Installation
1. Download and install Unity Mod Manager, make sure it is at least version 0.23.0
2. Run Unity Mod Manager and set it up to find Wrath of the Righteous (make sure the “folder path” is correct)
3. Download the mod (it will be a zip file)
4. Install the mod by dragging the zip file from step 3 into the Unity Mod Manager window under the Mods tab - press install
**IMPORTANT NOTE: The game will take much longer to load after installing Worldcrawl - just give it time
Feel free to hop on our Discord and chat about balance, builds, tactics and whatever else. :)
Supporting me - Patreon
Some day I hope to expand this mod into something approaching DLC or multi-DLC in terms of content... things like adding ancient vampires, angels from Celestia, quests, new areas, and things like that. I have a full time job, so I only get a few hours to put into coding each day, but maybe with your support, I can go live in a country house somewhere and dedicate myself more fully. :)
If you are interested in supporting me, feel free to take a look!
https://www.patreon.com/swizzlesmods
Recommended Companion Mods
Tabletop Tweaks - Github.com
Kadyn's Expanded Content - Github.com
Visual Adjustments Mod - Github.com
FX Tweaks - Github.com
Respec Mod - Github.com
*Important Note on Level 10 Spells for Spontaneous Casters*
** Level 10 spells are *NOT* selected as normal for spontaneous caster classes. Instead, you will be given access to all level 10 spells when you reach CL 22. Unfortunately, the UI for spontaneous casting has not been updated by Owlcat to support level 10 spells, and rewriting the UI is quite complex and difficult, so for now, this is the solution - after CL 22, spontaneous and prepared classes become a *bit* more similar in terms of their access to spells and spell slot count, and i’m fine with this for now. :)
Table of Contents
Level 10 Spell Casting Overhaul 14
General Mythic Feats & Abilities 19
Spellbook Merging for All Mythic Paths 20
Weapon/Armor/Equipment Major Rebalances 21
Overall Mod Mission Statement 30
- Most areas in the game are now semi-randomized - some encounters will have more, or stronger forces, based on the area and CR of pre-existing forces - This includes *EVERY* encounter in the beta (besides some story related ones)
In general, stats, saves and resistances are heavily rebalanced to emphasize the *FLAVOR* of the monster, while also making them more threatening to players based on the power level that a *WELL DESIGNED* player party can reach at different levels.
You should never feel that the enemies are cheating, but you *should* feel that specific enemies, which are extremely dangerous in the lore (Balors, Demon Lords, Liches, etc.. etc..), are also extremely dangerous in the game *even against parties that have been designed well*. Ie. *good luck* winning the final fight in the secret “true” ending
Worldcrawl’s classes/spells/etc.. Are in general more balanced than the base game, and as long as you aren’t using exploits or obviously broken skills/spells (That I haven’t had the chance to fix yet), you *will* be *FAIRLY* challenged in most parts of the game.
Note, as opposed to simply a higher “difficulty level”, demons and other monsters in the game that, in the lore, are not so threatening, will still be very weak (Dretches, lesser demons when you are mythic level 5+, etc..) - As opposed to the base game, do not expect “mythic dretches” to be anything more than cannon fodder against you when you reach the higher levels (this specific thing *really* annoyed me in terms of base game balance)
Check the “weaknesses & strengths overview” document HERE for more info on different families
- Very large monsters now have *much* more stamina and may require different tactics to kill - do not expect to one-round kill massive giants that weigh thousands of pounds (unless you are demi-god levels of strength of course)
- Extremely durable monsters such as Adamantine golems now have extreme amounts of Damage Reduction and stamina - charging blindly at them and hacking away might not work so well as a strategy
- *MANY* creatures are now intelligent and have spells and abilities that will challenge you in different ways. Dumping saves for a higher AC is a *really bad idea* for most builds
**In General: Most demon and monster types have specific strengths and weaknesses - a party that focuses only one thing, such as physical damage, will find it *extremely* difficult to defeat certain challenges - a decently flexible party is key if you want to complete the game
General Additions - New feature for many enemies (especially extra-planar using planar energies like holy/unholy) - some damage on missing, to represent the “aura” of power their weapons possess and that can’t be fully dodged
- Very powerful enemies in many cases get additional energy damage on their attacks based on how hard they are hitting - this is to put a bit more flexibility in their damage output, so that stacking damage resistance by itself is less viable, and to make powerful monsters a bit more scary
*MAJOR* Most Huge & Gargantuan Creatures - Now, when you are attacked by creatures the size of large buildings, they will *always* do some amount of physical damage (which can be avoided with a reflex save/uncanny dodge/etc..) in an area around the attack target. Less than getting hit in the face, but still something you need to think about when building your party
*MAJOR* Constructs (Golems, Retrievers, etc..) - The rules around how constructs work have been dramatically modified from the base game. Instead of blanket immunities to everything, constructs follow the same rules as all other entities in the game regarding their susceptibility to different forms of magic and attacks.
However, they still retain their flavor, in that *all* constructs are extremely difficult to affect with spells that require saves (and are *even more* difficult to affect with things that, in tabletop, they are immune to, such as mind affecting magic and the like). They also have extreme spell resistance
**MAJOR** All Undead - Undead creatures of all types have been reworked to now focus on being very difficult to kill, and, as opposed to most other creatures in the game, highly resistant to evil energies (unholy, negative, etc..) *as well as* mythical energy (ie. damage from mythical demons and similar). They are also excellent at countering spell resistance, in most cases.
Unit / Unit Family Rebalances
Angels & Azata - Completely rebalanced. *Many* new spells, balanced to CRs that more accurately reflect the power of Heaven/Elysium, much more intelligent, also added new effects!
https://v.redd.it/l29ck4sop6p71/DASH_1080.mp4
Kalavakus Family - Rebalanced and polished a bit more
Demonlords - Completely rebalanced and spells/AI/etc. overhauled - too many changes to count - check the monster balance overview for information on their strengths and weaknesses now
Darrazand (and Balors) - Completely rebalanced. Many spells from tabletop added with intelligent casting triggers. Much tougher and a *real* very-scary Greater Demon. No extreme weaknesses - they are the “definitive” balanced threat in the late game
Ooliodroo Family - AI rewritten from scratch and stats rebalanced - now these things are very dangerous illusion/enchantment focused casters that will cause you much pain unless you deal with them quickly - they are also very agile and love to hide :)
Demodand Family (Titanspawn) - AI rewritten and rebalanced to be extremely good at dealing with and destroying lawful and good outsiders - they are very resistant to specific forms of planar damage - lawful parties will have a hard time dealing with them
Derakni - These are already quite dangerous in the base game, so the rebalance here was a “massage” of their stats to make sure they feel like big bugs. :)
Gallu - Brain rewritten from scratch and stats modified to push Gallu towards the role of being high damage-per-hit warriors that are extremely dangerous to parties utilizing DR or summon-based tanking strategies (also has a few surprises in store for you…)
Gibrileth - Gibrileth are now extremely scary balls of Abyssal energy that you will *really* want to keep away from your characters. They are very difficult to kill (lots of HP) and utilize unholy damage in an area that ignores most defenses. Their melee attacks are… not the best, though (they have a bunch of baby arms! :D)
Incubus and Succubi - Only minor stat modifications to make them slightly more powerful in the mid-game. I’m happy with these demons being “lesser” in terms of their combat prowess, though in future rebalances i’m probably going to modify their AI a bit more to really punish parties that have low will saves (though they are already doing this *decently* well..)
Nabasu - Minor overhaul that pushes them towards being high-accuracy, extremely fast units that also threaten you with death-related magic early - removed some useless spells and AI actions to make them stop bumbling around so much
Nalfeshnee - Complete overhaul of this family of demon - Nalfeshnee are now *extremely dangerous* to parties that rely on planar damage (holy/unholy/negative/positive) - they are also now much more dangerous in their spellcasting, and are one of the most powerful spell casters you will meet in the mid-late game, focusing on Unholy damage and save-or-implode scary dark magic - they are basically the unholy pigs of carnage that the wonderful character model might suggest they should be
Painajai - Completely overhauled. Instead of being the minor roadbump that most of you might remember from the base game (or not remember, considering how fast and easy they die to almost everything), they now represent a very dangerous threat to any sort of AC related tanking strategy. They are still quite weak, in terms of their toughness, but they do *massive* amounts of unholy damage and have extreme bonuses to their to-hit. These might get a second rebalance pass to somehow help them live longer following some more play testing.
