 3/4 as effective as caster only spells
Greater Healing and Greater Group Healing spells were altered to fit the new spell scheme
New charms, mana, g-mana, stamina, antidote…new icons
Monsters with a magic stat were given 2x or more magic to allow them to cast the tweaked spells without a problem
New fish versions, Elite and Legendary
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*SPECIFIC CHANGES*
ATTACK SPELLS:
Fireball increased dmg from 2 to 3 per lvl
Frost base dmg altered to 6-9 from 3-4 and +2 min/max per lvl was +3 max only
Lightning Strike base min dmg decreased to 1 from 7,max dmg increased from 10 to 20, max dmg per lvl increased 1 pt
Web aoe increased from 15 to 20ft
Divine Light aoe doubled from 20 to 40 ft, dmg per lvl doubled from 2 to 4
Fire Wall aoe radius increased to match description, dmg increased from 2 to 3 per lvl, added knock back effect
Area Slow aoe increased from 20 to 30 ft
Poison Cloud dmg increased from 2 to 5, duration per lvl decreased from 2 to 1
Lightning Storm aoe increased from 20 to 40 ft, max base dmg and dmg per lvl increased to compensate for the 80% hit rate
Shocking Burst base dmg decreased to 1, max dmg increased, max dmg per lvl increased from 4 to 5, removed min dmg per lvl gains
Greater Slow slowed to 40% as compared to 60%
Greater Fireball dmg increased 50%
Greater Frost dmg increased 50%
Greater Lightning Strike dmg increased 50%
Greater Scorch dmg increased 50%
Greater Muffle Magic success rate increased to 90% from 60%
Greater Web range increased to 30 ft from 20
Greater Blindness attack rating reduced to 90% from 75%
Greater Divine Light dmg increased 50%, scare lvl increased to 30 from 20
Greater Firewall dmg increased 50%
Greater Frailty defense rating reduced by 90% from 75%
Greater Area Slow aoe increased to 40 from 30
Greater Poison Cloud dmg increased 50%
Greater Draining Aura converted dmg increased from 50% to 75%
Greater Lightning Storm dmg increased 50%
Greater Shocking Burst dmg increased 50%
Greater Meteor Strike dmg increased 50%
New spell Friged Waters cold dmg, slows target, instant effect spell, single target, new icons
New spell Arctic Winds cold dmg, slows targets, aoe spell, new icons
*Notes* Attack spells, mana costs, and magic requirements have changed to the following: .75 to 1 ratio
1. Single target spells cost 20 mana and require 25 magic, non-dmg spells cost 30 mana and 40 magic
2. AoE spells centered on the caster cost 50 mana and require 75 magic, non-dmg spells cost 65 mana and 100 magic
3. AoE spells that are targetable cost 65 mana and require 100 magic
4. Added stunning effect to all lightning spells
CHARM SPELLS:
Mental Map increased per lvl from +2 to +6
Town Portal increased per lvl from +2 to +3
Summon Spiders increased magic requirements from 16 to 25
Summon Rats lvl per lvl increased from 1 to 1.5, increased magic requirements from 18 to 45
Summon Skeleton lvl per lvl increased from 1 to 1.5, increased magic requirements from 22 to 75
Summon Mystic Blade lvl per lvl increased from .5 to 1, increased magic requirements from 30 to 125
Summon Vampire Bats lvl per lvl increased from .3333 to 1, increased magic requirements from 35 to 130
Summon Timber wolf lvl per lvl increased from .5 to 1, increased magic requirements from 39 to 105
Summon Frost Beatle lvl per lvl increased from .5 to 1, increased magic requirements from 46 to 150
Summon Shrike lvl per lvl increased from .5 to 1, increased magic requirements from 55 to 175
Summon Wyvern lvl per lvl increased from .25 to 1, increased magic requirements from 68 to 250 (adjusted)
Summon Firedrake lvl per lvl increased from .1 to 1, increased magic requirements from 97 to 300 (adjusted)
Greater Identify increased ability by 100%
Greater Mental Map increased ability by 100%
Greater Town Portal increased ability by 100%
Greater Charm Monster increased ability by 100%
New spell: Summon Demonling: summons 3 lvl 16 baby demons, new icons, magic requirement 190
*Notes*
SUMMONED FORMULA: 1.7 to 1 ratio
Magic requirement = Creature lvl + Min + Max creature depth + # of creatures summoned at once + lvl per lvl x 3 rounded
Mana requirement = Magic requirement x 1.7 rounded to 5
Rarity = 200 + default value
Greater Spells Mana cost = default value x2
DEFENSIVE SPELLS:
Stamina Increased base time from 10 to 12
Spectral Armor base time decreased from 20 to 18, per lvl increased from 1 to 6 sec
Minor Heal base Hp healed increased to 60 from 20, per lvl increased from 2 to 8, name changed
