Conan Exiles

Conan Exiles

Highmane's Arsenal
Showing 11-20 of 143 entries
< 1  2  3  4 ... 15 >
Update: Sep 15, 2024 @ 2:40pm

**Highmane's Arsenal 2.3.7**
**Highlights:**

**Combat Changes:**
Knife:
Light Attack 1 will progress into Heavy Finisher again, but added slightly more delay to exiting a Heavy Finisher with an attack (1300ms > 1500ms) Light Sprint Attack will remain comboing into Heavy 3.

**New Conent:**
__Building:__

__Equipment:__
Silverfang Scythe

__Items:__
(ToT Accessory) Wolf Fur Cloak

__Admin Items:__
Reduced Speakstone Cooldown to 15s.
(HA) Crusader Horn Speakstone
(HA) Haradrim Horn Speakstone
(HA) Isengard Horn Speakstone
(HA) Emote Orb (Dramatic Drums)
(HA) Emote Orb (War Drums)
(HA) Emote Orb (Battle Drums)

**Other Changes:**
Fixed an issue with Striking Shields causing odd input behavior
Fixed an issue with Pilum Javelins duplicating and going inside impacted player's inventories
Umbralyn Blade will now correctly scale with Agility
Fixed some incorrect long descriptions
Rice Straw Bale now correctly has BuildingStructure collision instead of Resource collision
Re-organized decoration recipes in the construction hammer

Update: Sep 9, 2024 @ 6:35am

**Highmane's Arsenal 2.3.6**
**Highlights:**

**Combat Changes:**

New Weapon: Warspear Variant
Infused with the power of flame, offhand attacks with this warspear will launch the user forward in a leap attack to strike at targets with an explosive landing thrust, dealing high damage and staggering foes. Considered an unblockable attack, but will not break the guards of those who can protect against unblockable attacks.

Nobleswords:
Delayed Hyper Armor Startup on Heavy & Offhand Attacks (200ms > 300ms)
Adjusted Light Attack hit combo sequence and replaced opener with a faster, better arching attack to better seperate it from a heavy opener.
Light Attack 1 uses new animation and now combos into next attack sooner (650ms > 575ms)
Light Attack 2 now combos into next attack sooner (650ms > 575ms)
Light Attacks 3 & 4 now combo into next attack sooner (650ms > 625ms)
Reduced Light Attack hyper armor to only cover hitbox portion of attacks (previously covered 100ms before hitbox start to hitbox end)
Decreased windup time of Light 1, Light 2, & Light Finisher to be similar to other light attacks
Increased hyper armor of Light Finisher to no longer have a gap between first and second hitbox
Decreased damage of Light Attacks by -5% to compensate for speed buff
Heavy Finishers can now be accessed out of a light combo, rather than just light or offhand finishers
Adjusted attack angle of many left or offcenter attacks to favor aiming at the crosshair more
Increased stagger time (.5s > .6s), decreased knockback distance (300 > 200)
All Heavy Attacks will now cripple instead of bleed, unless they are thrusts or finishers, in which case they will have both
Light 4 will no longer cripple or bleed
All Offhand Attacks will now apply both cripple & bleed

Scythe:
Heavy Attack Opener Hyper Armor now starts at 250ms (up from 200ms, all other attacks remain at 200ms)
Offhand Attack Hyper Armor now starts at 200ms (up from 100ms)
Offhand Opener / Mid-Chain now deals slightly less damage (1.7x > 1.6x)
Heavy & Light Finishers now cost more stamina (.9x > 1.2x)
Adjusted aim trajectory of Heavy 1, Heavy 3, & Offhand Finisher to favor crosshair
Slightly extended weapon reach of Offhand Finisher & slightly increased animation speed, increased stamina cost (1x > 1.2x)
Changed animation for Heavy 4 to a larger, smoother sweep
Adjusted Dodge Cancel Windows: Combo Attack dodge cancels now start 50ms after Hitbox End. Finisher Attack dodge cancels now start 100ms after Hitbox End. (Previously started directly at hitbox end for all attacks)
Adjusted weapon properties: Will no longer bypass shields completely even if they have the perk that allows for blocking unblockable attacks, except on Finishers

Ultra Greatsword:
Removed knockdown from Heavy 3 & Offhand Mid-Chain attack, will instead inflict a lengthy stagger like other attacks
Hyper Armor for Heavy Attacks & Offhand Attacks now starts at 100ms (up from 0ms)
Hyper Armor for Light Attacks now starts at 200ms (up from 0ms)

Halberd:
Hyper Armor for Heavy Attacks & Offhand now starts at 100ms (up from 0-66ms)
Hyper Armor for Light Attacks now starts at 200ms (up from 100ms)

Shortspear:
Light Attack 1 now combos into next attack sooner (570ms > 460ms)
Increased forward movement of Heavy Attack 2 & 4
Increased base stamina costs (18/30 > 22/32)

Warbow:
Reduced damage of Offhand Combo chain (1.4x > 1.45x > 1.5x to 1x > 1.05x > 1.1x)
Reduced forward movement of Offhand Attacks
Increased animation speed of Offhand 2
Reduced knockback distance of Offhand 1 & 2
Explosive Arrows now fly slower, have more drop, and decreased outer radius (256 > 128), decreased inner radius (128 > 64), increased base damage (10 > 18), decreased explosive damage (200/50 > 100/10)
Increased stamina cost of light attacks (1x > 2x)
Removed Hyper Armor from offhand Attacks, and dodge cancel windows will now only start when attack ends

