Enderal: Forgotten Stories

Enderal: Forgotten Stories

Enderal Gameplay Overhaul - EGO
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Update: Aug 22, 2020 @ 6:34am

File updated 1.62 - Upload via Enderal launcher


Updated for Patch 1.6.1.0 (includes a lot of changes)

!!! When updating from an earlier EGO version you need to get your stuff out of the secure chests !!!
Sorry for the inconvenience.

-----------------------------------
SPELLS/STAFFS
-----------------------------------
- Summon spells now require both hands to cast, cast time from 1.25 to 3 (this also applies for NPC's except "dragon priests")
- Summon duration from 70/80/90/120 to 80/90/100/120
- Summon spell range increased by 10% (to avoid misscasting)
- Summon Ghostly Wolf manacost decreased by about 3%
- Reduced the health of high level summons by 5-7%
- Create Illusion manacost increased by 10%, health bar in the top left added (is excluded by two-handed and cast time change)
- Revive duration from 100 to 120, added "Max Level: <mag>" to the description (is excluded by two-handed and cast time change)

- Staff of the mighty Resurrection/Staff of the Resurrection duration from 90 to 120, cast time from 1 to 1.25
- Staff of Resurrection maximum level from 11 to 12
- Staff of mighty Resurrection maximum level from 25 to 30
- Staff of Oorbaya duration from 120 to 90, cast time from 0.5 to 3
- Vatyras Staff duration from 60 to 90, cast time from 0.5 to 3, vatyr deals about x1.75 damage, slightly less health
- Staff of the Burning Call duration from 60 to 70, cast time from 0.5 to 3
- Reduced the charges, increased the cost of Staff of Burning Call/Vatyra/Oorbaya/Resurrection/Mighty Resurrection

- Detect Life/Detect Death changed description, cast time from 0 to 0.5, manacost is now the same, is now an apprentice spell instead of an adept spell, reduced area by 25%
- Detect Death now also sees ghosts in EGO
- Waterwalking duration from 60 to 45, manacost increased by about 10%
- Grave Curse now also reduces stamina regeneration, regeneration penalty from 30/60/90% to 25/50/75%, Rank II manacost increased by 3%, Rank III manacost increased by 6%

- Dreameater fixed the sneak attack damage calculation, fixed infiltrator perk upgrade, it only scales up the bonus damage now, adjusted the sneak attack multipliers to EGO values
- Dreameater adjusted all descriptions/messages accordingly, added info to the heart shot perk, added more precise values for the bonus damage in the description
- Mindstorm can now disarm ghosts, has no effect on starling enemies
- Arveldhiin the Wanderer/Triceratops are no longer considered an elemental (this means for example that they are prone to psionic magic)
- Soothe manacost increased by 5%
- Removed the EGO spell Unstable Thought, replaced by the reworked Counter (nerfed the spell for older saves)

- Completely reworked Counter:
Before: For the next <dur> seconds, creatures and humans once take <mag> magic damage per 5 points in Psionics and stagger if they cast a spell. Can only be used again <mag> seconds after a successful counterattack.
After: For the next <dur> seconds, creatures and humans get staggered the first time they cast a spell and are silenced for <dur> seconds afterwards.
- Counter Silence duration is 5/7/9, stagger intensity now also scales with rank
- Counter no longer works on elementals (elemental attacks are not considered spells in EGO)
- Counter initial red FX now disappears, added new FX for the silence effect

-----------------------------------
NPCS/ENEMIES
-----------------------------------
- Followers have slightly reduced resistances
- Lost Ones no longer bash that often
- Some very small changes to undead/human combat AI (slightly less aggressive, not even noticable on humans)
- Ash Widow now deals additional fire damage with melee attacks (they only use it if they're silenced)
- Yogosh/Experimentator deals additional entropy damage with melee attacks (they only use it if they're silenced)
- Ancestral Ghosts deal additional frost damage with melee attacks (they only use it if they're silenced)

