Horizon's Gate

Horizon's Gate

Class Academy
42 Comments
Prominence  [author] 28 Feb @ 3:04am 
I never liked Shadow Form. ; )
496 Crows 28 Feb @ 1:22am 
No shadow form :'( No divine shield :'(
Prominence  [author] 27 Aug, 2024 @ 7:29am 
In the base game, Breakers and Stormshots have passives to delay enemies with attacks. In my mods, the Outsider has a powerful mass delay spell. Betwixt includes delay triggers to further delay enemies with attacks. Elite Passives adds The Balance for Balancers for more delays. Check out Jade Helix for some equipment that helps delay enemies while you cast.

There are probably many more, but I have made enough things now where it’s easy to forget, lol.
TJ - Galad 27 Aug, 2024 @ 7:06am 
Prominence - thank you for the follow up and advice. I think I was thinking of a class that was something like D&D 4e Invoker, sort a divine control/blaster class using light, electricity, and fire. The Monk does cover something of this class fantasy, but I was wondering if there was anything else in the works!

Could I also ask what abilities do you recommend on manipulating turn order, whether base game or your mods?

Thank you!
Prominence  [author] 25 Aug, 2024 @ 6:09am 
Thank you for the feedback, TJ-Galad. I’ve made Ray of Judgment have such a long delay because I’m wary of giving a “best in class” nuke spell to a healer. It scales with life, which is already very valuable, meaning the character using it doesn’t have to spread skill points out for powerful healing and powerful damage. To get the most out of RoJ, consider using it to open fights. You can also manipulate turn order through various means (modded and base game). Also, consider debuffing enemy movement or immobilizing them in other ways. One final suggestion is to target a tile and then use a Sailor to pull or push an enemy into it before it goes off.

I’ll play around with it and see if I think it needs further adjustment, but I don’t have plans to change it currently. And though I am always brainstorming new classes to add, I don’t think I have anything in mind that would fit what you’re looking for.
TJ - Galad 25 Aug, 2024 @ 5:32am 
Hello Prominence, I am great fan of this mod, particularly the Monk class. Yet I am always dismayed that Ray of Judgement is a delayed spell and so many enemies can just move out of the way.. Any possibilities for a class that will do a sort of life element-based blast spell that is not delayed? Or any advice on how to make ray of judgement work better so the delay is minimized?
GLITTERLICH 2 Mar, 2023 @ 7:01pm 
gotcha!! thank you :)
Prominence  [author] 2 Mar, 2023 @ 6:16pm 
Talk to Morio after unlocking the Necromancer.
GLITTERLICH 2 Mar, 2023 @ 5:39pm 
hi!! there's a resurrection signet buried in the garden of the academy , only I can't use my shovel or any kind of spell in there. how can I dig it up?
Prominence  [author] 27 Jan, 2023 @ 7:05am 
It should be in the bottom right room of the academy, but not out in the courtyard area. It may be blocked by a sandbag.
NoBogui 27 Jan, 2023 @ 6:45am 
Ok I cannot find this secret passage... any tips?
Prominence  [author] 19 Nov, 2022 @ 3:15am 
I just went through the Necromancer fight again and saw some weird text pop up when a viral effect should have triggered from the Zyla enemy. There also seemed to be a delay on the Diecast enemy, the one with the Putrid Explosion spell, which is most likely due to the changes I've made to that spell to make it have alternate effects with a certain passive equipped. I've removed the viral amulet from the Zyla and will post the update shortly.

If you can determine which enemy is causing the crash, please let me know and I will investigate further.
Prominence  [author] 19 Nov, 2022 @ 2:49am 
Is it when a specific enemy is taking their turn?
Karrum 19 Nov, 2022 @ 1:31am 
keep crashing at the necromancer fight. mostly in the middle of the fight.
Prominence  [author] 28 Oct, 2022 @ 3:00pm 
Trobs, I think Plague Sending's weapon based accuracy was a holdover from copying and pasting from the Scourge's Torment ability. I've changed it to be based on ruin spell accuracy instead.

Thanks again for helping spot and fix errors in my mods! And thank you for your kind words. I'm glad you've enjoyed my mods.
Prominence  [author] 28 Oct, 2022 @ 3:03am 
Thanks, Trobs. I’ve found that Plague Sending is still reasonably accurate even when blind, but I’ll check it out.
Trobs 28 Oct, 2022 @ 1:02am 
This isn't a bug but it feels like an oversight to me. Necromancer's Patient Zero is made to set up for Plague Sending but it causes Blind and Plague Sending works off your weapon accuracy which takes an understandable hit when you cannot actually see. I can only imagine the shame in coating yourselves in bugs and oil and then casting your spell at like, a tree, or something.

This is probably the last time I'll pester you since I'm putting down the game again so I wanted to say you took a 10/10 game and made it even better, though it remains at a 10/10 because that's just how maximum scores work. I hope you continue to find modding this game enjoyable because I selfishly like playing them!
Prominence  [author] 28 Dec, 2021 @ 4:24am 
All these song files are included in HG.
Prominence  [author] 28 Dec, 2021 @ 4:24am 
Yakeru, each zone has a different battle theme. The assassin trainer fight is PM-Rapid5. The dervish is PM-DeepWoods2. The mesmer is PM-DeepWoods4. The monk is KP-Battle3ArrangeIntro. And the necromancer is KK-DNA. The academy zone itself doesn't have a battle theme, but its main song is PM-Minstrel2Harp.
Yakeru Nguyen 27 Dec, 2021 @ 10:50pm 
Hi may i ask the ost/battle theme used in this mod
Prominence  [author] 17 Nov, 2021 @ 3:42pm 
Ryu, based on that trainers requirement mod's description, I don't think it will work with this mod.
Prominence  [author] 17 Nov, 2021 @ 3:15am 
I’m not sure, Ryu, as I don’t know how that mod functions. If you test it out, please let me know!

