This mod will add greater versions to all spells as well as reblance them. This gives pure casters something to look forward to in the late game. New forms for your pet to take...including elite and legendary versions. New charms to cover mana, stamina and antidote.
Greater Spell Casting + Misc. Enhancements Mod Version 2
This mod is for Fate version 1.23b CD
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This is version 2 of the Greater Spell crafting mod. I orginally made this because my version of fate wasn't compatable with mod man or nearly all the other mods out there. So I downloaded many of the mods in the archive and started going through them one at a time. Many of the upgrades I found I didn't need or were already incorporated in the newest version of Fate. Eventually I found several I liked...and whittled them down to the changes listed below.
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.
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Change Log for Version 2
1. Reduced stunning effect for lightning spells to -100 movement speed, updated descriptions to include stun effect
2. Corrected poison cloud display info
3. Increased web success rate from 70% to 75%
4. Decreased Blindness att rate reduction from 75% to 60% to better fit the new spell scheme
5. Decreased Frailty defense reduction from 75% to 60% to better fit the new spell scheme
6. Increased Greater Spectral Armor dmg reduction to 35% as I forgot to do this last time
7. Decreased all Elemental resistance spells (fire, ice, lightning) from 75% to 60% to fit spell scheme
8. Greater spell scrolls rarity reduced to 990 to fit in with the rest of the items
9. Poison Cloud increased dmg per second from 4 to 6
10. Fire wall description updated to include knock back effect
11. Reworked readme file to make it easier to read
12. Lightning Storm dmg per lvl reduced from 12 to 9
13. Tweaked summon spell requirements, reduced rats and skeles so that all summons gain only 1 lvl per charm skill now
14. Pet regeneration added, heals at about 1-2 hp per second, makes the natural form more useful without being overpowered
15. 16 new types of fish, 6 versions each, blends perfectly with the orginal game
16. Added minimum fishing lvls for Flawless, Elite and Legendary fish
*When in conflict the changes listed here supercede the ones below.*
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GENERAL CHANGES
1. Added Greater versions of all spells available late game requiring much higher lvls of magic to reward pure casters
2. Added slightly altered scroll icons (they have a little + sign) for Greater spells to help distinguish them from their counterparts
3. All mana values for Greater spells were increased 50%, magic requirements start at 300, and rarity increased 200 pts
4. Most spell’s aoe increased, mana and magic requirements have changed
5. Increased spell books default uses value from 10 to 20
6. Increased the value of the spell scrolls and books to better match their worth
7. Fire spells haven’t changed much..they're considered the standard and most reliable in terms of dmg
8. Cold spells are weakened (shouldn't be stronger than fire + slows creatures)
9. Lightning spells max dmg increased, least predictable but have the highest dmg ceiling of all the spells
10. New 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
11. Charm’s utility spells have been boosted to provide a longer shelf life
12. Summoned minions gain levels much quicker, magic/mana requirements increased greatly
13. Defense spells have had most of their durations significantly boosted to make them useful
14. Healing spell balanced against each other with group versions being 3/4 as effective as caster only spells
15. Greater Healing and Greater Group Healing spells were altered to fit the new spell scheme
16. New charms, mana, g-mana, stamina, antidote…new icons
17. Monsters with a magic stat were given 2x or more magic to allow them to cast the tweaked spells without a problem
18. New fish versions, Elite and Legendary
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*SPECIFIC CHANGES*
ATTACK SPELLS:
1. Fireball increased dmg from 2 to 3 per lvl
2. Frost base dmg altered to 6-9 from 3-4 and +2 min/max per lvl was +3 max only
3. Lightning Strike base min dmg decreased to 1 from 7,max dmg increased from 10 to 20, max dmg per lvl increased 1 pt
4. Web aoe increased from 15 to 20ft
5. Divine Light aoe doubled from 20 to 40 ft, dmg per lvl doubled from 2 to 4
6. Fire Wall aoe radius increased to match description, dmg increased from 2 to 3 per lvl, added knock back effect
7. Area Slow aoe increased from 20 to 30 ft