Vavakia - Already very deadly in the base game, changes to Vavakias mainly included making them tougher, as befits half-draconian greater demons the size of a house that usually own their own small parts of the Abyss (just under the power level of Balors)
Vrock - Only minor balance changes here, mainly increasing their toughness a bit due to their size
Vrolikai - Complete overhaul. Instead of being a laughing-stock of a greater demon, carrying a bunch of standard (not even mastercraft) daggers around in it’s hands, Vrolikai are now demons that have an extreme speciality in annihilating undead of all types, and their AI + stats have been totally reworked. Liches and other undead-centric parties may want to be *very very careful* when encountering these foes...
Devastators - Major overhaul. These quasi-divine engines of Abyssal destruction, towering three or more stories tall, are now extremely deadly foes capable of tearing apart entire squads of angels. Their AI and stats have been completely redone to position them as pretty much the most powerful Abyssal foes of heaven. If you are an angel, and/or you rely purely on holy magic, you are in for a ride. :)
Retrievers (all types) - Minor overhaul - generally made tougher to reflect how massive they are, these will still be the somewhat deadly foes you will have dealt with in the base game.
Echo of Deskari - Stats somewhat rebalanced and Divine Rank ½ applied - the echo is basically an avatar of Deskari and so get’s some minor divine power. I will probably revisit this mini-boss a bit later, though i’m unhappy with it’s graphics (it’s just a normal derakni right now… unsure if Owlcat will be updating the graphics on it) - perhaps a project for some custom modeling later on
Glabrezu Family- Now do damage in a small area even on miss - are very good at slowly breaking down ultra-high AC tanks - stats overhauled
Marilith Family - Very good accuracy and extreme DPS - Mariliths are intended to counter strategies that revolve around large health pools and healing, they are also *decent* at doing some damage to high AC tanks due to their incredible number of attacks
Lilitu Family - Rebalanced keeping in line with their base-game fast, high DPS killer focus - unholy aura fixed to be CL 20+
Minotaurs - Are generally similar to the base game but are much tougher and harder to kill now (they are quite large) - they still have a weakness to reflex and touch related abilities, and also have a low AC - Labyrinth minotaurs are much harder to affect with spells
Sphinxes - Now are very difficult to affect with spells and are harder to kill due to their size - have somewhat similar weaknesses to most other massive creatures in the game
Soul Eaters - Are now *extremely good* at dealing with armor and shields - their attacks pass straight through. They are also difficult to kill with physical damage - burn them with fire!! (or holy fire ^^)
Ecorche - Mostly similar to other undead but have extreme fast healing (a bit less than vampires though)
Vampires - Updated to be similar to their tabletop counterparts, with the fast healing and high stats emphasized. Vampires are *scary* now.
Bodak - Their gaze is a bit more deadly now and are their defining characteristic - they are weaker than other undead, but watch out for that gaze.
Areelu- AI updated and stats overhauled - she is now basically a quasi-diety with similar stats to a demon lord, and is an immensely powerful spell caster. Hopefully she will now serve as an actual challenge.
Hepzamirah- Now a divine rank ½ demonic beast, instead of a feeble minotaur that usually gets one-shotted by nearly any party - stats updated and AI edited
Thanadaemons- Now also have access to swift forms of necromantic magic - are tougher and specifically enjoy breaking the souls of the living (and the undead) now (AI updated too) - very dangerous
(Dragons)
Halaseliax- Brain completely rewritten from scratch - rebalanced as an ancient gold dragon
Melazmara- AI, spells and stats totally overhauled - ancient umbral dragon - she is extremely dangerous and is an *optional* boss - there is a reason your entire flying ship can easily be destroyed by her - good luck
Devarra (aka worldwound dragon)- AI, stats and feature set tweaked and abyssal spellcasting added - much stronger now - do not try to fight her at the start of Act 3 unless you are confident - she is an old red dragon, corrupted by the Abyss - red dragons are the strongest chromatic dragons that exist - running away is a part of playing Worldcrawl
Other Dragons- Generally much tougher and difficult to take down, especially the larger ones with bodies the size of a guild hall. Breath has been strengthened and they generally have supplemental spell casting (dragons are magic creatures by their nature) that helps them patch up what small weaknesses they have
In general, if you are trying to kill a dragon, you need big weapons, damage types that penetrate their resistances or target their weak element (dragonbane weapons are good), and good elemental resistances/soak - their saves are extremely good, and they have good spell resistance, so save-or-die spells are difficult to use, though you can still get through if you have a main character specced properly
Fey - In general, resistant to magic and usually have good AC (great touch AC). Many have been overhauled to have powerful spellcasting abilities now (with very high stamina/casts per combat), though there are some specific Fey that are 100% focused on destroying things in melee. Stats were overhauled in most cases, and AI was rewritten for most of the spell casting fey. Dealing with fey creatures is mainly about either breaking through their magic defenses, or hitting them with damage that can’t be avoided by AC/uncanny dodge and the like. The base game doesn’t use Fey very much (if at all? Mostly only trickster path) but you will really feel these changes when you use the various Worldcrawl summon spells that allow you to summon in Fey. It’s also highly likely that future DLC (and Worldcrawl ‘DLC’) will feature a wider variety of creatures including Fey.
Wild Hunt Creatures - AI has been overhauled to now give them hybrid caster spells that complement their ability to hunt and trap prey. Stats have been redone and in addition if they are able to focus on attacking one target in a round, the more times they hit the target, the more additional force damage they will do (all wild hunt).
Atselm - Similar in some ways to wild hunt - AI also updated to include some better spellcasting - he is also very good at hitting targets (he’s a supernaturally great hunter after all ^^)
Hamadryads and Dryads- AI Overhauled to make them closer to full casters (that fall back on their bows when they get low on spells - *much* tougher now, especially the hamadryads (which are supposed to be some of the most powerful fey you might find on the mortal plane)
Nixies (all variants)- Can now cast mirror image (and a few other fey spells), and are *super* annoying - stats updated as well to make them a tiny bit stronger
Hags- Are now *much stronger* and capable of casting powerful death-related magic in addition to being quite tough. They are vulnerable to opposing spellcasters though
Hag Sisters (Lavixia / Letinda / Loreda) - AI & stats completely overhauled - now *extremely* powerful Primordial Hags that cause even some night hags to cower in fear. There is a good reason why the place they are protecting hasn’t been overrun by demons yet, despite sitting inside of the worldwound for over a century. Good luck fighting them...
Bogeyman- Stats reworked - it is now a more powerful spellcaster and is one of the stronger mind-magic Fey that exist. Invisible most of the time - quite dangerous, though weak to martial characters that can see it.
Devils- Not many Devils in the game yet, but those that do exist have been updated to be much stronger, as in the Lore, even the weaker forms of Devils are generally quite powerful. Devils are also, in general, designed to deal with Demons, and are very resistant to unholy and mythic forms of damage (of which greater demons love to use). The Blood war has equipped them well.
Mephisto - AI and stats completely overhauled. The Mephisto you see in game is *not* the true form of mephisto (Mephisto himself would be at least a divine rank 2 quasi-diety - nearly impossible to manifest that much power on the mortal plane and, for all purposes of the current game, would have stats that would be bonkers crazy) - instead, this is Mephisto’s avatar, which is still a Divine Rank 1 Infernal Duke capable of annihilating demons by the hundreds. As opposed to the base game, where he usually goes down like a chump in one hit, you can look forwards to a significantly more challenging battle.
Also, in one forced encounter with him on the Azata path, he has been somewhat nerfed, as the battle is part of the story line and I worry that even on story mode difficulty, some players might get wrecked by him - the logic here is that since he is appearing somewhere that is already infused with the energy of Elysium, he is not able to bring his Avatar’s full power to bear. Good luck.
