Derpy’s EE2 tweaks
Download: Derpy's EE2 tweaks
Derpy’s Artifact Tiers changes Artifact unlocking into 3 tiers. Full details here
Load Derpy’s EE2 Tweaks after EE Core, EE Origins, Epip Gameplay, and Epip Encounters
Load Derpy’s Artifact Tiers after Derpy’s EE2 Tweaks
Updates are always safe to install mid-playthrough
Please make sure that the mods are enabled after updating to newer versions
Mostly compatible with existing EE saves but a new game is recommended
Please do not install the mod after exiting the Act 1 Fort and before Act 2. Either add it before you exit the Fort or during Act 2
Disabling the mod mid playthrough is not advised because a lot of effects will still persist
Playing in languages other than English will display wrong tooltips for a lot of effects and
Controller UI is also not fully supported
Requires:
Recommended mods (aka the ones I use):
From the EE optional-files channel:
- Epic Encounters Addons: Legendary Vendors
- Epic Encounters Addons: Faster AI spells
- Epic Encounters Addons: AI Thinking
From the EE modding-and-projects channel pins:
From Steam Workshop:
- Bartering Tweaks
- No More Dragging
- Majoras - Character Creation Plus
- LadyC - More Character Colors
- Portable Respec Mirror - Fort Joy
- Combined Icon Atlases - Larian Icons
Gift Bags:
- Endless Runner
- Fort Joy Magic Mirror (is needed to avoid white portrait bug with portable mirror in FTJ)
- From the Ashes
This add-on is not recommended for your first DOS2 run (but it’s fine for your first EE run). It does way too many drastic changes to the original EE design which amplifies the learning curve.
My goal with this addon is to rebalance a lot of things from EE. It’s not meant to be better, just different.
Rebalancing the weaker effects to be closer in power level to the commonly used ones and nerfing the commonly used ones does come at the cost of increasing the player’s arsenal which increases his overall power level. To counter this I went ahead and bumped up the overall difficulty by a noticeable amount.
This was done through adjustments to the difficulty presets, stats, scripts, and manual tweaks to a lot of encounters.
General gameplay and Act I guidelines. Please read this section!
General notes
- Lone Wolf is not recommended because it makes the game easier and severely lowers your build options. A big portion of Ascensions, Artifacts, Skills, etc revolve around multiple characters interacting with each other. Having less characters means that those build paths are now weaker/unusable. Character roles are also lowered because you’re somewhat forced into 1 tank and 1 dps. This can lead to less overall engagement and enjoyment.
- Boss HP bar = should kill. 99% of bosses drop relevant loot now.
- Certain bosses might be too hard for their advertised level depending on the chosen difficulty preset. Leveling up a bit and then returning will help with this. These bosses will usually drop higher level loot.
Act I
- Grenades/Special Arrows got buffed damage and utility wise and can replace certain spells. This is relevant for when you’re lacking skill slots but that doesn’t mean that they stop becoming relevant later on. Grenades now scale with Demolitionist and Special Arrows scale with Huntsman.
- After unlocking the Ascension menu it’s important to pick a difficulty preset that suits you.
Forgiving and Default got removed. Adept, Brutal, Impossible, and DNPT are the intended difficulties.
- While in the Ascension menu, also look at the Meta skills option as it offers useful QoL skills.
- Voidlings, Turtles, and Frogs will drop armors and weapons specific to Medium, Heavy, and Robe archetypes.
- Weapon + Poison Barrel recipe got buffed by a lot. Majority of the Fort isn’t Undead so this can be an easy way to boost your damage. Consider using the Acidic Toxins spell vs Undeads.
- Some of the starting unique weapons were also buffed. Pick the ones that suit your playstyle. The Viper’s Tongue, Kalias’ Stunner, Houndmaster’s Crossbow, and Spear of Braccus Rex.
- Do not trigger Dallis’ dialogue before going inside the fort. If you trigger her dialogue or leave the Fort before fighting her then she will leave. Use the ladder near the gate to enter, so you can fight her later. She is now doable at lv5 without needing Deathfog. She also drops a lot of loot and a special unlimited use potion that lets you learn any skills you want for free.
- Do quests till lv4 then buy skills. There’s no point in fighting before lv4.
- A safe encounter order can be Septa -> Houndmaster -> Slug Queen -> Migo -> Griff -> Dallis
- Avoid Sepp and Trippel until you’re at least lv6 (doable at lv5 but not recommended). Both got updated and are now considerably harder.
- The next “relevant” bosses are Alexandar, Slane, and a new boss inside Braccus’ Tower.
For the new boss please be lv9. It’s intended as the last encounter you do before leaving the island. Impossible difficulty is also highly recommended.
If you have suggestions, bugs and/or find some things too weak/strong then feel free to @Derpy Moa#6287 in the EE2 Discord.
This add-on was made with help from the awesome community in the EE2 Discord.
I do not take credit for single-handedly making this add-on. The majority of coding was done with help from Ameranth and Pip. Without them none of these changes would be possible.
If you ever wanna thank someone then thank them.
Thanks to:
- Ameranth for his excellent assistance at helping me understand how any of these changes are made and for making modding feel fun and enjoyable.
- Elric for icons, design ideas, and for being the one who spiked my initial interest into modding
- Pip for design ideas, Osiris coding help, and invaluable Lua scripts
- Cathe for playtesting, bug hunting, moral support, name ideas, design ideas, balancing, and so much more.
- Vash for balance feedback, design ideas, and invaluable playtesting
- Jafar, Bleah, Pancarte, Kin, Alex, Keb, Wildghost, Effia, Nerthazul, Icy, Forefall, Switch, usmc, and Seth for their balance suggestions and feedback
- Norbyte for creating the Script Extender
=== Gameplay Videos ===
Cathe's Playthrough. Excellent showcase of the mod’s new changes, features, and encounters.
=== Opening notes on Spells vs Basic Attacks and Memory costs ===
As you will notice in a bit, a lot of spells got their cooldowns and AP costs lowered significantly.
This is done to follow my philosophy on spells vs basic attacks.
To elaborate on this notion, EE added an enormous amount of support for basic attack effects through Artifacts and Ascension effects.
Meanwhile damaging spells did not get the same amount of love and fell behind due to their long cooldowns and awkward AP costs that weren't justified in comparison to the standard 4 AP basic attacks and 1 AP basic attack reactions.
This resulted in ranged casters to become underwhelming and gated behind Source rushing and 0 CD Empowered spells.
Source Rushing has been nerfed and 0 CD spells changed to 1 CD instead. Extra effects or more damage added to compensate.
Weapons also got their damage evened out between their types.
Furthermore, a lot of skills got their Memory costs reduced or increased. This was done to accurately represent a skill’s value in its Memory cost.
Way too many skills were not impactful enough for a 2 Memory cost while others, like Arcane Stitch used only 1 Memory slot.
=== Difficulty and Enemies ===
Lone Wolf is not recommended because it makes the game noticeably easier, regardless of the difficulty preset. Less characters also means a lower amount of possible character-to-character interactions like reactions, which lowers the possible build options.
If you’re new to EE then Adept is a good place to start
If you’re used to vanilla then Brutal is the balanced experience
If you’re into min-maxing and want a challenge then Impossible is the intended difficulty
If you’re drunk and/or bored then Do Not Pick This is cool too
Updated enemy skills, AI, and SI priorities. Details are here
Updated stats for nearly every generic enemy preset to:
Fix unevenly distributed armor values
Increase armors and health
Increase offensive stats
Remove outdated immunities
Remove Pyro/Geo from melee characters
Add The Pawn talent to Rogues
New setting: Improved Enemies
- Enemies can generate SP from the start of the game
- Enemies generate SP from turn 1
- Enemies can SI1 from lv2, SI2 from lv4, and SI3 from lv6
Bosses:
- Ataxia III and Squelched III may only last for 1 turn
- Loot pools have been significantly increased. Please visit Boss Loot Tables
- Removed Skill Books
- Heavily buffed Gold drops
Forgiving and Default
Adept
- Base res +20%
- Res per level to 3.8
- Vitality +64%, Armor +64%
- VitPerLvl: 9%. BossVitPerLvl: 15%
- ArmorPerLvl: 13%. BossArmorPerLvl: 26%
- VitPerLvlStart: lv4
- ArmorPerLvlStart: lv4
- Enemy Power bonus at 3%. Bosses at 3.5%
- AP bonus to +2
- Boss Start SP to 1
- Celestial healing -25%
- Always SI to 1
- Improved Enemies enabled
Brutal
- VitPerLvl: 14%. BossVitPerLvl: 20%
- ArmorPerLvl: 23%. BossArmorPerLvl: 36%
- Res per level to 4.8 from 3.8
- Enemy Power bonus at 3.5%. Bosses at 4%
- Bosses gain +2 AP
- Celestial healing -35%
- Bosses are at always SI2
Impossible
- VitPerLvl: 20%. BossVitPerLvl: 22%
- ArmorPerLvl: 36%. BossArmorPerLvl: 40%
- Celestial healing -50%
- Everyone is at always SI2
Do Not Pick This
- Enemy and Boss Power bonus at 4.5%
- Non-boss enemies gain +2 AP
- Everyone is at always SI3
=== Civils ===
- Lucky Charm has been removed from the UI. This does not work work with a Controller
- If you previously had points into LC then they’ll get refunded.
If you cheated your way to 10 LC then you’ll get 10 points back. If you don’t want this then set LC to 0 before updating.
If you previously had +Lucky Charm on non-unique gear then that piece won’t get updated but Lucky Charm itself does nothing now.
Because the gap between players using Lucky Charm and those who don’t was simply way too high. Majority of users (including myself) do not enjoy avoiding every container then swapping gear to Lucky Charm, getting Drunk and then sitting in a dialogue while another party member opens 100+ containers 3-5 times per Act.
The people who did do this, would get so strong to the point where certain difficulty presets would become a joke, while the users who did not do this, would feel like they’re at a disadvantage and that they need to use Lucky Charm to enjoy the higher difficulties.
So to keep everyone on the same playing field, it got removed and Boss loot pools got rebalanced.
=== Starting Presets ===
Presets:
- Changed every starting preset
- Added Grenades to every starting preset. Presets starting with Demolitionist have the most. Full list here
- Expanded the starter skill choices. Now the starting choices are:
Warfare: Bouncing Shield, Crippling Blow, Berserk, Battering Ram, Provoke, Battle Stomp, Whirlwind, Challenge
Huntsman: Elemental Arrowheads, First Aid, Pin Down, Ricochet, Reactive Shot
Scoundrel: Corrupted Blade, Adrenaline, Vault, Chloroform, Throwing Knife, Curare
Necro: Blood Sucker, Decaying Touch, Mosquito Swarm, Bloated Corpse, Black Shroud, Corpse Explosion, Bone Widow
Pyro: Flaming Tongues, Searing Daggers, Ignition, Haste, Peace of Mind, Throw Explosive Trap, Effigy
Geo: Acidic Toxins, Fossil, Dart, Contamination, Fortify, Mend Metal, Throw Dust, Turn To Oil
Hydro: Hail Strike, Glaciate, Restoration, Rain, Armour of Frost,
Aero: Favourable Wind, Shocking Touch, Lightning Bolt, Fulmination, Pressure Spike, Vaporize, Apportation
Summoning: Fire Slug, Dimensional Bolt, Incarnate, Totem, Elemental Infusion, Power Infusion, Farsight Infusion
Poly: Tentacle Lash, Chicken Touch, Bull Horns, Chameleon Cloak
=== Aero ===
Aero is a very competent teleportation and buffing school but its damaging skills were severely lacking.
Intention is to smoothen the flow and to balance the damage between low cd spells and high cd spells.
Overall these tweaks should provide desirable burst aoe damage and consistent aoe over time damage but still lack in the single target department.
Tornado
- AP from 4 to 1
- Hit radius from 2m to 4m
Blinding Radiance
- AP from 4 to 2
- CD from 4 to 3
- Enemy CD stays at 4
- Increased duration to 2 turns. Enemy stays at 1 turn
- Blinding light radiates from you, dealing 40%, applying Charged and up to Dazzled II for 2 turns to enemies within a 5m radius around you, and applying Charged to yourself for 2 turns. Apply Fulmination to yourself, which applies Charged and up to Dazzled II for 2 turns to enemies who move within a 5m radius around you, and to enemies within this radius when your or their turn begins. While under the effects of Fulmination you take no damage from Charged, and instead suffer 1 stack of Battered and Harried.
- SI1: +1 turn duration. Whenever Blinding Radiance pulses, deal damage again. Apply Charged for 2 turns to yourself at the start of your turns
- SI2: +1 turn duration. Pulse 1 more time each turn. Pulses deal double damage
- SI3: +1 turn duration. Pulse 1 more time each turn. Pulses deal triple damage. Apply 1 Harried whenever Fulmination pulses. Recover 1SP
Shocking Touch
- Range from 2m to 3m
- Multiplier from 110 to 130
- Removed Warfare req
- SI1 from +10% and 2% to +25% and 4%
- SI2 Disintegrating from turn end to 1 turn
- SI3 Disintegrating from 1 turn to 2 turns
Vacuum Touch
Pressure Spike
- CD lowered from 3 to 2
- Enemy CD at 4
- Now also applies Suffocating for 1 turn
- SI1: +15% damage (+3% per Aerotheurge) while casting. Before casting, replace the surfaces and clouds at target point with a 3m electrified water cloud. Enemies get +25% +4% damage instead
- SI3: +40% damage (+8% per Aerotheurge) while casting. Repeat the base effect's damage 5 times with Magic damage instead. Recover 1SP
Vaporize
- CD lowered from 4 to 2
- Enemy CD at 4
Lightning Bolt
- Multiplier from 90 to 120
- CD from 3 to 1
- Enemy CD at 3
- SI2: Removed Charged req. +20% +4%. Empowered Lightning Bolt now has 1 turn CD, does 1.5x damage and applies Suffocating for 2 turns
- SI3: +20% +4%. Empowered Lightning Bolt to 3 turns
- Enemy SI2 changed to last until end of turn instead of 1 turn
Dazing Bolt
- Multiplier from 120 to 140
- CD from 4 to 2
- Enemy CD at 4
- SI1 from +10% to +25% and +2% to +4%
- SI2 from +25% to 40% and +4% to +8%
Chain Lightning
- Multiplier from 130 to 140
- AP from 6 to 4
- CD from 4 to 3
- Enemy CD to 5
- SI2: Also recovers 2AP
- SI3: Aero req from 3 to 1 and removed Ricochet ritual reaction
Superconductor
- Multiplier from 85 to 110
- Chain radius from 5m to 8m
- Memory from 2 to 1
- AP from 6 to 4
- CD from 3 to 5
- Player SI2: +20% damage (+4% per Aerotheurge) while casting. Repeat base effects
- Player SI3: +20% damage (+4% per Aerotheurge) while casting. Gain Superconductor for 3 turns; Once per round, when you become Charged, consume it to repeat base effects on every enemy within 13m. Additionally, at the end of your turns, repeat base effects on every Charged enemy within 13m.
- Enemy SI2: +25% +4%
- Enemy SI3: SI3: +25% damage (+4% per Aerotheurge) while casting. Repeat base effects.
Closed Circuit
- AP from 5 to 4
- Area from 4m to 5m
- Targets enemies only
- Removed Charged requirement and removal
- Applies up to Terrified III
- Memory from 2 to 1
- CD from 2 to 3
- Changed Electric Clouds to Electric Water
- Player SI2: from +20% to +30% and +3% to +6% and now counts enemies only
- Enemy SI2: +25% +4%
- Player SI3: Repeat the base skill's damage 2 times and detonate Charged on enemies within cast radius.
- Enemy SI3: Repeat the base skill's damage and detonate Charged on enemies within cast radius.
Thunderstorm
- Move skill from 1 AP to 0 AP
- Does not apply Charged anymore
- Affects enemies only
- Bolt multiplier from 70 to 50
- Bolt radius from 2m to 3m
- Bolt amount from 4 to 5
- Now combat only
- SI2: +3 strikes
- SI3: +3 strikes and recover 1SP
Vacuum Aura
- Multiplier from 80 to 100
- Removed Necro req
- Enemy CD to 5
- SI1: does not apply Squelched anymore at the start of enemy turn
- SI2: +1 turn, deals 2x damage. This effect cannot apply Squelched
- SI3: +1 turn, deals 3x damage. This effect cannot apply Squelched. Recover 1 SP
Teleport
- Teleport target character (enemies require at least 5 stacks of Battered or Harried), item, or corpse to fall onto a point of your choosing. While out of combat, only players, items, or corpses may be targeted.
Netherswap
- Each round, only a single Netherswap can be used by your party (does not affect Empowered Netherswap and Warp Infusion)
- Lowered CD to 2 from 3
- Moved SP recovery from SI3 to SI2
Uncanny Evasion
- CD from 4 to 3
- 15% to 10%
- SI2: Recover 1SP
Erratic Wisp
- Now also grants immunity to surfaces
- Increased duration to 3 turns from 2
- Changed req to 1 Aero and 1 Poly
- CD to 5 from 4
Favourable Wind
Apportation
- Renamed to Voltaic Spires
- Aero req from 2 to 1
- Replace surfaces and clouds at the target points with a 1m Electrified Water surface and summon two Voltaic Spires for 2 turns. Instead of attacking, Voltaic Spires apply Charged to themselves and to every enemy within 3m at the start of their turns. The effects and damage dealt by the Voltaic Spires uses your own stats instead of theirs.
- SI1: +1 turn duration. Spires also deal 75% to enemies within 3m at the start of their turns.
- SI2: Spires gain Surface and Cloud immunity. On cast and on turn start, Spires gain a stack of Conduit for 1 turn. Applying Charged outside of their turn emulates the effects of Lightning Bolt on the nearest enemy within 13m, and removes a stack.
- SI3: +1 turn duration. Conduit stack amount is increased to 2.
=== Necro ===
Skitterers
- Vitality from 10 to 20
- Explode multiplier from 100 to 200
- Explosion damage type changed to Physical from Piercing
- Summon Skitter AP cost from 3 to 2
- Enemies will not directly target them anymore but will still aoe them
Scourge
- Move skill from 1 AP to 0 AP
- Multiplier from 55 to 32
- Per hit radius from 1m to 3m
- Does not apply Vulnerable anymore
- Targets only enemies
- Projectile surface creation from 1m to 2m
- Now combat only
- SI1 corpse dropping now does damage with a multiplier of 66 to enemies
- SI1 is now more accurate
- SI2 corpse damage now affects enemies only
- SI2 multiplier from 110 to 128 (so it’s twice the SI1 damage)
- SI2 corpse radius from 1m to 3m
- SI3 Ritual Necro req from 3 to 1
Decaying Touch
- Range from 2m to 3m
- Enemy SI2 changed to last until end of turn instead of 1 turn
Mosquito Swarm
- Multiplier from 100 to 110
- CD from 4 to 2
- Enemy CD at 4
Bone Widow
- AP from 6 to 4
- Necro req from 3 to 1 and is now a Starter spell
- Initiative to 10
- Weapon base damage increased from 100 to 120
- Vitality from 70 to 100
- Finesse from 4 to 10
- Power from 4 to 7
- Constitution from 5 to 10
- Magic Armor from 15 to 50
- Physical Armor from 20 to 50
- Warfare from 5 to 10
- Necromancy from 0 to 10
- Added +20% all res and 10 Perseverance
- Devour Corpse AP from 4 to 2 and cd from 3 to 2. Range from 2m to 8m, also benefits from range bonuses
- Devour Corpse does not explode corpses anymore. It also pings corpses within 30m during the skill preparation phase. Gave it an efx to better fit since it’s ranged now
- Burrow AP from 4 to 2, CD from 3 to 1
- SI1: 2 turn SP Gen + Silencing Stare
- SI2: Start with 2 SP, start with 1 Devour stack, on death spawn corpses based on stacks, gain Inner Demon
- SI3: Inherit caster’s Necro and Summoning scores, gain Summon Skitterer, gain Bloodlust, Recover 1SP
Infect
- Multiplier from 140 to 150
- SI2: +25% +4% per corpse in 13m
- SI3: Removed extra AP cost
- SI3: 3m to 5m
- Infect SI1-3 now also counts corpses within 13m and lists the amount above the caster
Infect SI3 now also pings corpses within 13m
Corpse Explosion
- Now ping unexploded corpses
Blood Sucker
- Healing qualifier from 200 to 250
Grasp of the Starved
- SI1: +25% +4%
- SI2: Before casting, replace surfaces and clouds within target radius with a blood surface
- SI3: +25% +4%
Horrid Wilting
- AP from 6 to 4
- Hydro req from 3 to 1
- Applies up to Weakened II
- Unlocks at lv6 instead of lv9
- SI2: +40% +8%
- SI3: +40% +8% and detonates Brittle
Raise Bloated Corpse
- Memory from 2 to 1
- Does not proc corpse exploding effects anymore
- Now also pings corpses
- Restored the blood trail
Totems of the Necromancer
- AP from 5 to 3
- CD to 2 from 4
- Memory from 2 to 1
- Now sacrifices only autonomous summons instead of controllable
- SI2: Also recovers 1 SP
- Now also pings corpses during cast
Finger of Death
- AP from 5 to 4
- Memory from 2 to 1
Bone Cage
- SI3: Necro req from 3 to 1
Last Rites
- Now counts as self damage and cannot crit anymore
Shackles of Pain
- AP from 3 to 2
- Memory from 2 to 1
- If the target ends their turn 13m or further away from the caster, the shackles break, ending their effects, but applying up to Subjugated III to the target
Death Instinct
- AP from 3 to 2
- Removed the dying effect
- SI2: Recover 1SP
Necrotheosis
- AP from 5 to 2
- Memory from 2 to 1
- Unlocks at lv4 instead of lv6
Blood Rain
- CD from 4 to 3
- Increased the surface generation to match Rain
Black Shroud
- Multiplier from 80 to 90
- Radius from 3m to 4m
New skill: Bonefide Slayer
- 4 AP, 3 Necro 1 Summoning, unlocks at lv6
- High Finesse and Wits bruiser
- Starts with Whirlwind, Battering Ram and Decaying Touch
- SI1: 3 turn SP gen and Crippling Blow
- SI2: Gain 2 SP, Blood Rain and Grasp of the Starved
- SI3: Bonefide Slayer can cast Ignition, Glaciate, and Contamination. No longer counts against your summon limit. Recover 1SP.
=== Summoning ===
Summoners can now enjoy an improved version of Champion Incarnates, where they are way more active in the skill infusing department. Additionally they can now swap elements faster.
Dimensional Bolt has departed from its Chaos damage issues and is now a way more consistent source of damage.
For a full list of summon stats please visit here
Totems
- Increased Power scaling from 0 to 5
- Increased Finesse scaling from 0 to 5
- Removed the -20% damage from Oil Totems
- Removed negative resistances
- Increased Vitality from 10 to 20
- Necro totems have points into Necromancy instead of Warfare
Dominate Mind
- AP from 4 to 2
- CD from 4 to 3
- Now also applies Terrified III
- Adjusted SI1 timing to better fit T3 application
Elemental Infusion
- AP to 1 from 2
- CD to 1 from 3
- SI2: Gain an Empowered Elemental Infusion spell that costs 0AP and has a 1 turn cooldown, until the end of your turn. Empowered Elemental Infusion is able to apply a secondary Cursed/Blessed infusion and its spells do not share cooldowns with their counterparts. Recover 1SP
Power Infusion
- SI2: Swapped Berserk with Crippling Blow
Harmony
- AP from 4 to 2
- Increased vitality restoration. Now uses a qualifier of 75 from 50
- Increased Magic Armor qualifier from 20 to 40
- Also cleanses Slowed
Elemental Totem
- SI1: Create one additional totem at target point
- SI2: Also applies Flaming Tongues for 3 turns to totems created
- SI3: Also applies Persisting for 2 turns to totems created. Empowered Totem AP cost to 2 from 3
Commune:
- Now requires an ally as target for it to be castable
- SI2: Removed the summons only restriction from Empowered Commune
Costly Evolution
- Now only works on allied summons instead of all summons
Cannibalise
- SI1: Increased Vitality to 100% from 50% but it does not use the summon’s damage modifiers anymore
- SI3: Target explosion now uses 200% of maximum Vitality. +40% damage (+8% per Summoning) while casting. Recover 1SP
Planar Gateway
- 1 SP to 2 AP
- CD from 6 to 4
- Lifetime from 10 to 1
- Now appears from lv4 like other leaps do
- Memory from 1 to 2
Dimensional Bolt
- Multiplier from 77 to 120
- Explode radius from 0m to 1m
- If there is a character at or over 100% Poison resistance within the target radius, Poison damage will be excluded from the skill's possible damage types
- SI1: Fire 3 additional projectiles, each dealing reduced damage
- SI2: Strike every enemy within 8m 4 times, dealing Earth, Fire, Water and Air damage and applying their corresponding statuses.
- SI3: Detonate Brittle on every enemy within 8m.
Gain an Empowered Throw Dust, Empowered Fire Whip, Empowered Winter Blast and Empowered Chain Lightning for 1 turn. Recover 2 AP
Ethereal Storm
- Move skill from 1 AP to 0 AP
- Multiplier from 45 to 60
- Explode radius from 1m to 3m
- Now combat only
- SI3: Now grants Power, Farsight, Warp, and Shadow Infusions instead of only Warp. Recover 1SP
Inner Demon
- Demon Fist multiplier from 100 to 150
- Removed the SP cost
- Lowered Memory cost to 1 from 2
- Does not grant immunity to Terrified anymore
- Now instead protects you from fleeing while Terrified
- SI1: Apply Demonic Tutelage for 3 turns to all autonomous allied summons
- SI2: Apply Inner Demon to all of your controlled summons
- SI3: Apply Inner Demon to all allied heroes in combat
Door to Eternity
- Memory from 2 to 1
- SI1: +1 turn duration
- SI2: Apply Death Instinct for 3 turns on allied summons within 13m
- SI3: Apply Costly Evolution for 4 turns on allied summons within 13m
Catagenesis
- Vitality from 20 to 80
- Replaced Turn to Oil with Impalement
Hungry Flower
- Now unlocks at lv4
- Minor vitality and armor buff
- SI2: Venom Coating instead of Corrosive Spray
Fire Slug
- Slug Rush lowered to 2 AP
- Minor vitality and armor buff
- Slug Rush does not apply Subjugated anymore
- SI2: Firebrand instead of Sparkstriker
Clockwork Bomb
- Deals only fire damage now
- AP from 4 to 3
- CD from 6 to 2
- Enemies will not directly target them anymore but will still aoe them
- Mini Clockwork Bombs will now actually use their suicide skill
- SI1: +1 Mini bomb
- SI2: +1 Mini bomb and recover 1SP
- SI3: +3 Mini bombs and recover 3AP
Incarnate
- Now has half of Champion Incarnate’s stats (it’s a buff)
Champion Incarnate:
- Vitality from 95 to 100
- Physical and Magic armor from 20 to 40
- Constitution from 4 to 10
- Strength from 4 to 10
- Power from 4 to 10
- Finesse from 4 to 10
- Warfare from 5 to 10
- No longer affected by DR
- Is now unpreferred
- After the player unlocks Source Generation, Incarnates now gain the Essence Transfer spell, which allows them to transfer one Source Point from their owner to them (0AP 0CD)
- Now has the Savage Sortilege talent
- SI1: Source Gen to 3 turns from 2
- SI2: Incarnate gains 2SP
- SI3: Incarnate gains Source Vampirism
=== Fire ===
Base: Fireball
IncarnateInfuSI2: Spontaneous Combustion, Supernova
EleInfuSI1: Epidemic of Fire
=== Water/Ice ===
Base: Hail Strike
IncarnateInfu2: Winterblast, Luminous Ritual
EleInfuSI1: Deep Freeze
=== Electricity ===
Base: Dazing Bolt
IncarnateInfu2: Closed Circuit, Fulmination
EleInfuSI2: Vacuum Aura
=== Oil ===
Base: Impalement
IncarnateInfu2: Throw Dust, Worm Tremor
EleInfuSI1: Corrosive Spray
=== Poison ===
Base: Poison Dart
IncarnateInfu2: Contamination, Miasma
EleInfuSI1: Virulent Spores
=== Blood ===
Base: Mosquito Swarm
IncarnateInfu2: Black Shroud, Corpse Explosion
EleInfuSI1: Infect
=== Poly ===
Polymorph has always been a mixed bag of utility skills and well, less useful skills.
I don’t claim to have completely fixed that but every skill has a use now, somewhat.
A very big issue of Poly was that if you wanted to SI3 something you couldn’t cast it before that turn due to the long CDs. Now most skills use a CD of 2 so can cast them on turn 1, do something and then can SI2 or SI3 them later.
Note that Poly is still not a “main school”. Trying to make it a main school would require a lot more damaging skills and would add some identity issues in comparison to the other schools.
All the changes I made are intended to be used alongside other schools.
Terrain Transmutation
- 1 AP to 0 AP
- CD from 2 to 3
- Poly req from 2 to 1
Skin Graft
- Removed armor reduction
- Memory from 2 to 1
- SI1: Set armors to zero
- SI2: Does not set armors to zero but costs 2 extra AP
Equalise
- AP from 4 to 2
- CD from 5 to 2
- Reworked to: Remove all Battered or Harried stacks, whichever is higher, from enemies within 8m, and apply (bypassing the Boss status) its corresponding countertype in equal amount to what was removed
- Removed SIs
Forced Exchange
- Unlocks at lv4 instead of lv6
Combat only, 2 AP, 3 CD, 13m range
If the target enemy has either Hasted, Fortified, Magic Shell, Necrotheosis, or Evading as a non-permanent status, remove one of them at random and apply it to yourself for 2 turns, using its base effects, and then apply Exchange Immunity to the target for 2 turns.
While Exchange Immunity is present, further status removals are not possible
SI1: Also apply to the closest non-summon ally within 13m.
SI2: +1 turn duration. Also apply to every ally within 13m.
Chameleon Cloak
- SI1: Recover 2AP. +1 turn duration
- SI2: At the end of your turn, you attempt to sneak. +1 turn duration. Recover 1SP
- SI3: At the beginning of your turn, you become invisible until the end of your turn, and you attempt to sneak. +1 turn duration
Acclimate
- Poly req from 2 to 3
- CD from 4 to 3
- Removed negative resistances
- Each skin now grants +4 to its corresponding elemental school
- SI1: Grants +10% (+3% per Polymorph) resistance of the type chosen. Gain spells corresponding to the type chosen: Deep Freeze, Fire Whip, Closed Circuit, Worm Tremor. These spells do not share cooldowns with their counterparts.
- SI2: Grants 10% (+1% per Polymorph) maximum resistance of the type chosen. Grants +5 to Perseverance. +1 turn duration. Recover 1AP and 1SP
- SI3: Grants +4 to the corresponding elemental school. Recover 1AP and 1SP
Apotheosis
- AP from 4 to 2
- Memory from 2 to 1
- CD from 10 to once per combat
- Requires to be in combat
- Removed status efx
- Also grants Fin, Power, and Wits
- SI3: Recovers 1SP and now lasts until you exit combat
Aspect of the Eagle
- AP from 2 to 1
- CD from 6 to 4
- Poly req from 2 to 3
Aspect of the Spider
- AP from 2 to 0
- CD from 5 to 2
- Now requires combat
- Spin Web AP from 2 to 1
- Spin Web affects enemies only
- Web surface Slowed apply chance to 100% from 50% and now also applies on spawn
- SI1: Damage from Poison to Earth, multiplier from 45 to 125, applies Calcifying for 2 turns
- SI2: Also applies Acid, Suffocating and Corroding for 1 turn. Recover 1SP
- SI3: Spin Web now fires 3 projectiles, each dealing 40% of Spin Web damage
Aspect of the Gorgon
- 3 AP to 0 AP
- CD from 5 to 2
- Petrifying Visage CD from 5 to 2 and multiplier to 110 from 100
- Poly req from 2 to 1
- SI1: Petrifying Visage occurs upon transformation
- SI2: +1 turn duration. Petrifying Visage AP cost -1. Recover 1SP
- SI3: Petrifying Visage AP cost -1
Aspect of the Bull
- CD from 5 to 2
- +1 Retribution to +1 Movement
- Increased Bull Rush multiplier from 75 to 100
- SI1: +20% Bull Rush damage. Also grants +20% damage for the duration of the Aspect
- SI2: +20% Bull Rush damage. Bull Rush AP -1. Recover 1SP
- SI3: +20% Bull Rush damage, AP -1, radius +1m. Aspect grants +10% damage
Ruin
- AP from 3 to 2
- CD from 4 to 3
- Memory from 2 to 1
Transmogrify
- Range from 2m to 3m
- Now combat only
Heart of Steel
- AP from 4 to 2
- Now also grants immunity to teleportation
=== Pyro ===
Pyro relied on 0 CD empowered skills to deal potent damage but some of these skills were too strong while others were too weak to be used alongside them.
I changed the 0 CD empowered skills to 1 CD while lowering the CDs of others spells.
This should lessen the 0 CD skill spam while making other skills see a more frequent use.
Searing Daggers
- SI2: +40% +8%
- SI3: Removed the extra AP cost and Throwing Knife ritual reaction
Ignition:
- SI2: Empowered Ignition CD from 0 to 1
- SI3: Removed the extra AP cost
- SI3: Removed the Contamination ritual
- SI3: Repeat and Ritual Ignitions do not apply Scorched anymore
Fireball
- CD from 4 to 2
- Enemy CD at 4
- SI2: Recover 2AP
- SI3: Removed the extra AP cost
Fire Whip
- SI3: Empowered Fire Whip CD from 0 to 1
Sparking Swings
- CD from 5 to 4
- Now applies Scorched for 1 turn
- Lowered duration to 2 turns up till SI2 and to 3 turns at SI3
Spontaneous Combustion
- Moved Spontaneous explosions from AverageLevelDamage to BaseDamage
- SI2: Scorched to 4 turns from 3
- SI3: Removed the extra AP cost and clarified the tooltip that it lasts for 1 turn
Laser Ray
- AP from 6 to 4
- Empowered Laser Ray now has 1 CD, costs 3 AP, deals 50% more damage, and creates cursed fire clouds
- SI2: +20% +4%. Grants Empowered Laser Ray for 1 turn.
