Following up the calling of dibs I did here, I think it’s time to announce this on the official forums.
I’ve been working on Darkest Dawn, a skill overhaul that features two new classes, plus a few tweaks and enhancements to the classes already in place.
New class 1: The Necromancer
Just your classical necromancer. Has three summon skills (two of them are ranged attackers), two of which can summon more than one instance of a minion. A bit of “bone” magic that deals physical damage and can be transmuted to get a spammable cold spell, buffs that empower pets at the expense of the caster, and more.
A few example skills:
New class 2: The Illusionist
This one is a bit different from other classes. The Illusionist is focused on crowd control and damage over time (electrocute + frostburn). He’s got a lot of sleep, stun, petrification going; special pets who are debuffers and suicide bombers, and (proper) teleportation. I also made up some lore about these guys that I intend to inject into the game once everything else is done.
A few example skills:
On top of that, I fill up all the empty slots on existing masteries. Occultist gets a “build charge”-type attack replacer that buffs spellcasting, Demolitionist has “Ulzuin’s Chosen” renamed and moved to a lower rank, and gets a fancy exclusive skill. This one:
Right now, I still need to do balancing, some skill icons and a few effects. But all skills are working, as far as I can tell.
If you want to take part in the closed alpha phase, follow my fb page: https://www.facebook.com/thecultoft3nd0/
If you’d want to help out with art, that’d also be welcome. I’m confident I can handle everything I need to, but saving time is always appreciated.
The mod will be published on the Grim Dawn Nexus. The Nexus is my home.
Time to get back into the asset manager.