Elementals- Stats overhauled. In general, elementals are very difficult to injure with sneak attacks or critical hits, as their bodies are uniform and don’t really have many weak points. In addition, they get much stronger based mainly on their size and age… ie. small/medium elementals will be very similar to the base game, but as they get large+, they will also grow much more dangerous (ie. an elemental 32x the size of it’s smaller kin is not only 3 CR higher in power any more.. haha) specifically:
- Earth Elementals - excellent normal AC and good toughness, though slightly more vulnerable to criticals/sneak attacks due to their much more “corporeal” body compared with other elementals
- Air Elementals - Good attack accuracy and dodge AC, especially against melee weapons
- Fire Elementals - Excellent attack accuracy and capable of penetrating AC very well
- Water Elementals - Best damage reduction values among all elementals and are generally very difficult to injure - boil these things with fire
*Note that these changes mostly do not apply to *summoned* elementals, as the elementals summoned by summon elemental are facsimiles of elementals, and not the *real* thing/essence - a “true” elemental summoning spell line will probably be added in later versions
Treants (+ Scythe trees/blightwoods)- Stats overhauled. Now *much* tougher then base game (they are gigantic walking trees after all). Have a vulnerability to fire, however, though they have some spell resistance due to their Fey nature. Will probably do an AI pass on some of them after playtesting it more.
Iron Golems- Stats overhauled - they are now much tougher and vulnerable to electricity damage. They are also very slow, similar to most other “heavy” golems, so consider using mobility to burn them down.
Clay / Stone / Wood Golems - Are now very good at defending against natural energy damage sources, and are quite durable as well (some of the best DR in the game). Wood golems have their “unique” vulnerability to fire, though they are more spell resistant than normal.
Brass Golems - AI reworked and stats overhauled - are now somewhat of a hybrid between a fire elemental and an iron golem - they do not have significant vulnerabilities, through are much less durable than your typical golem. Also have access to some fire spells now.
Adamantine Golems - AI & stats overhauled - they are now capable of casting powerful disintegration rays, are *extremely* durable, though they are slow and have a weakness to electricity and holy damage sources.
Platinum / Mithril Golems - AI & stats overhauled - have access to destruction and are partially powered by divine energy now. These golems are specifically designed to destroy outsiders - especially chaotic ones, and are also very accurate, fast, and have decent AC. Very deadly, especially if you rely on extra-planar damage sources.
Liches (including Zacharius and other mini-bosses) - Stats updated and AI was edited a bit to make them more terrifying.
Many locations in the world (chests/bodies/etc..) now drop weapons and other items in a semi-randomized, dynamic way.
These locations that used to have static loot (ie. every game, exact same weapon in the exact same place), now usually have loot similar in power to what they previously had, but procedurally semi-randomized, with a chance of dropping artifact level weapons in some locations
Some obscure loot locations also have the chance of dropping *extremely* powerful artifact weapons in somewhat early portions of the game… though the chance is very small - these are designed to give the potential for every “run” through the game to be a quite different experience due to an unexpectedly powerful weapon dropping early
Specific “special” loot locations such as boss loot, treasure troves, and things like that, also have the chance of spawning multiple items.
The overall goal of this system is to strongly incentivize players to create parties that are somewhat diverse, so that if powerful loot does drop, they will be able to effectively use it - as well, this aims to eliminate the days of players creating entire parties and builds around overpowered weapons that are guaranteed to spawn in a specific chest at a specific part of the game
Vendors - also have a form of procedural loot generation, though many of them have specific categories of items/weapons/etc.. They are guaranteed to have. In general, you will have more items of varying power to choose from, though you are never guaranteed to get a specific item in a certain vendor.
Item Value to Vendors Reduced by 60% - The game gives players *way* too much gold - in Worldcrawl you will get 60% less gold from selling your items to vendors. This is to help encourage you to specifically focus on the exact items you need, and to make extremely powerful items relatively hard to get
Planetar (CR32) - Planetars are massive, extremely powerful Angels hailing from Nirvana that frequently lead the armies of Heaven. You won’t see these very often in-game just yet (though it’s possible to summon them, *very rarely*, with the most powerful summon spells such as celestial gate and a max-success Planar Beacon), and they will be a part of the extended campaign… as well as some excellent opponents for your evil parties when I am able to build a secondary evil-focused story-route for the game.
Prestige - 10 levels
Abyssal Ritualist - These sick, twisted individuals have dedicated their lives to the summoning of demons and their kin.
* Gain constitution and resistance to profane damage as they increase in level, helping them to survive the summoning of powerful demons
* Gain summoning abilities leading up to a channeling ability capable of (for a cost) summoning an extremely powerful demon for a short time
* Full-Caster and can continue the spell progression of a divine (not arcane) class they had previously
Racial (Only one can be selected for the entire lifetime of a character) - 20 levels
Moroi Vampire - Powerful creatures of the night that are very difficult to kill, but have vulnerabilities to fire, piercing damage, and other energy types.
* Gain physical stats throughout their career, becoming stronger than most other non-racial classes
* Gain damage reduction to non-silver damage, as well as very powerful fast healing (much more powerful at high levels)
* Are 2/3rd progression spontaneous casters, and can continue the progression of a caster class they had prior to becoming a vampire
* Are not as technically capable as other dedicated martial classes of their level (lower BAB progression)
* Gain the "Blood Kiss" ability, allowing them to inflict negative levels on their opponents while absorbing their life force for temporary HP
* Are able to use the vampiric "Dominate" ability - extremely powerful against weak-willed humanoids - a more powerful version of Dominate Person
* Have potent vulnerabilities to Fire, Pierce, Holy and Divine damage sources (take twice the normal damage from these)
Improved Slow-Motion Combat - As you increase in level, and your reaction speed starts to approach that of legendary heroes and demi-gods, the world too will slow down to match. At level 1, time moves at ~60% of normal speed. At level 20, that decreases to *10%* of normal speed. At level 30, time moves at *5%* (!!) of normal speed, when slow motion (shift+space) mode is enabled.
Level Cap Increased to 40 for ALL Characters (& Base Game Issues Fixed) - All characters can now break past level 20 - however, the experience curve past 20 is quite steep and most parties of 6 will only reach around ~level 24-27 by the very end of the game - Legend will hit 40 *much* quicker - additional extra stuff to be added to Legend to make it more flavorful in a future patch as well.
Progression past 20 has also been fixed (for both legend and the base game) for spell casters - past level 20, you will now benefit from additional spells known/spells per day if you take a prestige class that continues your spell progression. Additional epic-only classes to help casters extend past level 20 (right now there are only a few prestige classes such as Eldritch knight), will be added in future patches (this increase in player power goes hand in hand with the fixes and rebalances to the huge amount of bosses/enemies done in this patch - see below for details).
Also note - animal companion scaling past level 20 isn’t being added atm because it is something Owlcat will be adding to the base game soon
Visual Filters System
As your party gets to higher levels, some buffs will stop *visually* showing their FX.
For example, a level 30 mythic legend hero has two buffs:
1. Supreme Angel Form - this makes them glow, makes their eyes glow white, and generally makes them look like a seraphim
2. Stoneskin - most of you know what this looks like - covers your character in a gray stone skin graphic
The end result without this system is that you, visually, look like a glowing statue. My opinion is that this is incredibly dumb.
Instead, the extremely powerful supreme angel form buff should take precedence, *visually*, with the stoneskin not visually showing, or if it does, having it’s overall visual effect extremely muted.
Now, in Worldcrawl, with this new system, as the player’s hero gets to higher and higher levels, lower level buffs will stop visually showing… but will still apply their normal effects.
In this way, at high levels, you can look like a cool seraphim instead of a blurred out, gray rock mess of a character! Hooray! :)
New Graphical Control System
- A system for modifying and working with the SFX and FX of the game at runtime has been added, so expect to see some custom effects on certain units (check out the new Celestial Devas and Demonlord FX) from here on out to make them stand out :)
*All* mythic paths and mythic spells have been updated to support level 10 spells. Even without a mythic path (ie. non-main character party members), characters can gain level 10 spell slots.
Prepared casters such as Wizards gain their first level 10 spell slot at level 21, and spontaneous casters gain it at level 22. Progression in terms of # of level 10 spells that can be cast is *very* slow once the first one is gained.
Spontaneous classes get *ALL* level 10 spells known immediately at Caster Level 22 - spontaneous epic spellcasting is basically you using your insane spellcasting ability and powers to wield the powers of magic *as you see fit*, and so you are not limited by “learning” specific spells.
To support this, *all* mythic path spellbooks (non-merged) updated to scale all the way to level 10 - this includes level 5+ spells for demons - being a demon with a non-merged spellbook is an *absolutely fine idea* and makes them quite strong.