- SI3: +20% +4%
- Enemy SI2 changed to last until end of turn instead of 1 turn
Meteor Shower
- Memory from 2 to 1
- Now deals Earth damage instead of Physical
- SI2: +3 Strikes. Gain an Empowered Meteor Shower for 1 turn that costs 3 AP and has a 1 turn CD
- SI3: +6 Strikes. Empowered Meteor Shower now lasts for 3 turns.
- Enemy variant does not grant an Empowered Meteor Shower
- Enemy SI2 +5 strikes and SI3 is +10
Supernova
- Multiplier from 175 to 200
- AP from 6 to 4
- Radius from 4m to 5m
- Before casting, gain 40% fire res until the end of your turn
- If you die mid cast then deal 2.5x damage to every character within 8m
- SI2: Also recovers 2AP
- SI3: Cast a Supernova that only harms enemies on every enemy within cast radius
Flaming Tongues
- Removed Poly req
- CD to 4 from 5
- Removed the aura efx and updated the self efx
- Apply Flaming Tongues to yourself, rebuking enemies at the start of your turns, and when they enter or are moved into a 5m radius of you, applying Scorched for 2 turns, and dealing 60% to it and enemies within 1m of it.
SI1: +25% damage. Apply 1 Harried to targets struck. +1 turn duration
SI2: +25% damage. Damage chains +1 time to enemies in a 5m radius. Recover 1SP
SI3: +25% damage. Damage chains +1 time. +1 turn duration. Apply 2 Battered to targets struck
Firebrand
- Rebalance and updated SI tooltip values. Base EE SI tooltips were inaccurate and actual values were +100% at SI1 and +200% at SI2
New values are +85% at SI1 and +170% at SI2
Exact multipliers are 12, 22, and 32
Throw Explosive Trap
- AP from 3 to 2
- Multiplier to 250 from 200
- Detonation creates a Fire surface
- Does not break Stealth anymore
- SI3: From 1 turn to 2 turns
Epidemic of Fire
- SI2: Weakened III and Terrified III
Immolation:
- CD from 5 to 2
- Enemy CD at 5
- Memory from 2 to 1
- SI1: 20% to 40% and only harms enemies
- SI2: 3 turns to 1 turn and recover 1SP
- SI3: Instead of previous Source Infusion effects: Apply Immolation for 3 turns to every enemy with 13m. Each turn after, Immolation detonates, repeating its SI1 detonation damage to enemies within 3m
Infernal Effigy
Haste
- Doesn’t cleanse Slowed anymore
- Now requires combat
- Enemy SI2: Only affects the closest ally within 13m instead of every ally
Peace of Mind
- Removed Strength
- Increased CD to 4 from 3
=== Hydro ===
Blizzard
- Move cost from 1 AP to 0
- Removed Brittle and Squelched II application
- Now targets enemies only
- Projectile multiplier from 40 to 50
- Explode radius from 2m to 3m
- Now combat only
- SI3: Slowed III instead of Squelched III
Rain
- Now also deals 40% as Water damage
- CD to 3 from 4. Enemy at 5
- SI2: Clarified the tooltip to specify that the damage is dealt on cast and at the start of your next turn
Restoration
- AP from 2 to 1
- Enemy AP at 2
- CD from 4 to 2
- Enemy CD from 4 to 5
Armour of Frost
- Enemy CD from 4 to 5
- SI1: Removed Scorched immunity
- SI3: Recover 1SP
- Enemy Armour of Frost SIs do not grant max armor anymore since it wasn’t working as expected with high amounts of Strength. Enemies would regenerate a big portion of their armor back upon Magic Shell expiration and the initial armor increase was higher than one would normally expect. To compensate for this, armor restoration has been increased to +20% (+2% per Hydro) at SI1 and +4% at SI3
Soothing Cold
- Radius from 5m to 7m
- Healing qualifier from 30 to 40
- SI2: extends range to 10m
- SI3: added +1 turn duration, increased Harried removal scaling to 0.2 from 0.1 and recovers 2AP
Cryotherapy
- AP from 3 to 2
- Now also cleanses Marked
Vampiric Hunger
- Duration to 3 turns from 2
- CD from 5 to 4
- Range from 2m to 3m
Arcane Stitch
Luminous Ritual
- Now also applies Regeneration for 1 turn. Enemies do not gain this effect
- Enemy CD at 4
- SI3: Hydro req from 3 to 1
Cleanse Wounds
Empyrean Tears
- Unlocks at lv4 from lv6
- Aura radius to 5m from 3m
- Removed charge limit
- Removed the pulsing water efx
- Regeneration duration to 2 turns from 3 turns
- Hydro req to 3 from 1
- Now avoids allies damaged by healing and damages enemies damaged by healing
- SI1: Grants 20% (+1% per Hydrosophist) missing Vitality regeneration to you while active. While healing characters that are damaged by healing, deal 50% of the outgoing healing as Water damage and apply Brittle for 2 turns.
- SI2: Remove 2 stacks of Battered and Harried from affected allies, or apply them to affected enemies. Outgoing healing as Water damage amount is increased to 75% and also deals an additional 75% as Physical. Now also applies up to Terrified III.
- SI3: Now chains 2 times in a 8m radius. +1 turn duration. Recover 2AP and 1SP.
Deep Freeze
- AP from 5 to 4
- CD from 4 to 3
- Enemy CD at 4
- Now targets enemies only
- Now also applies up to Terrified III if the target has Frostbite
- SI1: Gain Frostburn until the end of your turn; when applying Brittle, deal Water Damage. This effect does not proc on the initial hit of Deep Freeze, and has a 0.5s cooldown.
- SI2: Frostburn lasts for 1 turn and can proc on the initial hit. Recover 2AP and 1SP
- SI3: Instead of previous Source Infusion effects: Gain Frostburn for 3 turns; also procs on the initial hit. Repeat base effects. Recover 2AP
Shatter
- Reworded the tooltip to mention that it counts as a cloud
- Now uses the same damage scaling as other skills with a 300 multiplier
- AP cost from 2 to 4
- CD from 3 to 4
- Now pings characters that are standing on a frozen surface
Winter Blast
- CD from 3 to 2
- Enemy CD at 3
- SI1: +10% (+2%) to +15%( +3%)
- SI3: Empowered Winter Blast multiplier from 110 to 165
Updated tooltip to state that it’s using 75% of Shatter damage
Glaciate
- CD from 3 to 2
- Enemy CD at 4
- Now also applies Frostbite which makes characters to bleed ice surfaces
Hail Strike
- CD from 3 to 2
- Enemy CD at 3
- SI projectiles now hit in 1m around target point instead of in 2.5m
Ice Fan
- CD from 4 to 3
- Enemy CD at 4
Steam Lance
- AP from 5 to 4
- Multiplier to 120 from 110
- Now also applies up to Vulnerable III to enemies
- SI1: +15% damage (+2% per Hydrosophist) while casting. Apply 2 Battered (+0.2 per Hydrosophist) to enemies
- SI2: Apply Armor of Frost, Fortify, and Haste to allies for 3 turns. Apply 2 Battered (+0.2 per Hydrosophist) to enemies. Gain an empowered Steam Lance skill that costs 2AP, for 1 turn
- SI3: +40% damage (+4% per Hydrosophist) while casting. Empowered Steam Lance can now be cast for 4 turns. Allies within 13m of your target, who have at least 1 Hydrosophist try to cast Steam Lance on your target as a free ritual reaction; for each ritual participant, gain +3% damage per Hydrosophist while casting
Cryogenic Stasis
- AP from 3 to 1
- Now combat only
- Removed resistance bonuses
- Actually makes you immune to damage even with DR enabled. This effect is fully scripted, which means that the AI will consider you as a normal target still, and attack you as usual. This is intended to make the SIs more valuable and fun to use.
- Renamed Permafrost to Cryogenic Stasis
- SI1: Your target applies Taunted to enemies within 5m of it, for 1 turn
- SI2: Your target redirects 50% of incoming damage back to its source as irresistible damage. Recover 1SP
- SI3: Your target gains +8 AP Recovery and AP Maximum for 2 turns
=== Scoundrel ===
Adrenaline
- SI1: Gain 2 AP
- SI2: +20% Power and +2% per Scoundrel
Sabotage
Apply Sabotage to target character;
The cost of actions other than movement is increased by 1 AP.
Explode a random damaging grenade or arrow on your target. If the target is at or over 100% Poison resistance, poison grenades and arrows will be excluded.
After Sabotage runs out, character gains Sabotage Immunity for 2 turns. During Sabotage Immunity the target is immune to the Sabotage status as well as its grenade and arrow explosions, but Dazzled can still be applied.
SI1: Explode an additional grenade or arrow. Attempt to sneak after casting
SI2: +40% damage (+8% per Scoundrel) while casting. Cast on all visible enemies within 13m. Recover 1SP
Throwing Knife
- Multiplier from 85 to 100
- Increased range to 13m from 8m
- Does not break Stealth anymore
- SI1: Recovers 2AP instead of 1AP
- SI2: +30% +6% to +40% +8%
- SI3: Empowered Throwing Knife CD from 0 to 1 and now chains to up to 2 enemies in a 8m radius
Fan of Knives
- AP from 6 to 4
- Multiplier from 85 to 100
- Memory from 2 to 1
- CD from 2 to 4
- SI1: +25% +4%
- SI2: Attempt to sneak before casting. +40% +8%
- SI3: Empowered Fan of Knives chains to 1 additional enemy within 8m.
- SI3: Does not grant Invisibility and sneaking anymore
- Empowered Fan of Knives AP from 4 to 3
- Empowered Fan of Knives multiplier to 150
Terrifying Cruelty
- AP from 6 to 5
- CD from 4 to 3
- Multiplier from 110 to 150
- Range from 2m to 3m
- SI3: +40% +8%
- SI3: Area from 3m to 5m
Ruptured Tendons
- Memory from 2 to 1
- SI1: +20% to +25%
- SI3: Removed the extra AP cost and increased radius to 5m from 3m
Daggers Drawn
- Increased multiplier from 45 to 50
- AP from 6 to 5
- CD from 6 to 4
- Lowered Memory cost to 1 from 2
- Now requires 5 Scoundrel instead of 3
- SI1: +20% to +25%
- SI2: +30% +6% to +40% +8%
- SI2: Updated description to properly state that the Sneak happens before the cast
Execute
- Lowered CD to 4. Enemy stays at 6
Vault
- AP from 4 to 3
- Increased player version range to 10m from 8m
- SI1: Recover 2AP instead of 1AP
- Empowered Vault CD from 0 to 1
- Sneak Empowered Vault AP from 3 to 2 and range to 13m
Cloak and Dagger
- Now also recovers 1AP if cast while sneaking
- SI2: Throw Chloroform at every visible enemy within 5m after landing. Recover 1AP and 1SP. If cast while sneaking, lower cooldown by 3 turns
- SI3: Reset the cooldown of all Scoundrel spells
Curare:
- SI1: Slowed II to III
- SI2: Attempt to sneak before casting. +1 Slowed and Weakened turn duration
- SI3: Before casting, sneak and become Invisible until the end of your turn. Recover 2AP and 1SP. +1 Slowed and Weakened turn duration
Corrupted Blade
If the target's Poison resistance is not at or over 100%, apply Poisoned for 4 turns.
If the target is affected by Vulnerable III, apply Corroding for 1 turn
- SI1: +10% damage (+2% per Scoundrel) while casting. Apply Hemorrhage and Acid for 3 turns
- SI2: +40% damage (+8% per Scoundrel) while casting. Apply Corroding for 1 turn
- SI3: Gain for 3 turns: once per round, when you perform a basic attack, also cast Corrupted Blade on that target
- SI3: Fixed repeat effect also applying up to Weakened III
New Skill: Assassin’s Instinct
- 3 Scoundrel, 2 AP, 1 Memory, 3 turn duration, 3 CD, and unlocks at lv4
- Apply Assassin Instinct to yourself for 3 turns, gaining +30% Accuracy, and during Scoundrel skill casts you also throw a dagger at the first target hit, dealing 75%, applying Bleeding for 2 turns, chaining to another enemy in a 5m radius, and deducting 1 AP from you. After throwing 3 daggers, Assassin’s Instinct is removed and you sneak as well as become invisible until the end of your turn.
- SI1: Also throw a dagger at every visible enemy within 5m
- SI2: Daggers do not deduct AP anymore, have 34% more base damage, and chain twice in a 8m radius. Assassin’s Instinct is not removed anymore
- SI3: +1 turn duration. Scoundrel skills now throw a dagger at every enemy hit during the cast. Daggers also apply Hemorrhage for 2 turns and Ruptured Tendons for 1 turn. Recover 2AP and 1SP
=== Geo ===
Geo was in an awkward spot due to having Poison skills while there’s a lot of undead enemies.
With the release of Acidic Toxins, that issue has been completely worked around.
Another issue was that Geo EA was annoying to get but with the rework to Turn to Oil, that issue has been also addressed.
Fossil Strike
- Multiplier from 85 to 100
- CD from 3 to 1
- Enemy CD at 3
- SI3: Removed the extra 3 AP cost
Impalement:
- Multiplier from 100 to 115
- CD from 4 to 2
- Enemy CD at 4
- SI2: 2m to 1m
- SI3: Removed the extra 1 AP cost
- SI3: 2m to 0m
Throw Dust
- Multiplier from 75 to 100
- SI3: Removed the extra 2 AP cost
- SI3: 4m to 0m and 6 repeats to 4 repeats
- SI3: Empowered Throw Dust AP from 3 to 2
Poison Dart
- Multiplier from 100 to 110
- CD from 4 to 2
- Enemy CD at 4
- SI2 applies Corroding for 1 turn. Enemy Poison Dart does not apply Corroding
- SI3 Empowered Poison Dart CD to 1 from 0
Contamination
- Multiplier from 60 to 80
- Area increased from 8m to 13m
- Updated tooltip to mention that it also damages the caster if Undead
- CD from 3 to 2
- Enemy CD at 3
- Rescripted player SIs to properly emulate the base effects. This means that caster will get healed if Undead and allies will get healed as well if Undead.
- Added 1 more repeat to SI2
- SI3: Increased range from 13m to 15m and clarified tooltip to include the ritual range
Miasma
- Multiplier from 100 to 150
- Radius from 4m to 5m
- Lowered CD to 3 from 4. Enemy CD stays at 4
- Also applies Poisoned for 2 turns
- Removed Poisoned immunity
- Updated tooltip to mention that it also damages the caster if Undead
- Fixed SIs not creating Poison clouds
- SI2: Apply Calcifying
- SI3: 4m to 0m. Apply Calcifying
Venom Coating
- Multiplier from 25 to 18
- SI2: aura radius to 13m from 8m
Siphon Poison
- Multiplier from 34 to 18
- Clarified the tooltip to state that the bonus surface damage is for each surface and cloud consumed. This is relevant because SI2 creates both of them, so the bonus value is doubled.
- Now also causes weapon based skills to apply Poisoned for 3 turns while wielding a melee weapon
- SI1: replaced with +1 turn duration
- SI2: clarified tooltip to state that it creates both a surface and a cloud
- SI3: also grants +2 turn duration
Living Wall
- 4 AP to 5 AP
- Memory from 1 to 2
- Multiplier from 40 to 80
- Now requires combat
Oily Carapace
- AP from 3 to 2
- Now also cleanses Swarmed
- SI1: Clarified tooltip to state that it also grants Slowed immunity
Fortify
Mend Metal
- Radius from 5m to 7m
- Healing qualifier from 30 to 40
- Clarified the SI text that it’s using missing Physical Armor
- SI2: Also increases the effect radius to 10m
- SI3: added +1 turn duration and recovers 2AP
Turn to Oil
1AP, 2CD, 3m radius, 13m range.
Replace the surfaces within target radius with a 2m oil surface. Apply Calcifying and up to Slowed II to enemies, as well as cleanse Wet and Charged on allies
SI1: Apply Petrifaction for 2 turns to enemies within target radius. Petrifaction deals damage for every 0.5m traveled and creates oil surfaces whenever the affected character would bleed
SI2: +1 Petrifaction turn duration. Apply 2 Battered (+0.2 per Geomancer) and up to Ataxia III
SI3: +1 Petrifaction turn duration. Apply 2 Battered (+0.2 per Geomancer). Petrifaction spreads to enemies within 5m
Worm Tremor:
- AP from 6 to 4
- Multiplier from 50 to 90
- CD from 5 to 3
- Enemy CD at 5
- Applies Suffocating for 2 turns
- Adjusted SI timings to better favor T3 application
- SI1: Bleeding and Acid to 3 turns
- SI2: Up to Slowed III and Weakened III. Apply 2 B/H and Hemorrhage for 3 turns
- SI3: Now also applies Corroding for 1 turn
Earthquake
- Multiplier from 100 to 110
- AP from 6 to 4
- Memory from 2 to 1
Acid Spores
- Memory from 2 to 1
- SI2: Recover 1SP
- SI3: Apply Corroding for 1 turn and Acid, Bleeding, Hemorrhage and Suffocating for 3 turns
Corrosive Touch
- Range from 2m to 3m
- CD from 5 to 3
- Removed Necro req
- SI1: Apply Corroding for 1 turn
- SI2: Disintegrating now lasts 1 turn
- SI3: Disintegrating now lasts 2 turns
Corrosive Spray
- Multiplier from 100 to 130
- Now only hits enemies
- Removed the Necro req
- SI1: +10% +3% and applies Corroding for 1 turn
- SI2: Repeat base effects as Physical. Disintegrating for 1 turn.
- SI3: Apply Suffocating for 2 turns
Reactive Armor
- CD from 4 to 5
- Memory from 2 to 1
- Possible % of armor to damage increased from 20% to 40% and now uses total armor
- Enemy possible % of armor at 10% and uses current armor
- SI1 now restores phys armor after you take self damage
- SI2 Volatile Armor from 1 turn to 2 turns, has 3m range, and is now irresistible
- SI3 Volatile Armor to 4 turns
- SI3 now restores magic armor after you take self damage
- Enemy SI2 Volatile Armor scaling lower to 20% (+2%) and duration to 1 turn from 2 turns
New skill: Acidic Toxins
- 2AP, 3CD, 1 Geo, starter skill
Apply Acidic Toxins to yourself, gaining +30% Poison resistance, and converting the Poison damage you inflict into Physical with a 10% damage bonus. Additionally, attempting to apply Poisoned will convert it into 2 turns of Acid.
Caster and undead allies are excluded from this skill's outgoing effects
SI1: +1 Acidic Toxins turn duration. Applying Acid also applies Calcifying for 2 turns.
SI2: While applying Calcifying, you have a 30% (+1% per Geomancer) chance to also apply Corroding for 1 turn.
SI3: Corroding chance is increased to 50% (+2% per Geomancer)
=== Huntsman ===
Huntsman suffered from a major identity crisis. Way too many skills only do damage and lack clear situational purpose. Even if they get used properly they’ll still not manage to compete with skills like Arrow Storm SI3.
I repurposed most damaging skills to have a clear and competitive situational use.
Ballistic Shot
- AP from 5 to 4
- SP from 1 to 0
- CD from 4 to 3
- Enemies stay at 4 CD
- Explosion radius from 0m to 2m
- Enemy explosion radius is 0m
- Range from 13m to 15m
- Memory from 2 to 1
- Huntsman req from 5 to 3
- Unlocks at lv4 instead of lv9
- Per distance multiplier from 4% to 5%
- Does not use invisible projectiles for its SIs anymore
- SI1: +5% per 1m, apply up to Ataxia III
- SI2: +15% per 1m, apply 1 Battered (+0.2 per Huntsman) and recover 1SP
- SI3: +10% crit chance per 1m traveled, repeat base effects
- Enemy variant is +4% instead of +5%
- Enemy SI1 is +4% and does not apply Ataxia III
- Enemy SI2 is +4%
Reactive Shot
- AP from 4 to 2
- Blocked enemies from infusing it
- Removed charge limit
- Is now a starter skill
- SI1: Gain +7% damage and accuracy (+2% per Huntsman) while performing Predator reactions, for 2 rounds. Apply Lock-On for 1 turn to every enemy within target radius. Once an enemy with Lock-On starts their turn, perform on a Predator reaction on it.
- SI2: Gain +7% damage and accuracy (+2% per Huntsman) while performing Predator reactions, for 2 rounds . +1 Lock-On turn duration.
- SI3: For 2 rounds, your Predator reactions also fire 6 additional projectiles, each dealing 20%.
Pin Down
- Does not use invisible projectiles for its SIs anymore
- SI1: Ruptured Tendons for 1 turn instead of Ataxia II
- SI2: Ruptured Tendons to 2 turns
- SI3: Same as before with up to Ataxia III. Recover 1SP
Fairy Fire
- Enemy version uses a 2 turn duration instead of 3
- Enemy CD to 5
- Now also increases the resistance reduction of tiered statuses by +20% (+2% per Huntsman)
- SI1: +10% (+1% per Huntsman) resistance reduction
- SI2: +1 turn duration. 2% to 3%. Enemies do not gain the +1 duration
- SI3: 0.3 scaling to 0.5
First Aid
- Increased range for the player version to 13m from 8m
Farsight
- Also grants +0.2m range per Huntsman
- Lowered Enemy duration to 2 turns and increased CD to 5
- SI1: Scaling lowered to 0.2 from 0.3
Arrow Spray
- AP from 5 to 4
- CD from 4 to 3
- Enemy CD at 4
- Memory from 2 to 1
- Lowered Angle to 30 degrees from 60
- Lowered multiplier to 20 from 40. Enemies stay at 40
- Lowered Empower Arrow Spray AP cost and clarified tooltip that it does not reduce the effect of your Power attribute
- Enemy Arrow Spray SI2 now lasts until end of turn only instead of for 1 turn
Arrow Storm
- AP from 5 to 4
- Memory from 2 to 1
- SI3: Extra AP from 2 to 3
Elemental Arrowheads
- AP from 2 to 1
- CD from 4 to 2
- Now also works with Wands
- Casting with or swapping to a melee weapon will remove the status. Fix for this
- Range from 3m to 8m and works with high ground/Astrologer’s now
- SI2: Status duration increased to 2 turns. Recover 1 SP
Barrage
- Renamed to Elemental Barrage
- Damage from physical to either Fire, Water, Air, or Earth
- Increased explosion radius from 0m to 2m and creates corresponding surfaces
- AP from 5 to 4
- Blocked the AI from using it (they weren’t using it before anyways)
- SI1: Fire an extra projectile at each location dealing 33% less damage
- SI2: Rain down 3 Fireballs at target location
- SI3: Gain Inner Demon for 3 turns before firing, then cast Impalement 3 times at target location
Sky Shot
- SI1: +25% damage and 4% per Huntsman
- SI2: +40% damage and +8% per Huntsman. Refund 2 AP. Cast Dazing Bolt.
Enemies do not recover 2 AP
- SI3: Cast Dazing Bolt on every enemy within 13m. Refund 2 AP
Enemies do not recover 2 AP
Marksman’s Fang
- SI1: +25% damage (+4% per Huntsman) while casting
- SI2: +20% damage (+4% per Huntsman) while casting. On hit, fork towards the nearest 2 visible enemies within 8m of the targets hit
- SI3: +20% damage (+4% per Huntsman) while casting. On hit, fork towards all visible enemies within 13m of the targets hit
- Enemies will still use the old SIs
- Enemy CD at 3
Assassinate
- AP from 6 to 4
- CD from 5 to 3
- Does not use invisible projectiles for its SIs anymore
- SI2: Multiplier from 110 to 220
- SI3: If cast from stealth recover 1 SP
- Enemy SI1 deals +25% (+4%) instead
Ricochet
- Multiplier from 90 to 100
- CD from from 4 to 2
- Enemy CD at 4
- SI2 and SI3 radius from 3m to 5m
Tactical Retreat
- Now only applies Haste if cast during combat
=== Warfare ===
Main issue here was that Onslaught was the #1 skill for single target damage alongside Whirlwind for aoe damage while other damaging skills couldn’t see any meaningful use.
I tweaked Blitz Attack so it's able to join the Onslaught and Whirlwind duo as a medium range damage and mobility skill.
Bloodlust also got some love, so reaction heavy builds can have more SI3 options.
Battle Stomp
- Multiplier from 80 to 100
- SI1: +20% to +25%
- SI2: Recover 2AP
- SI3: Removed extra AP and recover 2AP
Battering Ram
- Multiplier from 90 to 100
- SI2: Recovers 1SP
- SI3: Recovers 2AP
Crippling Blow
- SI2: +40% damage (+8% per Warfare) while casting. Repeat base effects. Recover 2AP. Enemies do not gain the extra damage
- SI3: Repeat base effects. Allies within 13m of your target who have at least 1 Necromancer try to cast Infect on your target as a free ritual reaction; for each ritual participant, gain +3% damage per Warfare while casting
Berserk
- Now requires 3 Warfare instead of 2
- Reworked to: Apply Berserk to yourself for 3 turns; while wielding a melee weapon during your turn:
Gain +50% Critical Chance during Warfare skill casts.
Critical Hits during Warfare skill casts will have their damage multiplicatively increased by 30%.
Lose access to Lifesteal during Warfare skill casts
The first Critical Hit during Warfare skill casts will take away 20% (+1% per level) of your total Vitality.
Basic attacks heal 25% of your total Vitality back
There will also be a status text notification for when you’re trying to prepare a relevant skill at under the Vitaliy threshold
- SI1: Grants Immunity to Ataxia. Apply up to Subjugated II to enemies hit during Warfare skill casts
- SI2: Grants Immunity to Subjugated and Slowed. Apply up to Subjugated III and Bleeding for 2 turns to enemies hit during Warfare skill casts
Provoke
- Lowered AP cost to 2 from 4
- SI2: Gain an Empowered Provoke spell that applies Taunted for 2 turns and has a 0 turn cooldown, for 1 turn. Recover 1 SP.
- SI3: Empowered Provoke and has a 2m radius and lasts for 3 turns.
Guardian
Blitz Attack
- Multiplier from 90 to 100
- Increased range to 10m
- Lowered bounce range to 8m from 10m
- SI1: Refunds 2 AP
- SI2: Gain Heart of Steel
- Empowered Blitz multiplier from 90 to 150
- Empowered Blitz now applies Suffocating and Acid
- SI3: Now applies Firebrand and Sparkstriker
- Enemy SI2 changed to last until end of turn instead of 1 turn and does not grant Steel Skin
Whirlwind
- CD from 3 to 2
- Enemy CD at 3
- SI1: +20% +4% to +25% +4%
- SI2: +20% +4%. Empowered Whirlwind CD from 0 to 1. Now also applies Hemorrhage and deals 50% more damage
- Repeat radius from 3m to 5m
- Enemy SI2 changed to last until end of turn instead of 1 turn
Onslaught
- Memory from 2 to 1
- Now requires 5 Warfare instead of 3
- Lowered CD to 2 from 4
- Increased AP payment to 6 from 5
- Failing to pay AP now also increases the skill’s CD by 1 for each AP not paid
- Changed Empowered Onslaught cost to “Pay up to 4 AP” instead of 2 AP and “Pay up to 2 AP”
Challenge
- AP from 3 to 1
- Warfare req from 3 to 1
- Is now a starter skill
- SI2: Swapped Terrified III with Deflecting for 3 turns
Overpower
- Now requires 3 Warfare instead of 5
- SI3: No longer uses current Physical armor and instead uses 25% max Physical and 25% max Magic armor for its Physical damage.
- Changed enemy version to:
SI1: +5% Accuracy (+1% per Warfare), +25% damage (+4% per Warfare)
SI2: +40% Damage (+8% per Warfare), Apply 2 Battered (+0.2 per Warfare), Recover 1SP
SI3: +40% Damage (+8% per Warfare), Apply 2 Battered (+0.2 per Warfare), Deal damage equal to 25% (+1% per Warfare) of your current Physical Armor as Physical damage
Bouncing Shield
- Shield multiplier from 67 to 100
- Enemy shield multiplier to 80
- Player version also activates Finesse’s AP recovery
- SI3: Removed extra AP cost
Bloodlust
- Memory from 2 to 1
- Area from 4m to 5m
- Removed the Totem exclusion
- SI1: Emulates the effects of Whirlwind within 5m
- SI2: Grants Living Armour for 2 turns. Recover 1SP
- SI3: Once per round, per target, emulate Battle Stomp and recover 2AP
Deflective Barrier
- AP from 4 to 2
- CD from 5 to 4
- Memory from 2 to 1
- Now unlocks at lv6 instead of lv9
- Blocked AI from using it
- Now also grants immunity to teleportation
- SI1: Taunt every enemy within 5m
- SI2: Hydro req from 3 to 1
- SI3: Removed the extra AP cost
Phoenix Dive
- Does not create a fire surface anymore
- Now deals 50% Fire damage upon jumping and upon landing. Enemies deal damage only upon landing
- SI1: Gain an Empowered Phoenix Dive spell that costs 0AP, until the end of your turn
- SI2: Empowered Phoenix Dive now lasts for 2 turns. Recover 2AP and 1SP
- SI3: Create an Earthquake that deals Physical damage when you land. Empowered Phoenix Dive lasts for 3 turns, and creates an Earthquake that deals Physical damage when it lands. Allies within 13m of your target, who have at least 1 Pyrokinetic try to cast Fireball at target point as a free ritual reaction.
- Adjusted Earthquake timing so it more accurately syncs with when you land
- Adjusted Earthquake to not fail at dealing damage due to elevation differences
=== Statuses ===
Haste and Slowed
- No longer cleanse each other and can co-exist
Drunk and Peace of mind
- No longer cleanse each other and can co-exist
Poisoned
Charged
- Link range increased from 3m to 4m. To improve its usability and for better clarity, it’s 4.5m internally to account for enemy hitboxes. Previously it was 3m but looked like 2.5m
- Damage increased by 25%
Corroding
- Changed detonation damage to Physical from Piercing
Squelched III
- In addition to its previous effects, if Squelched III naturally expires, gain Squelched Immunity for 2 turns. Squelched I and II can still be applied during this duration
Removed Tactician Immunity statuses and auras since they did nothing in EE
Enemies are unable to cast Restoration, Cleanse Wounds, Luminous Ritual, First Aid, and Harmony on characters with the Veiled Undead status
=== Cheese prevention ===
Barrelmancy is dead :CrabRave:
Attempting to move Lava, Deathfog, or Source will now prompt a very motivational message
Noxious Bulb traps cannot be moved anymore
Immolation, Sabotage, and Marked will get removed if cast on an NPC during dialogue
Idol of Rebirth is no longer obtainable from Dorotya
After updating, both Idol types will be removed from your inventory
The refill recipe has been replaced with a Cup of Water because staying hydrated is important
=== Weapon Skills ===
Sucker Punch
- Increased total multiplier to 100% from 90%
- Split the damage into two parts. One is 50% non-weapon based while the other is 50% weapon based. Weapon based one will respect Ataxia III and will proc coatings, sparks, etc
- AP from 3 to 2
- Range from 2m to 3m
- Cooldown is reset after using, once per round (plus once more at 10 Single-Handed).
- Now gains +7% damage per Single-Handed while casting
- Now also applies Follow-Up to yourself for 1 turn, which causes your next damaging skill to consume it and gain +50% damage (+4% per Single-Handed) during its cast. This also works on grenades.
All In
- Now also creates a shockwave that deals 50% of the initial damage to all enemies in a 3m radius
=== Special ===
Deafening Shriek
- Multiplier from 50 to 80
- AP from 4 to 3
=== Origins ===
Flesh Sacrifice
- Duration from 2 turns to 0 turns
- Removed -con
- Removed damage modifier
- Suffer 10% of max vit as Piercing damage
- Blood puddle now uses the correct blood type for surface creation. This means that, for example, with Ice Skin you can get Elemental Affinity for Hydro spells
Break the Shackles
- Remove Shackles of Pain and all T1, T2, and T3 statuses, as well as all Battered and Harried stacks from yourself.
Encourage
Ifan’s Soul Wolf
- Improved stats and added 30% dodge
Squall
- Increased multiplier from 165 to 330
- AP from 4 to 3
- Requires 2 fewer stacks to apply Tier 3 statuses
- Combat only
Demonic Stare
- Increased multiplier from 200 to 400
- AP from 4 to 2
- Radius to 1m from 0m
- Now also applies Terrified III
- Requires 2 fewer stacks to apply Tier 3 statuses
- Combat only
Time Warp
13m shout, 2AP, 1SP, 5CD
Drain the souls of enemies within 8m of you, restoring 20% of your total armors and gaining +10% damage for 2 turns, per affected enemy.
Dome of Protection
- Now requires combat
- Fixed not scaling with Geo and Hydro (vanilla bug)
- Armor regen now uses a 50 Qualifier while initial tick uses a 100 Qualifier
- Lowered AP cost from 4 to 2
- Expanded resistances to also include Physical and Piercing
Petrifying Touch
- Range from 2m to 3m
- Multiplier from 75 to 120
Maddening Song
- Renamed to Insanity’s Crescendo
- Area from 3m to 5m
- AP from 4 to 2
- CD from 5 to -1
- Combat only
- Removed Mad
- For each enemy within target radius, gain +3 Finesse, Power, Memory, and Wits for 2 turns while enemies suffer a -3 penalty to Finesse, Power, and Wits
Dragon’s Blaze
- CD from 3 to 2
- Multiplier from 100 to 110
Vampiric Touch
- Renamed to Blight Shield, 2AP, 4CD
- Inflic 80% Poison damage to yourself, cleanse Ataxia, and gain Blight Shield for 2 turns. Blighted Shield allows incoming Poison damage to also restore your armors by 65% of its damage.