- Silver Steel Dagger of the Frost Wrath (new) added to Poldir
- Silver Steel Sword of the Arcane Wrath (new) added to Entropist Thordem
- Replaced a "Silver Steel Sword of the Frost Wrath" with the new Arcane Wrath one
- Higher level mages have a much higher chance to have an additional spell
- Replaced Summon Oorbaya on many wild mages with a random elemental summon (fire/ice/soil/mud, mud and soil are new)
- Many low level mages have Rank I Oorbaya instead of Rank II, Some higher level mages have Rank II Oorbaya instead of Rank I

- NPC reduced the amount of manacost decrease per skill level (now same as player, at skill 100 manacost reduction from 50% reduction to 40%)
- Reduced the mana of "Dragon Priests" by 150
- Increased the NPC manacost of summons slightly
- Increased the manacost of NPC Ward spell by about 30%
- Jakals Battlemage Boss no longer has increases mana regen and reduced manacost, now has 15% magic resistance instead of 40% shock resistance

- Added "Staff of Staff of Ice Storms" to Krustis Darkhand
- Added unplayable "Staff of Fireball" and "Staff of Ice Storms" to the Echo of the Cleansing
- Added Staff of massive Ice Storms (new) to Sabat Darkhand
- Replaced "Staff of the Oorbâya" with an elemental staff on Malgor
- Replaced "Staff of massive Fireballs" with "Staff of massive Ice Storms" in old hatolis
- Replaced "Staff of mighty Firebolts" with "Staff of massive Fireballs" on the Dragon
- Removed "Staff of the Oorbâya" from a place in the powder desert
- Removed elemental staffs from some wild mages
- Removed "Staff of the mighty Resurrection" from all enemies except Poldir (there is another one found in the world)

-----------------------------------
Lycanthropy
-----------------------------------
- Lycanthrope damage no longer scales with spells at all. The way this worked previously is:
Having an equipped spell increased claw damage by "magic skill of the spell * 0.33" (flat value, no percentage)
The rank of the spell/different spells made no difference.
This also meant that having a one handed weapon and equipping a spell in the other hand was the most efficient thing. (aside from 2 spells)
This was impossible to balance and made no sense whatsoever.
- Changed all descriptions to reflect the above change
- Fixed a small problem with Lycanthrope stat calculation in EGO (minor nerf)
- Lycanthrope poison resistance renamed to "Wolf Resistance", added 25% disease resistance
- Fixed Lycanthrope recipe descriptions to match the EGO ingredients (=3x wolf blood potion)

-----------------------------------
MISC
-----------------------------------
- Added EGO Secure Chests to the player houses in Ark
- Added EGO Secure Chest to a secret location at the beginning of the game
- Deleted all other Secure Chests that were in EGO (= Ark Market, Riverville Market, Dunville Tavern)

- EGO now has inbuilt compability for "Restored Vatyr Variants" (just load it before EGO)
- Added a ghost curse on the way to ark
- Added 3 new loading screens:
"Arrows that hit your shield deal no damage to you."
"Higher level spells have increased manacost as long as your appropriate skill is too low. For instance, a Master level elemental spell will require a skill of 75 in Elementarism to remove the manacost penalty completely."
"Leveling up your light armor skill will not only increase its armor rating but also increase your movement speed slightly."

Update: Aug 16, 2020 @ 8:49am

File updated 1.61 - Upload via Enderal launcher


- Tempest talent duration from 12/13/14 to 10/15/20, damage from 10/15/20% to 15/20/25%
- Focus talent duration from 20/22/24 to 20/30/40
- Tempest/Focus/Shadow of the Wind cooldown from 140/130/120 to 140/135/130
- Transmute talent cooldown from 300/180/60 to 300/180/30, added a description

- Difficulty damage modifier for enemies from 1.7/1.85/2/2.15/2.3/2.45 to 1.6/1.8/2/2.15/2.3/2.45
- Silver Sword of Arcane Wrath fixed description
- Increased the magic skill of mage apparitions
- Counter cooldown from 11 seconds to 3 seconds, removed cooldown description, fixed magic menu spell level description (e.g. apprentice, adept etc.)
- Summon Abomination (Mystical) manacost increased by 10%, health from 1050 to 950, completely fixed the ai (finally)
- Giant template enemies (e.g. Abomination, Grotesque Lost One, etc.) no longer knockback bigger enemies (mainly to nerf Summon Abomination)
- Decreased duration of all summoning spells (from 90/100/120/150 to 70/80/90/120)