**Important note** - Hybrid casters that go past caster level 20 can also *eventually* gain level 10 spell slots by gaining levels in prestige classes (eldritch knight, etc..), though they never fully catch up (even at level 40) compared to full casters, and will always have (slightly) less slots. First level 10 spell is at ~CL 30, and then quickly catches up to other full-caster classes.
Lvl. 5 Demonic Aspect - Mirrors the angelic aspect buff (which was also modified for this mod) and will stagger any good or neutral-aligned caster it is cast on - demonic aspect focuses on stats instead of sacred AC, continuing the theme of demons being physically very powerful, but not as good at defense
Demonic Aspect, Greater - An improved version of the base aspect
Lvl. 6 Terrasoul - The evil mirror to Eaglesoul. Gain Fast Healing 5, a +1 profane bonus to fortitude, as well as a +4 profane bonus to both INT and CHA. In addition, you automatically confirm critical hits against good or neutral aligned creatures, get a +5 profane bonus to intimidate, and a 3/- DR bonus. Non-evil casters will be staggered if they cast this on themselves.
Lvl. 7 Bestow Rage of the Destroyer - The neutral/evil mirror spell to bestow grace of the champion - this allows the target to convert their CHA stat bonus into additional damage (will also be factored into crits)
Lvl. 7 Blessing of Elysium - The non-lawful-good mirror spell to bestow grace of the champion. Gives CHA to saves, but instead of immunity to disease and fear, gives immunity to exhaustion (but not fatigue)
Lvl.10/8/6/4 Planar Beacon - Allows you to open up a planar bridge between the material plane and your god’s home attempting to bring a champion or a few creatures over. The effect of the spell is based on making a wisdom + ½ caster level check to see how powerful the bridge is - however, summoning a very powerful creature with this spell will also force you to make a constitution (if you are evil) or dexterity save (represents how precisely you cast the spell) to avoid taking soul exhaustion.
Lvl.10/9/5 Gate - Comes in three varieties - Abyssal, Celestial and First World. Abyssal and Celestial Gates allow you to summon a fairly powerful creature from their respective plane (with a 1/10 chance of getting a very powerful one) - however, gate spells rely on a built-in charm component to keep the summoned creature on your plane - they get a will save vs charm effect to resist this, and if they resist, the spell will shunt them back to their home plane, to protect the caster. Fey from the First World are more powerful (First World is very close to the Material Plane), but they are much stronger at resisting the spell.
Lvl.10/9/7/5/3 Ritual of the Demon Lord (+4 variants) - Only castable by evil or neutral divine casters. This is the first “Ritual” type spell to be added in Worldcrawl. I envision Ritual spells as spells where you can pack multiple spell slots into the casting of a single spell, and usually, rituals have a penalty/downside for more flavor. This spell also has the potential to kill the caster if the caster is not well prepared to handle the blood sacrifice required to fuel the spell. The focus of this spell is on putting a ton of power into a single, dangerous casting to get the assistance of powerful demons.
Lvl.10/9/7/5/3 Celestial Plea - Only castable by good or neutral divine casters. A swift action summon that brings in a powerful (usually) creature from your deity’s home plane to help you out. The power of the creature will be strongly influenced by a Wisdom check when casting this spell. Creatures summoned from this spell are almost always stronger than summon monster. However, a Celestial Plea can only be cast once every 16 hours.
Lvl 10/8/6/4 Ritual of Planar Binding - The main summoning ritual for arcane casters - grabs a semi-random creature within a set CR range from a plane of your choice and attempts to bind it to your will - Will save vs your spell DC or bad things happen, basically. Binding demons is much more dangerous than trying to bind celestials, as demons will attempt to destroy *you* if they break free, whereas Celestials will *merely* blast you with holy fire and then planeshift back to their home (they are generally against killing adventurers, and have other important things to do).
Lvl 10/9/7/5/3 Ritual of Eldar Passage (+3 variants) - Main summoning ritual for druids and other natural casters. This spell taps into the First World and nearby areas of natural power (deep forests and the like) to lure in Fey and magical creatures to help the caster fight. As with all other rituals, the caster can put multiple spell slots of power into one casting to get more powerful and different selections of allies. The power of these creatures is somewhat unstable though (especially the Fey, who might actually get bored helping the caster and randomly return back to whence they came) and all creatures planeshifted with this spell have a small chance every round to leave.
Lvl 10/9/5 (Major) Ritual of Soulcrafting - A powerful ritual for necromancers that allows them to cut off portions of their own soul in order to power large numbers of undead creatures. At either 1d4+1 or 1d10 of undead per spell slot, you can get a real army going with this spell. And, as a ritual, more than one spell slot of power can be placed into a single casting. Additionally, creatures last 24 hours, so it is a very reliable spell to use. However, and especially if you go for the full casting of the ritual, you will have to deal with soul burn, which does massive damage to your statistics at the higher levels.
Spell Scribing DCs have been increased by about 30% - You will need to specialize in scribing scrolls if you want to scribe high leveled ones
(New) Perfect Extend Spell - Requires first having taken the extend spell metamagic feat - perfect extend spell will extend spells by 10x. This metamagic would not normally be balanced for pen and paper Pathfinder, but in Pathfinder: Wrath of the Righteous, save scumming and auto-saves before major bosses exists, so almost any spell that is even rounds/level can easily be pre-cast before combat (with the normal 2x extend). Perfect Extend is about helping you stop worrying about quick saving every 10 seconds, and allows summon monster and other similar spells last for long enough to create a small army (though a less powerful, but longer duration army than normal). Spells with a duration longer than 2 hours cannot be extended.
New
Improved Toughness - 2 HP per level
Reality Warping - Two new feats - add DR 3/- and DR 5/-
Apex Toughness - 2 HP per level and 1.5 HP per point of CON past 20
Rebalances
Pounce (MAJOR rebalance) - Being a cat (or Kitsune) no longer allows you to ignore the restrictions of space and time. Instead of being able to cram 7 or more full attacks into a single “pounce” attack, pounce instead adds a damage bonus to your charge attack. On the charge, a creature with pounce adds two additional base weapon damage dice rolls to it's attack, as well as dealing additional bonus damage equal to one and a half times the primary damage attribute of their attack (Usually STR or DEX)
Angel Rebalance
Bolt of Justice / Storm of Justice - Now uses fortitude instead of reflex as it’s to-save
Spell Levels - Many Angel spells were pushed into higher spell level brackets to match how powerful they are. A spell that ignores spell resistance, and potentially fears everything in a 50ft cone for 40+ rounds, only giving a single will save to resist, is not a level 4 spell (repel the profane), for example
Improved Halo - Spell resistance from 20 + ML to 25 + ML
Halo - Blinding Light - DC scaling from double to triple ML
Trickster Rebalance
Progression - Tricksters now get their first level 3 feature selection at Mythic 6 instead of 7, and their second one at Mythic 9 instead of 10 - these are extremely powerful so choose wisely
Perception 2 - Now, tricksters with perception 2 are so perceptive that sometimes they see *too* much. When rolling a critical hit (on *any* attack or spell), they have a ⅙ chance of the universe pulling a reverse trickster trick on them, which can include being blinded, confused, knocked prone, or a variety of those conditions for 1 or 2 rounds. These conditions are caused by the Trickster himself, and immunities/etc.. never apply.
Perception 3 - Additional benefit - after getting a critical hit, if a natural 20 is rolled on the critical confirmation, the target will be struck by 999 mythic damage, as the Trickster manages to find a super critical spot on his target, regardless of logic, reason, or impossibility.