=== Sourcery ===
Source Vampirism:
- Now uses two versions, one for out of combat and one for in combat
While out of combat: same as before but now it’s resisted by Physical or Magic armor
While in combat: resisted by Physical or Magic armor and cannot target corpses and spirits anymore. If a character dies while having at least one Source Point, Source Vampirism can be casted on its corpse to explode it and gain one Source Point
Bless
SI1: Grants the Curse spell and +2 AP recovery
SI2: Also cast on the nearest ally within 13m of your target. Recover 1SP
Curse:
- AP from 2 to 1
- Resistance debuff now also applies to Physical and Piercing
=== Artifacts ===
Cataclysm
- Supernova hits only enemies in a 4m radius
- Now requires combat
Gram, Sword of Grief
- Poison + Piercing to Earth + Piercing
- Changed damage to BaseDamage from AvgLvlDmg
- Now hits enemies only
- Now once per round per target
- Multiplier to 25% per turn of Poisoned
Lambent Blade
- Status duration to 2 turns
Apothecary’s Guile
- Now applied up to Weakened III
Occam
- Split damage into Physical and Piercing
Mirage
- Once per round while dual wielding or while using a ranged weapon, when either of your armors reaches zero, gain Mirage for 1 turn. Mirage evades the next magic spell (2s window) and then the status is removed. Upon removal, Mirage restores missing armors and Vitality by 40% as well as resetting dodge fatigue
Pestilence
- Damage from poison to earth
- 1 AP reaction to 0 AP reaction
- Now once per cast per target
Kudzu
- Explosion now only affects enemies
Zenith
- Updated angle and added an efx
Glacier
- 5% to 7% and now uses current Vitality instead of max
- Lowered radius to 3m from 5m
Blackglass Brand
- 2 free Centurion reactions instead of 1
The Butcher’s Will
- Changed damage from irresistible to resistible
- 10% to 5% and removed scaling
Red Orison
- Reactions now become free if the target is Blessed/Cursed
Urgency
- Damage bonus reduced to 5% from 10%
- Movement bonus reduced to 0.2 from 0.3
Lightspire
- For each Source Point spent, fire a Lightning Bolt at every enemy within 5m
Momentum
- Once per round instead of 1SP
- Fire up to 5 piercing projectiles for every 1.8 movement you have, each dealing 40% weapon damage
- Removed the -0.5m Movement from its Rune
Nemesis
- Now has a once per attack CD. Increased proc chance from 7% to 10%
Convergence
Antediluvian Carapace
- Max res increased to 10% and scaling to 1% per Perseverance
- Also affects Poison res now
Silkclimb
Serenity
- Now removes only T1 and T2 statuses
Locust Crown
- Now limited to once per round, per target
The Savage
- Enemy req from 3 to 2
- 4m to 5m
- Whirlwind range from 3m to 5m
- Changed the -1 school penalty to -2
Paragon
- Your Vitality Void now activates on your controllable summons instead of yourself, using their Vitality, and dealing 50% (+10% per Leadership) of its damage, up to 150%.
- Gain the Mercy skill
- When you remove 3 stacks of Battered and/or Harried with Benevolence, activate Vitality Void
- Improved interaction with Vortex
Vortex will now look for enemies within 8m of your controllable summons instead of within 8m of you
If multiple summons are present, each of them will TP the nearest enemy within 8m of them, but you will have to pay the 15% Vitality cost for every Teleport
Massive thanks to Amer for making this possible :prayge:
The Chthonian
- Base chance from 15% to 30%
The Butcher’s Disciple
Drog’s Luck
- Moved scaling to Pyro only
- Pyro bonus reduced to +1.5% from +6%
Crucible:
- Changed to one-handed because of its model
- Immolation from 2 turns to 1 turn
- Also applies Epidemic of Fire for 1 turn
Malleus Maleficarum
- Changed to a two-handed because of its model
- Gain an Empowered Dazing Bolt spell that deals 70%, and +45% damage for each point of Necromancy that the target has. Blessed targets take no damage from this spell.
Empowered Dazing Bolt costs 1 AP, has a 1 turn CD, and unlike its counterpart it snaps to targets (meaning you cannot ground target it)
Zeal
- Once per turn, while wielding a two-handed melee weapon or while your offhand is free, recover 50% of the incoming damage.
Absence
- When you kill a non-summon enemy, you can cast Absence for 2 AP until the end of your turn, which applies up to Dazzled II for 2 turns to enemies within 4m and makes you Invisible as well as Sneaking for 1 turn
Ether Tide
- Does not teleport anymore if target is under 1.5m from Artifact Wielder
Famine
- 2 AP to 0 AP for the reaction.
Golem
- Self damage to 30% and character damage to 50%
Goldforge
- Changed to one-handed because of its model
- Damage upped to 50% and is now irresistible
Ghostflame
- Gain +1 free Occultist reaction per round.
- Occultist reactions also apply Scorched for 2 turns.
- Performing an Occultist reaction on an enemy with Wither removes it and grants you Haste for 1 turn
Conviction
- Damage upped to 60% and is now irresistible
Malice
- Once per round, when you Source Infuse a skill while Scorched, recover 4 AP and replace Scorched with 1 turn of Immolation
Mountain
- Upon entering combat, gain Mountain for 3 turns. Taunting grants +10% to all resistances but also -20% movement. This effect can stack up to 5 times. Once Mountain is about to expire, resistance and movement effects will reset.
Obelisk
- Once per round, Staff of Magus also recovers 2 AP and fires 6 additional projectiles at the enemies you can see within 13m, dealing 21% of weapon damage and having a 33% chance to apply Scorched, Calcifying, Brittle, and Charged for 2 turns. If you have at least 1 stack of Elementalist, gain 3 stacks of Elementalist
Face of the Fallen
- Skill AP cost from 3 to 1
- CD from 2 to 1
- Lowered radius to 5m from 6m
- Now pings unexploded corpses
Onslaught
- Removed the -0.5 movement from its Rune
- Power bonus requirement to 0.4 from 0.2
Winter’s Grasp
- Updated tooltip to state that it’s using 75% of Shatter damage
Godspeed
- When you apply Blessed, restore 10% (+3% per 0.5 of your Movement over 2.5; max 30%) of the target's missing Magic and Physical Armor
Abyss
Fecundity
- 1 AP reaction to 0 AP reaction
Dominion
- 1 AP reaction to 0 AP reaction
- Now once per round per target
Prophecy
- Changed Telekinesis to Loremaster
Leper
- Damage from poison to earth
- Now once per round per target
Misery
- Now only works in combat
- Poisoned portion does not work on surfaces anymore
Impetus
- 1 AP reaction to 0 AP reaction
- Lowered movement requirement to 0.5m
- Does not require LoS anymore
The Cannibal
- Gain the Spawn Boneshaped Skitterer and Feast spells. Feast allows you to kill your Skitterers within 13m, recovering Vitality equal to their on death detonation's damage. If 3 or more Skitters die in this way, summon an Empowered Boneshaped Skitterer at your location.
- Yes, this stacks with Extinction. So can have 2 Skitterer spells.
Gluttony
Leviathan
- Gain the Leviathan spell.
Deal 20% to enemies in a 45 degree, 10m long cone. Teleport each non-boss enemy hit to a position nearest you where they can stand. If at least one enemy gets teleported, after a short delay an explosion occurs at your position, dealing 300% to enemies within 5m and applying Wet for 2 turns.
Nightmare
- 1 AP reaction to 0 AP reaction
- Characters to non-totem characters
Prismatic Barrier
- +75% Magic Armour to +100%
Desperation
- Also grants up to +15 Wits based on missing Vitality
Expedition
- Default attacks with this weapon cost -2 AP
- Movement +2.0
- During your turn, when you perform a basic attack or a weapon skill, apply Bane to the target enemy, as long as it does not already have it
- +50% to target's Battered and Harried threshold
Wendigo
- Is now once per round per target
=== Grenades ===
The goal here is to make grenades act as enablers for other effects as well as to even the damage difference between them.
They’re not meant as a main school at all due to no memory req, no school req and no cd.
Added an overhead warning for when you’re trying to throw a Grenade but you’re out of Grenade Recovery charges
Armour Piercing
- Multiplier from 100 to 70
Nailbomb
Molotov:
Cursed Firestorm Grenade
Chemical Warfare
- Multiplier from 70 to 100
- Deals Physical armour damage with a multiplier of 100 in 3m
Terror
- Deals Magic damage with a multiplier of 100 in 3m
Frost
- Multiplier from 70 to 80
- Radius from 2m to 3m
Tremor
- Multiplier from 70 to 80
- Also applies Calcifying for 2 turns
Thunderbolt
- Multiplier from 70 to 100
Poison Cloud and Poison Flask Grenades
- Now also deal Poison damage with a multiplier of 80
- 2 turns to 4 turns
- 2m to 3m
Cursed Poison Flask
Mind Maggot
- Lowered explosion radius to 2m from 8m. Subjugated III to Subjugated II and added Terrified II
- Lowered efx to match a 2-3m radius, adjusted projectile arc so it’s less prone to being blocked by roofs, and added an impact sound
Flashbang
- Lowered radius to 2m from 4m and now also applies Marked for 2 turns
- Marked now also increases the resistance reduction of tiered statuses by +15%
Tinkerer Grenade
- Multiplier lowered to 500 from 2000
Holy
Oil Flask
Love
=== Special Arrows ===
Fire Arrow: Multiplier from 70 to 90, Scorched from 1 turn to 4 turns
Explosion Arrow: Multiplier from 70 to 90, Scorched from 1 turn to 4 turns
Freezing Arrow: Multiplier from 70 to 100
Water Arrow: Multiplier from 70 to 100
Cursed Fire Arrow: Multiplier from 100 to 110, Scorched from 2 turns to 4 turns
Slowdown Arrow: Multiplier from 70 to 100, radius to 2m from 0m
Stunning Arrow: Multiplier from 70 to 100, radius to 2m from 0m
Steam Cloud Arrow: Multiplier from 70 to 100
Static Cloud Arrow: Multiplier from 70 to 100
Knockdown Arrow: Multiplier from 70 to 110, radius to 1m from 0m, Ataxia II to Dazzled II
Poison Arrow: Multiplier from 70 to 100, Poisoned from 3 turns to 3 turns
Poison Cloud Arrow: Multiplier from 70 to 100, Poisoned from 2 turns to 3
Charming Arrow: Multiplier from 70 to 90, radius to 2m from 0m
=== Ascension ===
Elementalist
- Removed self damage and lowered multiplier from 90 to 70
- Now only harms enemies
Spellcaster’s Finesse
- Now also works on Polymorph skills and doesn’t remove Finesse’s AP recovery effect anymore
Paucity:
- Default duration from 1 turn to 2 turns
Defiance
- Default duration from 1 turn to 2 turns
- Now also activates at the end of your turn if you are within 5m of at least two enemies
Mercy
Purity
- Added back the Purity aura owner icon
- Changed Purity Cooldown icon so it’s easier to differentiate between them
Vitality Void
- Changed damage to Physical from Piercing
Ascension Core
- Does not grant Prototrophize anymore
- +1 turn of Source Generation
- +1 All Attributes
- Source Infusions recover 1 AP
Hatchet
- 4.1: Limited to once per round
The Tiger
- 3.3: Now works on any ally or enemy death
- 4.1: Now also procs Sparks
- 4.3: Values doubled but now they only affects yourself
The Key
- 4.1: Now also grants +10% Dodge Chance
The Gryphon
- 3.1 now also grants +15% Dodge Chance
- 4.3: Once per round, Centurion reactions emulate the effects of Superconductor.
The Archer
- 4.1: Limited to once per round
Conqueror
- 3.2: While in combat, activate Violent Strike after casting a skill that costs at least 1 AP
- 4.1: Increased AP Recovery to +2 from +1
- 5.1: Also lowers Purity CD by 1
- 5.3: Now unable to infuse past SI2 with gear/ascension bonuses
The Kraken
- 3.2: Removed the free OH requirement but increased stack requirement to more than 3 stacks of Elementalist
- 4.1: Changed to: While performing an Elementalist reaction, you have a 30% chance to duplicate its effects
Wealth
- 4.2: Now also works with All-In, Staff of Magus and Sucker Punch
- 5.2: Now requires 3 stacks and costs 2 stacks. Works also with Armour of Frost. Now also applies Haste for 2 turns
Blood Ape
- 4.2: Now limited to once per round, per target and increased Wither duration to 2 turns
- 5.3: Now also autoinfuses the Incarnate and grants +4 Memory
- 5.2: Removed Vitality cost. 1SP to twice per round
The Imp
- 4.1: Also grants +1 free Occultist reaction
- 4.2: Now limited to once per round, per target, per status
- 5.3: Increased damage to 125% from 100%
Supplicant:
- 4.3: 7 stacks to 5 stacks, payment to 3 stacks from 2
Doppelganger
- 5.3: Now also autoinfuses the Incarnate and grants +4 Memory
- 5.2: 6 stacks to 5 stacks, payment to 2 stacks from 1, and now only harms enemies
Basilisk
- 3.1: Removed the free offhand requirement
- 3.2: Now limited to once per round, per target
- 4.1: 1SP to once per round but does not apply Subjugated
- 4.2: Slowed II to Calcifying
The Dragon
- 3.4: Ally req from 3 to 2 and 5m to 8m. Increased damage to +30% from +15%
- 5.1: Stacks from 5 to 3 and fire damage multiplier to 200 from 100
- 5.3: Stacks from 5 to 3
Scorpion
- 3.2: 30% to 10%
- 4.1: 5% to 3%
Wrath
- 3.1: Swapped Berserk to Challenger or Challenge Won
- 3.3: Swapped Wits to Finesse
- 5.1: Changed to Arrow Spray, Incandescent Ray, Impalement, Onslaught, and Throwing Knife
- 5.2: 1SP to twice per round
Manticore
- 5.2: Changed Invisibility to until end of turn. This works while out-of-turn too. Invis and Sneaking ends if your last action during a turn activated Paucity. Thanks Amer for help :prayge:
- 5.3: 1SP to twice per round
The Rhinoceros
- 4.2: Thrice per round while wielding a melee weapon, your Centurion reaction emulates the effects of Battle Stomp instead of performing a basic attack. If normally less than 10m, Centurion's range becomes 10m for this reaction. If The Arena Whirlwind Mutator is present, range is adjusted to between 5m and 10m.
Improved efx and sound timings
- 4.3: While wielding a two-handed weapon, your Centurion range becomes 10m. If The Arena Whirlwind Mutator is present, range is adjusted to between 5m and 10m.
The Gladiator
- 5.3: Added +1% per Inertia to the missing armor restoration. Lowered damage to 0.5% from 0.75%
The Arena
- 2.3: Increased dodge to +20% from +10%
Replaced B/H threshold with +20% Accuracy
- 4.1: Increased duration to 2 turns from 1
Now also grants +10% Critical Chance per enemy within 5m, while performing Centurion reactions
- 4.2: Replaced Wits with Power
Adjusted Whirlwind efx to properly match a 5m radius
Adjusted efx timing to better sync with Whirlwind cast animation
Default Centurion range is increased to 5m so it matches Whirlwind
Also counts as a melee hit, aka can proc Sparks
- 5.2: Empowered Bouncing shield now uses 150% of Shield’s Physical armor and can bounce up to 3 times within 8m
- 5.3: Also grants +10 Power
Champion
- 2.3: Replaced with Spellcaster’s Finesse
- 4.1: Twice per round, Celestial reactions performed on enemies emulate the effects of Pressure Spike and Winter Blast on every visible enemy within 13m of the target
+10 Finesse
Casque
- 4.1: Removed the free offhand requirement and clarified tooltip to state that it was once per turn
The Hippopotamus
- 4.1: Celestial reactions apply Mending for 2 turns, which restores 15% of missing armors and Vitality each turn
Stag
- 4.2: Changed Magic Shell to Regeneration for 2 turns on living characters, and Poisoned on undead characters
- 4.3: Does not require Purity anymore
Pegasus
- 3.1: Removed the free offhand requirement and clarified tooltip to state that it was once per turn
- 4.1: 5% to 10%
- 4.2: the CD reduction effect is now limited to once per round
- 4.3: Upon reaching 10 stacks of Elementalist, spend 5 stacks to activate Purity, or if it's on cooldown, reduce its remaining cooldown by 1.
The Huntress
- 4.1: now also works with All In, Staff of Magus, and Sucker Punch
The Goddess
- Swapped 3.2 and 4.2
- 3.2: Celestial reactions on allies remove 3 Battered or Harried, whichever is higher. Previously it was 2 stacks
- 4.2: Celestial reactions cleanse all Tier I and Tier II statuses. Previously it restored 2% of maximum Physical and Magical armor per Life
- 5.3: Changed AP recovery from during your turn to once per turn
Splendor
- 4.1: Also affects Arcanist spell emulations (including explode radius)
Death
- 5.1: Change to: Predator reactions gain +20% Critical Chance, and twice per round, emulate the effects of Corpse Explosion that only harms enemies, and once per round, create a corpse
- 5.2: Once per round, summon an Empowered Boneshaped Skitterer on up to 2 corpses within 8m. Empowered Boneshaped Skitterer has improved stats, points into Necromancer, Attack of Opportunity, and double death damage.
- 5.3: Once per round, per target, apply two stacks of Battered and Harried
Removed the -65% damage and added +10 Wits
- 4.1: +20% Accuracy to +20% Crit Chance and removed the on kill req but limited to once per round
Decay
- 3.1: radius to 5m and Wither duration to 1 turn
- 4.1: Swapped Wits to Finesse
- 5.1: changed to: Paucity grants +1 AP recovery and a 13m aura that applies -1.5% Accuracy and Movement Speed per Entropy, Force, and Form to enemies
- 5.2: removed Constitution reduction
Demilich
- 3.2: Corpse Mastery now requires combat. AP from 2 to 1 and CD from 3 to 1. Now also pings corpses
- 5.4: Increased Boneshaped Crusher stats, gave him Necrotheosis and lowered his AP cost from 6 to 4. Boneshaped Crusher now starts with 2 turns of Source Gen and 1 SP
The Boneshaped Crusher skill now requires combat
Extinction
- 3.1: Now requires only one ally to die but limited to once per round
- 3.2: 3m to 8m
- 3.3: When one of your Skitterers dies, perform a Predator reaction on the nearest enemy within 3m of it
- 4.1: Swapped Paucity benefits to +1.0 Movement, +15% damage, and +20% Critical Chance
- 4.2: Twice per round, Predator reactions also summon a Boneshaped Skitterer adjacent to the target
- 4.3: Increased cap to 200% from 100%
The Ritual
- 3.1: When an ally performs a ritual reaction, apply your Occultist effects to every enemy within 13m. Once per round, when an allied totem is commanded to attack by The Ritual Ascension, apply your Occultist effects to every enemy within 13m
- 4.1: Also applies Bleeding for 2 turns
- 5.1: Once per turn, when you perform an Occultist reaction on an enemy, your totems attempt to attack it. Allied totems that are owned by another character with this effect also attempt to attack.
- 5.2: Changed 6m to 13m, totem req from 3 to 2, FoD to Horrid Wilting and “enemies you can see” from 20m to 30m
Sphinx
- 3.2: Removed the free OH requirement and is now twice per round
- 4.1: Now also prevents you from gaining Adaptation stacks from allies
- 4.3: If you have the Demolitionist talent and at least one stack of Adaptation when you throw a grenade, lose a stack of Adaptation to gain +1 effective Source Infusion for the throw, even if normally uninfused. Thanks Amer <3
+1 Grenade throw recovery per round
Enchantress
- 4.2: Added a once per round check
- 5.1: Now grants 5 Elementalist stacks as long as you have at least 1 stack
Hope
- 4.2: 1SP to once per round and now harms enemies only
Guardsman
- 4.2: Removed the once per round no limit effect and increased base range to 7m from 5m
- 5.2: Replaced with Spellcaster’s Finesse
The Centurion
- 4.1: Removed the once per round no limit effect and increased base range to 7m from 5m
- 5.1: 1SP to once per round
- 5.3: Clarified the tooltip to state that it’s 3m and not 2m, 15% to 25%, damage is now irresistible
Arcanist
- 5.1: If you have 5 stacks of Elementalist or more when you perform your next Elementalist reaction, lose 3 stacks and emulate the effects of Dazing Bolt, Fireball, Impalement, or Winter Blast with air, fire, water, and earth reactions, respectively. These emulations only harm enemies.
Nymph
- 5.3: 1SP Combustion to fire damage with a multiplier of 200 to every enemy within 8m
Vulture
- 3.3: Swapped Retribution to Ranged
- 4.2: Changed to: Predator reactions can be performed, once per round, when an enemy you can see is damaged to zero Physical or Magic Armor, or while under 50% Vitality.
- 5.2: Added +1 free Predator reaction
The Fly
- 4.2: Now limited to once per round, per target, per status
T1 Nodes
- Ascension nodes that previously granted the Inconspicuous talent have been replaced with Opportunist for 2 turns, and now apply up to Subjugated II to every enemy within 5m of yourself. They also require to be in combat
- Ascension nodes that previously granted the Pawn talent have been replaced with Escapist for 2 turns. They also require to be in combat
Casting Escapist -> Weapon skill will refresh Escapist CD. This is intended
- Ascension nodes that previously granted the Savage Sortilege talent now grant Elemental Affinity instead, and duration has been increased from 1 turn to 3 turns. They also require to be in combat
Serpent
- 3.3: Damage and Critical Chance changed to 10% and 6%
Hornet
- 3.3: Changed to +10% Dodge Chance from +7% Accuracy
Wolf
- 3.3: Changed to +5% Lifesteal and +10% Vitality Voracity from +3% and +6%
The Crow
- 3.3: Changed to +14% Lifesteal from +7%
The Nautilus
- 3.3: Changed to +14% Phys Res from +7%
Lizard
- 3.3: Changed to +7.5% Vitality Regen from +2%
Beetle
- 3.3: Changed +2% B/H Threshold and +5% Physical regen from +1% and +2%
The Rabbit
- 5.1: Also affects Hasted and +5% elemental resistances to +10%
- 5.2: Now also grants +10% to elemental resistances
=== Gear ===
Gear generation
- Removed Telekinesis, Loremaster and Thievery from possible modifiers (uniques still have it)
- Removed the Dodge Fatigue modifier
Weapons
- Removed Attribute requirements
- Increased Weapon Accuracy penalty per level to -40% from -20%
- Staves: Damage increased to match 2H Swords
Damage range from 10 to 15 to match 2H Swords
Removed Status chance
Added 10% Critical Chance
- Wands: +10% Critical Damage
Restored the vanilla surface creation on basic attacks
Increased damage by ~24% to match 1h swords
- Bows: Damage increased to match Crossbows
Damage range from 10 to 15
Movement +0.5
Added +10% Critical Chance
- Crossbows: Increased damage range from 25 to 30
Added +10% Critical Damage
- 1h Swords: 2% Accuracy to +5% Dodge
- 1h Axes: 1% Critical Chance to +3%
- 1h Maces: Removed status chance
Added +5% Critical Damage
- 2h Swords: Accuracy bonus from 4% to 10%
Added +5% Critical Chance and +5% Critical Damage
- Spears: Damage increased to match 2h Swords
Damage range lowered from 15 to 10
- 2h Maces: Updated damage and range to match Axes
Added +10% Critical Damage
- 2h Axes: 2% Critical Chance to +10% Critical Chance
- 2h cleave damage increased to 50% from 30%
Wands and Staves
- Removed the Incarnate AutoInfuse modifier
Armors
- Robes: Adjusted armor values from 13/40 to 10/45
Additional adjustments to their scaling
- Light: Adjusted armor values from 40/26 to 35/40
Additional adjustments to their scaling
Increased Finesse requirement. At lv20 it went from 17 to 20
Chest pieces
- Pressure Spike -> Raise Bone Widow
- Vaporize -> Epidemic Of Fire
- Turn to Oil -> Sky Shot
- Dominate Mind -> Battle Stomp
- Deep Freeze -> Bone Cage
- Hail Strike -> Cannibalise
- Blood Sucker -> Decaying Touch
- Aspect of the Spider -> Fulmination
- For reference purposes, this is the full list:
Raise Bone Widow
Epidemic Of Fire
Fossil Strike
Sky Shot
Ricochet
Pin Down
Bone Cage
Cannibalize
Decaying Touch
Aspect of the Eagle
Fulmination
Immolation
Throw Explosive Trap
Daggers Drawn
Battle Stomp
Challenge
Crippling Blow
Racht Muvora and Gloves of Acquisition
- Removed Finesse req
- Added some Memory so can stop losing memorized skills while stealing
Tyrant’s Helm
- Removed the Warm status from the cured version and buffed its stats by a bit
Antique Armour
- Finally dyeable
- Removed Grounded and Movement reduction
Radeka’s Thorn
- Now has Planar Gateway and some Memory
Radiant Aegis
Destroyer Gloves
Withermoore Spear and Houndmaster’s Crossbow
- Minor buffs and +25% Accuracy
Radiant Aegis
Brittle Spear
- Changed to Piercing damage
Eternal Stormblade
- Considerably buffed its stats
Fiery Inferno
- Removed on hit Flaming Crescendo. Replaced it with the actual skill instead. Increased rune slots to 3, Pyro to 4, and removed Warm
Brahmos’ Blade
- Considerably buffed its stats
New Ring modifiers. Allows you to cast uninfused skills at SI1
- Can only spawn on Legendary+ rarity
- Possible skills: Deflective Barrier, Sabotage, Provoke, Soothing Cold, Mend Metal, Horrid Wilting, Cloak and Dagger, Reactive Armor, Costly Evolution, Clockwork Bomb, Rain
Rebalanced Gift Bag 5 armor sets:
=== Captain ===
Helm: Con+2, Huntsman +2
Chest: Con+2, Memory+2, Pyro+2
Boots: Dodge+10%, Scoundrel +2
Set bonus: Subjugated III to Subjugated II
=== Vulture ===
Helm: Crit+10%, Finesse+2, Dual-Wielding+2
Chest: Power+2, Con+2, Warfare+2
Legs: Rogue+2, Huntsman+2, Single-Handed+2
Gloves: Finesse+2, Wits+2, Ranged+2
Boots: Dodge+10%, Movement+1, Two-Handed+2
Set: Replaced Wings with the Levitate skill and removed Farsight
Grants Perforation and Devour Corpse
Perforation damage from 10 to 8
Devour corpse range to 13m, AP from 4 to 1
Devour Corpse damage boost to +10% from +15%
=== Contamination ===
Helm: Initiative+5, Wits+4, Con+3
Chest: Geo+2, Hydro+2, Power+5, Con+3
Legs: Power+2-3, Con+2-3, Crit+5-10%
Gloves: Power+3, Con+3, Crit+10%
Boots: Geo+1-2, Hydro+1-2, Dodge+10-20%
Set: Removed Poison Bleeding. At the end of your turn, gain 3 Adaptation stacks and apply Wither and Corroding for 1 turn to the nearest enemy you can see.
==== Devourer ===
Helm: Warfare+2, Con+2, Strength+2
Chest: Warfare +2, Con+2, Str+2, Crit+10%
Legs: Con+2, Str+2, Two-Handed+2, Dual-Wielding+2
Gloves: Con+2, Two-Handed+2, Dual-Wielding+2, Crit +5-10%
Boots: Initiative+5, Dodge+10-20%, Movement+2
Set: Removed CD reset. Killing your target now restores armors instead of vitality (200 qualifier)
=== Items ===
Skill Books
- Highest unlock level from 9 to 6
- Unlock levels are now 1, 4 and 6
- All Skill Books now cost a grand total of nine gold.
Potions and Food
- Strong Will: Changed to Clear Minded for 6 turns
- Haste scrolls can now only be used during combat
- Nimble Timble: Changed from +50% Dodge to granting an Empowered Escapist spell for 2 turns
- Rebalanced Attribute potions. Instead of +1, +3 and +11 they now give +3, +6 and +10
- Reworked how Poison potions work to fix the vanilla bug where they dealt only half of the advertised damage. Poison potions now deal a small amount of Poison damage and 30% (or 60% with Five-Star Diner) of your total Vitality as Poison damage. Also apply Poisoned for 3 turns
- Removed Immunities and -1 Persuasion from Garlic
- Changed Ferocious Herb Mix to +1 Movement
- Drunk Power increased from +2 to +6
- Removed -1 Power from Beer Bottle and Beer Mug
- Removed -1 Finesse from Cheese
Artificer’s Splinter
- Changed stack cap from 500 to 99999 and its Weight to 0
Tip: This now allows you to place it on your hotbar and act as a handy Splinter counter while crafting
Poison Barrel
- Increased the Poison damage boost from combining weapons with Poison Barrels
=== Talents ===
Torturer:
- Your Calcifying status also deals its damage when it is applied.
- The base damage dealt by Poisoned, Bleeding, Acid, Suffocating, and Corroding is increased by 50%.
- Acidic Toxins last 1 additional turn (does not affect Infusions).
- If not Undead:
The Poisoned status's damage on you is converted into Vitality and Armor restoration.
Healing statuses on you also apply Poisoned for 2 turns, as long as you do not already have it.
Poison surfaces do not damage you anymore.
Ice King:
- Removed the resistance effects
- Added old Torturer’s Brittle effect
- Once per cast, applying Brittle will deal water damage equal to 50% of its detonation damage. Detonating Brittle lowers the cooldown of Glaciate and Shatter by 1 turn. Your own Shatter does not damage you anymore.
Demon
- Removed the resistance effects
- Added old Torturer’s Scorched effect
- Once per cast, applying Scorched will deal fire damage equal to 50% of its detonation damage. Once per round while Scorched, your next basic attack or weapon skill (separate ICDs) will remove it to deal 50% (+5% per level; max 150%) Fire damage in a 3m radius to enemies on impact. Fire surfaces (except Lava) do not damage you anymore. If the target enemy is at or over 100% Fire resistance, deal Physical damage instead of Fire damage.
Executioner
- Reworked into Storm Mantle
- Added old Torturer’s Charged effect
- Fulmination lasts 1 additional turn (does not affect its Infusions) and does not apply stacks anymore. Air surfaces do not damage you anymore. Charged detonation restores 7% of your missing Magic Armor. Aerotheurge skills activate Finesse's AP recovery effect
Unstable
- Changed req from 5 stack to 4 stacks
Leech
- At the start of your turns, after 0.5s, gain 50% of your Voracity's intended values
Elemental Ranger
- Now also applies statuses for 2 turns based on the surface your target is standing in
Additionally if Elemental Arrowheads status matches the surface your target is standing on, recover 1AP
- Updated tooltip to properly state that it requires a Bow/Crossbow/Wand and that it only works on basic attacks
- Also grants 2 Arrow Recovery charges per round
- Also makes special arrows count as basic attacks
- The 20% damage bonus now also works on special arrows
Parry Master.
- Additionally, once per turn, you have a chance, equivalent to your dodge chance, to evade a spell projectile.
This change was done using a talent from Conflux as an example. Credit goes to Xorn, the Conflux dev.
Rest was done by Pip and Amer. Big thanks <3
Glass Cannon
- Replaced -Vitality and -Armors with 40% more damage taken. Thanks Pip <3
Incompatibilities
- Removed incompatibility between The Pawn and Executioner
All Skilled Up
- Level requirement from 5 to 4
- Grants 2 civil points instead of 1
Bigger and Better
- Level requirement from 5 to 4
Mnemonic
- Renamed to Flowing Arcana
- Reworked to: Grants +5 Memory. Additionally, your damage is multiplicatively increased by 1% per Memory over 10
Escapist
- Changed the skill Icon and updated its effects a bit. Now it uses Cloak and Dagger as base instead of Tactical Retreat
Guerilla
- Also grants +5 Sneaking while Sneaking
- AP reduction increased to 2 from 1
Ambidextrous
- Now always recovers 2 AP and also works on weapon skills
- Your damage is multiplicatively increased by 1% per Strength over 10
Elemental Affinity
- Doesn’t recover AP anymore and also doesn’t lower “pay up to X” skill’s costs
Demolitionist
- Also increases damage by +7% per level while throwing grenades
- Changed SI random area from 3m to 2m
Benevolent
- Now requires the target to not have full Vitality
Five-Star Diner
Corpse Eater
- Also adds +10% Vitality restored from Voracity
Opportunist
- Replaced the attack with a free Centurion Reaction. Thanks Amer :prayge:
What A Rush
Warfare skills apply Taunted for 1 turn to the first un-Taunted enemy hit during cast. Once per round, applying Taunted recovers 2 AP. +5 Memory
Savage Sortilege
- Now is innate for players and their summons
=== Attributes & Abilities ===
Power
- +2.5% to +3.5%%
- Removed Critical Chance
Finesse
- Also grants +0.1 Start AP per point. For players only and does not work on summons
- Finesse AP recovery chance increased to 10% from 2.5%. Enemies stay at 2.5%. Max AP recovery has also been uncapped
- Finesse also grants +1% Critical Chance per point. This only works on players and their summons
Wits
- B/H effect increased to 5% from 3.5%
Perseverance
- +1.5% Res to +3%
- 10% B/H Res to 20%
Leadership
- Replaced +2% Dodge Chance with +2% Physical and Piercing Resistance
Warfare
- Now also restores 1% of missing armors while using Warfare skills
Huntsman
- Now also grants +2% damage (+2% effect of power) while using special arrows
=== Encounters ===
Tutorial:
- Deathfog barrels now explode on level load
- Several encounter tweaks :^)
Fort Joy:
- Beach Voidwokens have expanded their forces. They drop Uncommon/Rare Medium armor and two Daggers
- Beach Turtles have expanded their forces. They drop Uncommon/Rare Heavy armor, 2h Axe, 1h Sword, and a Shield
- Saheila’s cave Frogs learned a few new tricks. They drop Uncommon/Rare Mage armor and a Water Staff
- Made the blue Frog within Saheila’s cave a boss and gave it TinyBoss loot
- Changed Septa to a boss and added MicroBoss loot
- Added MicroBoss loot to Magister Carin
- Made Migo a boss with TinyBoss loot. Added more skills to him and his daughter
- Added TinyBoss loot to Magister Dayva. Updated stats and made her a boss
- Added TinyBoss loot to Kniles. He’s now also Grounded
- Rebalanced the Dallis encounter so it’s doable at lv5. Gave it MegaBoss loot and now also drops a new Knowledge Potion. Use it to learn skill schools!
Thanks Cathe for writing the dialogue options :prayge:
- Windego has grown tired of players constantly harassing her so she has enlisted the assistance of a bodyguard
- Updated skills for the Skeletons near Windego. Added MicroBoss loot
- Updated skills for the Decomposing Terramancer encounter. Added MicroBoss loot
- Changed Zaleskar to MiniBoss from TinyBoss. Made him a boss and updated his skills
- Added lv6 MegaBoss loot to Sepp, The Burnished One.