Alternatively, you can edit the classes yourself and put — in front of the lines that specify the required variable if you want them to be available from the jump.
Ryu 16 Nov, 2021 @ 11:59pm 
does this work with the mod that removes the need to pay trainers to unlock classes?
Prominence  [author] 11 Oct, 2021 @ 1:17pm 
I’m glad you figured it out! Creating the combo status was almost entirely beyond my skill, and I wasn’t looking forward to troubleshooting it lol.
Vice 11 Oct, 2021 @ 10:39am 
Ah, I figured it out - I had the enhanced species mod enabled, and was using a Rasmen - I forgot that they were immune to all buffs and debuffs with that on. My bad!
Prominence  [author] 10 Oct, 2021 @ 3:40pm 
Do you have any items or buffs equipped that might mess with status effects? Or other mods?
Prominence  [author] 10 Oct, 2021 @ 3:37pm 
Hmm. I haven’t seen that issue, and I’ve tested within the last week. I’ll look into it though.
Vice 10 Oct, 2021 @ 3:14pm 
Something is wrong with the Assassin class - For some reason, I can't get combo status at all. Abilities that should grant it don't, and even with equipping ambush doesn't do it. Any other instances like this you've seen?
Prominence  [author] 29 Jun, 2021 @ 4:42am 
Thank you, Kay!
Kay 28 Jun, 2021 @ 10:24pm 
Great work as usual my man =] always look forward to your stuff
Kay 28 Jun, 2021 @ 10:24pm 
How does he always do it lol
Prominence  [author] 24 Jun, 2021 @ 7:01pm 
Admittedly, I tried it out with an increase to all non-dagger skills, but it looked messy in game.
Prominence  [author] 24 Jun, 2021 @ 6:59pm 
LoliSauce, you helped me spot an issue with Way of the Master, and it has been addressed. Also, I've added a +2 aim (crossbow) bonus to it, and clarified what "combo" actually does (+2 physical attack, +2 dagger) in some skill descriptions.
Ciaran 24 Jun, 2021 @ 5:10pm 
Ah, yeah. I can see how that could get really nasty if people are using it with greatswords or something. I look forward to seeing what solution you come up with, regardless. It's kind of a rare pleasure to have constructive criticism received positively.
Prominence  [author] 24 Jun, 2021 @ 3:27pm 
I appreciate the feedback! If it were truer to the source material, it would also need to buff up axes, hammers, flails, fists, and spears I suppose. I'll think it over, but I do want to keep the attack skills the Assassin has as limited to daggers. It's one way of making them a little closer to balanced. I worry about Twisting Fangs on a sword, for instance.
Ciaran 24 Jun, 2021 @ 3:21pm 
You're welcome. I vibe with your design sense really well, so you're one of my favorites to keep an eye out for. I'm constantly repping your mods on stream as well.

Regarding Way of the Master, consider allowing the active skills to function with swords as well as daggers, then. I imagine you're trying to keep it as true to the source material as possible, but as it's implemented right now (even with the passive equipped), playing an Assassin with sword and dagger doesn't actually have any benefit over playing with dual daggers or even simply dagger and shield, by comparison. My suggestions may not fit the bill for the theme, but it feels like it needs some help if it's going to be a viable option.
Prominence  [author] 24 Jun, 2021 @ 2:30pm 
It should be good to, LoliSauce. Thank you again, and thanks for playing my mod!
Prominence  [author] 24 Jun, 2021 @ 1:54pm 
I’ll fix it today. Thank you. The Way of the Master passive is a nod to a spell of the same name that rewarded non-dagger weapons. My philosophy was to incentivize dual wielding- dagger in one hand, sword in the other.
Ciaran 24 Jun, 2021 @ 12:50pm 
Ah, just looked at the code. As it turns out, the mythril scythe is the only one missing the action line. Easy fix.
Ciaran 24 Jun, 2021 @ 12:30pm 
Hey Prominence. I'm having trouble understanding the value of the Assassin's "Way of the Master" passive. In giving you a temporary sword mastery bump to a class who's entire damage-dealing skillset is weapon locked to daggers, it seems like the only value for this passive is for a sword+dagger dual wielder that doesn't plan on using their finisher skill. And if that's indeed the intended purpose, why not change it up to just be a physical attack bump instead of keeping it sword-specific to open up more inter-class synergy?

Unrelated, I crafted my first scythe (Mithril, if it matters) and it doesn't seem to be functioning properly. There's no actual attack selection when attempting to attack with it. I haven't checked the actual code yet. I only noticed it while streaming just before heading to sleep last night.
Prominence  [author] 21 Jun, 2021 @ 7:19am 
Thank you, SpiralRazor!
SpiralRazor 20 Jun, 2021 @ 10:16pm 
very nice pack, ill have to try it on my 2nd run through