Athletics 1 - Also adds +3 dodge AC
Athletics 3 - Somehow, being supremely athletic also turns you into an incorporeal being now - adds the “incorporeal” status to you, permanently
Knowledge:Arcana 1 - Also gives +1 DC to all spells
Knowledge:Arcana 2 - Whenever you hit any target with any weapon, you will deal your knowledge: arcana ranks d4 damage of a random damage type (ie. at 20 base ranks of arcana, every time you hit something, you will get an additional 20d4 energy damage applied of a random type)
Knowledge:Arcana 3 - Now also allows you to largely ignore spell resistance (+20 spell penetration bonus)
Knowledge:World 1 -+2 attack bonus and +5 ft/round added
Knowledge:World 2 - In addition to what this feature already does, whenever you roll a natural 20 on an attack, you get a random very helpful buff applied to yourself for two rounds
Knowledge:World 3 - Also get a +8 insight bonus to AC (plot armor)
Knowledge:Nature 1 - Now also makes you more resistant to non-planar energies (+20 resistance)
Knowledge:Nature 2 - Even more resistant to non-planar energies and slightly resistant to planar energies
Knowledge:Nature 3 - Also gives you immunity to negative and unholy damage, as well as a +6 morale bonus to all saves
Knowledge:Religion 1 - +2 divine AC bonus and +5/- damage reduction added
Knowledge:Religion 3 - Gives you a slice of quasi-diety power - +100 additional HP, an additional damage reduction 10/-, a divine AC bonus of +4, +10 resistance to all forms of energy except divine energy and a permanent spell resistance of 42
Persuasion 2 - You also get +4 dodge AC and +2 AB
Stealth 1/2 - Now also have a miss chance component - attackers get a 15/30% miss chance against a trickster with stealth rank 1/2. This miss chance cannot be removed in any way and *always* applies.
Trickery 1- You are now able to automatically bamboozle attackers - once every round, when an enemy attacks you, you cause them to be entangled (-2 attack bonus and -4 dexterity)
Trickery 3 - DC increased from 15 + base ranks to 20 + base ranks
(**Major New Feat**) Spell Weaving - This feat will give you an ability that you can turn off and on that allows you to fuel higher level spells with the “essence” of lower level spells. After activating the Spell Weaving ability, lower spell slots between 3 to 1 level below the spell level you are currently casting are “burned” in order to cast your current spell:
Level - 3 ~ 80% chance
Level - 2 ~ 12% chance
Level - 1 ~ 8% chance
This process uses a form of primordial magic, and is not controllable - prepared casters will burn random spells when they are used to fuel something. In terms of the “power” a burned spell can give, see the below chart:
Level 1: 1
Level 2: 3
Level 3: 6
Level 4: 12
Level 5: 24
Level 6: 48
Level 7: 72
Level 8: 120
Level 9: 240
Ie. To cast a level 4 spell “for free”, Spell Weaving will burn ~12 (plus or minus a bit depending on your luck) level 1 spell slots
(New) Supreme Enduring Spells - all spells with 5 minutes or less duration will be increased to 25 minutes - requires Greater enduring spells as pre-req
(New) Armored Might - Get additional AC based on your mythic level and how much AC your armor (without enchantment) is
(Rebalanced) Ascendant Element - Mythic Feat: Now *NO LONGER COMPLETELY PENETRATES SPELL IMMUNITIES*. Instead, units that are immune to an energy type will take half damage. Still extremely powerful, but now you *might* want to consider packing more than a single elemental damage type in your spellbook (gasp!)
(Rebalanced) Mythic Toughness - Now quadruples the HP you get from the base toughness feat (instead of doubles), and DR upon hitting 0 hp massively increased to 60/epic
(Rebalanced) Abundant Spells - Abundant spells (level 1-3 slots) from 4 to 6, Improved abundant spells from 4-5 *and* gives an additional 2 level 1-3 slot spells - Greater abundant spells unchanged
(Rebalanced) Mythic Resolve - Saves from +1 to +2 - a better choice now if you need saves
“Stand-alone” mythic spellbooks (ie. the spells you can cast from your mythic path when you *do not* merge your spellbook), have been *strongly* buffed. *ALL* mythic paths’ spellbooks now go all the way up to level 10, similar to how the angel/lich spellbook (non-merged) works in vanilla WOTR. This means that if you are a hybrid class, you will get spell progression similar to an unmerged sorcerer/cleric from your mythic spellbook *in addition to* your primary hybrid spellbook.
Spellbook merging has been implemented for all mythic paths - not just Angel and Lich.
To support this, the entire mythic spell system has been rebalanced (some level 3 spells were as powerful as level 10 spells, for example).
As of v0.585, you may now also merge hybrid books. Progression past level 20 for these books will be routed onto the wizard/cleric or other most-similar full caster spell book and you will eventually (around level ~34) almost catch up in terms of spells known and spell slots.
- Ability score immunities modified - a target with ability score damage immunity will now take 2 damage per ability point they would have lost, as their body attempts to throw off the effect
- Most immunities will instead increase saves by +5~10 - major instant-kill or similarly powerful status effects, like petrification will be increased by ~+15
- Racial immunities/resistances updated as well, so that true immunity to a spell/buff type will only occur in very specific creatures. (eg. outsiders under a god of death are some of the only beings completely immune to death spells)
Size-Increasing Abilities - Gamewide Rebalance - I was very tired of every second monster being the size of a mountain in the late game, mostly due to practically every buff increasing size by a one or two size delta. Size is a very important indicator of how powerful something is, and, more often than not, a giant capable of stepping on houses, is going to be *extremely* difficult to kill.
In order to preserve the importance of size, *most* abilities in the game have been rebalanced and modified to add stats, but no actual size increase. Only extremely powerful magic, or special class related things, can increase the size of a unit now. These rebalanced abilities and such are still fairly similarly balanced to before, though of course reach will be harder to obtain now.
After this patch, when you see a massive monster in Worldcrawl, you should probably assume it will be extremely difficult to kill. (Let’s not even go into one-hit killing huge-sized Demon Lords… ughhhhh)
- Legendary proportions now also doesn’t take a dinosaur bone to cast
Minor Artifacts - Weapons of great power (+6 enhancement bonus usually) that have semi-unique powers
Major Artifacts - Extremely powerful weapons (+8 enhancement bonus usually) that have unique abilities/functionality attached to them and can change the way you approach combat
Divine Artifacts - +10 enhancement bonus and are guaranteed to have unique attributes - you may want to respec or change your entire party to take advantage of one of these weapons dropping - these are very rare, even in the extreme late game, and most playthroughs will only get one or two of these
Rebalanced a large number of weapons, armor and equipment to make them less broken/overpowered.
I looked at and updated a *TON* of items… the aim here was basically to fix completely broken items, move overpowered items into a higher tier (CR / cost) of item (minor/major artifact usually), and make sure story-related items are not on the procedural loot tables.
Also updated and edited many items to set them up as Worldcrawl’s first set of minor/major/divine artifacts for the procedural loot system. Future minor/major/divine artifacts will be custom creations, and generally there will be an artifact available for every major flavor of combat style eventually.
A set of new (mostly) artifact level items were also added in 2023 - no spoilers here but have fun seeing them pop up. :)
Armor Type Rebalance
Rebalanced all armor types so that within a category (light/med/heavy), as long as you have enough dex, all armors are equal. Full plate, for example, now has the same total AC as banded, as long as you have enough dex to hit the cap (very easy in WOTR).
Additionally, from this patch onwards:
Heavy Armor - Best AC in the game - slower speed than light, but same as med armor - usually requires class or feat
Medium Armor - Worse AC than heavy but better than light - same speed as heavy armor but access is easier - difference is small enough to encourage taking med armor if a good piece drops
Light Armor - Worst AC among the armor categories in the game and requires a lot of dex to hit the maximum AC, but has higher base speed - access to this type of armor is also fairly easy (many classes have access)
In addition specific types of armor have general “focuses” that determine the type of enchantment they are *usually* given (especially for minor artifacts and up)
*NOTE: This doesn’t mean other enchantments won’t appear, it just means they are somewhat less likely
Specifically individual armor types focus on the following:
Heavy
Banded Armor - Energy resistances
Half-Plate - Attack bonus and offensive enchantments
Full-Plate - Pure AC and damage resistance (more full plate is available due to coolness factor)
Medium
Breastplate - AC & Dodge
Chainmail - Divine spellcasting & alignment related effects
Scalemail - Energy resistances
Hide - Offense & Natural attack/transmutation/nature/barbarian related
Light
Chain Shirt - AC, supporting enchantments (bard related, etc..)
Studded - Offense enchantments (rogue, duelist, etc..)
Padded - archery, supporting enchantments
Leather - Sneak attack & stealth related / archery
Cloth - Spellcasting related
Shield Type Rebalance
Rebalanced shields by equalizing buckler/light/heavy shields (all give the same amount of AC) - their AC has been increased to 3 since WOTR gives no special benefit to using a buckler instead of a heavy shield for example. Tower shield AC also up by +1
Similar to armor types, shield types will also generally focus on different enchantments, so that there are reasons to actually use the different types (flavor)
Bucklers - Offensive & duelist/rogue related
Light Shields - Offensive enchantments
Heavy Shields - Defensive enchantments (AC/DR/etc..)