Encounter changed a lot. Updated enemy skills and stats
Zombies spawn on fight start and Sepp is a Necromancer/Summoner now
Hatch ladder disappears on fight start. Reappears after Sepp leaves combat
- Added lv6 MegaBoss loot to Magister Captain Trippel.
Encounter changed a lot. Updated enemy skills and stats
Paladin Cork is slightly harder to kill and has some healing skills
Trippel is now a Hydro/Pyro knight
Trippel gains permanent buffs each round, up to round 4
Reinforcements arrive each round, up to round 4 and yes, they do give exp
- Changed Slane to MegaBoss. Removed his 100% Fire and Water res. Removed his permanent Soothing Cold status.
He will transform at the start of his second turn. Lizard form is harder than dragon form.
- Added TinyBoss loot to Orivand, Griff and Kniles
- Updated Radeka’s stats, skills, and loot to MiniBoss_ProteanAlways
- Added MiniBoss loot to Krylr and updated his stats
- Updated enemy skills for the last fight
- Added a new boss inside Braccus’ Tower. Has OmegaBoss loot
This is my humble take at aspirational content. For the best experience, Impossible difficulty is recommended.
Lady Vengeance
- Killing Dallis before the timer runs out is now doable on Brutal+ without having to abuse Ballistas
- Disabled the Ballistas
Reapers Coast:
- Some tweaks to the Bridgekeeper Mari Pruritt encounter. Has lv10 MiniBoss loot now
- Removed Evasion Aura from Executioner Ninyan. Made her a boss and added MiniBoss loot
- Arena: Gave the enemies slightly more skills. Updated skills for the Voidwoken and made him a boss. If the Voidwoken is actually defeated, lv12 MegaBoss loot will be generated in the chest where you find the Key
- Updated Ghalann’s stats, skills, and changed loot to MiniBoss_ProteanAlways
- Removed most immunities from the enemies in the Scion’s encounter
- Updated Umbral Statue’s Aura radius to 30m from 20m and stats to Con +5, Damage +50%, and both Armors +100%
Increased Umbra Statue’s Vitality and now also drops lv12 MiniBoss loot
- Changed Restless Scarecrow to a boss and added MiniBoss loot
- Updated the Beach Voidwoken encounter’s stats, skills, and added MiniBoss loot
- Fixed Qanna being able to be damaged while Petrified. Updated her stats and skills
- Terracotta Army encounter:
Normalized Vitality, armor, and weapon values, removed immunities, the two big statues are now MiniBosses with updated skills, smaller statues don’t gain All-In and EE skills anymore, smaller statues don’t have Opportunist anymore. Updated Brittle Spear stats and no longer breaks. Now they all spawn at once.
- Dessicated Undead: removed Vacuum Aura, updated stats and skills, increased loot to MiniBoss_ProteanAlways, cannot be pickpocketed anymore, and made it way harder to destroy his Jar
- Rebalanced Mordus stats for both Undead and Transformed forms. Now he always transforms on his 2nd turn. Updated loot to lv14 MegaBoss
- Changed Ryker to MegaBoss. Updated stats and skills
- Updated stats, skills, and loot (MiniBoss_ProteanAlways) for Roost Anlon
- Slight increase to Saheila’s stats so less chance of her capitulating during Roost’s fight
- Added MicroBoss loot to the White Magister before Aetera
- Aetera buff. Updated stats, skills, and added few more enemies. Also removed her permanent Farsight status
- Updated Alice’s stats, skills, and loot to Megaboss.
- Removed 100% Fire res and Poison res from Harbinger of Doom. Updated his stats and skills. Change loot to MegaBoss loot
- Removed 100% Air res from Duna’s Undertaker. Heavily lowered her stats. Added MegaBoss loot.
- Updated Lamenting Abomination stats and added more skills to the encounter
- Increased The Dead Ferryman loot from Tinyboss to Miniboss
- Increased Magister Vorrh’s loot from Tinyboss to Miniboss and he’s now a boss
- Added MiniBoss loot to Ancient Empire Escort Guard. Updated stats and skills
- Removed Dazzled and Suffocating immunity from Sadha’s Assassins
- Increased Tovah’s loot from TinyBoss to MegaBoss. Updated stats and skills
- Increased Dead Black Ring Destroyer’s loot from TinyBoss to MiniBoss
- Changed Advocate from MiniBoss to MegaBoss. Removed Vacuum Aura. Updated stats and skills
- Hannag portal fight:
Hannag cannot cast Lava Portal in combat anymore
Undead Hannag is now a boss with improved stats
Undead Hannag now has MegaBoss loot
Magister Knight is harder to kill. He also had and still has TinyBoss loot
Changed portals to be immune to all damage types
Removed enemy immunities
Nameless Isle:
- Changed Forktongue to a Boss and loot from TinyBoss to MiniBoss_ArtifactAlways. Also removed his Deflecting aura and updated his stats and skills
- Changed Black Ring Captain to a Boss and added MiniBoss_ArtifactAlways loot. Also updated his stats and skills
- Removed Wordless Aura from Worldless, updated stats and skills and made her a boss with MiniBoss_ProteanAlways loot
- Buffed Eternal Stormblade and its Guardians
- Turned Empyreo the Stalwart into a MegaBoss. If you’re unsure of who or where he is (can’t blame you), he’s here
- Heavily buffed Sallow Man. Removed -Con and -Damage from his Plague status. Also increased its CD from 2 to 4. Changed loot to MegaBoss from TinyBoss
- Removed 100% Fire res and Poison res from Source Titan. He now spawns with full HP and updated his stats and skills
- Added MegaBoss loot to Alexander. Updated his stats. Changed Gareth to be slightly useful as well
- Updated the Mother Tree encounter with better loot (3x Tiny boss, 1x MegaBoss) and more skills. Blocked the hatch. You cannot leave until the Scion and all of her Dryads are out of combat. Additionally, the Dryads will now appear once the Scion reaches under 90% Vitality
- Several skill and stat tweaks to the Shadow Prince encounter. Updated loot to MegaBoss
- Stat and skill tweaks to the Arena of the One encounter. Also cannot pickpocket the Automatons anymore
- Removed Sworn bonuses except for Curse
Arx:
- Removed the Doctor’s debuff
- Updated Thorny Suncaller encounter. Minor stat and skill tweaks. Removed Water immunities
- Changed Mael'Thaeras to a MiniBoss. Updated stats and skills
- Changed Outcast Spellweaver to a MiniBoss. Updated stats and skills
- Changed Sanguinia Tell into a MegaBoss. Updated stats and skills for the encounter
- Updated stats and skills for the Horrosleep Arena’s combatants and Red Prince will not inherit the player’s stats, gear, etc anymore
- Updated stats and skills for Isbeil and gave her MegaBoss loot
- Updated Kraken’s Tentacle skills. Removed immunities. Lowered Finesse and Vitality
Updated stats and skills for the Voidwoken adds too
Updated loot to MegaBoss for the Horror and added MiniBoss to the Scion/Paladin.
Scion/Paladin are now Bosses. Updated stats for all of them
- Updated Reimond’s encounter and added MegaBoss loot. Loot now only drops in Arx
- Updated Kemm’s and Arhu’s prison guards skills
- Fixed Karon losing his stats after reloading a save (vanilla bug). Changed his loot from MiniBoss to MegaBoss. Updated stats and skills for him and his allies
- Turned Brahmos into a MegaBoss. Updated stats and skills for him and his crew
Brahmos now alternates between melee and ranged weapons every 2 turns
This goes on until his 9th turn where he enrages and gains 3 SP and multiple spells
- Significant changes to the Devourer fight. Gave it MegaBoss and MiniBoss loot
=== Updates ===
For the exact adjustment values please visit their specific sections from the above.
This is done to not clutter this section.
19/04/2021
20/04/2021
- Tweaked Brutal preset and added DR to Adept, Brutal, Impossible and Do Not Pick This
- Improved the Arena Empowered Shield
- Lowered Shield Throw CD
- Lowered Bone Cage SI3 Ritual Necro req
- Improved Savage, Chthonian and Butcher’s Will
- Improved The Ritual 5.2 Cannibalise effect
21/04/2021
- Ritual 5.2 log text now shows Horrid Wilting instead of FoD
- Updated the Copiumentalist file to remove any mentions of self damage.
This includes tooltips, ascension and log text.
- Fixed a crash when meeting Hannag
This fix resulted in the removal of the forking change from Lightning Bolt
22/04/2021
- Reworked Source Vampirism to have in combat and out of combat versions
- Fixed Doppelganger 5.2 not infusing the Incarnate
- Lowered Aspect of the Gorgon Poly req and AP cost
- Lowered Ballistic Shot Huntsman req and unlock level
- Updated Prophecy status tooltip
- Thunderstorm SI3 now recovers 1SP
- Lowered Thunderstorm and Scourge SI2 explode radius
- Copiumentalist: Pegasus 4.3 now grants 1 Elementalist stack
- Renamed Vampiric Touch to Self Preservation
24/04/2021
- Added Bonefide Slayer as a new Necromancer skill
- Lowered Reactive Armor and Goldforge range to 3m
25/04/2021
- Improved Champion Incarnate and Bone Widow stats
- Improved Clockwork Bomb and its SIs
- Changed Hungry Flower SI2 to Venom Coating
- Lowered Fire Slug rush AP cost
- Fireball SI3 is back to one repeat but now also recovers AP
26/04/2021
- Improved The Cannibal Artifact
- Lowered Death Instinct and Necrotheosis AP cost
27/04/2021
- Blocked AI from using Chaos Barrage and Fairy Fire
- Lowered Empowered Throw Dust AP cost
- Reworked Dimensional Bolt SIs
29/04/2021
- Reverted Chaos Barrage back to 2m explode radius and updated tooltip
- Chaos Barrage SI1 damage slightly increased
- Fixed Impalement SIs dealing slightly less damage than intended
- Removed Dimensional Bolt SI3 AP recovery and replaced it with Brittle detonation
- Improved Worm Tremor SIs
- Lowered Cryogenic Stasis AP cost and made it combat only
- Added SI1 to Deflective Barrier. Also lowered SI2 Hydro req and SI3 now recovers 1SP
- Lowered Luminous Ritual SI3 Hydro req
02/05/2021
- Improved Ice King talent
- Improved Demon talent
- Reworked Deep Freeze SIs
Hint: Try Hanal Latchet with this + Ice King :^)
- Increased Ignition SI3 multiplier and removed Scorched from its repeats
This was done to balance the new Demon talent. The damage output is nearly identical
- Sparking Swings now applies Scorched and lowered its CD
- Lowered the CD of Glaciate, Hail Strike and Winter Blast
- Lowered Supernova AP cost. SI2 now recovers 2AP
- Removed the AP recovery from Fireball SI3
- Lowered Empowered Winter Blast multiplier
- Lowered Empowered Rain damage and clarified its SI2 effect
- Removed Finesse req from Racht Muvora and Gloves of Acquisition
Also gave them some Memory so can stop losing memorized skills whenever trying to steal
03/05/2021 Requires the latest EE version
- New Ring modifiers. Allows you to cast uninfused skills at SI1
Can only spawn on Legendary+ rarity
Possible skills: Deflective Barrier, Sabotage, Provoke, Soothing Cold, Mend Metal, Horrid Wilting, Cloak and Dagger, Reactive Armor, Costly Evolution, Clockwork Bomb
- Lowered Mosquito Swarm CD
- Lowered Totems of the Necromancer AP cost
- Lowered Finger of Death AP cost
- Lowered Horrid Wilting Hydro req and now unlocks at level 6 instead of 9
- Horrid Wilting SI3 now also detonates Brittle
- Lowered Shackles of Pain AP cost
- Lowered Equalise AP cost
- Copiumentalist: Bless AP from 5 to 2 and reworked its SIs
- Changed Nightmare from characters to non-totem characters
- Changed Malleus Maleficarum
- Lowered Unstable stack req
- Leech now activates your Voracity effects at the start of your turns
- Lowered Pestilence AP cost
- Lowered Aspect of the Spider AP cost and improved its SI1 and SI2
- Fixed Bonefide Slayer not having an icon
- Fixed Demon dealing more damage than intended
- Changed Phoenix Dive SI3 req to 1 Pyro and 2 Geo
- Added new Icons for Self Preservation and Bonefide Slayer
- Smoothed out Self Preservation targeting and animation
- Improved Elemental Ranger
- Glaciate now applies Frostbite which makes characters bleed ice surfaces
07/05/2021
- Elemental Arrowheads now works with Astrologer’s Gaze and high ground
- Lowered Grasp of the Starved Memory cost
- Increase Arcane Stitch Memory cost
- Changed Scourge targeting to Bleeding or Weakened
The previous Vulnerable or Terrified was way too awkward to use in comparison to other Storm skills
- Blood Rain CD from 4 to 3
- Horrid Wilting now applies up to Weakened II
- Increased Netherswap to 2 Memory
- Lowered Ice Fan CD
- Copiumentalist: Enchantress 5.1 Now grants 4 Elementalist stacks as long as you have at least 1 stack
- Casque 4.1 and Pegasus 4.1: Removed the free offhand requirement and clarified tooltip to state that it was once per turn
- Antique Armour is finally dyeable
- Manticore 5.2: Changed Invisible till end of turn only
08/05/2021 === Lucky Charm Begone ===
- Removed Lucky Charm from character sheet (thanks Pip :pray:), uniques, gear modifiers, Drunk and Ranger preset
You will be refunded points if you previously had points in Lucky Charm
If you cheated yourself to 10 then you will gain 10 points. If you don’t want this then set yourself to 0 Lucky Charm before updating
If you previously had +Lucky Charm on non-unique gear then that piece won’t get updated but Lucky Charm itself does nothing now.
- Boss loot has been significantly increased to compensate.
Please visit Boss Loot Tables for exact values
- Removed Gold and Skill Books from bosses
- Removed Telekinesis and Loremaster from gear modifiers
- Increased Drunk Power bonus from 2 to 6
09/05/2021
- Changed Bouncing Shield SIs (lowered overall damage)
- Increased Bouncing Shield CD
- Reverted Arena 5.2 back to its original effects
- Increased Sucker Punch range to 3m
- Added a hidden once per round limitation to Fists of Decay to prevent Sucker Punch CD reset exploits
10/05/2021
- Fixed and improved boss loot tables. Updated the sheet with drop rates too.
- Lowered Arrow Spray multiplier and explode radius
- Lowered Arrow Storm AP cost and increased its SI3 AP cost
- Fixed Ballistic Shot SI3 repeating more times than intended
- Improved Pin Down SIs
11/05/2021
- Increased Earthquake multiplier and lowered its Memory cost
- Increased Corrosive Spray multiplier. Improved its SIs.
- Increase Superconductor chain range and lowered its damage
- Changed Laser Ray SI2 bonus and effect. Lowered Empowered Laser Ray multiplier
- Moved Virulent Spores SP recovery to SI2 and increased SI3 status duration
- Lowered Corrosive Touch CD. Improved its SIs
- Changed Empowered Blitz Attack from Corroding to Acid
12/05/2021
- Cleaned up all stat files and merged Copiumentalist into the main mod
Load order changed from before to after Epip Encounters
- Increased Battle Stomp multiplier
- Increased Battering Ram multiplier
- Removed Warfare req from Shocking Touch
- Removed Summoning req from Raise Bloated Corpse
- Pressure Spike does not remove fire surfaces anymore. CD lowered
- Vaporize AP and CD lowered. Also removed its Poly req
- Increased Blinding Radiance multiplier and move SP refund to SI2. Moved Dazzled III to SI3 and also applies Suffocating
- Swapped Challenge SI2 Terrified with Deflecting. Also recovers 1SP.
- Increased Blood Sucker healing qualifier from 200 to 250 and lowered its AP cost
- Increased Blood Rain surface generation to match Rain
- Throw Explosive Trap detonation also creates a Fire surface now
- Added two tweaks to improve the pre-lv6 experience
1. Added a starting chest next to where you meet Sir Lora. It has some basic things to help you get started.
2. Expanded the starter skill choices. Now the starting choices are:
Warfare: Bouncing Shield, Crippling Blow, Berserk, Battering Ram, Provoke, Battle Stomp, Whirlwind, Challenge
Huntsman: Elemental Arrowheads, First Aid, Pin Down, Ricochet
Scoundrel: Adrenaline, Vault, Chloroform, Throwing Knife, Curare
Necro: Blood Sucker, Decaying Touch, Mosquito Swarm, Bloated Corpse, Black Shroud, Corpse Explosion
Pyro: Searing Daggers, Ignition, Haste, Peace of Mind, Throw Explosive Trap, Effigy
Geo: Fossil, Dart, Contamination, Fortify, Mend Metal, Throw Dust
Hydro: Hail Strike, Glaciate, Restoration, Rain, Armour of Frost,
Aero: Favourable Wind, Shocking Touch, Lightning Bolt, Blinding Radiance, Pressure Spike, Vaporize
Summoning: Fire Slug, Dimensional Bolt, Incarnate, Totem, Power Infusion, Farsight Infusion
Poly: Tentacle Lash, Chicken Touch, Bull Horns, Chameleon Cloak
- Changed every starting preset
13/05/2021
- Lowered Meteor Shower AP and Memory cost. Changed Physical to Earth. Changed its SIs
- Extinction 3.2: 3m to 5m
- Supplicant 4.3: 7 stacks to 4 stacks
- Doppelganger 5.2: 6 stacks to 3 stacks
- Wrath 5.1: Changed to Arrow Spray, Incandescent Ray, Impalement, Onslaught and Fan of Knives
- Hail Strike SI projectiles now hit in 1m around the target point instead of in 2.5m
- Lowered Worm Tremor CD and now applies Suffocating
- Improved Turn to Oil
- Revisited Grenades a bit
- Lowered Ruin AP and CD
- Added more grenades to the starting presets. Presets that start with Demolitionist have the most grenades
14/05/2021
- Added icon borders to Vaporize and Tornado
- Revisited Brutal and Impossible presets. Please reselect them if you wanna see the changes.
- Rebalanced Scourge multipliers since they were way too high. Improved SI1 and SI2 accuracy too.
16/05/2021 Requires the latest EE version
- Extinction 3.1: Now requires only one ally to die but limited to once per round
- Parry Master dodge fatigue reduction increased to 6%. Additionally, once per turn, you have a 50% chance to dodge an incoming projectile (excluding basic attacks and including spells)
This change was done using a talent from Conflux as an example. All credit goes to Xorn, the Conflux dev
- Lowered Uncanny Evasion CD and dodge fatigue reduction. Also moved the SP recovery to SI2
20/05/2021
- Changed font color to red for Storm skills targeting
- Pegasus 4.3 to 2 Elementalist stacks
- Hope 4.3: -1 turn turn to -2 turns Purity CD
- Hope 4.2: 1SP to once per round and now harms enemies only
- The Centurion 5.1: 1SP to once per round
- Arcanist 5.1: 1SP to once per round. Halved Fireball and Impalement damage. Alternating elements procs both of the effects twice
- The Basilisk 4.1: 1SP to once per round but does not apply Subjugated
- The Basilisk 4.2: Slowed II to Calcifying
- Manticore 5.3: 1SP to once per round
- Wrath 5.2: 1SP to once per round
- Nymph 5.3: 1SP Combustion to fire damage to every enemy within 8m
- Dragon 5.1: Stacks to 3 from 5 and fire damage multiplier to 150 from 100
- Dragon 5.3: Stacks to 3 from 5
- Wealth 5.2: Now requires 3 stacks and costs 2 stacks. Works also with Armour of Frost. Now also applies Haste for 2 turns
- Blood Ape 5.2: 20% vitality to 10%. 1SP to once per round
- Changed Parry Master to now use your dodge stat instead of the 50% chance.
Removed its dual wielding restriction and 10% dodge to 20%
- Removed Thievery from possible gear modifiers (uniques will still have it)
- Lowered Finger of Death Memory cost
22/05/2021 === Early game and Difficulty update ===
- Added 10% base res to enemies from Adept
- Added 20% base res to enemies from Brutal, Impossible and Do Not Pick This
- Changed Resist Per Level to 2.4/2.4 (Adept), 2.8/2.6 (Brutal), 3.0/3.0 (Impossible), 3.2/3.2 (Do Not Pick This)
- Revised enemy skill gains for Adept, Brutal, Impossible and Do Not Pick This
Details are here
Enemies will gain these skills as long as they didn’t already have them
Impossible skills unlock 3 levels earlier than Adept and Brutal. All the Do Not Pick This skills unlock at level 3
- Added Fast Enemies as a new setting. Enemies gain Source Points from turn 1. This is enabled by default on Adept, Brutal, Impossible and Do Not Pick This
- Enemy Start SP is now at 0 for Adept, Brutal, Impossible and Do Not Pick This
- Lowered Reactive Shot AP
- Enemies can now cast Reactive Shot and Ballistic Shot
- Reactive Shot SI1 is blacklisted for enemies
- Tutorial Deathfog barrels suddenly get destroyed on level load
- FTJ Dallis has received considerable stat nerfs alongside Alexander and the Gheists
- FTJ Dallis now drops MegaBoss loot
- Enemy min level req for max SP lowered. Now it’s lv2 for SI1, lv4 for SI2 and lv6 for SI3
- Enemies now gain SP even while you have Source Collar on
- Improved enemy SI priorities
- Added a 0.1s ICD to Demon and Ice King
Origin encounter specific changes will be an ongoing process
Please suggest who should get changed
- 100% Fire Resistance changed to 0% for: Slane, Alice, Harbringer, Source Titan
- 100% Poison Resistance changed to 0% for: Harbringer, Source Titan
- 100% Water Resistance changed to 0% for: Slane, Abyssal Void Flayer and Devourer
- 100% Air Resistance changed to 0% for: Duna’s Undertaker,
- Increased Ability Schools for: Harbinger (2 to 10),
- Boss specific skill changes: Harbinger’s Wrath 0CD to 1CD (he legit only casted this skill and nothing else wtf)
- Rebalanced few stats for the previously edited enemies/bosses
- Skills now unlock at lv1,4 and 6
- Added some gold to boss loot tables
- Doubled Harmony restoration values. Now also restores Physical Armor
- Lowered Restoration CD
- Updated Cleric preset starting items. Full list here
- Revised Skill Book prices for consistency with their unlock level
Level 1 and 4 share same price while lv6 are 28% more expensive
- Trying to fight Slane in his Lizard form is now “slightly” harder
- Changed Slane loot to MegaBoss
- Luminous Ritual now also applies Restoration for 1 turn
- Improved Lightning bolt SIs
- Added TinyBoss loot to Orivand, Griff and Kniles
- Added MiniBoss loot to Radeka
- Added MicroBoss loot to Magister Carin
- Removed Poly req from Empyrean Tears. Also lowered its CD and now unlocks at lv4 instead of lv6
- Increased Vampiric Hunger duration and lowered its CD
- Removed the character dying and status removal effect from Death Instinct. SI2 also recovers 1SP
- Lowered Necrotheosis Memory cost
- Pressure Spike now applies Suffocating for 1 turn. Improved its SI1 and SI3
- Buffed Sallow Man’s stats and schools
- Removed -Con and -Damage from the Plague status
28/05/2021
- Enemy Luminous Ritual doesn’t apply Regeneration anymore
- Enemies cannot infuse Ballistic Shot anymore
- Fixed Self Preservation not removing stacks
- Fixed enemy Hail Storm requiring Brittle
- Buffed Source Titan
- Slightly tweaked enemy skill chances
- Slane leap from 1CD to 3CD
- Lowered Ice Fan Memory cost
- Lowered Empowered Blitz Attack multiplier and AP cost
- Death 5.2: Changed to summon Empowered Boneshapped Skitterers instead but limited to once per round
- Death 4.1: Removed the on kill req but limited to once per round
- Slight buff to Bless SIs
29/05/2021
- Enemies cannot infuse Meteor Shower above SI1 anymore and reverted the SI projectile condensing change
- Arcanist 5.1: If you have 5 stacks of Elementalist or more when you perform your next Elementalist reaction, lose 3 stacks and emulate the effects of Dazing Bolt, Fireball, Impalement, or Winter Blast with air, fire, water, and earth reactions, respectively
- Pegasus 4.3: 2 stacks to 3 stacks
- Enchantress 5.1: 4 stacks to 5 stacks
30/05/2021
- Obelisk: Once per round, Staff of Magus also shoots at every enemy within 13m and applies Scorched and Calcifying for 1 turn. If you have at least 1 stack of Elementalist then gain 2 Elementalist stacks.
- Splendor 4.1: Also affects Arcanist spell emulations (including explode radius)
- Fixed Ring SIs stacking (Thanks Pip)
- Renamed Fast Enemies to Improved Enemies and moved the new enemy SI unlock levels into it
- Rebalanced Gift Bag 5 armor sets:
=== Captain ===
Helm: Con+2, Huntsman +2
Chest: Con+2, Memory+2, Pyro+2
Boots: Dodge+10%, Scoundrel +2
Set bonus: Subjugated III to Subjugated II
=== Vulture ===
Helm: Crit+10%, Finesse+2, Con+2, Dual-Wielding+2
Chest: Power+4, Finesse+2, Con+2, Initiative+5, Warfare+2
Legs: Rogue+2, Huntsman+2, Con+2, Single-Handed+2
Gloves: Crit+10%, Finesse+2, Con+2, Ranged+2
Boots: Dodge+20%, Movement+2, Con+2, Two-Handed+2
Set: Removed Wings (couldn’t remove it from tooltip without crashing) and Farsight. Grants Perforation and Devour Corpse
Perforation damage from 10 to 12
Devour corpse range to 13m, AP from 4 to 1 and healing qualifier to 400 from 200
Devour Corpse damage boost to +20% from +15%
=== Contamination ===
Helm: Initiative+5, Wits+4, Con+3
Chest: Geo+2, Hydro+2, Power+5, Con+3
Legs: Power+2-3, Con+2-3, Crit+5-10%
Gloves: Power+3, Con+3, Crit+10%
Boots: Geo+1-2, Hydro+1-2, Dodge+10-20%
Set: Removed Poison Bleeding. At the end of your turn, gain 3 Adaptation stacks and apply Wither and Corroding for 1 turn to the nearest enemy you can see.
==== Devourer ===
Helm: Warfare+2, Con+2, Strength+2
Chest: Warfare +2, Con+2, Str+2, Crit+10%
Legs: Con+2, Str+2, Two-Handed+2, Dual-Wielding+2
Gloves: Con+2, Two-Handed+2, Dual-Wielding+2, Crit +5-10%
Boots: Initiative+5, Dodge+10-20%, Movement+2
Set: Removed CD reset. Killing your target now restores armors instead of vitality (200 qualifier)
- Removed Taunt and other bs immunities from Possessed Dwarves
31/05/2021
- Updated Duna’s Undertaker to have MegaBoss loot
- Updated Krylr to have MiniBoss loot. Also updated his stats.
- Arx Contamination fight:
Updated loot to MegaBoss for the Horror and added MiniBoss to the Scion/Paladin.
Scion/Paladin are now Bosses. Updated stats for all of them.
Removed EE skill scaling for the Horror due to overly long animations
- Added MegaBoss loot to the Devourer. Updated his stats too
- FTJ Alexander and Gheists are Deathfog Immune now
- Disabled EE skill scaling for Thorny Suncaller due to overly long animations
- Removed 100% Water res from Thorny Guardian and his ads
01/06/2021
- Lowered Slane’s AP from 16 to 12
- Finesse now grants 0.1 Start AP per point
This adds the Start AP stat to the player and scripted AP gains for summons
Doesn’t work for enemies
- Added Shields Up to Radiant Aegis
- Fixed Sky shot SI1 not costing AP. Also SI2 now casts 2 Dazing Bolts instead of 1
- Lightspire: For each Source Point spent, fire a Lightning Bolt at every enemy within 5m
- Rebalanced Mordus stats and changed ArtifactAlways loot to ProteanAlways (for the transformed version only)
- Revisited Enemy SI priorities for more variety
- Lowered enemy Overpower chance (please reselect your preset)
- Added Firebrand to enemies and lowered its duration for them. They cannot infuse it and uses its SI1 value
02/06/2021
- Kniles suddenly learned how to not get caged. Updated his stats too
- Lowered Enemy Decaying Touch chance (reselect preset to update)
- Changed Enemy Fire Brand to a self only effect and now uses its SI2 value. Increased its CD as well
- Lowered Whirlwind CD and changed its SIs
- Lowered Empower Arrow Spray AP cost and clarified tooltip that it does not reduce the effect of your Power attribute
- Curare SI1 now applies up to Slowed III from II
- Corrupted Blade SI1 Lifesteal increased. SI2 scaling slightly increased
- Increased Ricochet multiplier and lowered its CD
- Raised Aspect of the Eagle Poly req
- Fixed Obelisk dealing more damage than intended with Torturer
03/06/2021
- Ascension nodes that previously granted the Inconspicuous talent have been replaced with Opportunist and now apply up to Subjugated II to every enemy within 3m of yourself
They all use a once per round hidden limit so don’t bother trying to abuse CD resets
They also require to be in combat
- Serpent 3.3: Damage and Critical Chance changed to 10% and 6%
- Ascension nodes that previously granted the Pawn talent have been replaced with Escapist and now also recover 2AP. Expanded them to work with Staff of Magus too
They all use a once per round hidden limit so don’t bother trying to abuse CD resets
They also require to be in combat
Casting Escapist -> Weapon skill will refresh Escapist CD. This is intended
- Ascension nodes that previously granted the Savage Sortilege talent have been increased from 1 turn to 2 turns and also recover 2AP
There’s no extra checks for this one so can precast it before combat if you want
- Hornet 3.3: Changed to +10% Dodge Chance from +7% Accuracy
- Wolf 3.3: Changed to +5% Lifesteal and +10% Vitality Voracity from +3% and +6%
- The Crow 3.3: Changed to +14% Lifesteal from +7%
- The Nautilus 3.3: Changed to +14% Phys Res from +7%
- Lizard 3.3: Changed to +7.5% Vitality Regen from +2%
- Beetle 3.3: Changed +2% B/H Threshold and +5% Physical regen from +1% and +2%
- The Rabbit 5.1: Also affects Hasted and +5% Ele Res to +10%. These stack btw
- The Rabbit 5.2: Now also grants +10% to elemental resistances
- Removed the Interaction between Slowed and Hasted. This means that neither of them cleanse each other anymore and can coexist.
- Added Slowed cleanse to Harmony and Favourable Wind
- Increased Harmony restoration values
- Increased Catagenesis impact multiplier
- Battle Stomp SI2 and SI3 now recover 2AP each
- Removed The Pawn and Executioner incompatibility
- Lowered All Skilled Up and Bigger and Better level req to 4 from 5
- Changed Bloodlust SIs
05/06/2021
- Fixed a major issue with statuses coexisting
- Fixed certain boss enemies having wrong resistances
- Killed Barrelmancy
- Re-entering combat now skips a turn
- Trying to snipe enemies while out of combat will fully heal them. This checks for 25m+
- Removed Tactician “Immunity” statuses and auras since they did nothing in EE
- Changed Acclimate SIs and increased its Poly req
- Updated Inquisitor and Enchanter presets
- Starting chest now also has an Improvised Staff
06/06/2021
- Changed Acclimate SIs yet again
- Changed Worm Tremor SI2 Suffocating to Hemorrhage
- Paladin Cork now learned the art of healing
- Reworked Apportation and gave it SIs
07/06/2021
- Removed late combat re-entering change due to it affecting normal play too much. Might re-add it later but not sure
- Clarified Drog’s Luck tooltip to state that it’s for invested Power and Wits
- Changed Gareth Void Glide to Translocate. Tweaked his skills a bit more for consistency
- Increased Incarnate SI1 Source Gen to 3, SI2 gives 1SP, SI3 grants Source Vampirism
- Lowered Gareth’s vitality and armors to be more in line with Champion Incarnate
- Fixed Closed Circuit requiring 5 Aero instead of 3
08/06/2021
- Changed Potion of Strong Will to Clear Minded for 4 turns instead of 100 immunities
- Bless SI1 and SI2 now also grant the Curse spell to their targets
- Lowered Curse AP and expanded resistance lowering to Physical and Piercing as well
- Changed Immolation SI3
- Changed all Storm spells to not require statuses anymore. This comes with some damage and projectile amount changes
- Increased Mercy range
11/06/2021
- Fixed Whirlwind requiring 3 Warfare instead of 1
- Fixed Lightspire tooltip not mentioning enemies
- Changed Equalise and removed its SIs for now
12/06/2021
- Web surface Slowed apply chance to 100% from 50% and now also applies on spawn
- Aspect of the Spider CD from 5 to 2
- Spin Web now affects enemies only
- Aspect of the Spider SI1 multiplier from 80 to 125
- Aspect of the Spider SI2 now also applies Corroding and recovers 1SP
- Aspect of the Spider SI3 changed to +2 turns and Spin Web now fires 3 projectiles, each dealing 40% of Spin Web damage
- Lowered Aspect of the Gorgon CD from 5 to 2 and increased duration from 2 to 3
- Lowered Petrifying Visage CD from 3 to 2 and increased its multiplier to 110 from 100
- Aspect of the Gorgon SI2 now lowers Petrifying Visage AP cost to 3 and recovers 1SP
- Aspect of the Gorgon SI3 now lowers Petrifying Visage AP cost to 2 from 3
- Lowered Heart of Steel AP to 2 from 4
- Lowered Aspect of the Bull CD from 6 to 2
- Changed Aspect of the Bull +1 Retribution to +1 Movement
- Changed Bulls Rush multiplier from 75 to 100 and Bleeding to 2 turns from 1
- Aspect of the Bull SI1 now also grants +20% damage
- Aspect of the Bull SI2 now also lowers Bull Rush AP cost by 1 and recovers 1SP
- Aspect of the Bull SI3 now lowers Bull Rush AP cost by 1 and increases hit radius by 1m. Also grants +10% damage
- Lowered Chameleon Skin CD to 2 from 4
- Changed the Wayfarer starting preset
- Lowered Transmogrify AP and CD. Increased its cast range to 3m. Now is combat only
- Removed Apportation item pickup attribute
- Fixed Apportation not being a starter skill
13/06/2021
- Big changes to the Devourer encounter. Best to experience it for yourself :)
14/06/2021
- The Ritual 3.1: When a non-totem ally performs a ritual reaction, apply your Occultist effects to every enemy within 13m.
