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>>> Download <<<
Since there has been a significant increase in PvP games and streams, a lot of remaining balance issues were discovered (mostly war machines). This was too much for a non-beta campaign release, so this is a quick patch, allowing them to be tested for a few weeks, before the campaigns will be released.
Balance changes to War Machines
Overall the purpose of these changes is to make ballista weaker early game while stronger late game and make the ballista path more equal to tent+ballista. Also to prevent magic heroes abusing ballista HP with summoning magic. Only heroes with WM skill will get machines with high HP. Tent is more expensive to better reflect its value, while the cart and ballista got a bit cheaper.
- Ballista base HP lowered from 500 to 200 and cost decreased to 2500g, ballista perk will increase HP by 4x instead of 2x
- Ballista amount of shots lowered to 20
- Ballista dmg lowered to 3-4AK, 3-4AK, 3-5AK, 4-6AK
- Triple Ballista changed to Quadruple Ballista and shoots 4 times
if the hero attacks the ballista using the chain attack exploit it will inflict very little dmg
- Ammo cart base HP lowered from 400 to 100 and cost decreased to 1200g, catapult perk will increase HP by 4x instead of 2x (to force the player to protect ammo cart better during creeping, unless catapult perk was obtained)
- Brimstone Rain makes catapult shoot 4 times
- Tent base HP lowered from 400 to 100 and cost increased to 1500g, tent perk will increase HP by 4x instead of 2x
- tent healing = 0 + X per level instead of 10 + X per level
- Quadruple ballista is removed from Avenger class and replaced with Imbue ballista, Imbue ballista is replaced with new perk giving +4 spellpower
- Gremlin Sabotage threshold reduced from 10x to 1x its own HP
Other Balance changes
- spirit link is nerfed: formula is changed to sqrt(damage inflicted+6)/12
- unicorn horn bow has -1 luck penalty
ARMG
- ARMG template Ladder-L was split in Ladder(A)-L and Ladder(B)-L, (A) is the same as the old one,(B) is a new one with rare resource mines in zone 2 and higher tier dwellings in zone1 (instead of lower tier), if overall gameplay is better changes could move also to some other templates in later versions.
- in PvP matches Battle sites have by default +10% growth (as in nightmare mode) and additionally on heroic +5% and on impossible +10%
- significantly increased strength of hill fort guards on (newly generated) ARMG maps
Bugs
- Kragh now has the old pounder spec but the extra turn is performed by the AI to prevent the broken exploit, no other hero can have this spec since the fix doesn't work if 2 of such heroes would meet each other.
- Davius starts with eldritch arrow instead of regeneration
- Shak doesn't start with a wyvern
- Fixed emilia having hidden special
- fixed malustar start with 4 skills
- fixed mephala not starting with light magic
- fixed nathir having hidden special
- fixed darkstorm not starting with confusion
- Fixed sometimes hero starting with additional scroll or wand artifact
- Fixed Thant not getting luck bonus from specialization
- fixed code for seer hut levelup bonus
- prisoner rewards from battle sites adjust by default to player race (can be changed to herorace in settings.pak)
- fixed forgotten ring artifact being in wrong loot pool
- ARMG manual: updated guide for mapmixer and mapmixer screenshot
- ARMG manual: added explanation about generating undergrounds for competitive PvP maps
Hero starting conditions
A lot more heroes got starting spell changes, in some cases to balance them, in other cases to consistently apply the same rules to everyone
- heretics start mostly with confusion spell
- knights start mostly with haste spell
- druids start mostly with eldritch arrow spell
- Melodia starts with haste instead of deflect arrows
- Mephala starts with haste
- conjurers mostly start with fist of wrath
- Kastore starts with lightning bolt
- Zoltan starts with magic arrow
- Kha Beleth starts also with stone spikes
- gatekeepers mostly start with vulnerability
- runemages mostly start with eldritch arrow or fire trap
- flamekeepers mostly start with lightning bolt
Submod compatibility
These changes are not visible in game but serve to improve submod compatibility in the future:
- Split out hero visual files, so that unique hero models can be added to the game without using any files that are required for balancing and therefore will never require updating after release.
- Redirected in-town background scene maps to separate locations, so that they can be visually different from adv-map background scene maps.