- Reduced the health regeneration from the tutorial mud elemental by 50%
- Reduced the damage on soil elemental chain lightning attacks by about 15% (summons and enemies)
- Y'gnrok (myrad boss) no longer drops gold, drops a myrad heart, health is now as high as intended

- Increased range of player werewolf form by about 9%
- Vatyr/Bone Shredder range from 150 to 200
- Fixed Vatyrs running away from players in werewolf form (because of the above change)
- Wisp range from 64 to 105 (only smaller variants)
- Fixed Wisps running away from players in werewolf form (because of the above change)

- Reworked bank interest rates:
Previously the amount of money in the bank increased the interest percentage multiplier (from 0.5 to 2.8)
1000 gold in the bank increased the interest to 2.8% which was the highest interest available
Now the Interest is always 1% as long as there are 100 or more gold in the bank
Interest will always get rounded up = 150 gold in the bank are 2 gold interest per day
The maximum interest per day is still 250
Maximum interest needed to achieve 250 gold per day from 8928 to 25000

- Increased buying price by about 2%, reduced selling price by about 2%
- Increased value of silver weapons by about 5%
- Added pipes to backpack loot
- Renamed the 3 safe containers in the cities to "Secure Chest" (they are safe to use but don't share their inventories)
- Duration of self crafted fortify mana/health/stamina potions and self crafted resistance potions from 60 to 120

- Increased the skillbooks sold by Eshra Mirâya (her inventory doesn't respawn)
- Increased the rarity of mythical spells, decreased the rarity of forbidden mythical spells, they only start spawning at level 17 now
- Increased forbidden spellbooks on shrouded mage merchant
- Increased/Added spellbooks on travelling merchants
- Increased the chance that higher level armor/weapons spawn in vendor containers slightly
- Increased the chance that spellbooks spawn in vendor containers (the higher the rank the higher the increase)
e.g. each high level spell book had a chance of 70% of not spawning, this has been reduced to 50%

Update: Jun 24, 2020 @ 8:36am

File updated 1.60 - Upload via Enderal launcher

Updated for Patch 1.6.0.0

- Renamed "Chymicum: Vigor" to "Chymicum: Vitality"
- Increased enemy manacost by about 11%
- Mud Morel replaced "fortify health" with "slow" (this will make crafting paralysis poisons easier)
- Increased melee range to fix some issues
- Shadow Finger now requires handicraft of 21 (as in the description)
- EGO silver weapon blueprints can now be stored in the blueprint collection book
- Some small changes to the new pipe item distribution
- Added some loot to 2 hidden stashes
- Slightly reworked the loot found in backpacks (more variety)
- Added slightly more crafting pieces (instead of pennies) in crates/barrels

- Reduced manacost of all novice spells by about 2% (manacost values are not integers)
- Increased the duration of all summoning spells by 25-30 seconds
- Increased the duration of revive from 90 to 100
- Mystic Binding summoned weapon damage from 17% to 20%
- Bonejudge increased damage to undead from 10% to 15%
- Mystical Call summon duration from 60/120% to 50/100%
- Increased the health of summoned Ghostly Wolf/Ancestor by 5%, Decreased manacost of Summon Ghostly wolf by about 2%

Update: May 15, 2020 @ 4:40am

File updated 1.59 - Upload via Enderal launcher


Updated for Patch 1.5.9.0 (with some small additional tweaks)

- Fixed MANY small translation issues in the english version (thanks to Stemajzl)
- Changed the value and weight of some misc items (thanks to Stemajzl)
- Renamed "Awakened Lost One" to "Fleshless Lost One"
- Heavy Armor stagger protection is now incremental instead of 100% protection with 3 pieces
(1 piece = 25%, 2 pieces = 50%, 3 pieces = 75%, 4 pieces = 100% // Curaiss grants some extra stagger protection // excluding shields)
- Firm state perk stagger reduction from 75% to 80%
- Windrunner perk new effect: Enemies can no longer stagger you while sprinting. (while wearing no heavy armor)