Once per round, when an allied totem casts Dimensional Bolt, apply your Occultist effects to every enemy within 13m
- The Ritual 4.1: Also applies Bleeding for 2 turns
- The Rital 5.1: Once per turn, when you perform an Occultist reaction, your totems cast Dimensional Bolt on your target. This effect does not apply Dazzled. Allied totems that are owned by another character with this effect also cast Dimensional Bolt
- Increased Boneshaped Crusher stats, gave him Necrotheosis and lowered his AP cost
15/06/2021
- Reduced Ruin Memory cost
- Lowered Door to Eternity AP cost
- Removed Fire res from Wet and Water res from Warm
- Increased Dallis loot level from 5 to 6
- Pegasus 4.1: 5% to 10%
- Fixed/updated companion recruiting preset text
20/06/2021
- Increased base Incarnate stats slightly so he’s usable early game
- Shadow and Warp Infusions unlock at lv4 instead of lv6
- Halved Incarnate Infusion skill book costs
- Hannag portal fight:
Hannag cannot cast Lava Portal in combat anymore
Undead Hannag is now a boss with improved stats
Undead Hannag now has MegaBoss loot
Magister Knight is harder to kill. He also had and has TinyBoss loot
- Increased The Dead Ferryman loot from Tinyboss to Miniboss
- Increased Magister Vorrh loot from Tinyboss to Miniboss and he’s now a boss
- Added Tinyboss loot to Ancient Empire Escort Guard
28/06/2021 Requires the latest EE2 version
- Added TinyBoss loot to Magister Dayva. Updated stats and made her a boss
- Enemy Lightning Bolt does not grant Empowered Lightning Bolt anymore
- Reverted Enemy Meteor Shower SI restriction. Its SIs do not grant an Empowered Meteor Shower anymore, SI2 is +5 strikes and SI3 is +10
- Enemy Ballistic Shot explode radius to 0m from 2m and +5% per 1m to +4% per 1m
- Reverted Enemy Ballistic Shot SI restrictions. Its SI1 grants +4% and doesn’t apply Ataxia III anymore. SI2 grants +4%. Removed SI3
- Enemy Blitz Attack SI2 does not grant Steel Skin anymore. Removed SI3
- Fixed Harmony stats so they actually scale with Hydro and Geo
- Improved Cryogenic stasis and its SIs
- Added lv6 MegaBoss loot to Sepp, The Burnished One.
Encounter changed a lot. Updated enemy skills and stats
Zombies spawn on fight start and Sepp is a Necromancer/Summoner now
Hatch ladder disappears on fight start. Reappears after Sepp leaves combat
- Added lv6 MegaBoss loot to Magister Captain Trippel. New game is recommended
Encounter changed a lot. Updated enemy skills and stats
Trippel is now a Hydro/Pyro knight
Trippel gains permanent buffs each round, up to round 4
Reinforcements arrive each round, up to round 4. Yes they do give exp
- Changed Hannag’s portals to be immune to all damage types
- Removed enemy immunities from Hannag’s portal fight
- Enemy Decaying Touch SI2 Empowered Decaying Touch duration to end of turn instead of 1 turn
- Enemy Whirlwind SI2 Empowered Whirlwind duration changed from 1 turn to end of turn
- Enemies can cast and SI Assassinate. Enemy version doesn’t require sneaking. Please reselect your difficulty preset
- Enemies can cast and SI Incandescent Ray. Enemy SI2 version grants an Empowered Incandescent Ray till end of turn instead of 1 turn
- Added Armor requirements to Fortify and Armour of Frost for enemies. This means that now they’ll stop wasting them when they or their allies have full armors.
28/06/2021
- Lowered Fan of Knives Memory cost
- Increased Supernova damage multiplier from 175 to 200
- Supernova now grants 40% fire res until the end of your turn. If you die mid cast then deal 5x damage within 8m to enemies
29/06/2021
- Fixed Supernova death explosion not counting damage modifiers
- Difficulty preset tweaks. Mainly for Adept. Please reselect your difficulty preset
- Added back Fairy Fire to enemies. It uses 2 turn duration instead of 3
- Added Peace of Mind and Death Instinct to enemies
- Clarified Peace of Mind tooltip to state that it also adds +20% Accuracy
30/06/2021
- Forced Exchange now unlocks at lv4 instead of lv6
- Reworked Forced Exchange into:
Combat only, 0 AP, 3 CD, 13m range
Steal 2 AP from target. If targeting an enemy, it gains +50% damage for 1 turn
SI1: Enemies do not gain +50% damage anymore. Gain 3 AP instead of 2 AP while stealing
SI2: If targeting an ally, steal 2 SP and gain 3 SP
Try this with the new Equalise :^)
- Removed the starting gear crate and split its loot between FTJ Beach Voidwokens, Turtles and cave Frogs. It now has armor and weapons for Heavy, Light and Mage characters. Can spawn as either Uncommon or Rare rarity.
- The FTJ Beach Voidwokens have expanded their forces. They drop Uncommon/Rare Medium armor and a Dagger
- The FTJ Beach Turtles have expanded their forces. They drop Uncommon/Rare Heavy armor and a 2h Axe
- FTJ cave Frogs learned a few new tricks. They drop Uncommon/Rare Mage armor and a Water Staff. Made the blue Frog a boss and gave it Tinyboss loot
- Heart of Steel Scroll AP cost lowered from 5 to 3
- Lowered Player Restoration AP cost. Enemy one stays unchanged
- Necrotheosis now unlocks at lv4 instead of lv6
01/07/2021
- Fixed and cleaned up enemy SI2 Empowered Skills so they actually last till end of turn even if being SI2 again
- Slight boss loot buff
02/07/2021
- Changed Zaleskar to MiniBoss from TinyBoss. Made him a boss and updated his skills
- Added a few more skills to the Orivand encounter
- Lowered Cleanse Wounds AP cost
03/07/2021
- Poisoned damage increased by 50%
- Poison Dart multiplier from 110 to 120 and Empowered Poison Dart CD to 1 from 0
- Changed Brittle Spear to Piercing damage and +100% Critical Chance
- Berserk SI1 now also grants +2 AP recovery
- Minor SI buffs to Battering Ram, Battle Stomp and Crippling Blow
06/07/2021 Requires the actually latest version of Epip Encounters
- Integrated all of my Ascension changes into Pip’s new UI tab
- Blood Ape 5.2: Removed Vitality cost
- Extinction 3.2: 5m to 8m
- Fixed enemies/allies destroying traps randomly
- Minor SI buffs to Throwing Knife, Ruptured Tendons, Vault and Daggers Drawn
- Lowered Elemental Arrowheads AP cost
- Chameleon Cloak to +5 Sneaking from +4. SI1 also adds +1 turn duration. SI3 lowered to +1 turn duration from +2
- Mosquito Swarm multiplier from 100 to 110
- Removed +100% Critical Chance from Brittle Spear since it can be abused by casters
- Prismatic Barrier: +75% Magic Armour to +100%
- Increased base player Carry Weight to 400
- Increased starting Skill Slots to 4
- Skill Slot per level gain from 0.5 to 0.75
- Increased All Skilled Up to 2 civil points
- Added several encounter tweaks to the tutorial boat
07/07/2021
- Enemies cannot cast Restoration, Cleanse Wounds, First Aid and Harmony if the target has the Veiled Undead status
- Changed Berserk SI1 to Ataxia Immunity and move the AP Recovery to SI2
- Lowered Deflective Barrier AP cost and CD
- Removed Charged req and removal from Closed Circuit. Also applies up to Terrified III
- Added Fire Whip, Vacuum Aura and Closed Circuit to enemies. Please reselect your difficulty preset
- Enemy Spontaneous Combustion now requires target to have Scorched
- Enemy Infernal Effigy now requires target to have 5 Harried
- Enemy Chloroform now requires target to have 5 Harried
- Enemy Worm Tremor now requires target to have 4 Harried
- Enemy Crippling Blow now requires target to have 4 Battered
- Enemy Fire Whip now requires target to have 5 Battered
Stack requirements are balanced around enemies being at at least always SI1
Fire Arrow: Multiplier from 70 to 90, Scorched from 1 turn to 4 turns
Explosion Arrow: Multiplier from 70 to 90, Scorched from 1 turn to 4 turns
Freezing Arrow: Multiplier from 70 to 100
Water Arrow: Multiplier from 70 to 110
Cursed Fire Arrow: Multiplier from 100 to 110, Scorched from 2 turns to 4 turns
Slowdown Arrow: Multiplier from 70 to 50, Slowed II to Slowed III
Stunning Arrow: Multiplier from 70 to 140
Steam Cloud Arrow: Multiplier from 70 to 100
Static Cloud Arrow: Multiplier from 70 to 100
Knockdown Arrow: Multiplier from 70 to 50, Ataxia II to Ataxia III
Poison Arrow: Multiplier from 70 to 110, Poisoned from 3 turns to 4 turns
Poison Cloud Arrow: Multiplier from 70 to 110, Poisoned from 2 turns to 4
Charming Arrow: Multiplier from 70 to 50, Subjugated II to Subjugated III
- Lowered Enemy Fairy Fire duration to 1 turn and increased its CD to 4
08/07/2021
- Enemy Slowdown Arrow now requires target to have 7 Harried
- Enemy Knockdown Arrow now requires target to have 7 Battered
- Enemy Charming Arrow now requires target to have 7 Battered
- All Storm spells now require you to be in combat
- Removed the B/H stacks from Apportation and lowered its CD
- Lowered Poison Dart multiplier back to 110
- Slight nerf to Harmony restoration values and now requires 3 Summoning
- Added 20% Boss B/H res to Adept and 20% to Brutal enemies and 40% to Brutal bosses
- Changed Misery to only work while in combat
12/07/2021
- Fixed Trippel reinforcements despawning after reloading
- Changed Trippel loot to ProteanAlways and Magister Assassin (reinforcement) to MegaBoss
Changed Magister Assassin to be a Boss
Dungeon stairs are blocked till Trippel leaves combat
Trippel cannot be teleported anymore
- Mordus will now always transform on round 2
Updated Insect Mordus stats
Changed Insect Mordus loot to lv14 MegaBoss
17/07/2021
- Updated Artifact tooltips for Epic Enemies
18/07/2021 Requires the latest EE2 version
- Desperation also grants Wits based on missing Vitality
- Increased Convergence chance from 12% to 30%
- Increased Antediluvian Carapace to +10% and +1% per Perseverance. Also affects Poison res now
- Removed -75% damage from the Expedition rune
- Artifacts are now split into 3 unlock tiers. Full details here
This can be toggled in Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Osiris Data\Config_DerpyTweaks
Change “artifactTiers” to False. Thanks to Pip for helping with this.
Note that this will play a big part in future balancing so I suggest to try it and provide feedback on why/what you don’t like
- Increased Sparking Swings multiplier from 50 to 75. Increased SI2 and SI3 bouncing range from 6m to 13m. Moved SP recovery to SI2
- Removed Flaming Tongues Poly req
- The Rhinoceros 5.2: Changed Battle Stomp to Whirlwind and increased range to 13m
- Ataxia III and Squelched III may only last for 1 turn on Bosses. Thanks Ameranth <3
22/07/2021
- Prevented the Gods from the first HoE encounter in FTJ from being able to SI Bless
This used to SI1/2 Bless on the player which granted the Curse spell
24/07/2021
- Due to issues with Artifacts turning into Common rarity with the previous Artifact tiering I moved it to a separate add-on. Load it after Derpy’s EE2 Tweaks. This should work as intended
- Split Occam’s damage into Physical and Piercing
- Updated a bunch of split damage Artifacts to match their generated counterparts
They had lower damage than intended
- The Cannibal now recovers 2AP on a basic attack against an ally and increased damage and lifesteal to 7%
- Removed the -0.5 movement from Onslaught Rune
- Fixed Nether Swap unlocking at lv9 instead of the intended lv6
28/07/2021 Please update both mods
- Changed Captain Kalwyn’s Staff damage from Physical to Earth
- Removed Slane’s Lizard form Invulnerability since it’s not needed anymore
Slane will now transform into his Lizard form at the start of his second turn
You can still force it from the start by attacking him 3 times mid dialogue
Lizard form received more skills
- Added slightly more skills to the FTJ Arena enemies and to the last Act I encounter
- Killing Dallis in the The Lady Vengeance encounter before the timer runs out is now doable on Brutal+ without having to abuse Ballistas
- Removed Evasion Aura from Executioner Ninyan. Made her a boss and added TinyBoss loot
- Restored the vanilla wand surface creation on basic attacks. This means that basic attacking with wands is now viable. Wand Predator hype?
- Stave status percent chances increased from 20% to 33% and duration from 1 to 2
- Changed 2H Swords Accuracy bonus from 4% to 10%
- Changed 2H Axes 2% Critical Chance to +20% cleave damage
- Changed 2H Maces Slowed II to Weakened II and 20% to 33%
- Changed 1H Maces Slowed II to Weakened II and 10% to 20%
- Changed 1H Axes 1% Critical Chance to +5%
- Changed 1H Swords 2% Accuracy to +5% Dodge
- Changed Crossbow Bleeding chance from 20% to 33% and 1 turn to 2 turns
- Added 33% chance to apply up to Slowed II to Bows
- Extinction 4.2: Once per round, Predator reactions also summon a Boneshaped Skitterer adjacent to the target
- Extinction 3.3: Also grants summons immunity to surfaces and clouds
- Hatchet 4.1 and The Archer 4.1 are now limited to once per round
- Paucity default duration increased from 1 turn to 2 turns
- Vulture 5.2: Added +1 free Predator reaction
29/07/2021
- Added an overhead warning for when you’re trying to throw a Grenade but you’re out of Grenade Recovery charges. Thanks Amer and Pip :prayge:
- Changed every Storm spell to 6 AP
- Changed Septa to a boss and added MicroBoss loot
30/07/2021
- Changed Artificer’s Splinter stack cap from 500 to 99999 and its Weight to 0
Tip: This now allows you to place it on your hotbar and act as a handy Splinter counter while crafting
- Increased Turn to Oil AP cost from 1 to 2
31/07/2021
- Reworked how Rhino 4.2 works. Previously it had issues with the AI snapshotting their skill targeting on you while teleporting, resulting in them aoeing themselves.
Now the Whirlwind is emulated within 2m of the target’s location. Also added clarification that this still counts as a basic attack.
- Removed Slane’s permanent Soothing Cold status
- Updated previous Ascension changes that I forgot to update in Epip’s Keywords & Misc tab
01/08/2021
- Increased Black Shroud radius from 3m to 4m
- Changed Executioner Ninyan to MiniBoss
- Added an overhead warning for when trying to cast a Movement skill while Squelched
- Gave the enemies within the Act II Arena encounter slightly more skills. Updated skills for the Voidwoken and made him a boss. If the Voidwoken is actually defeated, lv12 MegaBoss loot will be generated in the chest where you find the Key
- Changed Ryker to MiniBoss_ProteanAlways from MiniBoss. Updated stats and skills
- Some tweaks to the Bridgekeeper Mari Pruritt encounter. Has lv10 MiniBoss loot now
02/08/2021
- Death 5.1: Changed Bloated Corpse to Accursed Vessel
- Source Vampirism: In addition to its previous effects, if a character dies while having at least one Source Point, Source Vampirism can be used on its corpse to explode it and gain one Source Point
- Removed the Rhino change since people didn’t like it
- Removed the Memory changes since people didn’t like them
03/08/2021
- Removed Inner Demon’s SP cost and changed its SIs a bit
- Readded the Rhino Whirlwind node as a separate node
- Changed Defiance duration from 1 turn to 2 turns
05/08/2021
- Fixed Defiance duration being higher than intended with Ascensions that increased it
06/08/2021
- Champion 4.1: Removed once per round limit
- Challenge will not fail anymore while casting Face of the Fallen and/or Spin Web
10/08/2021 Please update both mods
- Changed Artifact tiers to be independent of each other. This means that Tier I stops at lv9 and won’t appear anymore after that level. Tier II starts at lv10 and ends at lv15. Tier III starts at lv16 and has no level cap
- Updated Deep Freeze status damage to use Pip’s new DoT calculations. Please update Epip Encounters
13/08/2021
- Fixed Bone Widow’s Silencing Stare not being usable if summoned at lower levels
- Changed Bone Widow’s Poison res from 100% to 200%
- Added the AI_UNPREFERRED tag to the normal not-empowered Skitterers. This means that the AI will avoid trying to do single target damage to them but will still aoe them
- Changed Skitterer and Empowered Skitterer Poison res from 100% to 200%
16/08/2021
- Lowered enemy Peace of Mind chance from 10% to 5% per Pyro. Please reselect your preset for this to work
- Added the AI_UNPREFERRED tag to Clockwork Bomber and its Mini counterpart. This means that the AI will avoid trying to do single target damage to them but will still aoe them
17/08/2021
- Fixed some gear modifiers showing wrong names while inside the Greatforge interface
- Updated the Sallow Man encounter and changed his loot to MegaBoss. Also removed his Deflecting and Movement speed buffs
- Somewhat of a damage and consistency buff to Ifan’s Soul Wolf
- Improved Alexander's stats in both Act I and Act III. Act III one now also has lv17 MegaBoss loot. Changed Gareth to be slightly useful as well
18/08/2021
- Changed Forktongue (Act III) to a Boss and loot from TinyBoss to MiniBoss. Also removed his Deflecting aura and updated his stats
- Changed Black Ring Captain (Act III) to a Boss and added MiniBoss loot. Also updated his stats
- Changed Fire Slug’s Fireball CD from 4 to 2
- Changed Escapist Icon and updated its effects a bit. Now it uses Cloak and Dagger as base instead of Tactical Retreat
- Reworked Glass Cannon into: Start every combat round with Maximum AP, but suffer 7 stacks of Battered and Harried. Additionally, your Armour does not protect you from Tier II statuses, and Tier III statuses received last two additional turns. Thanks Pip and Amer.
19/08/2021
- Added a new way of removing Shackles of Pain since it was frustrating to deal with.
If the shackled target ends their turn 13m or further away from the caster, the shackles break, ending their effects, but applying up to Subjugated III to the target
- Lowered Apotheosis AP cost from 4 to 2, Memory from 2 to 1, CD from 10 to once per combat and also requires combat
20/08/2021
- Reverted Glass Cannon to its previous version. Please remove and readd the talent
21/08/2021
- Replaced Glass Cannon -Vitality and -Armors with 40% more damage taken. Thanks Pip
22/08/2021
- Updated Shackles of Pain status tooltip to explain the new way of cleansing it
- Updated Lucky Charm tooltip to mention that it’s disabled. This will only show while using a Controller
- Lowered Shackles of Pain Memory cost
23/08/2021
- Increased Vacuum Aura AP cost from 4 to 5
- Revisited the Ryker encounter. Increased loot to MegaBoss
- Aetera buff. Also removed her permanent Farsight status
- Revisited the Harbinger of Doom encounter. Increased loot to MegaBoss
- Minor stat update to Ghalann
- Changed Restless Scarecrow to a boss and added MiniBoss loot
26/08/2021
- Updated the Mother Tree encounter with better loot (3x TinyBoss and 1x MegaBoss) and more consistent stats
- Buffed Eternal Stormblade and its Guardians
- Changed Superconductor SI2 to +40% (+8% per Aero). Also lowered its base multiplier to 110 from 140
- Changed Sky Shot SI2 to one Dazing Bolt instead of two. Enemies do not cast Dazing Bolt
27/08/2021 Requires the latest version of EE2
- Changed Fire Incarnate Ignition to Spontaneous Combustion
- Fixed Blood Incarnate having Grasp instead of Infect
- More skill tweaks to the Mother Tree encounter. Disabled EE skill scaling on all of them and manually added/tweaked their skills
- Several skill and stat tweaks to the Shadow Prince encounter. Updated loot to MegaBoss
- Added back Slowed II to Tremor grenades
28/08/2021
- A lot of Incarnate skill and tooltip fixes. Also reordered the Infusion skills a bit
- Lowered Ignition AP cost from 3 to 2
29/08/2021
- Lowered Ambidextrous requirement to 5 Single-Handed instead of 10
- Changed Demolitionist SI random area from 3m to 2m
- Changed Chemical Warfare grenade to Physical damage and up to Vuln II
- Sphinx 4.3: If you have the Demolitionist talent and at least one stack of Adaptation when you throw a grenade, lose a stack of Adaptation to gain +1 effective Source Infusion for the throw, even if normally uninfused. Thanks Amer <3
+1 Grenade throw recovery per round
- After Sabotage expires on a character, it gains Sabotage Immunity for 3 turns. During Sabotage Immunity the target is immune to the Sabotage status but grenades and arrows can still be exploded, and Dazzled can still be applied. Thanks Amer <3
- Sabotage now explodes 2 arrows/grenades instead of 1
- Rearranged Sabotage SIs:
SI1: +2 exploded grenade/arrows. Attempt to sneak
SI2: Cast on all enemies within 13m. Recover 1SP
SI3: +1 turn duration, +1 AP cost
- Sabotage now pings targets with grenades/arrows during skill preparation. Also sums up the amount of grenades and arrows they have and lists it above their head
30/08/2021
- The Benevolent Talent now requires the target to not have full Vitality
- The Stag 4.2: Changed Magic Shell to Regeneration
- Swapped The Goddess 3.2 and 4.2
- The Goddess 3.2: Celestial reactions on allies remove 3 Battered or Harried, whichever is higher. Previously it was 2 stacks.
- The Goddess 4.2: Celestial reactions cleanse all Tier I and Tier II statuses. Previously it restored 2% of maximum Physical and Magical armor per Life.
31/08/2021
- The Stag 4.2: Now applies Regeneration to living characters, and Poisoned to undead characters.
- The Hippopotamus 4.1: Celestial reactions apply Mending for 2 turns, which restores 15% of missing armors and Vitality each turn
- The Gladiator 5.3: Added +1% per Inertia to the missing armor restoration
- Increased Mend Metal and Soothing cold radius from 5m to 7m, healing qualifier from 30 to 40
- Mend Metal SI2: Also increases the effect radius to 10m
- Soothing Cold SI3: Also increases the effect radius to 10m
- Reworked how Chaos Barrage and Dimensional Bolt generate base and SI1 surfaces, to fix some inconsistencies. Thanks Pip
- Added more skills to the Lamenting Abomination encounter
01/09/2021
- Removed Dodge Fatigue from possible gear modifiers
- Parry Master: Lowered Dodge Fatigue reduction to 5% and dodge to 15%
- T1 Ascension effects that granted 2 AP recovery on weapon skills are now unable to go over 2 AP. They use the same logic as Finesse. Unfortunately this does not work on the first cast of the fight. This is due to an incompatibility with Epip Encounters. Will try and sort it tomorrow
- Fixed certain player summons from granting exp on death
03/09/2021
- Fixed Dimensional bolt not Applying Dazzled
04/09/2021
- Lowered enemy Haste chance from 20% per point to 5%
- Lowered enemy Battering Ram chance from 20% per point to 10%
- Increased enemy Fairy Fire chance from 10% per point to 20%
- Lowered enemy Pin Down chance from 20% per point to 10%
- Revisited Adept and Brutal to better close the gap between them and Impossible
Adept and Brutal had their stats increased. For Impossible and Do Not Pick This I removed the part that made enemy skills unlock earlier. It was making early game unnecessarily harder without improving mid to late game. Please reselect your preset for these changes to take effect
- Changed the enemy SI2 variants for Closed Circuit and Superconductor. Both now do +25% (+4% per Aero) at SI2
- Changed enemy Haste SI2. Now it only affects the closest ally within 13m instead of every ally
- Five-Star Diner now also recovers 1 AP
05/09/2021
- Rebalanced Attribute potions. Instead of +1, +3 and +11 they now give +3, +6 and +10
- Rebalanced Poison potions to fix them healing half of the intended value (this was a vanilla bug). Now the initial heal is lower (and accurate) but it also deals 30% of max Vitality as Poison damage. And yes it work with Five-Star Diner too
- Removed Immunities and -1 Persuasion from Garlic
06/09/2021
- Reverted Parry Master to its base EE values and requirements. Which means all of its effects require Dual Wielding to work. Dodge is +10%, Fatigue -3% and still able to dodge projectiles once per turn
- T1 Ascension nodes that grant the Escapist talent don’t work with Staff of Magus anymore
- Reverted the AP recovery cap for T1 Ascension nodes
- T1 Ascension nodes that grant Savage Sortilege now require to be in combat
- The Ritual 5.1: Fixed Dimensional Bolt not dealing any damage (this was due to the recent surface changes). Also clarified the tooltip a bit more
- Fixed Vacuum Touch not being a starter skill
- Changed Poison Dart back to 1m explode radius
07/09/2021
- Adjusted Aspect of the Gorgon SIs a bit to make SI1 more enticing
- Increased Corrosive Spray multiplier from 120 to 130
- Increased Throwing Knife multiplier from 95 to 100 and Empowered Throwing Knife from 110 to 120
- Increased Petrifying Touch multiplier from 100 to 110
- Changed Blizzard SI3 to Slowed III instead of Suffocating
- Lowered Ethereal Storm AP from 6 to 5
08/09/2021
- Made Migo a boss with TinyBoss loot. Added more skills to him and his daughter
- Removed the Warm status from the cured version of Tyrant’s Helm and buffed its stats by a bit
- Wrath 5.1: Changed Fan of Knives to Execute
- Increased Fan of Knives multiplier to 100 from 90 and Empowered to 150 from 130 but reverted the explode radius back to 0m
- Changed Supernova on death explosion to also damage allies instead of only enemies
- Removed Walk It Off from Mordus
- Manticore 5.2: Fixed Invisibility not working while out-of-turn
09/09/2021
- Rebalance and updated Firebrand SI tooltip values. Base EE SI tooltips were inaccurate and actual values were +100% at SI1 and +200% at SI2. New values are +85% at SI1 and +170% at SI2
- Venom Coating used to be 2x Firebrand value. Lowered it to 1.5x
- Siphon Poison used to be 2.8x Firebrand value. Lowered it to 1.5x
- Changed Siphon Poison tooltip to use the standard “(before modifiers)” format to avoid confusion. Also clarified its tooltip to state that the bonus surface damage is for each surface and cloud consumed. This is relevant because SI2 creates both of them, so the bonus value is doubled. Also clarified SI2 to state that it creates both a surface and a cloud
10/09/2021
- Changed The Butcher’s Will damage from irresistible to resistible
- Boneshaped Crusher now starts with 2 turns of Source Gen and 1 SP
- Reworked difficulty presets yet again. This is a quite major change
Previously presets relied too much on resistances and B/H reduction which made applying T3 feel less rewarding than intended. Now presets focus more on Vitality/Armor and way less on countering T3 statuses. Big thanks to Kin#1524 for doing the math on these values. Couldn’t of done it without him :prayge: Please reselect your difficulty preset for this to take effect
- Minor Vitality and Armor buff to Fire Slug and Hungry Flower
- Lowered Bone Widow Burrow CD from 2 to 1
- Increased Bone Widow Consume Corpse range from 3m to 8m and CD from 3 to 2
- Increased Bone Widow Power from 4 to 7
- Manticore 5.2: Invis and Sneaking ends if your last action during a turn activated Paucity. Thanks Amer for help :prayge:
10/09/2021 Part 2 Please update both mods; Requires the latest version of EE2
- Changed the number of projectiles for Momentum from 5 to 3. Now requires 3m Movement per projectile and each projectile does 50% weapon damage
- Removed AP recovery from T1 nodes
- Urgency bonus halved, from 10% to 5%. This was the most broken Artifact by far
- Conqueror 5.3: Now unable to infuse past SI2 with gear bonuses. Thanks Amer
- Moved Obelisk into the lv16+ unlock tier
- Obelisk doesn’t apply statuses anymore. Also increased stacks from 2 to 3
10/09/2021 Part 3
- Enemy Fireball SI2 and Cursed Fireball SI2 do not recover 2 AP anymore
- Enemy Battering Ram SI1 and SI2 do not recover 2 AP anymore
- Enemy Blitz Attack SI1 does not recover 2 AP anymore
- Enemy Battle Stomp SI2 does not recover 2 AP anymore
- Battering Ram SI2: 1AP to 2AP. SI3: Removed AP Recovery
- Battle Stomp SI3: Removed AP Recovery
- Increased base skill slots from 3 to 5
11/09/2021
- More Bone Widow stat tweaks so it’s better in line with other summons
- Increased Boneshaped Crusher summon cost to 4 AP
- Fixed Boneshaped Crusher Battering Ram and Battle Stomp having old SI tooltips
- Sphinx 3.2: Removed the free OH requirement
11/09/2021 Part 2
- Bone Widow Devour Corpse does not explode corpses anymore. It also pings corpses within 30m during the skill preparation phase. Gave it an efx to better fit since it’s ranged now
11/09/2021 Part 3
- Changed every skillbook’s cost to a grand total of nine gold. Thanks Pip
12/09/2021
- Clarified Spontaneous Combustion SI3 tooltip that it lasts for 1 turn
- Lowered Bone Widow requirements to 1 Necro 1 Summoning and made it a starter skill
- Changed the Witch preset to include Bone Widow, Mosquito Swarm and Dimensional Bolt
- Changed Ferocious Herb Mix to +1 Movement instead of +2AP Start and +2AP Recovery
- Increased Living Wall AP cost from 2 to 5 and Memory from 1 to 2
13/09/2021
- The Kraken 3.2: Removed the free OH requirement but increased stack requirement to more than 3 stacks of Elementalist
13/09/2021 Part 2 Requires the latest version of EE2
- Incorporated EE2’s new Vitality and Armor per level settings into the difficulty presets.
This results in around the old Brutal values in Act I on Impossible and old Impossible values by lv15 on Brutal. Act IV received an up to 30% buff for bosses and up to 20% for normal enemies. Please reselect your difficulty preset for these changes to take effect
14/09/2021
- Removed the -0.5m Movement from Momentum rune
14/09/2021 Part 2
- Changed Knight preset to The Pawn and Crippling Blow instead of Berserk
- Changed Inquisitor preset to The Pawn
- Changed every starting preset’s Attributes to 3-4 Con
- Added a secondary Dagger to the beach Voidwokens
- Added a 1H Sword and a Shield to the beach Turtles
- Removed -1 Finesse from Cheese
15/09/2021
- Erratic Wisp now also grants immunity to surfaces. Decreased duration to 2 turns from 3, increased Aero req to 3 from 1 and CD to 5 from 4
- Reverted Transmogrify AP cost back to 2 and CD to 3
16/09/2021
- Fixed Poison Wave and Closed Circuit still having old surface creation size
- Fixed Dragon 5.3 using old Adaptation values in Epip’s Keywords & Misc tab
17/09/2021
- Fixed Living Wall recovering 1SP at SI0. Removed SP recovery from SI3 and increased multiplier to 80
17/09/2021 Part 2
- Changed enemy Overpower to:
SI1: +5% Accuracy (+1% per Warfare), +25% damage (+4% per Warfare)
SI2: +40% Damage (+8% per Warfare), Apply 2 Battered (+0.2 per Warfare), Recover 1SP
SI3: +40% Damage (+8% per Warfare), Apply 2 Battered (+0.2 per Warfare), Deal damage equal to 25% (+1% per Warfare) of your current Physical Armor as Physical damage
Irresistible damage wasn’t healthy as it lowered Phys res value and made Demilich quite underwhelming. This became even more apparent after the increase in armor values that enemies recently got.
- Enemy Crippling Blow SI2 does not recover 2 AP anymore
- More AI SI priority adjustments to Huntsman, Warfare, Pyro and Geo
- Removed SI cap restrictions from enemy Incandescent Ray. This means they can SI3 it now
18/09/2021
- Revisited Sepp, The Burnished One encounter
Doesn't wield a Wooden Club anymore. This needs a new game
Sepp and his non-summon allies break collars and can now SI3. Previously they could only benefit from the Always SI setting. Now they generate SP and infuse skills accordingly.
This was important for Adept and Brutal. Not so much for Impossible but even there a SI3 is a new thing in that fight.
Changed zombie spawn locations and updated the efx for it
Minor Vitality buff to Sepp
- Revisited Magister Captain Trippel encounter
Trippel and the Assassin can now SI3, like Sepp. This comes with a nice ritual surprise if not careful :^)
Stat buffs since scaling wasn't kicking in at lv4
- Updated Self Preservation tooltip to also list all the statuses that it cleanses
- Demilich 5.4: The Boneshaped Crusher skill now requires combat
18/09/2021 Part 2
- Changed how Poison potions work, again. Tooltips are a bit scuffed but they show accurate healing values now. Removed the % Vitality healing part
This was done because the previous implementation would deal Physical damage to allies while using Commune
- Shatter now pings characters that are standing on a frozen water surface
19/09/2021
- Fixed Kraken 3.2 having old description in Epip’s Keywords & Misc tab
22/09/2021
- More Trippel cheesing preventions for combat range shenanigans
- Increased enemy CD from 4 to 5 for Fortify, Armour of Frost, Restoration, and First Aid
- Decreased Sabotage Immunity duration from 3 turns to 2
- Lowered Skitterer Initiative from 50 to 30
- Attempting to move Lava or Deathfog will now prompt a very motivational message. Thanks Amer <3
- Apportation now also clears surfaces under its targets before creating surfaces
- The Butcher’s Will: 10% to 7% and +0.35% to +0.25%
- Power: +2.5% to +5%; +1% to +2.5% while wielding a shield. Removed Critical Chance. Thanks Amer :prayge:
- Lowered Dagger damage by 10%
- Perseverance: +1.5% All Res to +3%. 10% B/H res to 20%. Thanks Amer :prayge:
- Acclimate SI2: Lowered Perseverance bonus from 8 to 5
- Deep Freeze:
SI1: Doesn’t apply on the initial hit anymore.
