Trials of the Gods, Blog Post #3: Spells

Our upcoming ‘Trials of the Gods’ expansion features a new upgrade called the Arcane Refinery which allows you to enchant and disenchant your Spell Gems.

The Arcane Refinery works much like the enchanter does for artifacts - simply select the Spell Gem you want to modify, then you’ll be taken to a menu where you can either select a new property to add to the gem, or an existing property that you wish to remove.

Enchanting a Spell Gem costs a certain amount of resources, plus one of several new components. Each property requires a different component - for example, Topaz Dust allows you to add the ‘Cast When Hit’ property to a Spell Gem. These components are not obtained through normal means - instead, you’ll have to complete a new type of quest which will be discussed in the next blog post.

One important thing to note is that you still can’t add properties to Spell Gems if that gem couldn’t have already rolled that property when you found it. The library lists all the possible properties a spell can have, so you’ll probably want to refer to those books regularly to plan which properties you wish to add to your gems.

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Below is a list of the new spell properties that will be included in the expansion:

Chance to Cast On Dodge
Chance to Cast When Dodged
Chance to Cast On Death
Chance to Cast On Kill
Chance to Cast On Crit
Chance to Cast When Crit
Chance to Cast On Defend
Chance to Cast On Provoke
Chance to Cast At Start of Battle
Chance to Refund Mana
X% of Spell’s Potency Is Based On Defense
X% of Spell’s Potency Is Based On Speed
X% of Spell’s Potency Is Based On Attack

This means that there are now 23 different spell gem properties!

This is also probably a good time to announce that, after the expansion is released, spells that are cast automatically (such as from the ‘cast on hit’ property’) will no longer be as potent as if they were cast manually. They’ll deal less damage, heal for less health, and manipulate stats less effectively if your creatures don’t manually cast them.

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Lastly, let’s take a look at some of the new spells coming in the expansion. Keep in mind that these are only 15 out of 100 new spells!

Chaos Spells
Mutilate - Target’s Health is set to 1. This spell cannot be cast manually, but has a 10% chance to cast on hit.
Kick - Target takes a moderate amount of damage, plus 30% more damage for each debuff it has. Then, all the target’s debuffs are removed.
Demonic Strike - Target takes a moderate amount of damage, plus 35% more damage for each enemy of the same class fighting on the target’s side.

Death Spells
Bone Spear - Target takes a moderate amount of damage, plus 25% more damage for each temporary summoned creature fighting on your side.
Spirit Offering - Target loses a large amount of Intelligence, and all your temporary summoned creatures gain 200% of that Intelligence.
Call Famine - Summons Famine to periodically afflict enemies with random debuffs until the end of the battle. Only one Famine can be active at a time.

Life Spells
Chastise - Target takes a small amount of damage. This spell cannot be cast manually, but has a 100% chance to cast when hit.
Holy Fire - Enemies take damage equal to 30% of the caster’s Barrier strength.
Star Pact - Enemies take a massive amount of damage. All your creatures (excluding the caster) lose mana equal to 50% of this spell’s mana cost.

Nature Spells
Fire Arrow - Target takes a moderate amount of damage and is afflicted with Burn. 100% of the damage is based on the caster’s Speed instead of Intelligence.
Lycanthropy - Caster transforms into a random Nature creature with 100% Health. Then, the caster loses access to this spell for the rest of the battle. This spell cannot be cast manually, but has a 100% chance to cast when this creature takes damage while it is below 25% Health.
Wind Shear - Enemies take a small amount of damage, plus 25% more damage for each Nature creature fighting on your side.

Sorcery Spells
Drain Life - Target takes a moderate amount of damage, and all your creatures recover Health equal to 100% of the damage dealt.
Verdant Spheres - The casters casts 1 to 3 of the target’s spells in your favor.
Black Hole - Enemies lose their additional, temporary traits gained during battle, and the caster gains a copy of them.

Sounds great, can’t wait to read about that new type of quest ;D

Indeed! Hope the new type of quest is next Monday’s dev blog.

(Side Note: I like the mechanic of spells that can’t cast manually, but have increased chance to cast on a trigger)

Love these. I just knew chance to cast on death and on battle start were coming :slight_smile: Looking forward to playing with that.

Is the Life Mage Perk called Chastise getting renamed? This new spell actually fits the name better than the perk I think.

Oooh, chance to cast on provoke with chaos mage and stronghold… :slight_smile:

Looking great!

I’m worried about the Mutilate spell. With Spell Tap, you can stack up to 146 Mutilates on a full Chaos team, and a Chaos mage can increase the 10% chance to 22.5%. A Panic Attack spell with enough Mutilate gems would guarantee that every enemy drops to 1 HP, which means an instant win with the Rage punishment, no matter what your team or stats are.

Spells like Mutilate won’t actually benefit from traits, perks, and anything else that would increase its chance to cast. It doesn’t actually have the “cast on hit” property, it just has a straight 10% chance to cast on hit instead.

That’s something I’ll need to clarify in the game text somewhere I guess, since there will be several spells that can’t be cast manually like Mutilate.

I’m also kicking around the idea of limiting all attacks and spells to being activated a maximum of X times at once. For example, a creature would only be able to attack 10 times in a row or cast a spell 10 times in a row in the same turn. Thoughts?

Anything that tones down builds that can attack/cast a stupid amount of times would be great and make the game more balanced imo, there’s just too many ways to ‘abuse’ this/stack stuff right now.