Tower Shields - Anti-ranged / Energy resistances & defensive enchantments
Weapon Type Rebalance
Rebalanced most weapon types so that they fall somewhere on the range of 18-20/x2 // 19-20/x3 // 20/x4
WOTR is a game that scales into very high damage territory, and from the mid-game onwards, a weapon’s base damage is not very important for the overall damage it’s able to do. The three critical ranges above are much more balanced in terms of the overall scaled damage a weapon can do and should help make almost all weapons usable.
In addition, the difference between simple -> martial -> exotic weapons is mainly a base damage one, and should repay the feat/access cost required to get them (ie. usually you don’t want to be using simple weapons, but they aren’t *that* bad anymore)
Finally, similar to other equipment, weapons (especially at the minor artifact or greater tier) will feature enchantments that generally benefit the classes that would most typically use them more often than not.
For example, daggers usually have a theme around sneak attacks, stealth and precision damage. On the other hand, heavy blades are more themed around raw damage, powerful aoe effects, and similar.
Changes in Detail:
Bardiche: 20/x4
Bastard Sword: 19-20/x3
Battleaxe: 19-20/x3
Club: 20/x4
Composite Longbow: 20/x3
Composite Shortbow: 19-20/x2
Dagger: 18-20/x2
Dart: 18-20/x2
Double Axe: 19-20/x3
Double Sword: 19-20/x3
Dueling Sword: 18-20/x2
Dwarven Urgrosh:19-20/x3
Dwarven Waraxe: 19-20/x3
Earth Breaker: 20/x4
Elven Curve Blade: 18-20/x2
Estoc: 18-20/x2
Falcata: 19-20/x3
Falchion: 18-20/x2
Fauchard: 19-20/x3
Flail: 19-20/x3
Glaive: 19-20/x3
Gnome Hooked Hammer: 20/x4|19-20/x3
Greataxe: 19-20/x3
Greatclub: 20/x4
Greatsword: 19-20/x3
Handaxe: 19-20/x2
Heavy Crossbow: 18-20/x2
Heavy Flail: 19-20/x3
Heavy Mace: 20/x4
Heavy Pick: 18-20/x4
Javelin: 19-20/x3
Kama: 18-20/x2
Kukri: 18-20/x2
Light Crossbow: 19-20/x3
Light Hammer: 20/x4
Light Mace: 20/x4
Light Pick: 18-20/x2
Longbow: 20/x4
Nunchaku: 20/x4
Punching Dagger: 18-20/x3
Quarterstaff: 20/x4
Rapier: 18-20/x2
Sai: 19-20/x3
Scimitar: 20/x4
Scythe: 20/x4
Shortbow: 18-20/x2
Shortspear: 18-20/x2
Shortsword: 18-20/x2
Sickle: 18-20/x2
Sling Staff: 20/x3
Spear: 19-20/x3
Starknife: 18-20/x3
Throwing Axe: 19-20/x2
Tongi: 19-20/x3
Trident: 20/x4
Warhammer: 20/x4
In general, there are some ludicrously overpowered domains in the game, mixed in with some useless ones (how is giving a target -10 to *all* saves, with no spell resistance, and no save allowed, on a touch attack, balanced????? Someone go get madness domain’s gameplay designer please!!!!!!) - this rebalance (will be improved in later updates) is meant to give more valid options to domain choices while bringing down the power of some specific crazy-powerful domains
Madness Domain - Instead of ½ class level to effects, it is now 1/12 class level with a maximum cap at level 25 of 3
Strength Domain - Level 8 now also gives a +2 divine bonus to STR.
Community Domain - Level 8 omega-ward now gives Wis/2 sacred bonuses instead of Wis - can now cast it twice per day. Base ability now heals 1d6 + 5 points per class level (no cap).
Air/Earth/Fire/Water Domains - base 1d6 + 1 elemental damage per two class levels ability changed to 1d6 + 5 per ONE class level
Weather Domain - 1d6 +1 per two levels to 1d6 + 4 elemental damage per ONE class level
Healing Domain - 1d6 + 1 per two levels to 1d6 + 6 per ONE class level healing
Death Domain - 1d6 buffed to 1d20 * ½ class levels rounds (force bleed)
Good Domain - Base touch ability from ½ class level sacred to 1 + ⅓ class level
Charm Domain - +2 bonus to AC (passive)
Magic Domain - +1 DC to all spells (passive)
Trickery Domain - +1 AC dodge bonus
Plant Domain - Bramble armor now gives 1d6 + 2 points per level of piercing damage on being hit – plant-domain enlarge is better now and is not as strong as Legendary proportions, but is better than the vanilla enlarge person wizards get (who thought giving enlarge person as a domain ability was a good idea?? So weak!)
Level 1
- Cause Fear - affects targets up to 20 HD
- Corrosive Touch - now 1d6 instead of 1d4 - evened out with shocking grasp if you want a different energy type
- Flare Burst - Targets that fail their fortitude saves also suffer a circumstance penalty to AC based on their HD - 10 or less: -1, 10-20: -2, 20+ HD: -3 AC
- Snowball - no longer affected by spell resistance
- Stunning Barrier - Now stuns on failed saved for *two* rounds - use it early game to almost guarantee a two round stun (eventually) on a target - also a great quicken metamagic candidate
- Firebelly - Fire resistance increased to 10 and damage of the fire breath ability up to 1d10 - very effective spell to protect early from fire and/or get some decent AOE damage without spending many spell slots
Level 2
- Acid Arrow - 2d4 buffed to 2d6 - now an excellent option when spell resistance penetration is needed.. If you are specced for good touch casting
- Molten Orb - Direct damage from 2d6 to 3d6
- Pernicious Poison - Save reduction from -4 to -6 - with poison immunity in Worldcrawl being a heavy resistance instead, use this to get poison builds working decently even against demons
- Scare - Can affect enemies of up to 10 HD now - still useless into mid-game but early game provides an excellent source of fear.. Possibly useful against large armies and when/if I add “power from fear” mechanics to things like the Lich ^^
- Aid - Adds 2 HP per caster level instead of 1 now
- Blessing of Courage and Life - Ending the spell early now gives 2d10 + caster level (max 10) HP, up from 1d6 + CL - This is an excellent emergency swift action option
- Soundburst - Creatures that fail their save are also knocked prone for two rounds - succeeding on the save will still do an additional 1d4 bludgeoning damage
Level 3
- Beast form 1 - Now adds a 2d6 bite as well as a +2 bonus to dexterity - a decent option for early game polymorph builds
- Blink - Now also adds a +1 circumstance AC bonus - an excellent spell for front-line tanks, especially when displacement/blur are countered
- Lightning Bolt - Damage dice buffed from 1d6 to 1d8 - Lightning bolt is now an excellent spell for non-lightning immune targets (or if you have resistance penetration), when you can get them into a line (corridor?)
- Stinking Cloud - Creatures inside of the stinking cloud now also have a chance to gain resistance to the cloud temporarily by +5
- Call Lightning - up from 3d6 to 8d6 and 8d10 - When you get this spell, represents best-in-class endurance casting (use your spell slots extremely efficiently) - sorcerers at this level using spell slots will still do more damage per round, but for saving spell slots and still doing great damage, call lightning can’t be beat
Level 4
- Crushing Despair - Decreases everything by -4 instead of -2 - an excellent AOE option when against enemies with a low will save
- Bestow Curse - Deterioration from -4 to -6, and all stat reduction curses from -6 to -10
- Beast Shape II - Now also gives you a +2 bonus to dexterity, as well as two 1d6 claws (instead of 1d3) and a 1d8 bite (instead of 1d6)
- Elemental Body - Buffs to all forms - Elemental Body is the go-to shifter form if you want to be defensive instead of offensive, with some energy resistance flexibility:
Air - Better AC tanking
Earth - DR 5/- and some other small buffs
Fire - Three attacks + buffs
Water - Excellent constitution buff and smaller additions
- Ice Storm - Now, targets that get entangled will also take 1d4 slashing damage from any melee attack hitting them until they are able to escape and/or the spell ends
- Shout - Now ignores spell resistance and is an excellent way to control high resistance creatures
- Touch of Slime - Now ignores spell resistance and does 1d4 con damage per round instead of 1d3
- Life Blast - Now does d10 instead of d6 damage - one of the absolute best spells at this level to destroy undead (though the line-based AOE is somewhat difficult to work with in many cases) - Won’t anyone think of the plants??