>>> Download <<<
Changes:
Summoning magic
- Earthquake can be cast outside sieges and inflict a small amount (20 + 2 * SP) of physical dmg to all creatures (this tactically serves to counter low tier 1-unit stacks)
- tremors perk no longer exists as it is now part of earthquake spell, mana burst perk teaches earthquake spell
- summon elementals now always summons earth by default.
- added 3 new perks in summoning magic each allowing to select another elemental type to summon.
- rearranged DBC bonuses in summoning magic
- nerfed summon elementals amount from 1.8 * SP to 1.5 * SP at expert level and increased mana cost to 20
- you no longer get a 40% bonus for fire elementals
- air elementals -1 initiative
- nerfed tieru and zehir amount of summons
- increased wasp swarm dmg to 10,12,15,18 * SP
- increased initiative of wasp hive by 1
- set wasp swarm atb reduction to 0.2,0.25,0.3,0.4
- increased multiplier of swarm queen specialization to 0.02
- probably fixed hero specs summoning extra stacks in HvH LAN fights
Destructive magic
- elemental balance perk is moved to destructive and placed after master of storms
- buffed effect of master of storms to x0.5 ATB reduction
- increased damage of meteor shower to ice bolt level and mana cost to 32
- increased damage of stone spikes to eldritch arrow level with lower base and increased cost to 12
- ignite perk adds 50% instead of 33% dmg per round.
- decreased mana cost of fireball to 20 mana, ice bolt to 8 mana, circle of winter to 24 mana
- adjusted various mana pools of creatures and hero specs to the new spell costs
- the evercold icicle, emberstone necklace and emerald slippers also regenerate 2 mana per day
- banish base damage is a bit higher
SP and mana buffs are moved around to have skills compete better with each other
- secrets of destruction now gives knowledge per level and replaces pariah.
- occultism gives spellpower bonus based on level and also works for destructive.
- arcane brilliance perk also gives spellpower per level instead of mana regen.
- twilight and dark exaltation give mana regen instead of SP at higher level.
- swapped knowledge and spellpower bonuses between detain and weaken perks in process of reducing their text.
- chieftains can now learn casters luck and gain +12 spellpower from it.
- tribal rituals now also gives +4 mana regeneration.
New spymaster and siege master perk
- New perk: Siege master now merges quadruple catapult with +3 movement speed in sieges in one perk.
- New perk: Spymaster, supports games where heroes can never return to town (see screenshot)
Other
- changed ARMG ladder template B to have T5 dwelling on zone 1, T6 in zone 2 and T7 in zone 3
- unupgrade brawlers made more durable +5Hp, -1 initiative, +Bash ability
- modified all ghosts to be less tanky and more aggressive, -5Hp,+1dmg/-3HP,-1D,+1maxdmg/-4HP,+1 initiative
- reduced hydra/wyvern regeneration to 40-60HP per turn
- nerfed regeneration spell from 60% + 6% per SP to 60% + 4% per SP at expert level
- mining skill is a bit better as it no longer has a chance for 1 gold
- counterspell now cost x2 the opposed spell again, because it is much stronger after being moved
- resurrection artifacts no longer work per stack, but overall
BUGS
- fixed staff of saint resurrection looping
- fixed band of conjurer giving DBC bonus
- fixed evercold icicle not obtainable in battle sites
- fixed bart still boosting summon elem spell power
- fixed calid starting with too much knowledge
- fixed sylsai not called trickster
- fixed orson getting extra zombies per week
- fixed laszlo not getting extra swordsman on duel template
- davius and malustar no longer start with war machines
- fixed luck penalty on unicorn hornbow and penalty can now be removed with treebron quiver
- fixed a lot of wrong creature names in hero spec and building descriptions
- fixed description of enlightenment and learning giving the impression all primary stats are increased
- fixed mysticism and refined mana text
For more details read the article on moddb!
>>> Download <<<
Dear community,
We've released another PvP balance patch, possibly the most consequential one among the last 3 patches. Not every change of Betas 6-8 may make it into the campaign version, but overall we hope we are close to finalizing this important process.
Changes:
Spells
- Summon creatures spell is renamed 'Creature Portal' and now costs 0 movement (hero chaining RIP)
- lowered requirement of Town Portal to level 10 and Creature Portal to level 5, summon boat cost increased to 5 mana.
- Dark ritual now cost 1 road tile worth of movement for every 10 mana recovered. Heroes with mystic spec do it a bit cheaper.