[quote=“Zack, post:7, topic:2734”]Spells like Mutilate won’t actually benefit from traits, perks, and anything else that would increase its chance to cast. It doesn’t actually have the “cast on hit” property, it just has a straight 10% chance to cast on hit instead.

That’s something I’ll need to clarify in the game text somewhere I guess, since there will be several spells that can’t be cast manually like Mutilate.

I’m also kicking around the idea of limiting all attacks and spells to being activated a maximum of X times at once. For example, a creature would only be able to attack 10 times in a row or cast a spell 10 times in a row in the same turn. Thoughts?[/quote]

Even at 10% it would most likely activate for each enemy.

X=10 could still be too much (if you run a full on-hit Panic Attack team that means you still get 60 spells off), but it’s definitely better than the current situation. These kinds of teams are really boring because of that.

Setting HP to 1 just seems like too much of an instant kill. Since it can only be cast on attack I wonder if it could deal a moderate amount of damage with bonus damage based on the damage of the triggering attack. Then it inflicts bleed and stun.

I also like the idea of limiting attacks to 10 or so in one turn, maybe a little more with Multistrike. Maybe there also needs to be a cap on total attacks in one turn like 20 - 30 or so for the scenario Umaro mentions.

Will new spell properties benefit from Rift Dancer Traits?

Will indirect casting penalties apply to Lightning Cerberus trait (or similar)?

Yes!

No, these aren’t actually treated as properties so they’ll be handled independently of those traits. However, some of those spells can roll with the Cast On/When Hit properties so they’d still work in that case.

Can you also review some of the spells automatically cast by Wolpertingers? I had some experience with these guys, and most of them created situations that were very un-fun and made the creature unusable due to killing your party or itself.

Nearly every spell school has a “negative” random effect spell, but some are outright terrible when it happens. Death and Chaos are the greatest offenders, and make those versions of Wolper unplayable.

Examples:
Death -
Blood Shield: It can kill an ally
Dark Ritual: It WILL kill an ally, including itself
Dark Whispers: moderate annoyance due to stat decrease
Death Siphon: I’ve never seen it cast by Wolper, but I stopped using Death very quickly
Graft Bone: It can kill an ally
Sudden Death: I’ve never seen it cast by Wolper, but I stopped using Death very quickly

Chaos -
Anger: If this is cast twice, your creature is useless (1 attack, 1 intellect, almost no defense remaining). If you try to buff after 2 castings, it’s based on having 1 stat (so +100% casting buff would result in 2 attack).
Flame Lash: Can quickly result in very low attack if cast more than once. Multiple casts confer zero benefit except to decrease your attack.

Life -
Divinity: This should just be removed from random casting. If it’s cast on creatures that also resurrect themselves, good luck with your 30 minute fight.
Sacred Ground: Wolper shouldn’t be casting this, but it’s not unwinnable.

Nature -
Stone Skin: Can lower attack dramatically, but doesn’t present an unwinnable scenario.
Iron Skin: Can result in low speed and thus inability to land strikes.

Sorcery -
Identify Creature: Pretty useless as a random spell, especially for repeated castings
Mass Dispel: Random casting annoyance
Timewalk: Useless as a random cast

Life/Sorcery are about the only versions of Wolper that won’t result in a random death of your team or an unwinnable scenario.

All summon spells - these are useless for Wolpertingers to cast if they are in a full party. Same for summon buff spells if there are no summons. Maybe add some logic to only cast summons if there’s a free slot or summon buffs if summon creatures exist?

I wish there was a spell that nullified a creature’s trait, so I could get around Siren Soothsayers, Diamond Paragons and stuff like that without having to use a broken strategy on my theme teams.

Also, is Call Famine a normal summon spell or does Famine occupy a seventh slot? I just noticed this spell :stuck_out_tongue:

Missed this post before. Call Famine doesn’t take up a slot or anything like that - it just causes an invisible entity named “Famine” to do things throughout the battle in your favor. If you’re familiar with DWM, it works like Tatsu Call and spells like that.

I have to agree with Umaro that mutilate looks way too powerful without any sort of artifact trait magic at all, just add hell puppies.

Black Hole confuses me, what is a temporary trait? I would hazard this relates to the nether region?

Really like the new gem properties, though not sure about the ‘X% of Spell’s Potency Is Based On’ without having any idea what the X% range is. If we are in the 25% to 50% range that would open up much flexibility for alternate caster classes.

[quote=“Zack, post:7, topic:2734”]Spells like Mutilate won’t actually benefit from traits, perks, and anything else that would increase its chance to cast. It doesn’t actually have the “cast on hit” property, it just has a straight 10% chance to cast on hit instead.

That’s something I’ll need to clarify in the game text somewhere I guess, since there will be several spells that can’t be cast manually like Mutilate.

I’m also kicking around the idea of limiting all attacks and spells to being activated a maximum of X times at once. For example, a creature would only be able to attack 10 times in a row or cast a spell 10 times in a row in the same turn. Thoughts?[/quote]

Limiting the actions to 10 per turn combined with the fact that spells you proc will be less powerful would cripple any build that uses a large number of on/when hit spell gems with multistrike/doubletake/fury swipes/panic attack/quad hits or any other trait/gem that gives you multiple attacks… the current system to me seems pretty fair by making your battles take stupidly long yet preventing you from fully getting stuck in an attack loop. If you are fine with long drawn out battles go for it and make a team like that, if not then streamline your team to get more benefit from every attack

I would say a 40 or 50 total move limit would be far more reasonable with still allowing the builds but not letting the battles go on for far to long