Update: Mar 11, 2020 @ 5:51am

File updated 1.58 - Upload via Enderal launcher

- Concentration Perk rank II now works as intended
- Removed the remaining message in the top left if you activate/deactivate stances
- Fixed the magic menu description of stances
- Removed "-" from perk descriptions with 2 or more ranks (english version only)
- Increased Gold Barrel loot by 25, Gold Pot loot by 5

Update: Mar 4, 2020 @ 3:38am

File updated 1.57 - Upload via Enderal launcher


- Fixed a bug that caused some EGO mechanics (e.g. stamina drain on attacks) to stop working after about 40hrs of gameplay

- Some ghosts and apparitions no longer visually bleed
- Increased the value of player crafted Ambrosia and Antidote potions
- Added the ability to craft ghost curse potions (5 ingredients have the effect)
- Shadowsong staff health absorption from 20 to 25
- Increased the duration and armor gained from divine shield spells cast by enemies
- Added a NPC version of protection from magic to some bosses

- Decreased the value modifier of sneak enchantments by about 5%
- Decreased the value modifier of fortify carry weight enchantments by about 40%
- Fixed the value modifier of resist enchantments
- "Ring of mighty Concealment" renamed to "Ring of Concealment"
- Shadow Skin sneak bonus from 12% to 10%, reduced the value drastically
- Decreased the value of some pre-enchanted items that had way too much value

- Gildaumier the Mad One XP from 50 to 120, level from 5 to 12, health/mana increased, added skeleton summon spell
- Gorgosch XP from 80 to 100, level from 8 to 10, health increased
- Megran Ironford XP from 250 to 300, level from 30 to 35, health reduced
- Darkhand NPC's XP increased, health adjusted to better fit their xp/level, Eschtak/Modruk Darkhand have higher level spells

- Reworked the XP gained from Bosses: (a lot of NPC's got changed, these are only the changes with the most impact)
Pyalas Nay'Darim XP from 60 to 90
Gareasnake XP from 200 to 250
Gur Hal'Nan XP from 200 to 250
Ishmartep XP from 200 to 370
Ea XP from 350 to 400
Momog XP from 350 to 400
Bordam XP from 330 to 400
The Mechanist XP from 370 to 420
Expedition Leader Melren XP from 370 to 420
Dragon XP from 400 to 500
Triceratops XP from 900 to 1000
Ash Widow XP from 1250 to 1200
Steel Watcher XP from 1100 to 1200

- Level 33 Entropists XP from 330 to 270
- Grotesque Lost One (in Castle Dal Galar) XP from 85 to 300
- Controlled Lost One XP from 170 to 220
- Some additional small changes to XP of some enemies

Update: Jan 30, 2020 @ 4:09am

File updated 1.56 - Upload via Enderal launcher

- Crabs magic resistance increased by 10%, shock vulnerability increased by 10%
- Reduced the frequency of power attacks and bashes made by undead creatures
- Reduced the frequency of power attacks made by arps against blocking enemies
- Reduced the health of mud elementals slightly
- The Dragon has 25% armor piercing on his attacks
- Boneshredders have 15% armor piercing on their attacks
- Spider/Wood Elemental/Beetle melee poison is no longer applied while blocking
- Myrad Poison no longer applies a slow effect

- Reduced the mana cost and damage of Ice Breath/Flame Bite/Grounding/Death Breath by 9-12%
- Reduced the mana cost of Wall of Frost/Flames/Lightning by 5% and the damage by 10% (hazard damage is unchanged)
- Panacea duration from 30 to 90
- Replaced some high level magic scrolls with lower level ones in the Sun Coast
- Loram Waterblade apparition increased health/mana/stamina, reworked inventory, added all EGO apparition mechanics (2 spells, 19 perks)
- Player-enchanted drain health/drain stamina/drain mana/panic weapon enchantments magnitude are now in line with pre-enchanted gear
- Reduced the value modifier of player-enchanted drain health weapon enchantments by about 20%
- Renamed player-crafted poison over time effects, they now have different names than their instant counterparts (e.g. Poison Damage/Lingering Poison Damage)