8. Poison Cloud dmg increased from 2 to 9, duration per lvl decreased from 2 to 1
9. Lightning Storm aoe increased from 20 to 40 ft, max base dmg and dmg per lvl increased to compensate for the 80% hit rate
10. 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
11. Greater Versions:
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%
12. New Spells:
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:
1. Mental Map increased per lvl from +2 to +6
2. Town Portal increased per lvl from +2 to +3
3. Summon Spiders increased magic requirements from 16 to 25
4. Summon Rats increased magic requirements from 18 to 45
5. Summon Skeleton increased magic requirements from 22 to 75
6. Summon Mystic Blade lvl per lvl increased from .5 to 1, increased magic requirements from 30 to 100
7. Summon Vampire Bats lvl per lvl increased from .3333 to 1, increased magic requirements from 35 to 130
8. Summon Timber wolf lvl per lvl increased from .5 to 1, increased magic requirements from 39 to 165
9. Summon Frost Beatle lvl per lvl increased from .5 to 1, increased magic requirements from 46 to 200
10. Summon Shrike lvl per lvl increased from .5 to 1, increased magic requirements from 55 to 300
11. Summon Wyvern lvl per lvl increased from .25 to 1, increased magic requirements from 68 to 350
12. Summon Firedrake lvl per lvl increased from .1 to 1, increased magic requirements from 97 to 400
13. Greater Versions:
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%
14. New spell: Summon Demonling: summons 3 baby demons, new icons, magic requirement 245
*Notes*
SUMMONED FORMULA: 1.7 to 1 ratio
Mana requirement = Magic requirement x 1.7 (rounded)
Rarity = 200 + default value
Greater Spells Mana cost = default value x2
DEFENSIVE SPELLS:
1. Stamina Increased base time from 10 to 12
2. Spectral Armor base time decreased from 20 to 18, per lvl increased from 1 to 6 sec
3. Minor Heal base Hp healed increased to 60 from 20, per lvl increased from 2 to 8, name changed
4. Minor Group base hp healed increased to 45 from 10, per lvl increased to 2 from 6, name changed
5. Ringing Blast increased aoe to match description, increased knockback from 6 t0 8
6. Haste decreased base time from 15 to 12 secs, per lvl increased from 1 to 2
7. Reflection base time increased from 10 to 12 secs, dmg reflect increased from 20% to 30%
8. Fear increased monster lvl scare per lvl from 1 to 3, success rate increased from 70% to 75%
9. Dervish Increased base duration from 10 to 12 secs
10. Resist Fire Base time increased from 10 to 16 secs, per lvl increased from 2 to 4
11. Resist Ice Base time increased from 10 to 16, per lvl increased from 2 to 4
12. Resist Lightning base time increased from 10 to 16, per lvl increased from 2 to 4
13. Greater Versions:
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%
14. New spells:
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:
1. Summon Zombie increased lvl per lvl from .5 to 1
2. Summon Mummies increased lvl per lvl from .5 to 1
3. Minor Heal Target increased base heal to 20 from 10 and per lvl heal to 4 from 2
4. Summon Demonling lvl per lvl increased from .3333 to 1
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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+ while Legendary fish can be caught starting around lvl 100+. Fish scale upwards in price and depth. All transformations for the Elite and Legendary fish are permanate. Made all fish drops rarer in an attempt to make fishing more useful
A few of the monsters max depth values were increased to 18 to allow the new fish to work properly. 16 new fish added each has a: fingerling, small, lunker, flawless, elite and legendary version
New Fish:
1. Crab = Gryphoness
2. Angler = Greater Gargoyle
3. Glory = Intellect Devourer
4. Blue Dart Frog = Shrike Juggernut
5. Sea Snake = FireDrake
6. Rattle Snake = Icedrake
7. Moccasin = Thunderdrake
8. King Snake = Venomdrake
9. Bull Frog = Spindly Creeper
10. Clam = Emperor Abomination
11. Lobster = Armored Sharphorn
12. Poison Dart Frog = Chittering Horror
13. Tubinaria = Green Dragon
14. Mollusk = Frost Dragon
15. Hermit Crab = Thunder Dragon
16. Green Dart Frog = Venomous Dragon
*Notes* Elite Versions:
Rarity = 1000
Fishing rarity = 990
Minimum Lvl = default value +50
Minimum fishing lvl = 50
Price = default value x10
Healed = default value x2
Legendary Values = elite values x2
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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, icons and template for adding new fish
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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*
November 3rd, 2008
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