- Summoned Phoenix and spectral dragon spec have new ability: Primordeal - grants immunity to Cold Death/Harm Touch/Vorbal Blade and Deadeye Shot
- removed elemental balance skill from game, increased mana cost of Phoenix to 48.
- slightly decreased dmg of meteor shower from 30*Sp to 28*SP (is still better than it was)
- earthquake spell cost increased to 12 mana and improved visuals.
- increased base duration of vampirism to 2 and reduced duration scaling to 0.05 (greatly benefits cyrus and ash)
- increased base duration of decay to 2.5 and reduced duration scaling to 0.05
- increased base duration of firewall to 1.5 and reduced duration scaling to 0.05
- decreased cost of fireball to 18, set ice bolt back to 9
- lowered talisman cost for creature portal and clarified talisman functionality desc
- fixed missing or incorrect info in all adventure spell descriptions.
Skills
- removed gating skill from demon lords and sorcerers, so only gatekeepers can now use gating. This is to end endless AI abuse with gating+last stand and gating+summoning magic while your human opponent has to wait forever for a turn to end. Hopefully this will end Infernos impopularity in PvP as the pace of the inferno game is now more equal with the other factions. Gatekeepers themselves
are less abusive and have more weaknesses without gating. Campaign/scenario heroes are not affected as they are mostly gatekeepers, which is a class kept very similar to demon lords in original game.
- swapped dark exaltation with Pariah perk, added +5 mana regen and raise death spell to Pariah, removed L30 bonus
- secrets of destruction to give +2SP and +4 mana regen and chain lightning spell and put it behind master of storms.
- removed +2 Defense bonus from last stand
- reduced attack penalty on preparation to -1
- reduced attack bonus on leadership for necropolis to 3,5,7
- fixed arcane renewal being triggered on arcane crystal, blade barrier and summon hive.
- reduced ballista dmg at expert level from 4-6*A+K to 4-5*A+K
- mechanical creatures (war machines and golems) are now immune to cold death (Ballista dmg is nerfed slightly, but overall all WM are far more reliable)
- catapult initiative increased to 12 and dmg scaled down accordingly, dmg of untrained catapult wasn't lowered (this benefits both untrained and siege masters as you can only target one wall segment per turn)
- nerfed gremlin repair to 2x stack size
- energy channel reduces mana cost by 5% instead of 10% (has strong round down effect)
- changed engineer starting primary skills from 0-3-1-1 to 1-2-1-1
- changed renegade starting primary skills from 3-0-1-1 to 2-1-1-1
- rolf spec changes 1D in 1A, instead of 3D in 3A
- Harkenraz start with adv Combat, Agreal with basic destructive, Svea with Occultism
- Changed resurrection artifacts back to working per stack and added minor stats to all of them.
- pocket resurrection artifacts have effectiveness increased to 20% + 1% per K
- removed knowledge penalty from ring of sar issus and nerfed effect to -25%
- mercury pendant now gives +2 Sp instead of +1 SP
- orc artifact descriptions now explain why they are not so bad
ARMG
- Ladder-Mu: tier4 in zone 1, tier 6 in zone 3, moved res mines to zone 2, ore+wood in zone 3, improved zone guard strength
- Ladder-L: now there is only one such template, improved zone guard strength in later zones
- Ladder-M: tier6 in zone1
- Cut dwelling conversion cost for T4-7 in half, and adjusted the other tiers towards it
Other
- fixed mixed neutral generation, generating invalid black knight ID
- fixed missing namefile of watering hole adv object
- fixed xerxon not getting enough dragonblood crystals
- fixed scenario hero veyer spec desc
- desc of enlightenment now says primary skills are random
- flattened terrain on taiga battlefield colliding with battle grid
- prevented AI going in 'victim' mode by enforcing 'warrior' mode on all default multiplayer maps.
- possibly fixed issue of summoning 2 stacks with vayshan et all in LAN battle
- possibly fixed issue in LAN duel mode of double growth in towns
- updated installer texts
Mapmixer
- added function to mapmixer to force 'warrior' mode on any processed map, to optimize its behaviour
- added option to auto-balance mentors and hillforts for PvP ARMG maps
- added option to disable town conversion and mine control on map level
A bugfix release was made and Skillwheel is out!