Renamed the status to Frostburn from Deep Freeze
Added the same ICD as Ice King to Frostburn
SI3: Lowered AP recovery from 4 to 2
- Scorpion 4.1: +5% Critical Chance to +3%
- Lowered Elemental Totem AP cost from 4 to 2, including SI3
- Removed Scorched Immunity from Armor of Frost SI1
- Removed the -20% damage from Oil Totems
- Removed negative resistances from Totems
- Increased Totem Vitality. This is enough for them to act once while inside damaging surfaces, but will still die on their 2nd turn, if still inside that surface
22/09/2021 Part 2 v105
- Nothing new, except both mods now use versioning. This means that you’ll see a version change when you hover over them in the mod menu.
Also means that after updating you need to re-enable the mods, like with every other mod
22/09/2021 Part 3 v105
- Removed -1 Power from Beer Bottle and Beer Mug
23/09/2021 v106
- If anyone started a new game with the previous updates, and with points into Power, then you’ll have negative crit. 1% for each point in Power.
This update fixes it but only for new games. I’m really sorry for the inconvenience
23/09/2021 Part 2 v107
Vitality qualifier from 125 to 75
Magic Armor qualifier from 50 to 40
Removed Physical Armor restoration
Lowered Summoning req from 3 to 1
If you’re using NormalBookPrices then you should update that addon as well, otherwise the Skillbook will still require 3 Summoning to learn
24/09/2021 v108
- Slight increase to Saheila’s stats so less chance of her capitulating during Roost’s fight
- Fixed Empyreo the Stalwart losing his intended stats if you reload a save mid fight (vanilla bug)
- Turned Empyreo the Stalwart into a MegaBoss. If you’re unsure of who or where he is (can’t blame you), he’s here
Finish his dialogue to start the fight. Killing him before that will not drop any loot
- Blocked the hatch from the Mother Tree/Scion encounter. You cannot leave until the Scion and all of her Dryads are out of combat.
Additionally, the Dryads will now appear once the Scion reaches under 90% Vitality
- Revisited the Aetera encounter. Updated stats, skills, and added few more enemies
25/09/2021 v109
- Changed Nimble Tumble potion from +50% Dodge to granting an Empowered Escapist spell for 2 turns
- Added “filler” SIs to the following vanilla enemy skills: Burning Touch, Burning Blaze, Freezing Touch, Ice Shard, Turtle Kiss, and Scorch
SI1: +25% (+4% per Pyro/Hydro)
SI2: +40% (+8% per Pyro/Hydro)
SI3: +40% (+8% per Pyro/Hydro)
- Replaced Time Warp with: Ancestral Recall; 1SP 0AP; Call upon your racial ancestry to gain skills from other races. Gain Encourage, Dragon's Blaze, Petrifying Touch, and Flesh Sacrifice, until the end of combat. These skills also cost 1 AP less than their counterparts.
Thanks Elric for the Icon :prayge:
- Increased Petrifying Touch multiplier from 110 to 120
- Added an impact efx to Self Preservation
26/09/2021 v110
- Corpse Eater talent now also adds +10% Vitality restored from Voracity
- Updated Umbral Statue’s Aura radius to 30m from 20m and stats to Con +5, Damage +50%, and both Armors +100%
Increased Umbra Statue’s Vitality and now also drops lv12 MiniBoss loot
26/09/2021 Part 2 V111
- Nothing new. I cleaned up a lot of my scripts to better prepare for future changes.
Probably fucked something up but was necessary for future patching
26/09/2021 Part 3 V112
- Fixed Shatter pinging not working with Frozen Blood and the Cursed/Blessed versions
- Removed immunities from Lucian’s Statues
- Maddening Song now also deals Magic Armor damage with a multiplier of 100. Lowered its AP cost from 3 to 2
27/09/2021 V113 Update both mods
- Fixed Dallis jumping down during the cutscene in the Lady Vengeance encounter
- Updated the Artifact Tiers file to fix a minor mistake
- Added a separate variant for Artifact Tiers that allows lower tiers to still appear at higher levels. The restricted one is still the intended version but you’re free to use whatever you prefer as it doesn’t really affect balance in any way. Download link is here
Make sure to have only one of the tiers enabled since they don’t work together
27/09/2021 Part 2 v114 Update both mods
- Urgency Movement reduced to 0.2 per Force from 0.3
- Moved Onslaught unlocking to lv16+
- Onslaught Power bonus requirement to 0.4 from 0.2
- Drog’s Lucky Pyro bonus reduced to +3% per Pyro, from +6%
- Fixed Ancestral Recall having 0CD instead of the intended once per combat
29/09/2021 v115
- Increased Airborne Plague CD from 2 to 4
- Lowered Reactive Armor CD from 6 to 5
- Lowered Enemy Reactive Armor damage from 20% of current armor to 10%
- Revisited Sallow Man yet again
- Cleaned up the Devourer encounter
- Kraken 4.1: Changed to “While performing an Elementalist reaction, you have a 30% chance to duplicate its effects.”
- Drog’s Luck: Pyro bonus reduced to +1.5% from +3%
- Supernova’s on death explosion multiplier halved, from 1000 to 500
04/10/2021 v116 Update both mods
- More Devourer tweaks. Better spacing between enemy skills, fixed bugs, adjusted skills and stats, etc
- Fixed Doctor transforming with 4 Start SP
- Made Loic a boss
- Minor stat updates to Doctor, Lucian, Braccus, Kemm, Loic, Voidwoken Bloodfury, Reimond, Isbeil, and Sanguinia Tell
- Minor AP and Vitality/Armor updates for a few enemies and bosses from Act 2 and 3
- Fixed Karon losing his stats after reloading a save (vanilla bug). Changed his loot from MiniBoss to MegaBoss. Updated stats and skills for him and his allies
- Updated Bonefide Slayer model and Icon
- Apportation SI3: Attempting to summon a 2nd Gareth will kill the previous one
- Added Source surfaces to the Terrain Transmutation blocklist
- Added “filler” SIs to 4 variations of enemy Earth Shard
- Added more vanilla enemy specific skills to their correct SI versions
- Revisited Thorny Suncaller encounter. Minor stat and skill tweaks
- Lowered Eternal Blade Initiative from +7 to +4
- Changed Outcast Spellweaver to a MiniBoss. Updated stats and skills
- Changed Sepp and his allies to instantly aggro if hit, regardless of range
- Removed Demolitionist from Griff
- Updated Kraken’s Tentacle skills. Removed immunities. Lowered Finesse and Vitality
Updated stats and skills for the Voidwoken ads too. Removed Immunities from Abyssal Void Predator
- Did another pass on weapon types:
2H Swords: Added 5% Critical Chance and 5% Critical Damage
2H Axes: Swapped Cleave Damage with 10% Critical Chance
2H Maces: Swapped Weakened II with 10% Critical Damage. Increased base damage to match Axes
1H Maces: Swapped Weakened II with 5% Critical Damage. Increased base damage to match Axes
1H Axes: Lowered Critical Chance to 3% from 5%
Bows: Swapped Slowed II with 10% Critical Chance
Xbows: Swapped Bleeding with 10% Critical Damage. Increased damage range to 30
Staves: Swapped Statuses with 10% Critical Chance
- Oily Carapace now also cleanses Swarmed
- Added Swarmed damage to Epip’s improved status tooltips. This means that it’ll show with modifiers, instead of without
- Turned Brahmos into a MegaBoss. Updated stats and skills for him and his crew
Brahmos now alternates between melee and ranged weapons every 2 turns
Yes, a Warfare Huntsman boss :poggers:
This goes on until his 9th turn where he enrages and gains 3 SP and multiple spells
- Enemy Arrow Spray SI2 now lasts until end of turn only instead of for 1 turn
- Empowered Arrow Spray can now be infused (EE bug/leftover I guess?)
- Did another pass on armor values for generated loot and vanilla uniques
Ratios are a bit hard to explain but basically they are:
Heavy: 50 | 50
Light: 35 | 40
Robes: 10 | 45
I also adjusted rarity/rng boost values to better close the gap between armor types
Basically Robes nerfed, Light phys nerfed a bit but magic buffed, heavy untouched
- Increased Light armor Finesse requirements. At lv20 it went from 17 to 20
- Charged link range increased from 3m to 4m. To improve its usability and for better clarity, it’s 4.5m internally to account for enemy hitboxes. Previously it was 3m but looked like 2.5m
- Charged damage increased by 25%
- Lowered Blinding Radiance multiplier from 120 to 60 and AP cost from 3 to 2
- Blinding Radiance now makes you take no damage from Charged, and instead suffer 1 stack of Battered and Harried. Thanks Amer :prayge:
- Changed Mael'Thaeras to a MiniBoss. Updated stats and skills
- Squelched III: in addition to its previous effects, if Squelched III naturally expires, gain Squelched Immunity for 2 turns. Squelched I and II can still be applied during this duration
- Updated Journal to include the Squelched changed and Pip’s Slowed change
06/10/2021 v117
- Slightly improved the Tutorial Ambush encounter
- Fixed Tutorial Ambushers losing their stats if you reload mid fight
- Added more scrolls in the tutorial chest next to the doggo
- Added a new boss inside Braccus’ Tower. He’s meant to be the last thing you do in Act I
- Clarified Blinding Radiance tooltip that it also electrifies surfaces
07/10/2021 V118
- Throw Dust SI3: Lowered repeats from 6 to 4
- Removed Critical Chance from enemy weapons. Other weapon specific effects are still staying
- Added all the missing enemy Meteor Shower variants to the correct enemy variant
- Increased Brutal Boss Power bonus from 3.5% to 4%. Please reselect your preset for this change to take effect
- Increased Enemy Glaciate CD from 3 to 4
08/10/2021 V119
- Changed Septa to instantly aggro when attacked
- Fixed Oily Carapace cleansing statuses on enemies
09/10/2021 V120
- Slight tweaks to the new boss for better pacing
- Lowered Chain Lightning CD from 5 to 3. Enemy CD stays at 5
- Ancestral Recall:
Dragon’s Blaze now creates Cursed Fire surfaces and applies Scorched for 4 turns
Encourage now also applies Hasted for 1 turn to yourself. Encourage duration to 4 turns
Renamed Petrifying Touch to Lapidation. Reworked to: rain down 10 earth shards and create Oil Surfaces
10/10/2021 V121
- Updated Restoration tooltip to list all of its actual cleanses
- Added a new Meta skill that pings surfaces under characters within 30m
- Fixed Forced Exchange showing AP of invisible enemies
- Fixed Shatter being able to ping invisible enemies
- Fixed Source Vampirism not pinging neutral characters. Also removed LoS check from pinging
- Fixed a Squelch exploit. Thanks Amer :prayge:
- Fixed an Eclipse exploit
11/10/2101 V122
- Godspeed: When you apply Blessed, restore 10% (+3% per 0.5 of your Movement over 2.5; max 30%) of the target's missing Magic and Physical Armor
- Ether Tide: Does not teleport anymore if target is under 1.5m from Artifact Wielder
- Removed on hit Flaming Crescendo from the Fiery Inferno unique. Replaced it with the actual skill instead. Increased rune slots to 3, Pyro to 4, and removed Warm
12/10/2021 V123
- Demonic Stare radius to 1m from 0m and now also applies Terrified III. Increased CD from 2 to 3
- Demonic Stare and Blinding Squall require 2 fewer stacks to apply Tier 3 statuses
- Increased Maddening Song multiplier from 100 to 200
- Improved Lapidation efx. Lowered the number of hits from 10 to 7 (total multiplier stays the same), swapped Slowed III with Dazzled III and oil surfaces with Hemorrhage. Now also clears surfaces and clouds
- Fixed Neutral/Ally NPCs aggroing after a battle from surfaces/reflection
13/10/2021 V124
- Improved effects for the new encounter and redid a part of it. Please do not update during the encounter
15/10/2021 V125
- FTJ Dallis now also drops a new Knowledge Potion. Use it to learn skill schools!
Thanks Cathe for writing the dialogue options :prayge:
If you’re past Dallis and still want the potion then type ItemTemplateAddTo("Derpy_KnowledgePotion_1e63fb07-4f1b-4007-88cc-05e3aabee079",CharacterGetHostCharacter(),1) into the console
16/10/2021 V126
- Noxious Bulb traps cannot be moved anymore. Thanks Amer :prayge:
- FTJ Windego has grown tired of players constantly harassing her so she has enlisted the assistance of a bodyguard
17/10/2021 V127
- Updated skills for the Act 1 Skeletons near Windego. Added MicroBoss loot
- Updated skills for the Decomposing Terramancer encounter. Added MicroBoss loot
- Lowered Dominate Mind CD from 4 to 3. Now also applies Terrified III
- Fixed Homemade Explosives tooltip
- Apportation SI3: Changed Gareth’s skills to Whirlwind, Blitz Attack, Overpower, Onslaught, Earthquake, Fortify, and Armour of Frost. Also increased his stats so he’s tankier. Removed Scorch and Brittle from his weapon and replaced it with 20% Critical Chance. Removed Torturer since it wasn’t working
- Reverted Malice self damage back to EE values, 65% of total Vitality and armors
- Savage skill penalty increased from -1 to -2
- Living Wall and Dome of Protection now require combat
- Fixed Dome of Protection not scaling with Geo and Hydro (vanilla bug). Regen uses a 50 Qualifier while initial tick now uses a 100 Qualifier. Lowered AP cost to 2 from 4. Expanded resistances to also include Physical and Piercing
18/10/2021 V128
- Removed Sworn bonuses except for Curse
- Removed the Doctor’s debuff
19/10/2021 V129
- Renamed Mnemonic to Flowing Arcana and reworked to:
Grants +5 Memory. While not wielding a Dagger, each point in Memory over 10 increases damage by 1% (multiplicative), but you cannot score Critical hits
Thanks Rez for the idea :thumbsUp:
- Increased base skill slots by 1
- New Scoundrel skill: Assassin Instinct. 3 Scoundrel, 4 AP, lv4, 1 turn duration
Apply Assassin Instinct to yourself, making the damage you deal during Scoundrel skill casts to always count as a Critical hit.
SI1: Throw a Dagger at every visible enemy within 5m, dealing 75% and applying Bleeding for 2 turns.
SI2: Scoundrel skills will throw a Dagger at every target hit, dealing 100%, applying Bleeding for 2 turns, and chaining to up to 2 enemies in a 8m radius.
SI3: Scoundrel Daggers also apply Hemorrhage for 2 turns, and Ruptured Tendons for 1 turn. Recover 2 AP and 1SP
20/10/2021 V130
- Fixed damage inconsistencies with Flowing Arcana
21/10/2021 V131
- Fixed Qanna being able to be damaged while Petrified. Updated her stats and skills
- Fixed Black Shroud sometimes not applying Dazzled
- Replaced AP recovery from enemy Sky Shot SI2 back to Dazing Bolt. Removed AP recovery from SI3
- Replaced enemy Assassinate SI1 AP recovery with +25 (+4%) damage
- Fixed Magister Vorrh having duplicate skills. Also updated stats and skills
- Fixed Forced Exchange applying enemy buff to non-player allies and neutrals
22/10/2021 V132
- Increased cooldown for Ice King, Demon, and Frostburn from 0.1s to 0.5s
- Shatter:
Damage lowered by ~33%
AP cost from 2 to 4
CD from 3 to 5
Memory from 1 to 2
- Winter Blast SI3: updated tooltip to state that it’s now using ~75% of Shatter damage
- Winter’s Grasp: updated tooltip to state that it’s now using ~75% of Shatter damage
23/10/2021 V133
- Winter Blast SI1: lowered values to 15% (+3%) from +25% (+4%)
- Lowered Bone Widow Initiative from 15 to 10
- Removed the 1 point schools from Bonefide Slayer and added -7 Initiative
- Lowered Skitterer Initiative from 30 to 25
- Infect SI1-3 now also counts corpses within 13m and lists the amount above the caster
Infect SI3 now also pings corpses within 13m
- Changed Shatter to use the same damage scaling as other skills. It now uses a 300 multiplier. Also lowered Memory cost back to 1
24/10/2021 V134
- Fixed Elven Treewarden being able to get duplicate skills (vanilla bug somewhat)
- Increased Tovah’s loot from TinyBoss to MegaBoss. Updated stats and skills
- Ballistic Shot:
Fixed SIs sometimes not applying statuses
SI1: changed to: +5% damage, per 1m to target, while casting. Apply up to Ataxia III
SI2: changed to: +15% damage, per 1m to target, while casting. Apply 1 Battered (+0.2 per Huntsman). Recover 1SP
CD increased from 2 to 3
Suicide explosion multiplier lowered from 175 to 150
SI1: reverted back to: If a non-boss target has less Vitality remaining than damage suffered from this spell, it dies
SI3: reverted back to EE values but removed Ataxia III
- Sky Shot SI3 does not recover 2AP anymore
- Removed doubled Closed Circuit and Superconductor from Duna’s Undertaker. Updated stats and skills
- Renamed Flaming Crescendo to Immolation so it stays consistent everywhere
- Immolation and Sabotage cannot be applied to NPCs during dialogues anymore
24/10/2021 V135
- Lowered Power multiplier from 2.5% to 1%, and from 5% to 3.5%
- Changed Demon, Ice King, and Frostburn to once per cast
- Updated stats and skills for Harbinger of Doom
25/10/2021 V136
- Increased Impossible Vitality and Armor per lvl to match dnpt. Please reselect your preset for these changes to take effect
- Removed Dazzled and Suffocating immunity from Sadha’s Assassins in Act 2
- Changed Ancient Empire Escort Guard’s loot from TinyBoss to MiniBoss. Updated stats and skills
- Changed Advocate from MiniBoss to MegaBoss. Removed Vacuum Aura. Updated stats and skills
- Increased Dead Black Ring Destroyer’s loot from TinyBoss to MiniBoss
- Slightly buffed Destroyer Gloves
- Fixed yet another elf ranger being able to get double skills
- More Tovah encounter tweaks
25/10/2021 V137
AP cost from 4 to 5
CD from 4 to 5
Empowered Meteor Shower AP cost from 3 to 4 and does not create cursed fire surfaces anymore
26/10/2021 V138
Corpse Mastery now requires combat
AP from 2 to 1
CD from 3 to 1
- Removed IgnoreVisionBlock from Bone Cage since it wasn’t working as intended
- Fixed Medusa Head SIs being able to miss due to elevation
- Fixed 3 enemy Fireball variants not being able to be infused
- Changed Absence to:
When you manually sneak, recover 1 AP
When you kill a non-summon enemy, you can cast Absence for 2 AP until the end of your turn, which applies up to Dazzled II for 2 turns to enemies within 4m and makes you Invisible as well as Sneaking for 1 turn
Also grants surface immunity until end of turn
Cannot be infused anymore (since it did/does nothing)
27/10/2021 V139
- Updated Empyreo the Stalwart encounter with stat and skill adjustments
- Updated Act III Alexander encounter with skill adjustments
- Updated Shadow Prince encounter with skill adjustments
- Updated The Arena of the One encounter with stat and skill adjustments
- Removed Poison, Bleeding, and Scorched immunities from Automatons
27/10/2021 V140
- More Empyreo the Stalwart tweaks. Please do not update during the encounter
- Vacuum Aura:
Fixed enemy SIs having scuffed cast animation
Fixed out-of-turn aura being 1m instead of 8m
Fixed SI1 not applying Squelched while out-of-turn
SI1 does not apply Squelched at the start of enemy turns anymore
Fixed SI2 and SI3 applying Squelched while out-of-turn
Better clarified the SI tooltip
- Removed Wordless Aura from Worldless, updated stats and skills and made her a boss with MiniBoss_ProteanAlways loot
- Updated stats skills for Black Ring Captain and increased loot to MiniBoss_ArtifactAlways
- Updated stats and skills for Forktongue and increased loot to MiniBoss_ArtifactAlways
- Magister Trippel encounter skill adjustments. Please do not update during the encounter
More varied skills, less Fortify/Armour of Frost
Increased Trippel’s Vitality and armors
Increase Assassin’s Vitality and armors
- Enabled Supernova again on enemies. It’s not used in any preset currently
Base effect does not explode on death and SI2 does not recover 2AP
- More Arena of the One encounter stat and skill tweaks
28/10/2021 V141
- Even more Empyreo the Stalwart tweaks
- Even more Arena of the One encounter tweaks
- Enemy SI priority tweaks
29/10/2021 V142
- Idol of Rebirth is no longer obtainable from Dorotya
After updating, both Idol types will be removed from your inventory
The refill recipe has been replaced with a Cup of Water because staying hydrated is important
- Source Titan now spawns with full HP. Updated stats and skills
- Butcher’s Will: 7% to 5% and removed scaling
- Glacier: 10% to 7% and now uses current Vitality instead of max
30/10/2021 V143
- Fixed some Acclimate SIs not working
- Changed Skin Graft Memory cost to 1 from 2
- Lowered Demon damage to 50% of Scorched detonation
30/10/2021 V144
- Leech: now activates Voracity after 0.5s and at 50% effectiveness
01/11/2021 V145
- Fixed Acclimate SI2 adding an extra turn if targeting Frozen surfaces
- Replaced Mosquito Swarm gear modifier with Bone Cage
- Replaced Incandescent Ray gear modifier with Epidemic Of Fire
- Replaced Leadership +2% Dodge Chance with +0.1m Movement
- Hope 2.4: +0.1m Movement to +2% Dodge Chance
- Hope 4.3: reverted Purity CD reduction to -1 instead of -2
- Serenity now removes only T1 and T2 statuses
- Pegasus 4.2: now requires 4 stacks instead of 3 and the CD reduction effect is limited to once per round
- The Centurion 5.3: clarified the tooltip to state that it’s 3m and not 2m
02/11/2021 V146
- Updated Epidemic of Fire status tooltip to state that its 3m and not 2.5m
- Updated stats for the Horrosleep Arena combatants
- Horrosleep Arena Mirrors cannot be teleported/moved anymore
- Updated stats and skills for the Brahmos encounter
03/11/2021 V147
- Lowered Reactive Armor Memory to 1 from 2
- Fixed Reactive Armor SI3 only using 20% of armor
- Player Reactive Armor now uses Maximum armor instead of current armor
- Player Bouncing Shield now uses 100% of Shield’s Physical armor instead of 80%
- Fixed Bouncing Shield being able to bounce to objects
- Arena 4.2: replaced Wits with Power
- Arena 5.2: Empowered Bouncing shield now uses 200% of Shield’s Physical armor and can bounce up to 4 times within 8m
- Fixed Bloodlust sometimes not counting enemies around the caster
- Player Overpower SI3: Warfare scaling from 1% to 5%
- Clarified Oily Carapace SI1 tooltip that it also grants Slowed immunity
03/11/2021 V148
- Doppelganger 5.2: now also only harms enemies and applies Calcifying for 2 turns
- Added a small delay to the Adaptation stack loss from Supplicant 4.3 and Doppelganger 5.2. This is meant to fix awkward script order which resulted in needing more Adaptation stacks than intended to proc both nodes together.
Script order is Supplicant 4.3 first and Doppelganger 5.2 second which meant that you needed 5 Adaptation stacks to activate both instead of the expected 4
- Basilisk 4.1: fixed Petrifying Visage being able to miss due to elevation
04/11/2021 V149
- Added impact and prepare efx to Splintered Arrow
14/11/2021 V150
- Fixed Portable Mirror mods unmemorizing skills that relied on Ascension bonuses
15/11/2021 V151
- FTJ Beach Voidlings, Turtles, and Frogs now always drop Epic quality loot instead of Uncommon/Rare
- Removed Vampirism from the non-boss FTJ Beach Voidlings
- Added an Identifying Glass on the dead Magister near the FTJ Beach Voidlings
15/11/2021 V152
- Reworked Maddening Song to:
Insanity’s Crescendo
5m radius
For each enemy within target radius, gain +3 to all Attributes for 3 turns while enemies suffer a -3 penalty
- Fixed Earthquake SIs being able to miss due to elevation
- Impalement SIs repeat radius to 0m from 1m
- Throw Dust SI3 repeat radius to 0m from 1m
- Updated difficulty preset descriptions
- Increased the Poison damage boost from combining weapons with Poison Barrels
- Decay 5.2 Corroding loop issue:
Easiest fix would be to limit Decay but that kills the node, from a T3 Ascension.
So instead I decided to limit Wither sources.
Corroding can still be stacked but requires more than one source now.
Locust Crown: Now limited to once per round, per target
The Basilisk 3.2: Now limited to once per round, per target and increased Wither duration to 2 turns
Blood Ape 4.2: Now limited to once per round, per target and increased Wither duration to 2 turns
The Fly 4.2: Now limited to once per round, per target, per status
The Imp 4.2: Now limited to once per round, per target, per status
Adjusted SI timings to better favor T3 application
SI2: Also applies 2 stacks of B/H
SI3: Corroding duration to 1 turn from 3
- Virulent Spores SI3 Corroding duration to 1 turn from 3
- Player Poison Dart SI2 Corroding duration to 1 turn from 2
- Enemy Poison Dart SI2 doesn’t apply Corroding anymore
16/11/2021 V153
- Changed Insanity’s Crescendo to only Finesse, Power, Constitution, and Wits
16/11/2021 V154
- Actually removed IgnoreVisionBlock from Bone Cage this time. Idk how I didn’t last time
- AI can now use Death Instinct and they won’t be able to infuse it for sanity reasons
- AI can now use Adrenaline and they won’t be able to infuse it for sanity reasons. They lose 4 AP next turn instead of 6
- AI can now use Blinding Radiance and they don’t suffer stacks
- Blinding Radiance:
Fixed double efx on cast
Fixed awkward AI double cast animation
Multiplier lower to 30 from 60
Also applies Charged to you and to enemies hit
SI1: +1 turn duration. Whenever Blinding Radiance pulses, deal damage again. Apply Charged for 2 turns to yourself at the start of your turns
SI2: +1 turn duration. Pulse 1 more time each turn. Recover 1SP
SI3: +1 turn duration. Pulse 1 more time each turn. Pulses deal double damage. Apply 1 Harried whenever Blinding Radiance pulses
- Guerilla now also grants +5 Sneaking while Sneaking
- Chameleon Cloak:
Sneak AP refund moved to the base effect
SP recovery moved to SI2
17/11/2021 V155
- Added back surface electrifying to Blinding Radiance since I forgot about it
- Increased Blinding Radiance multiplier to 40
- Renamed Blinding Radiance to Fulmination
- Peace of Mind and Drunk can now co-exist
- Adjusted Dominate Mind SI1 stack appliance timing to better favor T3 application
- Increased Daggers Drawn multiplier to 50 from 45 and Memory cost to 1 from 2
- Incarnate:
Increased Incarnate and Champion Incarnate stats
Swapped Blessed Water/Ice skills to Hail Strike and Deep Freeze
Removed negative resistances from Infusions and buffed a few
Incarnates are not get affected by DR anymore
Lowered AP to 1 from 2
Lowered CD to 1 from 3
SI2: Gain an Empowered Elemental Infusion spell that costs 0AP and has a 1 turn cooldown, until the end of your turn. Empowered Elemental Infusion is able to apply a secondary Cursed/Blessed infusion and its spells do not share cooldowns with their counterparts. Recover 1SP
Removed resistance bonuses
Actually makes you damage immune now
Renamed Permafrost to Cryogenic Stasis
SI1: Your target applies Taunted to enemies within 5m of it, for 1 turn
SI2: Your target redirects 50% of incoming damage back to its source. Recover 1SP
SI3: Your target gains +8 AP Recovery and AP Maximum for 2 turns
18/11/2021 V156
Swapped Searring Daggers to Fireball
Swapped Fireball to Supernova
Swapped Lightning Bolt to Dazing Bolt
Swapped Dazing Bolt to Fulmination
Swapped Fossil Strike to Impalement
Swapped Impalement to Throw Dust
Swapped Earthquake to Corrosive Spray
Minor infusion tweaks
- Fixed Qanna not being a boss
- Mini Clockwork Bombs will now actually use their suicide skill
- Slug Rush does not apply Subjugated anymore
- Updated Daggers Drawn SI2 description to properly state that the Sneak happens before the cast
- Throwing Knife does not break Stealth anymore
- Enemy Throwing Knife does not require Sneaking for its SI effects
- Throwing Knife SI2: +30% +6% to +40% +8%
- Fixed Empowered Fan of Knives not being infusable
- Fan of Knives:
SI2: Attempt to sneak before casting
SI3: Empowered Fan of Knives chains to 1 additional enemy within 8m.
SI3: Does not grant Invisibility and sneaking anymore
SI2: Attempt to sneak before casting. +1 Slowed and Weakened turn duration
SI3: Before casting, sneak and become Invisible until the end of your turn. Recover 2AP and 1SP. +1 Slowed and Weakened turn duration
If the target is not an Undead, apply Poisoned for 4 turns.
If the target is affected by Vulnerable III, apply Corroding for 1 turn
CD lowered to 3 from 4
SI1: +10% damage (+2% per Scoundrel) while casting. Apply Hemorrhage and Acid for 3 turns
SI2: +40% damage (+8% per Scoundrel) while casting. Apply Corroding for 1 turn
SI3: Gain for 3 turns: once per round, when you perform a basic attack, also cast Corrupted Blade on that target
SI3: Fixed repeat effect also applying up to Weakened III
- Lowered Terrifying Cruelty CD to 3 from 4
1AP, 2CD, 2m radius, 13m range, Apply up to Slowed II and Calcifying for 2 turns
Replace the surfaces within target point with an oil surface
SI1: Apply Petrifaction to enemies within target radius. Petrifaction deals damage for every 0.5m traveled and creates oil surfaces whenever the affected character would bleed
SI2: +1 Petrifaction turn duration. Apply 2 Battered (+0.2 per Geomancer) and up to Ataxia III
SI3: +1 Petrifaction turn duration. Apply 2 Battered (+0.2 per Geomancer). Petrifaction spreads to enemies within 5m
19/11/2021 V157
- Lowered Impetus movement requirement to 0.5m from 0.75m
19/11/2021 V158
- Fixed Enemy Fulmination still using the old Blinding Radiance name
- Impetus does not require LoS anymore
- Assassin Instinct:
Lowered AP to 2 from 4
Changed the cast efx to be less bright
SI1: Daggers now chain to another enemy in a 5m radius
- Fixed Incarnate’s Corrupted Blade not benefiting from the recent changes
- Fixed Challenge failing when using Empowered Spin Web
- Throwing Dagger:
SI3: Lowered Empowered Throwing Knife multiplier to 100 from 120. Empowered Throwing Knife now chains to up to 2 enemies in a 8m radius
- Changed Kemm to not be a basic attack bitch and updated his and prison’s adds skills
- Fixed enemy Daggers Drawn being interruptible by the faster AI cast addon
20/11/2021 V159
- Fixed Fulmination SI3 not recovering 1SP (sorry Cathe ;-;)
- Fixed Armour of Frost SI2 not removing stacks on allies
- Fixed Fortify SI2 removing only 2 stacks on allies instead of the expected 3
- Enemy Armour of Frost SIs do not grant armor anymore since it wasn’t working as expected with high amounts of Strength. Enemies would regenerate a big portion of their armor back upon Magic Shell expiration and the initial armor increase was higher than one would normally expect. To compensate for this, armor restoration has been increased to +20% (+2% per Hydro) at SI1 and +4% at SI3
- Kudzu explosion now only affects enemies
- Updated Terrain Transmutation error message since old one wasn’t fitting anymore
- Added back fire surface removal to Pressure Spike
- Lowered enemy Necrotheosis and Death Instinct chance to 10% from 20%. Please reselect your preset for this change to take effect
- Added a 2 turn CD to Aetera’s Hound summoning skill
- Dessicated Undead:
Fixed being able to get double Necrotheosis
Removed Vacuum Aura
Updated stats and skills
Increased loot to MiniBoss_ProteanAlways from MiniBoss
Made it way harder to destroy his Jar
22/11/2021 V160
- Changed Leadership Movement to +2% Physical and Piercing res
- Dimensional Bolt:
Fixed Dazzled III applying before the damage instance
If there is an Undead character within the target radius, Poison damage will be excluded from the skill's possible damage types.
SI1: Inherits the Undead exclusion from the skill’s base effects
SI2: Per strike multiplier to 90 from 90
SI2: fixed secondary explosion not benefiting from SI1 damage increase
SI3: fixed unintended 1SP recovery
- Lowered Mind Maggot explode radius to 2m from 3m. Subjugated III to Subjugated II and added Terrified II
- Tinkerer Grenade multiplier lowered to 500 from 2000
- Chaos Barrage:
Multiplier lowered to 50 per projectile from 60
Amount of targets lowered to 1 from 3
If there is an Undead character within the target radius, Poison damage will be excluded from the skill's possible damage types
SI1: Inherits the Undead exclusion from the skill’s base effects
SI2 and SI3: updated spell emulation timings
22/11/2021 V161
- Fixed Enemy Cursed Fireball SI2 still recovering 2AP and having 2CD
- Fixed Godspeed not working on Bless SI1 allies
- Red Orison reactions now become free if the target is Blessed/Cursed
- Dimensional Bolt and Chaos Barrage now check for at or over 100% Poison res instead of if Undead
- Fixed Lapidation having wrong name
- Face of the Fallen and Corpse Explosion now ping unexploded corpses
- Fixed Grasp of the Starved highlighting wrong enemies sometimes
- Removed most immunities from the enemies in the Scion’s encounter from Act 2
23/11/2021 V162
- Apportation SI3: changed Gareth’s Translocate to Phoenix Dive
- Lowered Mind Maggot grenade efx to match a 2-3m radius, adjusted projectile arc so it’s less prone to being blocked by roofs, and added an impact sound
- Blood Ape 5.3 and Doppelganger 5.3: now also grants +4 Memory
23/11/2021 V163
- Made Incarnates unpreferred
- Removed Strength from Clear-Minded
- Incarnate:
SI2: grants 2SP instead of 1SP
SI3: grants 0SP instead of 1SP
25/11/2021 V164
- Decay 5.2: removed Constitution reduction
This node was simply way too good for the current version of the mod, where Corroding can detonate itself.
Permanently lowering every enemy’s HP by 2-5k for 0 effort made Piercing damage again a viable way of fully ignoring enemy armors. This is imo very unhealthy and shouldn’t exist.
