About this mod This mod adds the Cryomancer Class to the game Permissions and credits Author's instructions File credits This author has not credited anyone else in this file Donation Points system This mod is not opted-in to receive Donation Points

The Cryomancer is a backline damage dealer with stats in the same ballpark as the Occultist. He is more offensively focused than the Occultist, however, with a range of skills that damage and debuff the enemy's speed and accuracy, Here is his kit:



1. Winter Blast - launch 432 target 123, damage + speed debuff



2. Ice Sheen - launch 321 target ~12, low damage + accuracy debuff



3. Ice Block - launch 4321 targets an Ally or Self, immobilizes, stuns for 3 turns, grants "invulnerability" for that time.



4. Blizzard - launch 43 target ~1234, low damage + speed debuff



5. Deep Freeze - launch 21 target 1, a strong 2 turn stun + invulnerability buff for that time.



6. Heart of Winter - activates riposte on self, riposte effect is same as Blizzard (speed debuff to all four opponents)



7. Gentle Thaw - group TINY heal (0-1 at level 1, 0-2 at level 5), group unstun, group unimmobilize



So to put that in a brief description, The Cryomancer has four offensive abilities which damage and debuff accuracy/speed against various positions, alongside two abilities which encase their target in ice, one for friendlies and one for enemies, preventing the target from acting but rendering them invulnerable (+80 prot, +200 dodge) for the duration. Finally, there is an AoE which removes stun and immobilize effects from the group, which, aside from being the only way to unimmobilize a group member, also makes a little combo with Ice Block - if you REALLY want to commit the resources, you can spend 1 tun to put a character in a block of ice, and 1 more turn to free them from it while maintaining their invulnerability for 1 more turn.

Or just wreck the Drowned Captain or whatever. But really, there's a lot of potential for the Immobilize ability, I hope to add it to monsters in the future in a way that makes unImmobilize more appealing. It'd be cool for a mob to have an ability that pulled and immobilized, for instance.

ANYWAY, right now there's a lot missing from the Cryomancer. His skins are INCOMPLETE - they exist for his walk, idle, and combat sprites, but not for any of the specific abilities. This is because I have a lot on my plate and suck at animation generally. I'm secretly hoping that one of you does it for me and earns my eternal gratitude (and credit in my mods' readme forever). It also lacks unique, or even logically deducible camping skills. It's just a copy of the ones from my Priestess class, as a placeholder til I get back to it.



Basically, there's enough to play with and enjoy it, and not much more in this alpha version :) It's the version I'll be doing my testing with over the next few months as I continue adding more and more classes, adjusting abilities up and down, etc. So I could wait months and months til this is *complete* before I release it, or just put it out now with the above disclaimers.



TLDR; What this mod DOES include:

7 new skills with new effects, all tested and working.

7 new ability icons, mostly recolors and such

a handful of new skins and .fx a new portrait to distinguish him from other occultists.

Enjoy!