RC159 hotfix - https://www.moddb.com/mods/might-magic-heroes-55/downloads/might-magic-heroes-55-rc15-beta-9
Skillwheel for RC15 Beta 8b - https://www.moddb.com/mods/might-magic-heroes-55/downloads/mmh55-reference-manual-rc15-beta-8b
-fixed MAJOR gamebreaking issue, combat AI messed up when computer controlled hero is in battle.
-fixed gamebreaking issue when taking secrets of destruction perk.
-possibly fixed dual summons issue in LAN by different means again.
-fixed chieftains getting 4 knowledge from refined mana
-fixed town portal and creature portal showing wrong level in text.
-recolored icons of dark ritual and secrets of destruction.
-cleaned up archives.
>>> Download <<<
Dear community,
We've released another balance & fixes patch. This time Warcries are significantly reimagined as follow:
Changes:
STRONGHOLD
- Warcries hero level requirements removed
- Warcry army rage bonus does not deppend on War Cry level
- the third rage level is gained at 900 instead of 1000 rage
- 'Shout Training' perk renamed 'Warcry Training' and swapped with 'Shout of Rage'
- 'Shout of Rage' perk renamed 'Bloodlust' and gives x1.5 instead of x2 rage to all warcries
- 'Mighty Shout' perk adds +10 level bonus to warcries instead of +5
- 'Tribal Teachings' renamed 'Elder Chief' and now gives tier 5 creature every week
- 'Battle Elation' perk gives +80 rage instead of +50
- 'Bloodfire' perk modifies rage gain by 33% instead of 50%
- 'Stamina' perk increases defense per level
- if the hero attack finishes off a stack the army gains +20 rage
- 'Confusion' spell reduces rage by 30 per mastery instead of 5 (works as anti rage spell)
- 'Life Drain' ability reduces rage by 20 instead of 90
- 'Weakening Strike' effect reduces rage by 30 instead of 90
- 'Blind' spell reduces rage by 60 per turn instead of 100
- 'Frenzy' increases rage gain by 50% instead of 100%
- receiving a curse spell does not increase rage by 10
- added dmg absorbtion info to bloodrage skill desc
Warcies Level 1 - Creeping Warcries
- 'Word of the Chief' - renamed to 'Laceration' and hits enemies for 80 army rage and stuns 0.01 per level (can stack with stunning strike), 5 mana cost, is alternative to regular hero attack because of large amount of army rage it gives.
- 'Call of Blood' - buffed to 15 rage per level, 7 mana cost
Warcies Level 2
- 'Fear my Roar' - gives 80 army rage, 15 mana
- 'Battlecry'- renamed to 'Onslaught', now affects only one stack, increases speed by +3! and attack per level, gives 40 army rage, 12 mana
Warcies Level 3
- 'Horde Anger' - gives 40 army rage, dmg raised to 0.8x army size, 20 mana
- 'Rallying Cry' - renamed 'Battle Cry' gives huge amount of rage to whole army (+240 base) and morale for 2 turns instead of 3, 24 mana
CLASS CHANGES
- Rangers have 10% chance for war machines
- Druids have 12% chance for sorcery
- Wizards have 10% chance for sorcery
- Necromancers start with 2 knowledge for easier start
- Heretics start with 2 knowledge for easier start
- Tricksters start with 2 knowledge for easier start
- Runemages start with 2 knowledge for easier start
- Shamans start with 1 attack instead of 1 defense for easier start
- fixed Sorcerors learning 'Gating' skill from Witch hut
- Sorcerers default perk becomes 'Dark Ritual'
HERO CHANGES
Following heroes are modified for thematic reasons or 'Master of Curses/Navigation' levelup traps.
