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Sunday, June 5, 2011

The Elder Scrolls IV: Oblivion Mod - Fearsome Magicka 0.15c

Behold mages and warlocks, as from now you'll become more formidable than ever! But be warned: you are not the only ones that grow in power...

To get the new spells you must first find the student of Chronomancy. If you are stuck and have no idea where to look for scroll down to find the answer.

Spells:
All new spells are designed to increase immersion of magic experience. Magic is being made an actual power, that allows to affect and shift surrounding reality in more varied ways.

There are of course spells that deal damage to it's victims, but also spells that has other purposes, like shrouding the caster with darkness, time stopping or slowing down nearby enemies.

Magic System:
Fearsome Magicka brings a new magic system to Cyrodil. It is inspired on a system present in Forgotten Realms.

In Baldurs Gate(and other Forgotten Realms based games) spells are ascribed to one of levels from 1 to 9 with level one containing simple spells and level 9 with most powerful ones. A magic user could cast only limited number of spells before resting. Number of spells a character could use(and from which level) was determined by his experience level and his intelligence. With experience the character was gaining access to higher level spells. Number of spells available to cast on each spellcasting level was dependant on character level, which means that characters on level 5 sould cast e.g. 6 spells from level 1, 3-4 spells from level 2 and 1-2 spells on level 3. Upon resting the character could cast the spells again.

This system might sound a bit weird for someone who didn't play Baldurs Gate or Neverwinter Nights, but it has one adventage: it impells to strategic use of your magic.

This is how it works in Fearsome Magicka:
All spells belong to one of circles from 1 to 5. PC(well, the same goes to NPC's and creatures) is limited to number of times he can use those spells before resting. All spellcasters gain access to more powerful spells and increase number of times a certain circle spells can be cast with experience(+ modification from intelligence) according to this formula:

1st Circle spells: character level / 3 + (intelligence / 10 - 5)
2nd Circle spells: (character level - 5) / 4 + (intelligence / 10 - 5) * 0.8
3rd Circle spells: (character level - 13) / 5 + (intelligence / 10 - 5) * 0.6
4th Circle spells: (character level - 21) / 6 + (intelligence / 10 - 5) * 0.4
5th Circle spells: (character level - 29) / 7 + (intelligence / 10 - 5) * 0.2

The outcome is rounded down. Intelligence factor applies only if the minimum level for certain spell circle has been reached, which is:

1st circle: level 3 (a new 'spell slot' every three levels)
2nd circle: level 9 (a new 'spell slot' every four levels)
3rd circle: level 18 (a new 'spell slot' every five levels)
4th circle: level 27 (a new 'spell slot' every six levels)
5th circle: level 36 (a new 'spell slot' every seven levels)

Take note that spell casts limit multipier can be altered in the FM.ini file located in Data\FearsomeMagicka folder.

A 6 hours of sleep is required to be able to cast the spells again.

To be able to use a spell, one has to have apropriate skills. Most of the spells will have it's effects dependant from the caster's skill(so, if Fire Burst requires destruction on level 75, it will do more damage if caster has destruction on level 100, or even more if on level 125).

NPC's & Creatures spell casting AI:
For the purpose of this mod an unique NPC's & Creatures spell casting AI was designed, making them more challanging opponents. It allows an intelligent use of the new spells by NPC's, and even lets them create combinations(sometimes deadly) of those spells.

NPC's will also use Magicka potions to regenerate their magicka if necessary. 


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