Finished boss spell and AI coding now, working great and it's definitely going to be an interesting encounter.
Still have plenty of reported bugs to fix, though. Let's see wether I can make it to a release until friday.
Btw, here's a list of spells to come. Those marked with '*' are the spells that are going to be released with 1.1n.
Note that those spells will probably also be affected by certain talents. The Talent system will always be subject to constant changes over the updates and will be extended as you will also get talent points by major plot quests (So it might be possible that there will be more than just 5 tiers in the future)
Crusader:
- Emergency* (Fast self heal with a medium cooldown)
- Shield-Throw (Throws the shield, hits multiple enemies before returning to the caster; deals holy damage, based on SP, average cooldown, average mana cost)
- Overpower (Instant melee attack, deals physical damage based on STR, low cooldown, no mana cost)
Berserker:
- Lightning Blade* (Circular AoE-attack with a pretty cool animation)
- Intimidating Howl (Intimidates enemies, causing them to run in fear for 5 seconds)
- Counter-Attack (Can only be used with a shield equipped; next physical damage is negated and triggers an instant counter attack [In case the target is within melee range])
Bishop:
- Flash of Light* (Fast, high range real, but higher Mana:HP ratio than Heal)
- Seal of Protection (Increases armor of the target by 20%; duration = cooldown)
- Group Heal (Heals all friendly units within range, high cast time, no cooldown)
Monk:
- Stone Skin* (Reduces all damage taken by 50% for a short duration)
- Shattering Strike (Deals AoE magic damage on the target and nearby units, mana cost)
- Provoke (AoE taunt effect, only temporary threat)
Sorcerer:
- Water Elemental* (Summons a water elemental to your assistance [not a permanent minion])
- Ice Nova (caster-centered AoE dealing spelldamage and slowing enemies around)
- Implosion (single target spell, dealing half physical, half magic damage, average cooldown)
Necromancer:
- Detonating Bones* (Destroys one of your skeletons, deals physical/fire-AoE-damage, reducing armor of all enemies around for a duration)
- Reanimate (Reanimates a dead enemy unit as an undead, to serve as a permanent pet, reducing the possible number of skeletons under control by 1. The reanimated unit keeps all spells, but will have its max health and mana adjusted to pet levels. And of course it doesn't work on bosses or units with unique abilities.)
- Dark Funnel (Channeling single-target attack, dealing shadow damage, no cooldown)
Hunter:
- Beast Fury* (Pet attack, deals damage and stuns the target, low Cooldown)
- Summon Falcon (Summons a permanent falcon minion following the caster; the falcon will basicly work as a procc attack on the hunter's normal attacks; the falcon itself can not be targeted and is invulnerable)
- Frost Arrow (Single target attack, slows enemy, low cooldown)
Druid:
- Recovery* (Replenishes a % of mana to all friendly units around; channeling)
- Thunderstorm (Random lightning strikes in target area, based on SP)
- Life Infusion (Like ressurection of clerics, lower casting time, but higher mana cost)
Assassin:
- Into the Shades* (works like stealth, but can be used in combat (stealthing brings you out of combat). 35 seconds CD.)
- Poisonous Gas (Throws a bottle at the target area, which creates a cloud of poisonous gas, dealing poison damage to all enemies inside)
- Explosive Trap (A trap that deals fire damage and stuns enemies for a short duration, can not be used in combat)
Bard:
- Song of Elements* (Increases Fire/Water/Lightning damage of the target by 15%)
- Hymn of Heroes (All friendly units in range will receive +20% max health. Duration = cooldown)
- Hymn of Freedom (All friendly units in range will become immune to stun and interupt effects for 10 seconds, 60 seconds cooldown)