- Base block damage reduction with shields from 65% to 63%
- Fixed the magic menu description of rabies
- Fixed a problem in the quest "a drop in the ocean"
- Fixed the playable variants of Zar'Ahs armor (weight, keywords, armor, enchantment)
- Blood Needle (unique weapon) base damage from 4 to 7
- Blood Needle/Glacial Bomb (I) moved from tier 1 big stashes to tier 2 big stashes
- Tier 1 big stash now includes random gems/jewelry/enchanted jewelry (for people that are somehow able to get these)

- Reduced the resistances of followers (e.g. Jespar) by 5%
- Followers now have EGO mechanics such as: heavy armor buff, mace armor penetration, axe damage boost, sword critical strike boost
- Jespar deals 5% less damage
- Armor values of Calia's Armor is now more appropriate (doesn't include her clothing outfit)
- Humanoid NPC's (and Undead) now have EGO weapon mechanics (axe damage boost, sword critical strike boost)
- Humanoid NPC's (and Undead) mace armor penetration from 50% pen and -10% dmg to 35% pen and +0% dmg (same as player)
- Humanoid NPC's (and Undead) deal 5% more damage with two-handed weapons

- Qyranian Stance speed increase from 10/12.5/15% to 10/13/16%, enemy critical strike chance bonus from 30/20/10% to 30/27.5/25%
- Skaraggian Stance bonus damage from 10/13/16 to 15/20/25, increased damage taken from 25/20/15 to 25/22.5/20
- Rocksolid duration from 10 to 12
- Barbarian perk description now displays the correct damage increase
- Reworked Bypass Defenses:
Before: Increases your chance to land a critical hit on a blocking enemy by 20%%
After: Power attacks with a one-handed weapon on a blocking enemy deal 30%% increased damage.

Update: Jan 13, 2020 @ 6:55am

File updated 1.55 - Upload via Enderal launcher

- High level fire elementals and rank II summoned fire elementals deal more damage with their firebolt
- Rank II ice elementals deal more damage with their melee attacks
- Rank I soil elemental reduced chain lightning damage, Rank II soil elemental increased chain lightning damage
- Rank II mud elemental deal more damage with their melee attacks
- Mud elementals are now summonable in small interiors (just like any other elemental)
- Rank II Oorbaya area of effect damage increased
- Oorbaya (including summons) melee damage increased slightly
- Summoned elementals have the same movement speed as their real (non-summoned enemy) counterparts (= from 80 to 95-105)
- Fire Elemental movement speed increased by 5%, Soil Elemental movement speed decreased by 5%

- Unleashed Might now grants 10% increased damage with elemental spells instead of 10% reduced manacost to lower level spells
- All mana reduction perks now reduce mana cost by 45% (instead of 40%)
- Reduced heavy armor, armor points by about 5% (player only)
- Reduced the damage of one-handed weapons by about 7% (player only)
- Increased bow damage by 2% (player only)
- Bow base attack speed from 0.875 to 0.9

- Increased buying price (by about 5%), reduced selling price (by about 3%) with rhetoric 0
- Rhetoric scales better
- Primary skill learning books base value from 25/50/95/225 to 15/30/68/175
- Reworked the vendor inventories of Tarhutie (Riverville) and Eshra (Three River Watch) slightly

- Corrected crafted Iron War Axe damage (deals 1 more base damage than the non-crafted counterpart)
- Fixed some english descriptions (thanks to Fjodik)
- Scroll of Magic Key base values from 12/28/48/80 to 13/30/60/100
- Magic Resistance of 50% or more now grants immunity to frost slow effects (just like frost resistance does)
- Devour Soul cooldown from 100/95/90 to 5/5/5, Absorb magnitude from 15/20/30% to 15/20/25%
- Fixed Kinetic Blast description
- Renamed "Rat Tail" to "Rat Meat" (like in vanilla) because of a reference made in a quest
- Fixed the footstep sounds of starling/rat catcher/righteous path boots
- Removed the in combat idle animations of trolls/mud elementals (Tyarges still have them)
- Increased the health of Tyarges by about 5%
- Shadow Dancer Affinity replaced the bugged effect with +10% increased sneak attack damage