Piercing damage should supplement other damage types, instead of removing their purpose in a team environment.
- Updated how Punisher’s healing works to buff and fix it from bugging out after a reload
Now it restores 50% of missing Vitality each turn. Please do not update during the encounter
- Pin Down, Ballistic Shot, and Assassinate do not use invisible projectiles anymore. This means that dodging them once will prevent damage and the status application, instead of only the damage. Furthermore, it’s now impossible for the status applications to fail due to terrain/elevation as long as the skill’s projectile did damage
- Fixed enemies being able to still cast healing skills on Veiled Undead players if they had player skill variants
- Chloroform SI1/2/3: fixed stacks applying after Dazzled III
- Changed enemy Marksman’s Fang SI1 to +25% +4% damage instead of Critical Chance
- Fixed Corroding not detonating on Crabs. Thanks Amer
- Corrupted Blade now checks for Poison res instead of if Undead
- Decay 3.1: radius to 5m and duration to 1 turn
- Blood Ape 4.2, The Imp 4.2, and The Basilisk 4.2: Wither duration to 1 turn
- Lowered Face of the Fallen radius to 5m from 6m
- Removed Reactive Shot from enemies
- Attempted to somewhat adjust AI decision making:
AI will stop trying to save AP since it wasn’t working that well
AI will favor dealing killing blows more
AI will favor armor boosts more (thanks to Amer, we have armor % threshold checks, so AI can properly use Fortify and Armour of Frost)
AI doesn’t care about ending their turn in a Flanked position anymore
AI doesn’t care about ending their turn in a height difference position anymore
Healers will favor armor boosts and aoe armor restorations more
Healers will start healing from a higher Vitality threshold
Ranged AI will not move away from players before attacking (can still move away with leftover AP after attacking)
- Updated AI Archetypes for most of my added characters
- Detailed all of the current SI and AI adjustments here
- Lowered Guardian AP to 2 from 4
26/11/2021 V165
- Fixed Corroding not detonating on Wolves
- Fixed Cryogenic Stasis SI3 not working on characters with Walk It Off
- Cryogenic Stasis now also cleanses all Disintegrating statuses
- Fixed Arcane Stitch activating Squelched Immunity while cleansing Squelched III
- Vulture set now also grants the Levitate skill (1AP, 5CD, 2 turn duration) instead of the previously removed Wings
- Increased Vulture’s Prayer CD to 5 from 3
- Fixed Cursed Vulture Gloves still granting Perforation
- Fixed Spontaneous Combustion explosions not applying Terrified III
- Moved Spontaneous Combustion explosions from AverageLevelDamage to BaseDamage
- Reverted Clockwork Bomb explosion multiplier to 170 from 150
- Increased Throw Explosive Trap multiplier to 250 from 200
- Updated Flaming Tongues:
Removed the aura efx and updated the self efx
Apply Flaming Tongues to yourself, rebuking enemies at the start of your turns, and when they enter or are moved into a 5m radius of you, applying Scorched for 2 turns, and dealing 60% to it and enemies within 1m of it.
SI1: +25% damage. Apply 1 Harried to targets struck. +1 turn duration
SI2: +25% damage. Damage chains +1 time to enemies in a 5m radius. Recover 1SP
SI3: +25% damage. Damage chains +1 time. +1 turn duration. Apply 2 Battered to targets struck
- Lowered Virulent Spores and Worm Tremor SI3 Wither duration to 1 turn from 2
01/12/2021 V166
Please make sure that EE2 is updated
Please update Artifact Tiers add-on and NormalBookPrices (if you’re using them)
Derpy's Artifact Tiers Unlocked add-on has been discontinued
- Increased enemy Fulmination CD to 4 from 3
- Horrosleep Arena’s Red Prince will not inherit the player’s stats anymore.
This is because player talents aren’t designed for enemies and because reloading a save mid fight lowered his HP by ~70%. This is due to the engine just not properly supporting transformations, so have to do annoying workarounds or remove things. Furthermore, he would inherit skills from gear which resulted in duplicate skills.
- Updated stats and skills for the Horrosleep Arena’s combatants
- Fixed some Arx Demons still having vanilla AP values (max AP at 6 and start AP at 6)
- Changed Sanguinia Tell into a MegaBoss. Updated stats and skills for the encounter
- Somewhat buffed Condor and Dragonchild
- Fixed Corroding detonation dealing 8% less damage
- Changed Corroding detonation damage to Physical from Piercing
- Swapped +1 Aspect of the Spider infusion gear modifier to Fulmination
- Miasma now also applies Poisoned for 2 turns and lowered CD to 3 from 4. Enemy CD stays at 4
- Increased Fossil Strike multiplier to 100 from 90
- New Geomancer skill:
Acidic Toxins
2AP, 3CD, 1 Geo, starter skill
Apply Acidic Toxins to yourself, converting the Poison damage you inflict into Physical with a 10% damage bonus. Additionally, attempting to apply Poisoned will convert it into 2 turns of Acid.
SI1: Applying Acid also applies Calcifying for 2 turns.
SI2: +1 Acidic Toxins turn duration. While applying Calcifying, you have a 30% (+1% per Geomancer) chance to also apply Corroding for 1 turn.
SI3: Corroding chance is increased to 50% (+2% per Geomancer). Applying Calcifying to a character also applies it for 2 turns to the nearest visible enemy in a 5m radius of it.
- Removed Blessed Grenades from the starter presets
- Poison Cloud and Poison Flask grenades now also deal 80% Poison damage
- Lowered Flashbang grenade radius to 2m from 4m and now also applies Marked for 2 turns
- Updated nearly every starting preset
- Fixed Corroding not detonating on Source Puppets
- After the player unlocks Source Generation, Incarnates now gain the Essence Transfer spell, which allows them to transfer one Source Point from their owner to them (0AP 0CD)
- Champion Incarnate now has Savage Sortilege
- Artifact Tiers adjustments:
T1 now ends at lv15
T2 doesn’t end anymore
Moved to T1: Cataclysm, Smother, Leper
Moved to T2: Sanguine Harvest, Lambent Blade, The Chthonian, Momentum, Lightspire, Dread
Moved to T3: Gluttony
- Fixed Artifact Wands not creating surfaces
- Finesse AP recovery chance increased to 5% from 2.5%. Enemies stay at 2.5%
Finesse also grants +0.4% (+0.6% for Summons) Critical Chance per point. This only works on players and their summons
- Wits B/H effect increased to 5% from 3.5%
- Lowered Skitterer Initiative to 2 from 25
- Fixed some nasty issues with gear modifier patching. Huge thanks to Amer for this
- Fixed Sucker Punch buffering it’s existing AP recovery effects into the next weapon attack
- Sucker Punch now has a 33% (+4.2% per Single-Handed; max 75%) chance to reset it’s cooldown
- Removed the hidden once per round check on Fists of Decay
- Sucker Punch and Flurry do not reset their CDs anymore from weapon swapping
- Elemental Totem:
Fixed enemies being unable to have more than 2 totems for the SI2 effect
SI1: At target point instead of under the caster
SI2: Also applies Flaming Tongues for 3 turns to totems created
SI3: Also applies Persisting for 2 turns to totems created
- Replaced Turn to Oil with Impalement for Catagenesis
- Fixed Cryogenic Stasis SI2 not recovering 1SP (sorry Cathe xd)
- Removed innate 20% Critical Chance from Apportation SI3’s Gareth (because Finesse)
- Updated a lot of “_Strong” enemy stat presets
- Updated stats, skills, and loot (MiniBoss_ProteanAlways) for Roost Anlon
02/12/2021 V167
- Removed Web immunity from Silkclimb
- Throw Explosive Trap does not break Stealth anymore
- Fixed Acidic Toxins’ prepare efx not snapping to ground
- Swapped Ancestral Recall’s cast sound to a more clear version
- Updated Finesse combat log text to better fit its current state
- Fixed Chaos Barrage Poison res check being 1m instead of the intended 2m
- Prevented the possibility of the Lady Vengeance encounter ending too soon
05/12/2021 V168
- Fixed Champion Incarnate not having Opportunist
- Updated nearly every generic enemy stat preset. This was done to:
Fix some rare unevenly distributed armor values
Increase armors and health
Increase offensive stats
Remove outdated immunities
Remove Pyro/Geo from melee characters
Add The Pawn talent to Rogues
- Minor stat updates to a lot of past enemy and boss edits
- Increased Totem Power scaling from 0 to 5
- Updated stats and skills for Hannag Reborn
- Acidic Toxins now also grants +30% Poison res
- Updated stats and skills for Isbeil and gave her MegaBoss loot
- Lowered Memory cost to 1 for: Arrow Storm, Execute, Overpower, Onslaught, and Door to Eternity
- Fairy Fire:
Now also increases the resistance reduction of tiered statuses by +20% (+2% per Huntsman)
Enemy CD increased to 5
SI1: +10% (+1% per Huntsman) resistance reduction
SI2: +1 turn duration. 2% to 3%. Enemies do not gain the +1 duration
SI3: 0.3 scaling to 0.5
- Flashbang Grenade’s Marked now also increases the resistance reduction of tiered statuses by +15%
- Fixed Oily Carapace SI2 not cleansing Swarmed on allies. Also added the base spell’s impact efx on the affected allies since it was missing
- Golem:
Clarified tooltip to state that it’s supposed to hit characters and not enemies
Reverted radius back to 3m
Increased damage to 50% from 40% of your total Vitality
- Lowered Vitality threshold to 10% from 20% for Scorpion 3.2 and The Archer 3.2
05/12/2021 V169
- Again, reworked how Poison potions work because the current implementation doesn’t work with Five-Star Diner. Also apparently vanilla Poison potions didn’t work with it either, while Human potions did. Very consistent, very cool.
Poison potions now deal a small amount of Poison damage and 30% (or 60% with Five-Star Diner) of your total Vitality as Poison damage. Also apply Poisoned for 3 turns.
Yes, this works with Commune and has normal overhead text too. Also, to maintain consistency with Human potions, they can’t crit on Undead but can crit on Humans.
- Fixed Chemical Warfare grenade being Physical damage instead of Physical armour
06/12/2021 V170
- Further adjusted generic enemy presets for less armor bloat and to fix some bugs
07/12/2021 V171
- Reworked Ancestral Recall into:
Lift the Veil
13m shout, 0AP, 1SP, 5CD
Remove 2 Source Points from every enemy in a 13m radius. For every 2 enemies affected, gain 1 turn of Source Generation. Affecting 5 or more enemies refunds the skill's Source cost.
Removed status efx
Also grants Fin, Power, and Wits
SI3: Recovers 1SP and now lasts until you exit combat
10/12/2021 V172
- Fixed Acidic Toxins SI3 not applying Corroding to the main target
- Marked cannot be applied anymore to non-player characters that are in a dialogue
- Slight update to Punisher’s area to prevent the recently brought up shenanigans. Please do not update during the encounter
- Increased Potion of Strong Will’s Clear-Minded duration to 6 from 4
- Updated Ghalann skills and loot to MiniBoss_ProteanAlways
- Dessicated Undead cannot be pickpocketed anymore
- Act 3 Arena Automatons cannot be pickpocketed anymore
- Added MicroBoss loot to the White Magister before Aetera. Also fixed her Elf Ranger having a warrior stat preset
- Dimensional Bolt and Chaos Barrage can now only deal either Fire, Water, Air, or Earth damage
- Renamed Chaos Barrage to Elemental Barrage
- Lowered Ballistic Shot CD to 3 from 4. Enemies stay at 4 CD
- Increased enemy Marksman’s Fang CD to 3 from 2
- Fixed Elemental Ranger statuses not stacking with Elemental Arrowheads SI2
- Updated Elemental Ranger tooltip to properly state that it requires a Bow/Crossbow and that it only works on basic attacks
- Elemental Ranger, Elemental Arrowheads SI2, and Lambent Blade now apply their statuses for 2 turns instead of 1
- Elemental Arrowheads now require a ranged weapon. Additionally, swapping to a non-ranged weapon will remove the status
- Turn to Oil:
Increased radius to 3m
Adjusted the surface replacing to be more consistent (hopefully)
Also cleanses Wet and Charged on allies and douses torches
SI1: increased duration to 2 turns from 1
Clarified SIs text that it’s using missing Physical Armor
Fixed Mend Metal SI radius being 13m
SI3: added +1 turn duration and recovers 2AP
SI2: extends range to 10m
SI3: added +1 turn duration, increased Harried removal scaling to 0.2 from 0.1 and recovers 2AP
- Fixed Incarnate Corpse Explosion not pinging corpses
- Reverted the 10% Dagger damage nerf, since it’s not needed anymore
- Haruspicy now pings unexploded corpses
- Apothecary’s Guile now applies Weakened III instead of II
- Raise Bloated Corpse does not proc corpse exploding effects anymore
- Cryotherapy now also cleanses Marked
- Fixed one of the Empire Guard’s Archers having player version of Arrow Spray
11/12/2021 V173 Please update both mods
- Added back the increased skill slot scaling. From 0.5 per level to 0.75
- Moved Mirage to T2
- Removed the spread effect from Acidic Toxins SI3
- Vulture’s Prayer now pings unexploded corpses
13/12/2021 V174
Is now a starter skill
Removed charge limit
SI1: Gain +7% damage and accuracy (+2% per Huntsman) while performing Predator reactions, for 2 rounds. Apply Lock-On for 1 turn to every enemy within target radius. Once an enemy with Lock-On starts their turn, perform on a Predator reaction on it.
SI2: Gain +7% damage and accuracy (+2% per Huntsman) while performing Predator reactions, for 2 rounds . +1 Lock-On turn duration. For 2 rounds, your Predator reactions are performed for free
SI3: For 2 rounds, your Predator reactions also fire 6 additional projectiles, each dealing 20%.
Thanks Cathe for the Lock-On icon.
- Fixed Vulture set sometimes granting Perforation to allies
- Clockwork Bombers:
Fixed Mini Clockwork Bombers not caring about friendly fire when detonating
Fixed Clockwork Bombers dealing more damage than intended if they died before being spawned
Fixed Clockwork Bomber’s detonation creating a 5m fire surface instead of a 4m one
- Fixed Empowered Elemental Infusion not counting for Doppelganger 4.1
16/12/2021 V175
- Fixed Enemy Corpse Explosion also pinging corpses instead of only the Incarnate/Crusher variant
- Blackglass Brand now grants 2 free Centurion reactions instead of 1
- Momentum now fires up to 5 projectiles for every 1.8 movement, each dealing 40%
- Acidic Toxins now excludes self and undead allies from all of its effects
- T1 nodes:
Opportunist duration increased to 2 from 1
Subjugated radius increased to 5m from 3m
Escapist duration increased to 2 from 1
Savage Sortilege duration increased to 3 from 2
19/12/12021 V176 Need to also update NormalBookPrices (if you’re using it)
- Fixed Trolls still being able to use Cleanse Wounds on players with Veiled Undead
- Updated Bloodlust SI3 tooltip to better state how it works
- Updated Momentum tooltip to be more clear
- Clarified Sanguine Harvest, The Hippopotamus 3.1, The Guardsman 4.1, The Casque 4.2, Pegasus 3.1, and The Casque 3.1 that they also work on self
- Added back the Purity aura owner icon
- Changed Purity Cooldown icon so it’s easier to differentiate between them
- Updated the Devourer encounter’s skills and stats
- Finesse now grants +1% Critical Chance to summons, up from +0.6%
- Enemy SI2 Reactive Armor’s Volatile Armor scaling lower to 20% (+2%) and duration to 1 turn from 2 turns
- Fixed Parry Master being able to evade quest related projectiles
- Increased totem Finesse scaling from 0 to 5
- Fixed Cryogenic Stasis not preventing some on-turn-start damage effects like Abeyance. This also means that the Disintegrating cleanse is no longer needed
- The Huntress 4.1: now also works with All In, Staff of Magus, and Sucker Punch
- Empyrean Tears:
Aura radius to 5m from 3m
Removed charge limit
Removed the pulsing water efx
Regeneration duration to 2 turns from 3 turns
Hydro req to 3 from 1
Now avoids allies damaged by healing and damages enemies damaged by healing
SI1: Grants 20% (+1% per Hydrosophist) missing Vitality regeneration to you while active. While healing characters that are damaged by healing, deal 50% of the outgoing healing as Water damage and apply Brittle for 2 turns.
SI2: Remove 2 stacks of Battered and Harried from affected allies, or apply them to affected enemies. Outgoing healing as Water damage amount is increased to 100%, and now also applies up to Terrified III.
SI3: Now chains 2 times in a 8m radius. +1 turn duration. Recover 2AP and 1SP
19/12/2021 V177
Consecutive uses from an ally in the same turn will deduct 1AP from him
SI3: Does not chain to self anymore
20/12/2021 TBA V178 Need to also update NormalBookPrices (if you’re using it)
- Grasp of the Starved now unlocks at lv4 instead of lv6
- Rain AP cost lowered to 1 from 2. Empowered and enemy versions stay at 2 AP
- Added a Ring modifier for Rain SI1
- Steam Lance:
Multiplier to 120 from 110
Now also applies up to Vulnerable III to enemies
SI1: +15% damage (+2% per Hydrosophist) while casting. Apply 2 Battered (+0.2 per Hydrosophist) to enemies
SI2: Apply Armor of Frost, Fortify, and Haste to allies for 3 turns. Apply 2 Battered (+0.2 per Hydrosophist) to enemies. Gain an empowered Steam Lance skill that costs 2AP, for 1 turn
SI3: +40% damage (+4% per Hydrosophist) while casting. Empowered Steam Lance can now be cast for 4 turns. Allies within 13m of your target, who have at least 1 Hydrosophist try to cast Steam Lance on your target as a free ritual reaction; for each ritual participant, gain +3% damage per Hydrosophist while casting
- Deep Freeze now targets enemies only
22/12/2021 V179
- Ambidextrous now always recovers 2 AP and also works on weapon skills
- Sucker Punch now gains +10% damage per Single-Handed while casting
- Warfare now also restores 1% of missing armors while using Warfare skills
- Removed the 1AP deduction from Empyrean Tears since it really wasn’t needed
- Fixed Hope 4.3 Fulmination still taking damage from Charged
- Hope 4.3 now properly emulates Fulmination’s base effects
- Lowered Empowered Skittered Vitality from 40 to 30, armors from 20 to 10, and added 1 Necro
- Increased Skitterer death explosion multiplier to 200 from 150
- Dread now scales with either Necro or Warfare, whichever is highest
- Fixed Chloroform SI2 targeting enemies that aren’t supposed to be visible
- Fixed Fairy Fire SI2 and SI3 targeting enemies that aren’t supposed to be visible
- Fixed Demonic Tutelage creating unintended and unlisted blood surfaces
- Removed Grounded and Movement reduction from Antique Armor
- Obelisk: Once per round, Staff of Magus also recovers 2 AP and fires 6 additional projectiles at the enemies you can see within 13m, dealing 21% of weapon damage and having a 33% chance to apply Scorched, Calcifying, Brittle, and Charged for 2 turns. If you have at least 1 stack of Elementalist, gain 3 stacks of Elementalist
- Volatile Armor:
Now ignores resistances
The Centurion 5.3: 15% to 25%
Conviction: 50% to 75%
- Nymph 5.3 and Dragon 5.1: increased damage to 200% and updated the tooltips
- Updated previous Ascension changes that I forgot to update in Epip’s Keywords & Misc tab
23/12/2021 V180 Please update both mods
- Fixed Spark infusions being able to chain to self
- Moved Serenity to T2
- Fixed an infinite healing loop with Empyrean Tears SIs
- Cryogenic Stasis SI2 now deals irresistible damage
26/12/2021 V181
- Removed the once per round mention from Doppelganger 4.2 and The Supplicant 3.2, since they weren’t limited at all
- Forced Exchange enemy buff can now stack
- Clarified Berserk status tooltip that it only affects stacks from outgoing damage
- Clarified Vitality Void tooltip that it deals Piercing damage and that it’s not affected by Lifesteal
- Clarified Giant’s Skull, Tundra, Coruscating Silks, and Salamander’s tooltips that they work on non-elemental damage and not just Physical damage
- Clarified Self Preservation tooltip and now can also be cast while silenced
- Adjusted Break the Shackles to: Remove Shackles of Pain and all T1, T2, and T3 statuses, as well as all Battered and Harried stacks from yourself.
- Updated stats and skills for the Mordus encounter
- Desperation now grants a static amount of Wits (up to 15) instead of a level scaling amount
- Reverted the Dread change since it was a pretty stupid idea, sorry
27/12/2021 V182 Requires the latest version of EE2
- Changed Sucker Punch reset chance to: Cooldown is reset after using, once per round (plus once more at 10 Single-Handed). Ty Amer :prayge:
- Sucker Punch multiplier lowered to 120 from 125 and the per Single-Handed bonus lowered to +7% from +10%
- Changed Vitality Void damage type to Physical from Piercing
- Lowered Conviction to 60% from 75%
28/12/2021 V183
- Fixed Winter’s Grasp, Momentum, Convergence, Apothecary’s Guile, and Bounty Hunter from not working with The Kraken 3.2. This also comes with more natural timings for the normal basic attack effects. Ty Amer :prayge:
- Fixed Glacier, Convergence, and Leviathan still having deprecated implicit modifiers without Artifact Tiers enabled
- Two-Handed weapon’s Cleave Damage increased to 50% from 30%
- All In now also deals 50% of the initial damage to all enemies within 3m of target (with a kinda new shockwave efx)
29/12/2021 V184 Need to also update NormalBookPrices (if you’re using it)
- Inner Demon SI1 now directly applies Demonic Tutelage to allied autonomous summons instead of granting them a 0AP skill
- Spellcaster’s Finesse now also works on Polymorph skills and doesn’t remove Finesse’s AP recovery effect anymore
- Changed Erratic Wisp requirement to 1 Aero and 1 Poly from 3 Aero
- Removed the SP cost from Door to Eternity and increased its AP cost to 4 from 2
- Elemental Affinity doesn’t recover AP anymore and also doesn’t lower “pay up to X” skill’s costs
30/12/2021 V185
- Fixed Reactive Shot not being infusable in new games
- Apportation radius lowered to 3m, can now target any characters, and removed Ataxia II
- Removed the Ricochet ritual reaction from Chain Lightning SI3. Player SI2 also recovers 2AP
- Player Closed Circuit:
SI3: Repeat the base skill's damage 2 times and detonate Charged on enemies within cast radius. - Enemy Closed Circuit:
SI3: Repeat the base skill's damage and detonate Charged on enemies within cast radius.
SI2: +20% damage (+4% per Aerotheurge) while casting. Repeat base effects
SI3: +20% damage (+4% per Aerotheurge) while casting. Gain Superconductor for 3 turns; Once per round, when you become Charged, consume it to repeat base effects on every enemy within 13m. Additionally, at the end of your turns, repeat base effects on every Charged enemy within 13m.
SI3: +25% damage (+4% per Aerotheurge) while casting. Repeat base effects.
- Miasma does not directly apply Poisoned anymore
- Supernova SI3 radius increased to 5m and now harms only enemies
- Slight buff to Viper’s Tongue and Kalias Stunner uniques
31/12/2021 V186
- Fixed Parry Master’s spell dodge chance getting wasted on weapon based projectiles
- Fixed Bull’s Rush activating both Finesse and Spellcaster’s Finesse
31/12/2021 V187
Lowered Wits from 10 to 7
Increased Power to 7 from 5
- Summons do not gain Finesse’s Start AP anymore
01/01/2022 V188 Happy new year!
- Fixed Flowing Arcana damage bonus still working while having a Dagger in offhand
- Raise Bloated Corpse now also pings corpses
- Grasp of the Starved:
Fixed SI2 not applying the advertised 2 stacks of Battered
SI2: Before casting, replace surfaces and clouds within target radius with a blood surface.
02/01/2022 V189 Need to also update NormalBookPrices (if you’re using it)
Increased AP recovery chance to 10% and uncapped max AP recovery
Increased Critical Chance to 1% per point from 0.4%
- Lowered Insanity’s Crescendo duration to 2 turns from 3
- Fixed Parry Master being unable to dodge some spells after the last “fix”
- Parry Master now also works on ProjectileStrikes, like Dazing Bolt, Hail Strike, etc
- Overpower:
Now requires 3 Warfare instead of 5
Unlocks at lv4 instead of lv6
Now requires 5 Warfare instead of 3
Changed cost to “Pay up to 6 AP” instead of 3 AP and “Pay up to 3 AP”
Changed Empowered Onslaught cost to “Pay up to 4 AP” instead of 2 AP and “Pay up to 2 AP”
Now requires 5 Scoundrel instead of 3
Lowered AP to 5 from 6
Lowered CD to 4 from 6
- Fixed lower level Dessicated Undead still getting 4 player skills
- Added a once per round check to The Enchantress 4.2
- Costly Evolution SI2 now also recovers 1SP
- Removed Retribution from a few notable enemies
03/01/2022 V190 Need to also update NormalBookPrices (if you’re using it)
- Rescripted Assassin Instinct. Fixed Vault’s Daggers not counting as crits if Vault brought you in a frontstab position. Scoundrel skills will not count as crits anymore while you have Flowing Arcana. Thanks Amer :prayge:
- Berserk:
Now requires 3 Warfare instead of 1
Is not a Starter skill anymore
Reworked to: Apply Berserk to yourself for 3 turns, causing the damage you deal during Warfare skill casts and basic attacks to count as a Critical Hit. The first instance of damage during Warfare skill casts, be it hit or miss, takes away 25% of your total Vitality, while during basic attacks it grants 25% of your total Vitality back.
If you are under 100% Critical Chance and were to naturally score a Critical Hit during a Warfare skill cast, its damage will be multiplicatively increased by 25%.
If you are at or over 100% Critical Chance, the damage you deal during Warfare skill casts is multiplicatively increased by 50%.
There will also be a status text notification for when you’re trying to prepare a relevant skill at under 25% HP.
- Enemies cannot use Peace of Mind anymore. Also removed it from difficulty presets
- The Arena 5.3 now also grants +10 Power
- Player Bouncing Shield now also activates Finesse’s AP recovery
- The Stag 4.3 does not require Purity anymore
- Replaced Bonefide Slayer’s Berserk with Crippling Blow
- Increased The Conqueror 4.1 AP Recovery to +2 from +1
- The Conqueror 5.1 also lowers Purity CD by 1
- The Tiger 3.3 now works on any ally or enemy death
- The Tiger 4.3 values doubled but now they only affects yourself
- Phoenix Dive:
Does not create a fire surface anymore
Now deals 50% Fire damage upon jumping and upon landing. Enemies deal damage only upon landing
SI1: Gain an Empowered Phoenix Dive spell that costs 0AP, until the end of your turn
SI2: Empowered Phoenix Dive now lasts for 2 turns. Recover 2AP and 1SP
SI3: Create an Earthquake that deals Physical damage when you land. Empowered Phoenix Dive lasts for 3 turns, and creates an Earthquake that deals Physical damage when it lands. Allies within 13m of your target, who have at least 1 Pyrokinetic try to cast Fireball at target point as a free ritual reaction.
Adjusted Earthquake timing so it more accurately syncs with when you land
Adjusted Earthquake to not fail at dealing damage due to elevation differences
04/01/2022 V191
- Fixed Berserk still cleansing Clear Minded and ignoring Silence
- Berserk now requires a melee weapon to function and only works during your turn
05/01/2022 V192
- Fixed Berserk Vitality payment being able to sometimes proc twice during rush skills
- Flaming Tongue projectiles won’t ignite surfaces anymore
- Clarified Immolation SI1 that it was only harming enemies and also increased its damage to +40% from +30%
- Arena 5.1:
Adjusted Whirlwind efx to properly match a 5m radius
Adjusted efx timing to better sync with Whirlwind cast animation
Default Centurion range is increased to 5m so it matches Whirlwind
- Defiance now also activates at the end of your turn if you are within 5m of at least two enemies
- The Dragon 3.4: increased damage to +30% from +15%
- The Arena 2.3
Increased dodge to +20% from +10%
Replaced B/H threshold with +20% Accuracy
Fixed Ataxia and Squelched not being applied to every enemy hit and increased duration to 2 turns from 1
Now also grants +10% Critical Chance per enemy within 5m, while performing Centurion reactions
05/01/2021 V193
- Fixed Arena 4.1 not applying its statuses on the first hit
- Fixed The Huntress 4.1 and The Ritual 5.2 not recovering 1 SP while under 2 max SP
- Fixed The Stag 4.3 still mentioning Purity
07/01/2021 V194
Also grants 2 Arrow Recovery charges per round
Also makes special arrows count as basic attacks
The 20% damage bonus now also works on special arrows
Removed the mention of basic attacks since it wasn’t working
- Updated Explosive Arrow’s tooltip to mention that it also creates an explosion cloud
- Changed the Ranger starting preset to use Elemental Ranger instead of The Pawn
- Fixed All In shockwave getting reduced twice by resistances
- Rescripted Berserk in an effort of fixing its issues and for better balancing
Changed to 2 AP 5 CD and now requires combat
Apply Berserk to yourself for 3 turns; while wielding a melee weapon during your turn:
- Gain +50% Critical Chance during Warfare skill casts.
- Critical Hits during Warfare skill casts will have their damage multiplicatively increased by 50%.
- The first Critical Hit during Warfare skill casts will take away 25% of your total Vitality.
- Basic attacks grant 25% of your total Vitality back
SI1: Replaced Movement with the Savage Sortilege talent
- The Guardsman 4.2 and The Centurion 4.1:
Removed the once per round no limit effect
Increased base range to 7m from 5m
Increased limit to twice per round
Will not perform an animation anymore if you also have The Arena 5.1
Will not perform an animation anymore if you also have The Arena 5.1
- Rescripted Assassin Instinct:
Lowered CD to 3 from 5
Apply Assassin Instinct to yourself for 3 turns, gaining +30% Accuracy, and during Scoundrel skill casts you also throw a dagger at the first target hit, dealing 75%, applying Bleeding for 2 turns, chaining to another enemy in a 5m radius, and deducting 1 AP from you. After throwing 3 daggers, Assassin Instinct is removed and you sneak as well as become invisible until the end of your turn.
SI1: Also throw a dagger at every visible enemy within 5m
SI2: Daggers do not deduct AP anymore, have 34% more base damage, and chain twice in a 8m radius. Assassin Instinct is not removed anymore
SI3: +1 turn duration. Scoundrel skills now throw a dagger at every enemy hit during the cast. Daggers also apply Hemorrhage for 2 turns and Ruptured Tendons for 1 turn. Recover 2AP and 1SP
Knockout: Ataxia III to Dazzled II. Multiplier to 130 from 50 and radius to 1m from 0m
Slowdown: Slowed III to Slowed II. Multiplier to 120 from 50 and radius to 2m from 0m
Charm: Subjugated III to Subjugated II. Multiplier to 90 and radius to 2m from 0m
Shocking: Multiplier to 110 from 140 and radius to 2m from 0m
- Lowered Incandescent Ray AP cost to 4 from 5, Empowered Ray cost to 3 AP from 4, and damage to 1.5x from 1.25x
08/01/2022 V195
- Doppelganger 5.2 now requires 5 stacks instead of 3 and pays 2 stacks instead of 1
Throw Dust also doesn’t apply Calcifying anymore
- The Supplicant 5.3 now requires 5 stacks instead of 4 and pays 3 stacks instead of 2
- Adjusted Occultist Adaptation gain/loss script order
Previous order was:
Doppel 3.2/Supp 3.2 => Demilich 4.2 => Supp 5.3 => Doppel 5.2
Updated order is:
Doppel 3.2/Supp 3.2 => Supp 5.3 => Doppel 5.2 => Demilich 4.2
This means that now Adaptation goes like 5-3-2+2 instead of 5+2-3-2
Relevant for when you’re at 10 Adaptation stacks because you were essentially wasting stacks by having max stacks. Doppel 3.2/Dupp 3.2 will still get wasted while at 10 stacks
- Equalize now excludes caster and summons from its effects
- Haste and Peace of Mind now require combat
- Rain:
AP cost back to 2 from 1
CD to 3 from 4. Enemy stays at 5
Now also deals 40% Water damage
Also grants +0.2m range per Huntsman
SI1: Scaling lowered to 0.2 from 0.3
09/01/2022 V196
- Blacklisted some more Teleport skills for Faster AI Spells addon, since AI was acting weird with them
- Lowered Execute CD to 4. Enemy stays at 6
- Increased Erratic Wisp duration to 3 turns
- Fulmination:
Increased duration to 2 turns. Enemy stays at 1 turn
SI2: +1 turn duration. Pulse 1 more time each turn. Pulses deal double damage
SI3: +1 turn duration. Pulse 1 more time each turn. Pulses deal triple damage. Apply 1 Harried whenever Fulmination pulses. Recover 1SP
SI2: +40% damage (+8% per Warfare) while casting. Repeat base effects. Recover 2AP. Enemies do not gain the extra damage
SI3: Repeat base effects. Allies within 13m of your target who have at least 1 Necromancer try to cast Infect on your target as a free ritual reaction; for each ritual participant, gain +3% damage per Warfare while casting
Apply Sabotage to target character;
The cost of actions other than movement is increased by 1 AP.
Explode a random damaging grenade or arrow on your target. If the target is at or over 100% Poison resistance, poison grenades and arrows will be excluded.
After Sabotage runs out, character gains Sabotage Immunity for 2 turns. During Sabotage Immunity the target is immune to the Sabotage status as well as its grenade and arrow explosions, but Dazzled can still be applied.