Level 5
- Elemental Body II - Buffs to all forms again, continuing the themes of Elemental Body I
- Angelic Aspect (& greater) - Now staggers the bearer if they are evil - Adds +5 fast healing, and AC/Save buffs are now sacred instead of deflection and resistance
- Beast Shape III - Much better stat buffs and claws - Str from +4 to +6, added a constitution bonus of +4 and claws from 1d6 to 1d8
- Fire Snake - Damage dice from d6 to d8 - excellent spell for blasting corridors without destroying your party
-Thoughtsense - Now also gives you a precognition bonus of +1 to your AC and Attack
- Flamestrike - Up from d6 to d8 per caster level - great option for foes that take additional damage from divine energy (usually very powerful outsiders)
- Pillar of Life - Gives 6d8 instead of 2d8 + CL in healing - very spell slot efficient, but still has the big drawback of requiring a standard action to actually get anything out of it for each target - superb out of combat healing efficiency
- Slay Living - 12d10 instead of 12d6 damage base - Niche excellent single target kill spell for mid-levels - is slightly less effective (d8 dice used) when cast through an arrow
Level 6
- Banshee Blast - Damage increased from 1d4 to 1d6 and reflex saved changed to a will save (double will fail = damage + panic) - excellent AOE damage + crowd control against low will save targets and good action economy if you get lucky
- Beast Form IV - Shambling mound now gives +6 / +6 strength and con (excellent defender with it’s grapple attack), Smilodon now gets more strength and no dex penalty (excellent attacker form), and Wyvern get’s better strength, a dodge bonus to AC of +2, and +5 natural armor instead of +4 along with faster movement speed
- Phantasmal Putrefaction - Wisdom damage from 1d4 to 1d8 - now an excellent way to disable large groups of weaker opponents (especially will save weak) and the initial wisdom damage will help with the large number of saves given to targets
- Undeath to Death - 1d6/caster level HD affected (max 20d6 HD) and will instantly kill anything that fails it’s save under 20 HD - excellent AOE kill spell against undead
- Circle Of Death - Buffed to kill targets with 15 or less HD instead of 9 – turns circle into an excellent save or die spell for the mid-game, with very decent damage into the late game for a level 6 spell as long as you can break through both a target’s SR and fortitude – a bit useless once you start facing high HD creatures into the late game though
Level 7
- (Spell Rewrite) Power Word: Blind - This spell has been rewritten to not allow saves, immunities or spell resistance of any kind. It’s positioned as a spell that taps into true divine energy, which cuts through most mortal (non godly) defenses. However, it only lasts for a maximum of 1d4 rounds now
- Umbral Strike - will now also knock the target prone for 1d4 rounds if they fail their fortitude save
- Caustic Eruption - Ongoing acid damage now lasts for 3 rounds instead of 2 - one of the best spells for doing straight up acid damage, but still very hard to use without killing your own team
- Insanity - Now also adds a -10 penalty to the target’s Int, Cha, and Wis on a failed save - an excellent single-target spell for helping shut down casters
- Ki Shout - This spell is now envisioned as a spell that allows the caster to, in a very basic way compared to divine creatures, tap into it’s soul and release magical energy in an incredibly powerful way. The shout now does 1d10 damage per caster level (max 20d10) and penetrates spell resistance
- Blasphemy, Dictum, Arbitratement, Holy Word, Word of Chaos - An additional component has been added to these spells that forces targets to make an additional will saving throw or be affected by a spell-specific effect such as being knocked prone, or taking additional damage
- Sunbeam - Uses d8 dice instead of d6 - superb weapon vs undead targets and *especially* vampires - very efficient
- Finger of Death - 12 damage per CL now - does only 2d6 if fort save succeeds
- Destruction - now 10d10 damage on a successful save
- Disintegration - now 2d8 per caster level
Level 8
- Horrid Wilting - No longer affected by spell resistance - lower damage than most other AOE spells at this level, but the ability to pierce through spell resistance could be useful in some cases
- Iron Body - DR from 15 to 30/Adamantine and arcane spell failure decreased from 35% to 15% - late-game there will be many enemies that ignore the damage resistance, but the arcane penalty is not *as serious* as it used to be, and this may be a good option for protecting yourself from precision damage and similar
- Power word: Stun - Is now a partially divine spell - will stun a target for 1d4 rounds, with no save allowed - however, due to the power of this word being too much for a mortal spell of 8th level, the word is formed imperfectly, and spell resistance *does* apply against it. Creatures of divine rank 2 or higher are also immune to this spell (once I implement divine ranks)
- Scintillating Pattern - Now has *NO* cap on the HD of creatures it affects - an excellent way to get unconscious or confusion status onto a high save target(s)
- Soulreaver - Now uses d8 dice instead of d6 and also gives 1 negative level to all affected targets for 10 rounds - excellent AOE damage with no save or resistances allowed that now competes fairly evenly with stormbolts (especially since most characters using stormbolts in WotR will be ignoring energy immunities and resistances anyways)
- Sunburst - Not nearly as efficient as the level 7 spell Sunbeam before it, sunburst is an immensely powerful spell for destroying large numbers of undead (or even powerful outsiders that are weak to divine damage). Absolutely massive AOE, blinds everything inside, and immense damage against undead - now deals d12 damage instead of d6 (max of 25d12 against undead)
- Death Clutch - Double save (will & fort), but able to kill anything < 1000 hit points now - best-in-class at killing single targets with “some damage even on save” as a non-mind-effecting spell
Level 9
- Clashing Rocks - Damage dice increased from d6 to d10 - this spell is brutal against weaker targets
- Power Word: Kill - Similar to the other power words, now works on any creature regardless of HD/Hitpoints. However, the true power of this divine word is too much to be contained in a mortal spell of level 9, and the target gets a will save as well as their spell resistance to exploit the imperfections in the spell. Divine Rank 1+ creatures are also immune to this spell (ie. Demi-god or higher) - does massive amounts of flat divine damage now instead of insta-kills
- Shapechange - Uses the updated, more powerful forms of Worldcrawl updated Beastform/etc.. - some of these forms are excellent in specific situations, so consider putting shapechange on your hotbar as a way to react quickly to unexpected circumstances
- Winds of Vengeance - Now also gives you DR 5/- (stackable with other /- sources)
Breath Weapons - Dragon breath of all types is now *much more deadly* (except for a certain dragon that you encounter in Act 3) - this is most dragon’s primary weapon and is feared for a reason - some special non-draconic monsters have also had their breath weapon upgraded… fun surprise for you in chapter 5
*As part of a push to make DR-based tanking possible, many DR related abilities and similar have been modified - average of twice as effective with some small differences here and there – this will be expanded in later patches*
Swarm form buff - 5/- to 10/-
Coin of Protection - 5/- to 10/-
Adamantine Armor - Heavy 3/- to 5/- || Medium 2/- to 3/-
Dwarven Ancestral Shield - 2/- to 4/-
Aura of Righteousness (Paladin lvl 17) - Now gives both DR 30/evil as well as DR 5/- to the paladin – Martyr version of this is DR 15/evil and DR 8/-
Soul of the Fey (Fey bloodline capstone) - From DR 10/cold iron to DR 30/cold iron
Sylvan Trickster - Fey resistance from maximum DR 10/cold iron to DR 30/cold iron
Blue Dragonscale Helm - Now gives DR 4/-
Holy Champion - Paladin capstone - now gives DR 10/- in addition to pre-existing benefits
Increased Defense Feature (Stalwart Defender & Stonelord) - Increase from DR 1/- per rank to DR 2/-
Invulnerable Rager - Damage reduction now equal to class level instead of half
Perfect Defense (armor) - From DR 5/- to DR 20/- against ranged attacks
Rings of (Lesser/Greater) Ultimate Protection - Lesser from DR 1/- to DR 4/- – Greater from DR 2/- to DR 6/-
Skald - Now gives DR 2/- per rank of reduction feat
Stalwart Defender - Now gets DR 2/- DR 6/- and DR 10/- with same progression as vanilla
Major Earth Blessing - From DR 1/- - 5/- to DR 5/- - DR 9/-
Oracle Iron Skin Revelation - Now adds DR 20/Adamantine in addition to DR 3/-
Aspect of War (Warpriest capstone) - Now DR 20/- up from DR 10/-
Oread - Now gains 2/- DR and 5 electricity resistance
Gem Oread - Gains 5 cold, fire and electricity resistance
Ironsoul Oread - Gain 3/- DR
More Early-Level Endurance for Spellcasters - *all* spellcasters have had their available spells per day at lower levels increased significantly (~2 *per-level* for non-spontaneous and ~3-4 for spontaneous) - this tapers off until no extra spells are gained past spell slot 6. Casters are still limited by their spell slots pretty heavily, but not *as* much
**Monk - AC Bonus - from Charisma now gives a bonus of a maximum up to your current monk level + 3 *IF YOUR HIGHEST LEVEL CLASS IS MONK* - otherwise, you only get a *maximum* bonus to AC of your monk class level
(ie. for +5 bonus to AC from charisma, you need to have at least 2 monk levels, with monk being your highest level’d class, OR 5 monk levels if you have another class with a higher level than your monk class)
Wizard (And all Archetypes) - Gets a new, unique feature at level 15 that increases the spell DC of *all* spells by 1
Thassalonian Specialist - Also gets a unique feature at level 15, but increases spell DC by 2 instead of 1
Brownfur Transmuter - Nerfed - powerful change now gives you -1 DC and -2 CL to all spells cast *as well as* reducing the strength of all summoned creatures you cast by -4 STR/DEX/CON – the level 20 capstone increases this malus to -2 DC and -4 CL. Brownfur is still the best class in the game for buffing parties/summons with transmutation spells, but as a summoner/spellcaster *themselves*, they will be weaker.