Minor Group base hp healed increased to 45 from 10, per lvl increased to 2 from 6, name changed
Ringing Blast increased aoe to match description, increased knockback from 6 t0 8
Haste decreased base time from 15 to 12 secs, per lvl increased from 1 to 2
Reflection base time increased from 10 to 12 secs, dmg reflect increased from 20% to 30%
Fear increased monster lvl scare per lvl from 1 to 3, success rate increased from 70% to 75%
Dervish Increased base duration from 10 to 12 secs
Resist Fire Base time increased from 10 to 16 secs, per lvl increased from 2 to 4
Resist Ice Base time increased from 10 to 16, per lvl increased from 2 to 4
Resist Lightning base time increased from 10 to 16, per lvl increased from 2 to 4
Greater Heal base Hp healed increased from 40 to 90, per lvl increased from 3 to 12, magic requirements increased
Greater Group Heal base hp healed decreased from 24 to 65, per lvl increased from 3 to 9, magic requirements increased
Greater Stamina increased duration by 50%
Greater Spectral Armor increased effectiveness by 50%
Greater Ringing Blast dmg increased 50%
Greater Haste increased effect to 50%
Greater Reflection increased reflection by 50%
Greater Fear increased lvl affected by 50%
Greater Battle Fog removed defense rating reduction penalty
Greater Dervish Increased attack speed 50%
Greater Resist Fire effectiveness increased to 90%
Greater Resist Ice effectiveness increased to 90%
Greater Resist Lightning effectiveness increased to 90%
New spell Antidote cures poison on caster, remade/reused icons
New spell Group Antidote cures poison on entire party, remade/reused icons
*NOtes*
Defensive spells, mana, and magic requirements have changed as follows: 1 to 1 ratio
1. One time instant effect caster-only spells cost 30 mana and 30 magic, group versions cost 90 mana and 90 magic
2. Booster spells cost 65 mana and 65 magic, non-combat spells cost 45 mana and 45 magic
3. Spells that effect the enemy go by their attack spell equivalents...but maintain the defensive spell ratio
MISC SPELLS:
Summon Zombie increased lvl per lvl from .5 to 1
Summon Mummies increased lvl per lvl from .5 to 1
Minor Heal Target increased base heal to 20 from 10 and per lvl heal to 4 from 2
Summon Demonling lvl per lvl increased from .3333 to 1
----------------------------------------------------------------------
NEW PET FOOD
There are Elite and Legendary versions of all fish now. Elite fish turn your pet into an elite version of the specific creature, while
legendary fish turn your pet into.....legendary version of the specific creature. This should make your pet useful again late game.
Elite fish can be caught starting at lvl 50+
Legendary fish can be caught starting around lvl 100+
Fish scale upwards in price and depth
All transformations for the new fish are permanate
A few of the monsters max depth values were increased to 18 to allow the new fish to work properly
Made all fish drops rarer in an attempt to make fishing more useful
*Notes*
Rarity = 1000
Fishing rarity = 990
Minimum Lvl = default value +50
Price = default value x10
Healed = default value x2
Legendary Values = elite values x2
-------------------------------------------------------------------------
Installation: Back up your Spells, Icons, Items and Monsters folders then drop these ones into fate's root directory, overwrite the files when prompted and play.
This mod is not compatible with mod manager...but if you replace your original .dat files with these, then add mods on top of them it might work...assuming your .dat files are compatible.
Credits
J3st3r for the new charms
Tiptoe for the Demonling icons
Apricottwist for the 2 spells the new attack spells were taken from
little one for proof reading this mess in AZ
Spell tweaks, greater versions and new spells done by Populism
Bitor, Iubigler, Maestro, Outlawdrizzt for Bitor's fish mod, which gave me the idea and template for adding new fish versions
----------------------------------------------------------------------
Notes:
BASIC FORMULA FOR GREATER SPELLS
Mana cost = 1.5x default mana cost (50% increase) rounded
Effects/Dmg = 1.5x default eff/dmg (50% increase) rounded
Min/Max depth 40/120
Rarity = 1000 + default value
Value = 10x default value
Magic required = 300 + default value
*Only dmg or effects are altered...not both, in some cases where the effects were too powerful I tuned them down*
October 3rd, 2008
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