Horizon's Gate

Horizon's Gate

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Zenith and Nadir
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37.989 MB
11 Feb @ 5:17pm
4 Aug @ 8:30am
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Zenith and Nadir

In 1 collection by Prominence
Prominence Mod Pack
42 items
Description
ZENITH AND NADIR
Visit Meridian Academy and unravel the mysteries that brought this esteemed educational institution to ruin. Dark and powerful secrets await you, including three new classes and the ability to create amulets out of crafting materials.

Zenith and Nadir is a mod that is divided into two main sections. The first section, Meridian Academy (136S, 0E), is a dungeon crawl suitable for early game teams. It is here where you can unlock the new classes and amulet crafting kit. The second section is much more challenging, and features a repeatable combat area for skill tablets and some tempting new treasure. The new treasure pulls its offerings randomly from a set list, meaning repeat visits will be required to acquire all of the new unique items.

Place Zenith and Nadir below crafting material mods if you wish to craft amulets out of my modded crafting materials. Place it above Elite Passives if you want the new classes to have additional passives.

Features:
  • New Crafting Kit: Amulets
  • New Adventure Zones
  • New Gear
  • New Enemies
  • New Exploration/Puzzle Items
  • New Repeatable Combat Area
  • 3 New Classes


Armiger: armored warrior who supports and enables mage allies
  • Prime: Inflict Malaise (magic damage vulnerability) with a 90% damage melee attack.
  • Wrangle: Pull and delay a target.
  • Check: Deal physical damage based on your physical defense, push your target 1 tile, and speed up your next turn.
  • Barricade: Gain Deflect and create barriers on either side of you.
  • Magic Armor: Give yourself Guard and Ward. Allies who are channeling spells are also protected.
  • Arcane Herald: Each Armiger active ability also boosts the magical power of channeling allies and gives MP.
  • Triturate: Melee attacks reduce enemy magic defense (stacking) and create temporary rubble beneath them.
  • Heavyweight: Gain increased defenses and shield skill, but your turn arrives more slowly.
  • Arcane Deflect: Deflect now also grants +25 magic evasion (resistance).

Dayblade: aggressive mage-knight who has mastered weapons and wands alike
  • Zenith: Create a magical mark at your location that increases physical and magic attack.
  • Day’s Blessing: Enchant yourself with the element of the day (including Life and Ruin).
  • Enchanted Charge: Charge and deal enchant damage adjacent to your target. Gain Radiance to empower your next wand action.
  • Enchanted Thrust: Strike in a line, dealing enchant damage beyond your initial target. Gain Radiance to empower your next wand action.
  • Maelstrom: Pull nearby creatures closer.
  • Wandlight: Wand actions inflict Glowing and give you MP.
  • Whirlwand: Using a wand action causes you to strike all adjacent enemies for physical damage.
  • Battlemage: Gain magic attack when you attack with a weapon. Gain physical attack when you use a wand.
  • Enchanted Aura: Your enchant deals damage to adjacent foes at the start of your turn, but enchants expire 25% faster.

Night Magister: protects allies and confounds enemies with the magic of illusions and the night
  • Nightshield: Grant Blind immunity and a shield that counters incoming attacks with Drowsy.
  • Darkness: Summon contiguous Darkwalls that block attacks and Blind adjacent creatures.
  • Lullaby: Inflict Drowsy in a cone. Enemies who are already Drowsy or sleeping are weakened.
  • Midnight Masquerade: Teleport units between two spaces, inflicting Delirious on foes and hiding allies.
  • Nadir: Create a magical mark at the target location that grants increased defenses.
  • Meridian Mantle: Grant Negate to allies standing on Zenith or Nadir marks.
  • Exhaustion: Inflict Fatigue (-MP) on adjacent foes at the start of your turn. Foes who are already fatigued lose movement speed.
  • Sleepless: You are immune to Drowsy, Sleep, and Fatigue.
  • Interference: Night Magister abilities increase ally movement speed and decrease enemy movement speed.


Acknowledgements:

My Other Mods:
Check out my collection!
44 Comments
Syger 18 Jul @ 12:52am 
Wow. I need to eat more fish. How did I forget that between unlocking the daybreaker and the night magister. Good grief. Thanks for the reminder!
Prominence  [author] 17 Jul @ 6:11pm 
Syger, you have to use the book on one of your characters to unlock the class.
Syger 17 Jul @ 4:31pm 
Just finished this for the first time as well. Great addition. I do have a slight problem though. I can't unlock the Night Magister class even though I have looked at the book. Still shows up as requiring trainer. Is this a bug?
DxGGG | Megalomancer 16 Jul @ 5:06am 
Just finished this mod's main quest and unlocked the repeatable dungeon. Another stellar mod! A tragic tale that has me eager to bring justice upon the repeatable dungeon's faction. And the classes feel great!
Prominence  [author] 31 May @ 10:22am 
You can't access the new repeatable combat area until you've cleared the third house tower, House Avaro. Accessing that tower requires the exploration items you find in Meridian Academy.

It is intended to be a late/end game area, so I suggest beefing up your team with XP, better gear, and stronger tactics if you want to succeed. Emporio di Portali has a lot of powerful items for sale. Elite Passives will help tip the balance in your favor with incredibly strong passives for your entire team. Base game tactics that are likely to work well include Warden buffs and + formation, along with the Bathandler summon to draw aggro away from your team.
aileen 31 May @ 10:15am 
How can I unlock the new repeatable combat area? I've already found the third tower, but the purification key can't open the sealing device. Do I have to complete the battles in the Tower? The number of enemies is three times that of mine, and it's extremely difficult to defeat them. Could you please tell me what I should do?
Prominence  [author] 29 May @ 6:51pm 
That sounds right, Kay. There is a grappling lasso you can find in the main Meridian Academy zone. Alternatively, a lot of my other mods include one as well, like Port Tambor.
Kay 29 May @ 6:48pm 
ok thanks i had to step away from the game but im assuming the armiger building is past the grappling notches?
Prominence  [author] 29 May @ 6:19pm 
Kay, you can find the Keystave in the Armiger building of the Meridian Academy main zone.
Kay 29 May @ 5:45pm 
ok thanks! are the keystaves found through adventuring and in loot piles or somewhere specific?