Eldritch Font - Surge now gives +3 DC or +4 CL (instead of +2 DC or +2 CL as it is right now, which is the exact same as a normal arcanist with potent exploit) – eldritch fonts are by a slight margin the strongest arcanists in terms of how much general DC or CL they can get on a spell, though their spell progression is hampered
- Characters with racial vampire class points will now be considered fully undead
- Dragons will now have varied sizes based on their age and power (base game dragons all share the exact same model size, except for a few rare exceptions)
***** Vital strike fixed to work as the rules state, and vital strike damage cannot be crit anymore - this is a massive fix to Vital strike, and with this fix you should feel comfortable to explore non-Vital strike based melee builds! Vital strike still represents one of the best ways to get a large amount of alpha/one-hit damage, but full-round attacks now will out-damage it greatly, so it serves a powerful niche, but is not “flat-out better” than everything else now
**Massive thanks to Vek17 for an understanding of the relevant vital strike damage calculation code
***** Magical Vestment fixed to no-longer work on mage armor - you must wear armor if you want an armor enchantment bonus now
***** Ranger Favored Target “Demons of X” removed - favored target outsider works for all demons again (ranger didn’t need this nerf)
**Also extreme huge thank you to Vek17 for most of the code
***** Natural Armor NO LONGER STACKS - many builds that always start with “iceplant” and other things like this to stack natural armor will no longer work. Natural armor now works correctly and does NOT stack
**However, note that “natural armor” , “natural armor (size)”, and “natural armor (enchantment)” still stack as intended
**Credits to Vek17 for the patch
This mod is being created to really make the main character feel powerful, while still giving him enough challenge where even experienced players may die and lose the game from time to time. The “true experience” of this mod is intended to be played with Core difficulty rules, and Azlanti mode enabled. Every new game will present the player with different enemies, unique challenges, and different loot (including minor and major artifacts). Classes, spells, etc.. will be heavily rebalanced to improve currently "trash/useless" abilities.
Features To Be Added in Future Versions
Game Systems
- Additional classes that give caster level and work similar to the Eldritch Knight will be added for level 20+ play so that casters will have more options to continue with their spellcasting without being locked into Eldritch Knight. Most of these additional arcane class options will be epic classes basically (level 20 required to start). It is intended that “major power” comes from your level 1-10 mythic levels, whereas these level 20+ classes are the “training” that you do as you become more powerful
Encounters & Challenges
- When you start a new game, that game will be given an overall “theme”, heavily influencing the types of procedural encounters you are faced with (currently, only the demon theme exists).
Ie. In one game, the world might have a group of demi-liches attempting to support the demon forces - you would expect to fight many more necromancers, liches, undead, etc… when going through the main story. In another game, Tiamat might be interested in the Worldwound, sending chromatic dragons to mess with the demons of the Abyss. In still another game, Bahamut might send metallic Dragon allies to aid the player - of course, other forces in this world would oppose Bahamut, so that the player still has roughly the same amount of challenge.
Class & Etc.. Balance
Classes & Paths
- One-level dip classes will be nerfed and brought into line - I do not want immersion-breaking flavor-of-the-day one level dip classes to be a thing. Classes will be updated so that you either take 4+ levels of a class, or don’t take it at all
- Classes in general will be, over time, balanced so that going level 1-20 in any single class will give you roughly the same amount of overall power at the end of it. Classes like the fighter that are less versatile will be *slightly* more powerful in their specific focus, but not by a large margin, because you have other party members that can easily make up for their weaknesses - action economy will be strongly considered when dealing with classes like the Bard, who currently have to waste many actions doing things much worse than other “pure” classes
- Dragon summoners, Golem builders (build your own adamantine colossus and watch it squish demons), and other classes to be added
- Divine Heritage mythic path to be added - with this path, your character will basically be a lesser deity (Divine rank ~5) who has for whatever reason been pushed back down to the mortal coil - abilities on this path will focus strongly on divine damage and “no save, I do this” abilities that are very limited at lower ranks, but slowly make you really feel like you are using “pure divine” power - Divine ranks and godly power are mainly about being *very difficult* to kill, and doing something because you said so
Items
- Item creation will be expanded to include creation of lesser and greater artifacts
Spells
- Additional level 10 spells (and 11 if it is feasible) will be added to provide a bit of selection at very high levels
Feats & Abilities
- “Boring”/one-dimensional classes such as pure fighter will be given much more impactful level 20 capstones, and additional abilities will be added that increase their flexibility somewhat - a level 20 fighter will never be nearly as flexible as a level 20 wizard, of course, but they will have other options than just full-attacking all day long. (minor teleportation, mirror images created from sheer combat ability… things like this) - more or less changes will be made here based on what the final mythic levels look like
Areas & New Characters
- Celestia and other heavenly planes (and their characters) will be expanded out
- Hopefully we get some tools within the next few months to add scenes and assets - if so, this mod will eventually start add some areas of heaven as part of the story, and will expand the game out to include epic-level difficulties, and to rebalance the pre-existing epic challenges (ie. killing demon lords) so that they are truly epic
- Dragonkind and dragon-related quests/stories will also be added at mid/high level areas
Vanilla Game Problems to be Solved (Some reasons why I started creation of this mod)
Just explaining some of the things this mod was created to improve and why I set out to create it
- Difficulty curve (core difficulty) in the vanilla game is designed to be beatable by semi-random, non-optimized builds - this makes the game ridiculously easy for anyone taking the time to get the most out of their party
- Monsters and encounters in all major areas are *exactly* scripted - you will always fight the exact same challenges from start to finish, killing replayability
- Loot is also exactly placed - entire builds and some OP strategies revolve around guaranteed access to (sometimes) poorly balanced items
- Grinding is possible through farming random encounters all day. This is dumb.
- Many spells, items and abilities are useless, since they are mainly copied from Pen and Paper Pathfinder, which is an *entirely* different experience - this heavily reduces the flavor and options players have when designing their characters (forced to take the one or two overpowered feats/spells at every level)
- Complete immunity (to death, compulsion, etc..) blanks out large portions of the game’s mechanics at high levels, rendering speciality in these effects largely a waste of time
- The visual speed of combat at high levels is the same at low levels, even though characters are supposed to “in-universe” be moving at exponentially faster rates due to their magic and incredible abilities - it looks strange to see everything blowing up and zipping around at high levels, since the normal game speed and tactical mode speed is the same regardless of a character having 6 attacks per round, or 1 attack (ie. they are attacking at 6x the rate of a low level character, but the speed of time moving in-game is the same, making it look comically fast) - as the awareness and senses of characters increases, so-to should the game visually “slow down” (ie. bullet-time mode)