SI1: Explode an additional grenade or arrow. Attempt to sneak after casting
SI2: +40% damage (+8% per Scoundrel) while casting. Cast on all visible enemies within 13m. Recover 1SP
10/01/2022 V197
- Reverted the combat requirement for Peace of Mind
- Increased Sneak Empowered Vault range to 13m
- Swapped Wrath 3.3 Wits to Finesse
- Swapped Wrath 3.1 Berserk to Challenger or Challenge Won
- Swapped Wrath 5.1 Execute to Throwing Knife
- Doubled Wrath 2.3 values
- Necro Totems now have points into Necromancer instead of Warfare
- Fixed Blood totems having less Vitality than intended
- Fixed enemy Fulmination still having wrong duration with SIs
- Fixed enemy elemental staves still having Critical Chance
- Special Arrows:
Water Arrow: multiplier lowered to 100% from 110%
Slowdown: multiplier lowered to 100% from 120%
Electric: multiplier lowered to 100% from 110%
Knockout: multiplier lowered to 110% from 130%
Poison Cloud: multiplier lowered to 100% from 110%
Poison: multiplier lowered to 100% from 110%
- Huntsman now also grants half of its damage increase while using special arrows
- Wrath 5.2 is now twice per round
- The Manticore 5.3 is now twice per round
- Commune now requires an ally as target for it to be castable
- Fixed Blood Ape 5.2 not working with ground targeted basic attacks
12/01/2022 V198
- Increased Peace of Mind CD to 4 turns from 3
- Fixed Sabotage SIs still working on targets with Sabotage Immunity
- Extinction 5.2 is now twice per round
- Swapped The Vulture 3.3 with Ranged instead of Retribution
- Changed The Vulture 4.2 to: Predator reactions can be performed, once per round, when an enemy you can see is damaged to zero Physical or Magic Armor, or while under 50% Vitality.
- Fixed Extinction 3.2 not respecting on turn end sneaking effects
- Removed the once per round mention from The Hyena 4.1 since it wasn’t limited at all
- Changed Death 5.1 to: Predator reactions gain +20% Critical Chance, and once per round, emulate the effects of Corpse Explosion that only harms enemies and creates a corpse
- Increased Extinction 4.3 cap to 200% from 100%
- Renamed Assassin Instinct to Assassin’s Instinct. Thanks Elric :prayge:
- Demolitionist now also increases damage by +7% per level while throwing grenades
- Grenades:
Cursed Molotov: 120% to 90%
Cursed Poison: 120% to 100%
- Increased special arrow Huntsman bonus to +2% (+2% effect of power) from +1% (+2% effect of power)
- Dominion is now once per round per target
- Fixed Uncanny evasion SIs not recovering 1SP when cast on self
- Sphinx 3.2 is now twice per round
- Removed the once per round limit from The Tiger 3.3
- The Rhino 4.3 and The Arena 5.1 now count as melee hits, aka they can proc Sparks
13/01/2022 V199 Requires the latest version of EE2
- Swapped Decay 4.1 Wits to Finesse
- Changed Decay 5.1 to: Paucity grants +1 AP recovery and a 13m aura that applies -1.5% Accuracy and Movement Speed per Entropy, Force, and Form to enemies
- Swapped Extinction 4.1 Paucity benefits to +1.0 Movement, +15% damage, and +20% Critical Chance
- Sepp and his allies will now enter combat together
- Closed Circuit SI2 now counts enemies only and lowered damage to +30% (+6%)
- Lowered Elemental Totem Scroll’s cost to 2 AP from 4
14/01/2022 V200
- Changed Champion 4.1 to: Twice per round, Celestial reactions performed on enemies emulate the effects of Pressure Spike and Winter Blast on every visible enemy within 13m of the target
- Removed explode radius from Arrow Spray
- Adjusted Insanity's Crescendo to: For each enemy within target radius, gain +4 Finesse and Wits, +3 Power and Memory, for 2 turns while enemies suffer a -3 penalty to Finesse, Power, and Wits
- Adjusted The Gladiator 5.2 to not damage while having Vulnerable III
- Fixed Empyrean Tears SIs doing damage to allies damaged by healing while using non-Vitality restoration effects
- Changed Lift the Veil to:
1SP 2AP
Drain the souls of enemies within 8m of you, restoring 20% of your total armors and gaining +10% damage for 2 turns, per affected enemy
- Adjusted how Punisher’s wall on/off trigger works to prevent awkward soft locks
- Adjusted Death 5.1 to: Predator reactions gain +20% Critical Chance, and twice per round, emulate the effects of Corpse Explosion that only harms enemies, and once per round, create a corpse
16/01/2022 V201
- Fixed Champion 4.1 Pressure Spike not applying Suffocating
- Blocked AI from being able to use most non-damaging grenades
- Onslaught:
Lowered CD to 2 from 4
Increased AP payment to 6 from 5
Failing to pay AP now also increases the skill’s CD by 1 for each AP not paid
- Updated Starting Preset sheet with the full list of items, grenades, and arrows
- Lowered Skin Graft’s additional AP cost to 2 from 4
- Cloak and Dagger:
Now also recovers 1AP if cast while sneaking
SI2: Throw Chloroform at every visible enemy within 5m after landing. Recover 1AP and 1SP. If cast while sneaking, lower cooldown by 3 turns
SI3: Reset the cooldown of all Scoundrel spells
- Fixed Chloroform sometimes missing
- Lowered Insanity’s Crescendo player buff to +3 Attributes instead of some at +4
- Venom Coating:
SI2: aura radius to 13m from 8m
SI1: replaced with +1 turn duration
SI3: also grants +2 turn duration
Increased Suffocating duration to 2 turns
SI1: +15% damage (+3% per Aerotheurge) while casting. Before casting, replace the surfaces and clouds at target point with a 3m electrified water cloud. Enemies get +25% +4% damage instead
SI3: +40% damage (+8% per Aerotheurge) while casting. Repeat the base effect's damage 5 times with Magic damage instead. Recover 1SP
17/01/2022 V202
- Berserk heal does not ignore Vulnerable III anymore (still works on undead)
- Fixed Berserk heal not granting Prosperity back
- Gram:
Changed damage to BaseDamage from AvgLvlDmg
Now hits enemies only
Multiplier increased to 35% per turn of Poisoned
- The Arena 5.2 and Splendor 5.2 will not reset their CDs anymore upon regaining Prosperity
- Lowered Poison and Poison Cloud Arrow’s Poisoned duration to 3 turns
- Siphon Poison now also causes weapon based skills to apply Poisoned for 3 turns while wielding a melee weapon
17/01/2022 V203
- Lowered Enemy Farsight duration to 2 turns and increased CD to 5
- Updated Advocate encounter’s skills and stats
- Changed Ifan’s Soul Wolf’s stats to be way tankier and added innate 30% dodge
- Gram:
Now once per round per target
Lowered multiplier to 25% from 35%
Lowered multiplier to 150% from 200%
Lowered ricochet amount to 3 from 4
- Leper is now once per round per target
- Pestilence is now once per cast per target
- Fixed Ritual 5.2 consuming 3 totems instead of 2
18/01/2022 V204
- Reworked Forced Exchange:
2AP, 3CD
If the target enemy has either Hasted, Fortified, Magic Shell, Necrotheosis, or Evading as a non-permanent status, remove one of them at random and apply it to yourself for 2 turns, using its base effects, and then apply Exchange Immunity to the target for 2 turns.
While Exchange Immunity is present, further status removals are not possible
SI1: Also apply to the closest non-summon ally within 13m.
SI2: +1 turn duration. Also apply to every ally within 13m.
Cannot be used during your first anymore
If there are only 2 enemies left, they each gain an additional 1AP and +50% damage for 1 turn
If there is only one enemy left, it gains an additional 2AP and +100% damage for 1 turn
- Fixed Last Rites not counting as self damage and being able to crit
- Fixed Poison Potions healing more than intended with Flowing Arcana
- Adjusted The Ritual 3.1 and 5.1 to not use Dimensional Bolts anymore and instead attempt to attack
- Updated Elemental Infusion to also count as a starter skill
20/01/2022 V205
- Updated Hannag Reborn’s stats
- Fixed Gheists not being able to generate SP
- Lowered Enemy Sparks duration to 2 turns up till SI2 and to 3 turns at SI3
- Updated Arx Reimond and added MegaBoss loot
- Imp 5.3
Fixed not working with ground targeted basic attacks
Fixed not requiring Wither
Increased damage to 125% from 100%
Updated tooltip to be more informative
21/01/2022 V206
- Lowered Executioner ally AP gain to 1 from 2
- More Reimond tweaks
- Difficulty preset adjustments. Please reload the presets for changes to take effect
Brutal adjustments:
VitPerLvl: 14%. BossVitPerLvl: 20%
ArmorPerLvl: 23%. BossArmorPerLvl: 36%
Res per level to 4.8 from 3.8
Impossible and DNPT adjustments:
VitPerLvl: 20%. BossVitPerLvl: 22%
ArmorPerLvl: 36%. BossArmorPerLvl: 40%
Res per level to 4.8 from 3.8
SI2: Adjusted Water damage amount to 75% and also deals an additional 75% as Physical
23/01/2022 V207
- Lowered Sucker Punch multiplier to 90% from 120%
- Ambidextrous now also increases the effect of Power by 40% during basic attacks or by 100% during weapon skills
24/01/2022 V208
- Teleport and Netherswap now have out of combat and in combat versions. Out of combat they can target only players instead of characters, while in combat they function as they previously did
25/01/2022 V209
- Reverted Pressure Spike Suffocating back to 1 turn from 2 turns
- Ruptured Tendons skill now also includes weapon range like every other melee skill
- Storm relocating skills do not proc Elementalist anymore
- Spellcaster’s Finesse does not work on Res Scrolls anymore
- Slight buff to Tovah’s stats
- Equalise:
Lowered CD to 2 from 3
Reworked to: Remove all Battered or Harried stacks, whichever is higher, from enemies within 8m, and apply (bypassing the Boss status) its corresponding countertype in equal amount to what was removed
Added red/blue impact efx to signal the predominant stack type that was applied
- Added a new meta skill that removes unmemorized non-item/status skills from hotbar(s)
- Fixed Dominion reaching its once per target check too early
26/01/2022 V210
- Replaced Ambidextrous effect of Power bonus with: your damage is multiplicatively increased by 1% per Strength over 10
- Moved Pin Down SP recovery to SI3
- Berserk:
SI1: Grants +2 AP Recovery and the Savage Sortilege talent
SI2: Grants +40% (+4% per Warfare) Lifesteal. Grants Immunity to Ataxia and Subjugated. Recover 1SP
- Replaced Berserk SI chest piece modifier with Whirlwind
- Replaced Elemental Arrowheads SI chest piece modifier with Sky Shot
- Increased Wand damage by ~24% so it matches 1h swords
26/01/2022 V211
- Siphon Poison does not require a melee weapon anymore to apply Poisoned
- Elemental Ranger now also works with Wands
- Reactive Shot does not require a ranged weapon anymore and updated tooltip
- Fixed Berserk heal working with Wands
- Elemental Arrowheads does not require a ranged weapon anymore and updated tooltip
- Removed the Dagger restriction from Flowing Arcana
28/01/2022 V212
- Fixed Teleport and Netherswap scrolls having the new versions of their skills. They now have the combat versions.
Trying to replace scrolls in combat is way too messy. Plus, this makes the scrolls more valuable
- Fixed Elemental Ranger being able to recover arrows during some very special and unintended conditions
- Fixed Grenades being recoverable while inside the Ascension
- Changed Pegasus 4.3 to: Upon reaching 10 stacks of Elementalist, spend 5 stacks to activate Purity, or if it's on cooldown, reduce its remaining cooldown by 1.
- Fixed Pegasus 4.2 being able to ignore Purity CD under certain conditions
29/01/2022 V213
Increased total multiplier to 100% from 90%
Split the damage into two parts. One is 50% non-weapon based while the other is 50% weapon based. Weapon based one will respect Ataxia III and will proc coatings, sparks, etc
Now also applies Follow-Up to yourself for 1 turn, which causes your next damaging skill to consume it and gain +50% damage (+4% per Single-Handed) during its cast. This also works on grenades.
- Fixed Siphon Poison Poisoned effect working on everyone instead of just the caster
- Added a Poison Flank Grenade to every starter preset that didn’t already have it
31/01/2022 V214
- Arx Reimond and his Gheists will now enter combat together
- More Arx Reimond tweaks. Please do not update during the encounter
31/01/2022 V215
- Ethereal Storm SI3 now grants Power, Farsight, Warp, and Shadow Infusions instead of only Warp
- Cannibalize:
SI1: Increased Vitality to 100% from 50% but it does not use the summon’s damage modifiers anymore
SI3: Target explosion now uses 200% of maximum Vitality. +40% damage (+8% per Summoning) while casting. Recover 1SP
SI1: +1 turn duration
SI2: Apply Death Instinct for 3 turns on allied summons within 13m
SI3: Apply Costly Evolution for 4 turns on allied summons within 13m
04/02/2022 V216
- Fixed Gawyn not being teleportable for his quest
04/02/2022 V217
Swapped Teleportation with a separate spell that acts as the normal old TP
Now has 5 charges. This only works in a new game
Added 1 Memory and 1 Aero
06/02/2022 V218
- Swapped Power Infusion’s Berserk skill with Crippling Blow
07/02/2022 V219
- Added 3 Necro to Blood totems
- Added 3 Warfare to Bone totems
- Minor stat updates to certain summons
- Added a new sheet that details every summon’s stats: here
18/05/22 V220 Requires the latest version of EE2, Epip Encounters V1044+ and Script Extender V56
- Updated for Epip Encounters V1044 and Script Extender V56. Thanks Pip :prayge:
- Fixed Glass Cannon not multiplying scripted incoming damage
- Fixed Immolation SI2 requiring 2 enemies for its SP recovery
- Fixed an exploit with Cannibal. Now also works with effects like Kraken 3.2
- Nemesis now has a once per attack CD. Increased proc chance from 7% to 10%
01/06/2022 V221
- Reworked Malleus Maleficarum to:
Gain an Empowered Dazing Bolt spell that deals 70%, and +45% damage for each point of Necromancy that the target has. Blessed targets take no damage from this spell.
Empowered Dazing Bolt costs 1 AP, has a 1 turn CD, and unlike its counterpart it snaps to targets (meaning you cannot ground target it)
Thanks Elric for the idea and Amer for coding assistance :prayge:
06/06/2022 V222
Your Vitality Void now activates on your controllable summons instead of yourself, using their Vitality, and dealing 50% (+10% per Leadership) of its damage, up to 150%
Gain the Mercy skill
When you remove 3 stacks of Battered and/or Harried with Benevolence, activate Vitality Void
08/06/2022 V223 Please update both mods
Once per turn, while wielding a two-handed melee weapon or while your offhand is free, recover 50% of the incoming damage.
- Moved Zeal to T1
- Reworked Ghostflame to:
Once per round, when you perform an Occultist reaction, gain the Torturer talent for 1 turn. Occultist reactions also apply Scorched for 2 turns.
Default attacks with this weapon cost -2 AP
Movement +2.0
During your turn, when you perform a basic attack or a weapon skill, apply your Occultist effects to the target enemy, as long as it is not already under those effects.
+50% to target's Battered and Harried threshold
Thank you Elric for the Artifact rework ideas and Amer for coding help :prayge:
11/06/2021 V224
- Added a Celestial healing effect reduction to the difficulty presets
Adept is reduced by 25%
Brutal by 35%
Impossible by 50%
Please reselect your preset (make sure the loading screen appears) for these changes to take effect
Thanks Amer for coding help as usual :prayge:
13/06/2022 V225
- Adjusted the Ascension Core rewards to:
+1 turn of Source Generation
+1 All Attributes
Source Infusions recover 1 AP
13/06/2022 V226
- Updated Radeka’s stats, skills, and loot to MiniBoss_ProteanAlways
- Changed Expedition to only apply Bane instead of Occultist effects
23/06/2022 V227
- Reverted Teleport Gloves to how they used to be
- Reworked how Teleport and Netherswap combat/out-of-combat scripts work. This should fix the Gawin quest bug. Thanks to Grandmaster Pip for this :prayge:
- Further adjusted the FTJ Dallis encounter to remove the need for dps checks and wall shenanigans
13/07/2022 V228
- Changed Marksman’s Fang SIs to:
SI1: +25% damage (+4% per Huntsman) while casting
SI2: +20% damage (+4% per Huntsman) while casting. On hit, fork towards the nearest 2 visible enemies within 8m of the targets hit
SI3: +20% damage (+4% per Huntsman) while casting. On hit, fork towards all visible enemies within 13m of the targets hit
Enemies will still use the old SIs
- Adjusted Wrath 5.2 hit timer to be more natural and also fixed it not properly working with Tiger 4.2
- Fixed Ritual 5.2 not gaining School and SI damage bonuses
15/07/2022 V229
- Fixed Erratic Wisp Surface Immunity not always working while Aspect of the Eagle is also present
- Updated FTJ Gate encounter with more skills
24/07/2022 V230
- Sabotage now requires combat
- Buffed FTJ Gate encounter since I previously overnerfed it
27/07/2022 V231
- Fixed Onslaught resetting its cooldown by infusing the Empowered variant
- Source Vampirism:
Rescripted its effects to fix a rare bug. Thanks Pip for the lua code
The no physical or magic armor requirement now also works while out of combat
Please do not update during combat
Changed AP recovery from during your turn to once per turn
Replaced the attack with a free Centurion Reaction. Thanks Amer :prayge:
This only works for players and summons
- The Key 4.1 now also grants +10% Dodge Chance
- The Gryphon 3.1 now also grants +15% Dodge Chance
- The Gryphon 4.3: Once per round, Centurion reactions emulate the effects of Superconductor.
This change is temporary until I find a better idea for this node.
Lowered Angle to 30 degrees from 60
Lowered multiplier to 20 from 40. Enemies stay at 40
27/07/2022 V232
- Updated my Artifact tooltips to properly work with Pip’s Epic Enemies and Stat Tab’s tooltips
28/07/2022 V233
Fixed not properly consuming Spirits
Fixed enemies being unable to use it
- Removed Retribution from two unique armors in Act 2
07/08/2022 V234 Requires the latest version of EE2
- Totems of the Necromancer now also pings corpses
- Fixed Opportunist making Reactive Shot shoot Centurion reactions instead of basic attacks
- Fixed Opportunist not working on summons
- Opportunist now also allows enemies to perform Centurion reactions
08/08/2022 V235
- Fixed AI attacking allies to Lifesteal
12/08/2022 V236
- Fixed Pestilence not appearing in Epip’s Artifact tab
23/08/2022 V237
- Heart of Steel and Deflective Barrier:
Now also grant immunity to teleportation
Removed the suffered stacks effect
Enemies in combat now require 5+ stacks of Battered or Harried to be targetable
Players do not require stacks anymore to be teleportable by enemies (used to be 2)
Increased AP cost from 2 to 3
Enemies in combat now require 5+ stacks of Battered or Harried to be targetable
Thanks Amer :prayge:
- Bane can no longer reach a duration of 0 turns. Minimum is 1 turn
- Fixed The Cannibal recovering AP when attacking enemies if you took damage during the attack
30/08/2022 V238
- The Cannibal now only works on allied players and/or player owned summons
04/09/2022 V239
- Costly Evolution SI1 now also grants the Savage Sortilege talent
- Further decreased AI’s preference in attacking allies. Hopefully this fixes totems attacking totems for real this time
05/09/2022 V240
Removed Surface and Cloud immunity
Added: When one of your Skitterers dies, perform a Predator reaction on the nearest enemy within 3m of it
- Removed the Skill Cleanup Meta skill since Epip has a far better version of it
- Reworked Cannibal to:
Gain the Spawn Boneshaped Skitterer and Feast spells. Feast allows you to kill your Skitterers within 13m, recovering Vitality equal to their on death detonation's damage. If 3 or more Skitters die in this way, summon an Empowered Boneshaped Skitterer at your location.
Yes, this stacks with Extinction. So can have 2 Skitterer spells.
- Fixed several Punisher “issues”.
- Fixed Knowledge Potion not being able to re-learn skills after being unlearned through the new Epip skill unlearn feature.
19/09/2022 V241
- Reworked Apportation into Voltaic Spires
Summon two sturdy Voltaic Spires for 2 turns. At the start of their turn, they apply Charged to themselves and to every enemy within 3m. The effects and damage dealt by these Spires uses your own stats instead of theirs.
SI1: +1 turn duration. Spires also deal 50% to enemies within 3m at the start of their turns.
SI2: Spires gain Surface and Cloud immunity. On cast and on turn start, Spires gain a stack of Conduit for 1 turn. Applying Charged outside of their turn emulates the effects of Lightning Bolt on the nearest enemy within 13m, and removes a stack.
SI3: +1 turn duration. Conduit stack amount is increased to 2.
Thanks to:
Amer for coding help
Pip for Lua help
Cathe for effect ideas
Elric for the name
- Fixed Extinction 3.3 not working with Cannibalise
- Reworked Executioner into Storm Mantle
Fulmination lasts 1 additional turn (does not affect its Infusions) and does not apply stacks anymore. Air surfaces do not damage you anymore. Charged detonation restores 7% of your missing Magic Armor. Aerotheurge skills activate Finesse's AP recovery effect
- Replaced Bloodlust SI2 talent with Living Armour
20/09/2022 V242
- Fixed Voltaic Spires being able to rarely die on spawn due to lag
- Fixed Voltaic Spires Skillbook still using old Apportation name
- Fixed Voltaic Spires Skillbook unlocking at lv4 instead of lv1
- Contamination doesn’t hit objects anymore
28/09/2022 V243
- Removed the Forgiving and Default difficulty presets. Requires a new game
- Upon landing on the Beach you will be prompted to choose between Adept and Impossible
- The Guardsman 5.2: replaced with Spellcaster’s Finesse
- Champion 2.3: replaced with Spellcaster’s Finesse
- Champion 4.1: also grants +10 Finesse
- Reworked What A Rush into Warlord
Warfare skills apply Taunted for 1 turn to the first un-Taunted enemy hit during cast. Once per round, applying Taunted recovers 2 AP. +5 Memory.
Lowered AP cost to 2 from 4
SI2: Gain an Empowered Provoke spell that applies Taunted for 2 turns and has a 0 turn cooldown, for 1 turn. Recover 1 SP.
SI3: Empowered Provoke and has a 2m radius and lasts for 3 turns.
- Fixed Netherswap not working on corpses during combat
- Reworked Mountain to:
Upon entering combat, gain Mountain for 3 turns. Taunting grants +10% to all resistances but also -20% movement. This effect can stack up to 5 times. Once Mountain is about to expire, resistance and movement effects will reset.
- Updated Alice’s stats, skills, and loot to Megaboss. Also added a small tweak for Bless enjoyers
- Savage Sortilege is now innate for players and their summons
- Savage Sortilege on Staff of Magus nodes have been replaced with Elemental Affinity
- Changed Closed Circuit surface from Electrified Clouds to Electrified Water
- Totems of the Necromancer:
AP to 3 from 4
CD to 2 from 4
Now sacrifices only autonomous summons instead of controllable
SI2: Also recovers 1 SP
- Fixed Source Vampirism working on Spirits during combat
- Skitterer on death explosion now deals Physical instead of Piercing damage
- Cataclysm now requires combat
- Removed Surface and Cloud immunity from Voltaic Spires SI2
- Blood Ape 5.2: increased to twice per round
- Dimensional Bolt SI3 also recovers 2 AP
- Fixed AI failing to apply Ruin if you had no T3s
16/10/2022 V244
- Terracotta army encounter:
Normalized Vitality and Armor values
Removed immunities
The two big statues are now MiniBosses with updated skills
Smaller statues don’t gain EE skills anymore
Smaller statues don’t have Opportunist anymore
Updated Brittle Spear stats and no longer breaks
- Lowered Shatter CD to 4 from 5
Removed the resistance effects
Once per cast, applying Brittle will deal water damage equal to 50% of its detonation damage. Detonating Brittle lowers the cooldown of Glaciate and Shatter by 1 turn. Your own Shatter does not damage you anymore.
Removed the resistance effects
Once per cast, applying Scorched will deal fire damage equal to 50% of its detonation damage. Once per round while Scorched, your next basic attack or weapon skill will remove it to deal 125% Fire damage in a 3m radius to enemies on impact. Fire surfaces do not damage you anymore. If your target is at or over 100% Fire resistance, deal Physical damage instead of Fire damage.
- Updated the Battlemage, Enchanter, and Inquisitor presets
- Removed the carry weight increase since Epip added an infinite option for it
- Updated Act II Beach Voidwoken encounter stats and skills. Added Miniboss loot
- Restored Bloated Corpses’s blood trail
- Reworded Shatter base tooltip to mention that it counts as a cloud
- The Imp 4.1 also grants +1 free Occultist reaction
- The Tiger 4.1 now also procs Sparks
- Rhino 4.2:
Thrice per round while wielding a melee weapon, your Centurion reaction emulates the effects of Battle Stomp instead of performing a basic attack. If normally less than 10m, Centurion's range becomes 10m for this reaction. If The Arena Whirlwind Mutator is present, range is adjusted to between 5m and 10m.
Improved efx and sound timings
While wielding a two-handed weapon, your Centurion range becomes 10m. If The Arena Whirlwind Mutator is present, range is adjusted to between 5m and 10m.
- Increased Blitz Attack range to 10m but lowered bounce range to 8m
- Increased player First Aid range to 13m from 8m
- Voltaic Spires also create a 1m Electrified Water surface on spawn
- Corrosive Spray now only hits enemies and removed the Necro req
- Increased Voltaic Spires SI1 damage from 50% to 75%
- Fixed Voltaic Spires sometimes dying on spawn (yet again)
22/10/2022 V245 Requires the latest version of EE2
Does not require stacks anymore
Each round, only a single Netherswap can be used by your party (does not affect Empowered Netherswap and Warp Infusion)
Lowered AP cost to 2 from 3
Lowered CD to 2 from 3
Lowered Memory cost to 1 from 2
Moved SP recovery from SI3 to SI2
Your Calcifying status also deals its damage when it is applied.
The base damage dealt by Poisoned, Bleeding, Acid, Suffocating, and Corroding is increased by 50%.
Acidic Toxins last 1 additional turn (does not affect Infusions).
If not Undead:
The Poisoned status's damage on you is converted into Vitality and Armor restoration.
Healing statuses on you also apply Poisoned for 2 turns, as long as you do not already have it.
Poison surfaces do not damage you anymore.
Added old Torturer’s Scorched effect
Added old Torturer’s Brittle effect
Added old Torturer’s Charged effect
Moved +1 turn duration to SI1 from SI2
- Fixed Closed Circuit sometimes ending your turn too early during Multiplayer. Thanks Amer :prayge:
- Guerilla AP reduction increased to 2 from 1
- Removed the AP Recovery from Chameleon Cloak
- Increased player Vault range to 10m from 8m
- Contamination:
Updated tooltip to mention that it also damages the caster if Undead
Rescripted player SIs to properly emulate the base effects. This means that caster will get healed if Undead and allies will get healed as well if Undead.
Added 1 more repeat to SI2
Updated tooltip to mention that it also damages the caster if Undead
Fixed SIs applying Wither to self if Undead (lol)
Fixed SIs not creating Poison clouds
- Terracotta Army Encounter:
Lowered their weapon damage to normal standards and removed All-In
Now they all spawn at once
- Sphinx 4.1: now also prevents you from gaining Adaptation stacks from allies
- Ghostflame:
Gain +1 free Occultist reaction per round.
Occultist reactions also apply Scorched for 2 turns.
Performing an Occultist reaction on an enemy with Wither removes it and grants you Haste for 1 turn
Renamed to Blight Shield
Inflic 80% Poison damage to yourself, cleanse Ataxia, and gain Blight Shield for 2 turns. Blighted Shield allows incoming Poison damage to also restore your armors by 65% of its damage.
- Misery Poisoned portion does not work on surfaces anymore
31/10/2022 V246
- Demon Physical damage conversion now only works on enemies
- The Gladiator 5.3: lowered damage to 0.5% from 0.75%
- Reimond now only drops loot in Arx
- Mirage:
Once per round while dual wielding or while using a ranged weapon, when either of your armors reaches zero, gain Mirage for 1 turn. Mirage evades the next magic spell (2s window) and then the status is removed. Upon removal, Mirage restores missing armors and Vitality by 40% as well as resetting dodge fatigue. Thanks Amer :prayge:
- Removed Poisoned immunity from Miasma
- Vulture set:
Lowered Healing qualifier from 400 to 200
Lowered damage boost from 20% to 10%
Lowered Perforation damage from 12 to 8
Lowered Levitate AP cost from 1 to 0, increased CD from 5 to once per combat, and lowered duration from 2 turns to 1 turn
Lowered stat gains
- Aspect of the Spider now requires combat
- Removed free Predator reactions from Reactive Shot SI2
06/11/2022 V247 Please update both mods. Requires the latest version of EE2
- Elementalist now only harms enemies
- The Arcanist 5.1 now only harms enemies
- Moved Thorn Halo to T2
- Fixed Free Sneaking effects refunding 1 AP with Guerilla. Thanks Amer :prayge:
- Adjusted the Vitality threshold required for AI to cast healing skills
- Malice:
Once per round, when you Source Infuse a skill while Scorched, recover 4 AP and replace Scorched with 1 turn of Immolation.
06/11/2022 V248
- Fixed Malice activating on Ring SIs
07/11/2022 V249
- Replaced Whirlwind Chest SI modifier with Battle Stomp
- Removed the Throwing Knife ritual reaction from Searring Daggers SI3
- Fixed Ascension Core and Malice making every non-infusable skill infusable
- Ascension Core AP refund does not work on Ring SIs anymore
- Improved Vortex and Paragon interaction
Vortex will now look for enemies within 8m of your controllable summons instead of within 8m of you
If multiple summons are present, each of them will TP the nearest enemy within 8m of them, but you will have to pay the 15% Vitality cost for every Teleport
Massive thanks to Amer for making this possible :prayge:
- Fixed Exaltation overriding Blessed SI1
12/11/2022 V250
Lowered damage gain to 30% from 50%
Lowered self dmg to 20% from 25% but now also increases by 1% per level
Also loses access to Lifesteal during Warfare skill casts
Updated the overhead text notify to also scale with level
SI1: Grants Immunity to Ataxia. Apply up to Subjugated II to enemies hit during Warfare skill casts
SI2: Grants Immunity to Subjugated and Slowed. Apply up to Subjugated III and Bleeding for 2 turns to enemies hit during Warfare skill casts
- Increased Blight Shield CD to 4 from 3
- Demon does not prevent Lava surface dmg anymore
- Elementalist now also works on Blitz Attack and Vault
- Increased Weapon Accuracy penalty per level to -40% from -20%.
- Fixed Arx Tea having 0 AP cost (it’s 2 AP now)
15/11/2022 V251
- Fixed Trickster unsneaking characters that did not have the talent (until Pip patches)
- Oily Blob and its crew are now unpreferred
- Deep Freeze now also applies up to Terrified III if the target has Frostbite (and removes it)
- Fixed Rhino 4.2 and Arena 5.1 being able to miss if the target was too fast
22/11/2022 V252
- Costly Evolution now only works on allied summons instead of all summons
- Greatly lowered Voltaic Spire’s Vitality and armors but also increased resistances
- Lowered Glacier radius to 3m from 5m
- Wendigo is now once per round per target
03/12/2022 V253
- Fixed Torturer Poisoned on Heal effect not working in saves where Sanguine Harvest wasn’t equipped at least once
06/12/2022 V254
Gain the Leviathan spell.
Deal 20% to enemies in a 45 degree, 10m long cone. Teleport each non-boss enemy hit to a position nearest you where they can stand. If at least one enemy gets teleported, after a short delay an explosion occurs at your position, dealing 300% to enemies within 5m and applying Wet for 2 turns.
- Fixed Prophecy’s status tooltip still saying Telekinesis instead of Loremaster
21/12/2022 V255
- Fixed Sucker Punch and Assassin Instinct tooltips missing some damage values
- Changed Demon and Ice King Scorched/Brittle damage to only affect enemies
- Fixed Ice King Shatter damage still having an overhead text on yourself if it was a Critical Hit
28/12/2022 V256 Requires the latest EE2 version
Fixed reaction duplication giving more stacks than intended and removing your stacks upon switching elements. Thanks Amer :prayge:
Delayed the duplication by a bit so it’s more visible
Added combat log text for when it happens
Changed to 20% and +2% per Scoundrel
- Increased Tarquin’s stats so he stops dying randomly near the graveyard
08/01/2023 V257
Lowered Memory cost to 1 from 2
Does not grant immunity to Terrified anymore
Now instead protects you from fleeing while Terrified
SI3: Bonefide Slayer can cast Ignition, Glaciate, and Contamination. No longer counts against your summon limit. Recover 1SP
- Updated Bonecrusher to the latest EE2 version (mine was overriding it still, which was reverting Amer’s bugfix)
24/01/2023 V258
- Tactical Retreat now only applies Haste if cast during combat
- Haste scrolls can now only be used during combat
- Fixed Contamination SI1/2 doing no additional repeats on enemies. Thanks Amer :prayge:
13/3/2023 V259
Fixed targeting not highlighting Corpses
Now also pings corpses
- Fixed Last Rites being able to crit
23/3/2023 V260
Changed to: While in combat, activate Violent Strike after casting a skill that costs at least 1 AP
25/3/2023 V261
Fixed it from procing on skills that did no damage (like Reactive Shot)
Clarified the tooltip to specify that weapon skills and basic attacks have separate once per round CDs
27/3/2023 V262
- Added a message popup before engaging Dallis in FTJ. It should hint at not engaging too early. Thank you Elric for the well written text :prayge:
5/4/2023 V263
Changed Fire damage from 125% to 50% (+5% per level; max 150%)
10/4/2023 V264
- Updated Zenith’s shoot angle and added an efx
09/08/2023 V265
- Merged Pip’s fix for Epip’s Keywords & Misc tab having wrong tooltips. Thank you Pip :prayge:
05/02/2024 V266
- Fixed Corrosive Spray SI3 reapplying Corroding when it wasn’t supposed to
- Fixed The Archer 4.2 still showing 20% Vitality instead of the intended 10% in Epip’s Keywords & Misc tab
- Fixed Scorpion 3.2 still showing 20% Vitality instead of the intended 10% in Epip’s Keywords & Misc tab
21/10/2024 V267
- Fixed Wrath 4.1 not having an enemy check and applying Wither for 2 turns instead of 1
03/04/2025 V268
- All Volatile Armor effects now require combat
- Small text fix for The Enchantress 5.1 in Epip’s Keywords & Misc tab
13/05/2025 V269
- Removed Poison chance from Weapon + Poison barrel recipe