- Bertrand starts with 'Leadership' skill
- Klaus starts with 'Martial Arts' perk
- Benedikt starts with 'Advanced Dark' skill
- Markal starts with 'Dark ritual' perk
- Orlando starts with 'Master of Pain" perk
- Wyngaal starts with 'Soldiers Luck' perk
- Gilraen starts with 'Battle Frenzy' perk
- Darkstorm starts with 'War Machines' skill
- Eruina starts with 'Dark Ritual' perk
- Vayshan starts withOUT 'Offense' skill
- Naadir starts with 'Drain Soul' perk
- Deirde starts with 'Dark Ritual' perk
- Sandro starts with 'Dark Ritual' perk
- Thant starts with 'Eternal Servitude' perk
- Vidomina starts with 'Eternal Servitude' perk
- Jhora starts with 'Dark Ritual' perk
- Maahir starts with 'Scholar' perk
- Ebba starts with 'War Machines' skill
- Garuna starts with 'Dark Ritual' perk
MISC
- 'Town Gate' spell now teleports the hero in the gate of a town, the teleport is canceled if the gate is occupied
- Previously buffed 'Dark Ritual' perk renamed 'Arcane Ritual' uses different icons and swapped with 'Arcane Training' perk (now sorcery is good early game) 'Erratic Mana' also regenerates randomly 0-10 mana per day
- reduced mage guild cost to 4 wood and 4 ore per level
- reduced talisman lvl 3 cost
- modified rare resource cost patterns for some dwellings from 5 > 5 to 4 > 6 to make building mage guild lvl 2 not interfere with early development
- added +5 wood and ore to cost of resource silo, but reduced its gold cost to 3000
- Stalkers have 7 mana and can no longer become invisible if there are not at least 7 units in the stack
- Shadow Mistress mana increased to 21
- Spearweilders, +1 max dmg, -1A, -1D
- Skirmishers, +2A,+1D, harpooners -1A,+1D
- 'Encourage' perk increases atb by 0.4
- 'Summon Spectral Dragon' ability is much better (see ingame desc)
- 'Rune artist' specialization also adds +1 knowledge
- buffed 'Hypnotize' with 30% less base initiative reduction
- buffed 'Summon elementals' back to 1.8*SP
- 'Decay' nerfed to 2 turns base duration
- 'Poison Master' specialization nerfed to 10% base chance
- 'Blind' duration scaling changed to 1 + 0.05 per power
- fixed Lich Masters and some other casters not receiving the correct amount of mana from hero specialization
DUEL
- Avengers and Rangers both get extra Dancers to make up for their starting skills (and fixed intro text)
- fixed Mephala getting too much trees
ARMG
- by default all towns (player and neutral) start with mage guild lvl 1 on ARMG maps for better balance and gameplay
(this can be switched off in settings.pak or is overriden if existing build town variables are not 0)
- town conversion cost on ARMG for towns level 0-2 is lowered to 1k,3,3,1,1,1,1
- likely fixed issue of ARMG placing too many magma shrines in one zone
- increased zone guard strength on standard templates from 6 to 8
- increased zone guard strength on belt templates from 6,10 to 8,14
- increased zone guard strength on team templates from 1,6,10 to 2,8,14
- increased zone guard strength on window templates from 6,10 to 8,12
- increased zone guard strength on box templates from 6 to 8
- increased zone guard strength on epic templates from 6,10 to 8,14
- increased zone guard strength on ultima templates from 3,7,9,10,12 to 5,9,11,14,16
For more details read the article on moddb!
Never tried it so i dont know :(.
If you manage to do it, please let me know of the steps so we can add them to install guide.
I found a minor error, you may wanna fix in an upcoming release:
If you pull up the skill wheel in game and move to Sylvan: Ranger class, for the Offense skill, the War machines icons are falsely layered under the offense skill perks.
Also can you give a sneak peak, at what updates and features you're working on next?
>>> Download <<<
Dear community,
Updates sprint continues with an emphasis on Runelore. The overhaul makes Runelore useful skill from day 1 and can be used in PvE.
RUNELORE
- 'Fine Rune' perk is renamed 'Rune Recycling'
- 'Rune of Recycling' in addition teaches 'Rune of Thunderclap' and has its description changed to "...as long as the hero casts only a single rune on a single creature for an entire battle, the resources spend on the rune will be gained back after that battle."
- 'Rune of Thunderclap' description is improved
- 'Refresh Rune' perk in addition teaches 'Rune of Berserking'
- 'Runic Attunement' perk in addition teaches 'Rune of Dragonform'
- 'Runic Knowledge' perk renamed 'Rune Research'. In addition it teaches 'Rune of Exorcism'
- 'Tap Runes' perk teaches 'Rrune of etherealness
- 'Hold The Line' perk in addition teaches 'Rune of Resurrection'
- hero Inga has new specialization: "Savant - gets additional random primary skills with levels"
FIXES
- fixed Stalker 'Invisibility' ability not working (on stacks larger than 7)
- fixed 'Laceration' warcry not stunning
- fixed 'Laceration' log text saying creature is hastened
- removed rage gain on regular hero attacks (triggers too often)
- fixed town gate not working when town is jammed over edge of the map
- fixed hero rotation after town gate
- fixed Zydar starting without 'Arcane Ritual'
For more details read the article on moddb!