Update: Nov 30, 2019 @ 11:51am

File updated 1.54 - Upload via Enderal launcher


Updated for Patch 1.5.8.0 (with a lot of small additional changes)

- Protection from magic base manacost from 60/95/135 to 80/115/160, all ranks require a higher level manacost reducing perk, duration from 210/240/270 to 240/300/360
- Elixir duration increased by 30, all ranks require a higher level manacost reducing perk, multiple ranks no longer stack
- Divine Protection base manacost from 50/67/85 to 55/70/87 (only affects Rank I/II/III)
- Turn Undead manacost increased by about 5%
- Marksman apparitions archery skill from 30/44/48/57/70 to 30/44/58/70/85, stamina bonus from 40/60/80/100/125 to 50/75/100/125/150
- Increased the manacost of non-weapon summon spells by 5%
- Summon Ancestor reduced health from 110 to 90
- Summon Panda increased manacost by 7%, reduced movement speed by 5
- Summon Cuthbert reduced health from 105 to 85
- Summon Oorbaya Rank I health from 470 to 460
- Summon Soil Elemental Rank 1 health from 260 to 240, Rank II 570 to 530

- Added changes to aggro radii to some missing undead enemies
- Added EGO mechanics/balancing to some missing enemies (e.g. Sister Korrie, Sister Deyna)
- Added EGO follower tweaks to some missing NPC's
- Follower (like Calia/Jespar) bonus physical damage resistance from 25% to 10%, Magic/Poison resistance from 30% to 20%
- Elemental Wolf (summon included) deals 5 less physical damage but now deals 9 bonus fire damage with their melee attacks (base damage values, will be multiplied)
- Fixed a bug with knockback of enemies related to the steadfast perk
- Some melee mercenaries in MQ04 have wards instead of shields
- Trolls/Mud Elementals/Tyarges have an additional attack that knockbacks (they rarely use it though)

- Decreased the probability of finding petty/lesser soulgems and therefore increased the chance of finding common/greater soulgems (vendors, enemy mage loot)
- Increased the probability of finding loot on enemy mages
- Reduced the weight of Endralean Penny from 0.008 to 0.005

- Reduced the damage of Silver Steel/Starling/Righteous Path/Aeterna Daggers (they now deal about 20% less damage than their sword counterparts)
- Player enchanted Two-handed damage effect has the same magnitude as One-Handed and Archery (base from 12% to 10%)
- Father's Legacy is no longer enchant-able
- Translated all remaining location names

- Completely rebalanced pre-enchanted jewelry:
Previously some lower level jewelry was stronger, cheaper and easier to find than higher level jewelry
Previously the magnitude values were completely random. e.g. fortify entropy was much stronger than fortify psionic
Nerfed manareducing effects (because the player enchanted version was also nerfed some patches ago)
Rebalanced the value, higher level jewelry is more expensive
Removed some duplicate pre-enchanted jewelry
Made some changes to pre-enchanted gear in general

Update: Oct 30, 2019 @ 5:57am

File updated 1.53 - Upload via Enderal launcher

-----------------------------------
CRITICAL STRIKES
-----------------------------------

- Completely reworked critical strikes:
Previously critical hit damage calculation was completely broken and random. Some early game weapons did more critical hit damage than late game ones. There were even some weapons that couldn't deal critical damage at all.
Critical hits now deal 50% of their base damage as critical hit damage (rounded down for every weapon except daggers)
Critical hit damage doesn't scale with any damage increase unless otherwise stated, critical hit damage bypasses armor (this hasn't changed, it's just an info)
Fixed the critical hit chance on all weapons so that every weapon has the same chance (without taking perks into consideration)
Daggers with the enchantment which increased critical hit chance didn't work at all and were therefore replaced with a new effect
Instead of the critical hit chance enchantment there is now a critical hit damage one (base damage + 2 = critical hit damage)