@Fanta Morgana i hope this post answers your question :)
Hey Joe!
This is an issue with the Barbarian spellbook which can hold limited number of adventure map spells. We will swap it for the normal spellbook for the next release so the issue will be gone.
Until then - Open the Talisman shop and read the talisman description carefully. Basically you can have only 1 of the 2 - 3a and 3b - which give one of the 2 town portals.
>>> Download <<<
Dear community,
This update brings a couple of fixes and further batch of balance updates and improvement to Artificier skill tree:
Fixes:
- fixed game breaking issue: hero Benedikt causing CTDs if anyone uses him
Might skills
- The first aid tent scales with hero defense primary skill as: 10 + 5/6/8/10 * D, based on 'War Machine' skill mastery
- The Defense secondary skill adds +20/+40/+80 healing to the tent, based on mastery
- Pocket resurrection artifacts scale with Defense
- 'Vitality' perk now gives the medical bag instead of first aid tent
- 'Armorer' perk buffed to 20%
- 'Power of Endurance' perk renamed Power of Stone and now gives mass deflect missile at advanced mastery
- Chieftains now use the regular spellbook visual and can therefore without bugs have all warcries + 3 or more abilities
- Chieftains can also use 'Town portal' spell again
- 'Retaliation Strike' ability resets atb to 1
- 'Avenging Strike' resets atb to 0.75
- 'Snatch' and 'Navigation' perks swap places in skillwheel
- Death Knights develop as 35-40-10-15 and start with 'Defense' skill
- Necromancers are more offensive: 25-15-35-25 and get 'Offense' skill more easily
Magic skills
- 'Arcane Ritual' now costs 12, 10 or 8 movement points for every mana point recovered depending on 'Sorcery' skill mastery.
- 'Mystic' specialization reduces cost by 2 for every 'Sorcery' level.
- 'Ocultism' now reduces magic proof by 20/30/40% instead of 20/40/50%.
- swapped 'Secrets of Destruction' for new perk: 'Chaotic Discharge' - gives 25% magic-proof as long as hero has positive luck.
- removed 'Circle of Winter' from 'Cold Death' perk.
- 'Pendant of Mastery' artifact doesn't boost Occultism percentage.
- 'Erratic Mana' perk now has 100% chance for 10-30% reduction, removed mana regeneration.
- the following heroes have their specializations swapped: Naadir - Harvester, Deirdre - Windspeaker, Markal - Soulhunter, Jeddite - Dark Conjurer
- Dirael - starts with 'Master of Conjuration' perk
- Gem, Ylthin - start with 'Master of Blessings' perk
- Eruina - starts with basic 'Occultism'
- Kujin, Haggash - start with first aid tent war machine
- mukha and shiva - start with a Wyvern creature
- fixed starting skills for Calid, Biara, Agrael, Garuna, Erika, Svea, Cyrus, Jhora, Deirdre, Benedikt, Sandro & Markal
- fixed 'Town Conversion' ability costing 3000 when it says 1000
- fixed some inappropriate artifacts for seer quests on ARMG
- improved 'Artificer' skill description
Artificer
Make it more useful early game by:
- 'Consume Artifact' perk is renamed 'Artifact Handling' and the ability is renamed 'Dissolve Artifact'.
- 'Artifact Handling' also includes the following: 'The hero constructs a Wand artifact with random spell enchantment for personal use and adds it to his inventory..'
Artifacts
- 'Staff of the Netherworld' now reduces enemy initiative by 15%, but has no luck penalty
- raised 'Orb of Prophet', 'Edge of Balance' and 'Tower Shield' to major artifact and value to 16k
- lowered 'Ring of Unrepentant' and 'Eternal Light' to minor artifact and value to 12k
- 'Governor's Quill' value to 16k
- 'Ice shield' and 'Dragon Sword' value to 20k
- 'Broken Will' and 'Shadowbrand' rings value to 24k
- 'Angelic Voice' value to 20k
PvP
Balance hit and run attacks:
- 'Shackles of the Last Man' is renamed 'Shackles of War' and lowered to minor artifact with 0 value, the artifact isn't generated or for sale.
- All 4 corrupt.. perks in Shatter skills are renamed 'shackle..' and give the hero a Shackles of War artifact.
For more details read the article on moddb!