- Daggers and swords have 7.5% increased critical hit chance in addition to their increased critical hit damage (without perks, player/apparitions only)
- Fatal Shot perk (rank II) critical hit damage bonus from 15% to 25%
- Hawk Thrust perk critical hit damage bonus from 100% to 75%
- Sprint Thrust perk critical hit damage bonus from 100% to 75%
- Blade Master perk now also increases critical hit chance for daggers, changed the description of the perk
- Critical Hit perk critical hit damage bonus from 20/40% to 23/43%
- Deep Wounds perk changed the description of the perk to reflect that swords already have critical strike chance
- Throat Cut perk critical hit chance bonus from 10% to 12%

-----------------------------------
WEAPONS
-----------------------------------

- Reduced the damage of bows and melee weapons by 12% (player only)
- Strong Bowstring perk bonus damage with bows from 12/22% to 15/29%
- Mercenary/Barbarian perk bonus weapon damage from 10/19% to 15/29%
- Maces armor penetration without perks from 30% to 35%
- Amputator/Carnage perk bleeding damage no longer works on enemies that can't bleed (e.g. Elementals, Magical Essence), increased damage by 15%

- Fixed some weapons/staffs scaling with the wrong skills
- Fixed the stagger values of some weapons with wrong values
- Fixed the detection sound of some 2-handed axes (from normal to loud), i missed those in the last update
- Fixed the names of weapons with stamina/health drain enchantments
- NPC's will require arrows even without the .ini tweak (nothing changed for people who already tweaked this in the .ini file)

- Rebalanced some early game weapons (mostly reduced two handed damage, Iron/Steel/Rune/Silver)
- Reworked mythical weapon damage (mostly changes to bow, low level bows damage decreased/high level bows damage increased)
- Anathema reworked the curse again

- Frost weapon enchantment damage reduced, slow duration increased (also applies to unique weapons)
- Winter's Edge frost damage from 9 to 13
- Fire/Frost/Shock weapon enchantments now have the intended values for player enchanted gear (reduced magnitude for all of them)
- Renamed "Rusty Claymore of the Frost Breath" to "Cold Night" (the original name), the weapon is now unique (only found 1 time), has a unique frost enchantment with increased slow duration

-----------------------------------
ARMOR
-----------------------------------

- Fixed some inconsistent armor values/weight of heavy armor
- Heavy Leather armor points increased by 40%
- Iron armor points increased by 20-30%
- Steel armor points increased by 6%-10%
- NPC's have an increased bonus to heavy armor

-----------------------------------
HANDICRAFT
-----------------------------------

- Completely reworked and fixed armor/weapon blueprint recipes (more consistent, crafting lower level stuff is now worth it, crafting high level stuff is harder)
- Reworked the 3 crafted set recipes, they now have unique recipes (previously they all had the same requirements)
- Reworked some temper recipes (some higher level armor pieces now require more expensive things)
- Fixed/Balanced all the entries (about 600) of dismantle recipes (previously this was completely inconsistent/unbalanced)

- Scrap Metal of an Ancient Nation only grants an ingot if it's weight is 10 or higher, reduced the ingots gained drastically
- Metal Ingot of an Ancient Nation value from 30 to 50
- Spare Parts are slightly rarer to find in the world and on vendors
- Spare Parts weight from 0.01 to 0.2, value from 2 to 3

-----------------------------------
APPARITION/SPELLS
-----------------------------------

- Defensive (Tank) ai of apparitions is slightly less defensive
- Warrior/Hybrid apparitions reduced health (-10 warriors, -5 hybrids)
- Mage apparitions reduced mana by 10
- Apparitions are immune to poison

- Rocksolid cooldown increased from 140/130/120 to 160/150/140
- Summon Mystic Weapons cast time from 0.3 to 0.75
- Reduced the damage of Wall spells by 30% (the damage of the hazard is the same), increased cast time by 0.1
- Increased the damage of player spells by 2%

-----------------------------------
MISC
-----------------------------------

- Some small changes to the stamina cost of humanoid NPC actions
- Awakened Lost Ones (Skeletons) receive 35% less damage from non-silver arrows instead of 25%
- Reduced the health of the 2 sailors at the beginning, reduced xp gained
- Removed all messages that told the player how a follower (e.g. Calia/Jespar) feels about what you just said.
- Removed a Mead Barrel in the Frostcliff Tavern at the desk near the barkeeper (it caused some clipping issues)