Knife:
Reduced damage multipliers for Light Attack Combo (1x > 1.08x > 1.16x > 1.24x > 1.32x > 1.4x) to (1x > 1.05x > 1.1x > 1.15x > 1.2x > 1.25x)
Reduced damage multipliers for Heavy Attack Combo (1.3x > 1.4x > 1.5x> > 2x) to (1.2x > 1.3x > 1.4x > 1.6x)
Changed combo sequence so that you can no longer enter a Finisher Heavy after Light Opener or Sprint Light, instead it will go to Heavy 3
Significantly increased forward movement of Heavy Finisher w/ Shield
Reduce stagger duration of Heavy Attacks (.5s > .4s) and reduced knockback distance (300 > 150)

Handaxes:
Reduced stagger time of Offhand Throw impacts (.8s > .5s)
Increased stamina cost multiplier (1.75x > 2x)
Delayed Combo Advance window (1000ms > 1100ms)

Gladius:
Increased stagger duration of Heavy Attacks (.5s > .6s), reduced stagger distance (300 > 200)
Reduced hitbox size of Heavy Sprint Attack to be more in line with other attacks on the weapon, also slightly reduced distance travelled
Delayed roll cancel window of Heavy 1 (starting at 814ms to 914ms)

Longsword:
Increased stagger duration of Heavy Attacks and Light Thrust Mixups (.5s > .65s)
Reduced hitbox size of Heavy Sprint Attack to be more in line with other attacks on the weapon, also slightly reduced distance travelled

Quarterstaff:
Increased stagger duration of Heavy Attacks (.5s > .6s), reduced knockback distance (300 > 200)

Twinned Weapons:
Hyper Armor Coverage now ends with hitboxes, remains starting at 300ms
Delayed Combo Advance Window of Opener Heavy (650ms > 700ms)
Adjusted Damage Multipliers of Heavy Combo (.55x > .55x > .65x > 1.4x > .75x) > (.5x > .55x > .6x > 1.3x > .7x)
Heavy Sprint Attack now uses one hitbox instead of two

Lifestaff:
Heavy Attacks will now cleanse all Poison, Sunder, & Bleed debuffs on affected targets

Talismans:
Added Relic Tier Talismans, which are a combination of 2 Legendary Talismans allowing greater potential

General:
Frigid Warbow now has an internal cooldown for Frostburn application (.3s)
Rejuvination Talisman will no longer trigger while at full health
Mule Talisman will no longer trigger while above 75% stamina
Purifying Talisman will now proc on roll, but only while suffering from a Poison or Highmane's DoT effect. Removed instant heal proc, reduced duration to .2s, reduced cooldown to 20s.
Decaying Strikes: Changed DoT damage (1 dmg per stack, ticks every second, lasts 10s > 1 dmg per stack, ticks once every 3s, lasts 12s). Instant effect will now proc after 6 hits (down from 8). Damage Proc now deals 40 dmg + 4% of maximum heath (adjusted from 8% of maximum health), cripple effect now lasts 3s (up from 2.5s), feeble duration reduced (10s > 8s)
Added Hellfire Imbuement to Devourer's Battleaxe, Conquerer's Warmace, and Shortblade of the Grove
Arcane Bow now inflicts Eldritch Bite instead of granting a constant fortify
Lightning Infused & Charged Finisher damage proc damage was adjusted (15% of maximum health > 50 dmg + 10% of maximum health)
Frostbite damage proc was adjusted (10% of maximum health > 50 dmg + 5% of maximum health)
Cursed & Decaying Strikes are no longer removed by Curative Potions or similar cleanses
Curative Potions will now remove all Sunder, Poison, Bleed, and Cripple effects only
Purifying Talisman will now only remove Sunder, Poison, & Bleed effects
Ring of the Lich now regenerates stamina & health twice over 2s (1-4 stamina, scales up to 200 stamina)
Ring of the Ghoul now regenerates stamina twice over 1.5s (1-4 stamina, scales up to 200 stamina)
Ring of the Vampire now regenerates health twice over 1.5s (1% of maximum health, scales up to 800 health)
Eldritch Poison now inflicts 2 damage per stack (up from 1)
Updated Decayed Strikes & Cursed Strikes: Now split into tiers based off a weapons attack speed and ease of hitting. Requires different amounts of strikes to proc bonus effect, and deals different damage based off tier. Comes in Tiers +1, +2, and +3, with +3 being the strongest.
Cursed Strikes Conditional Cripple effect was made more potent (30% slow > 50% slow, 2s duration > 3s duration)
Added 3D audio to Decaying Strikes, Cursed

Update: Aug 6, 2024 @ 11:40pm

**Highmane's Arsenal 2.3.5**
Recook to attempt to remedy corrupt issue

Update: Aug 6, 2024 @ 10:51pm

**Highmane's Arsenal 2.3.4**
**Highlights:**

**Combat Changes:**

New Weapon Type, Nobleswords:
An elegant, slender blade type that is wielded mainly in the left hand as opposed to the right. Occupies both hands. The light weight of the blade allows its length be used in one or two hands interchangeably in its long combos, but hinders durability and strength of staggers.
Deals moderate damage, and has above average forward pressure. Excels at landing combos and closing small distances. Hyper armor on heavy attacks allows for a decent ability to trade, and finishers enable high damage combos. Finishers and Offhand Attacks cost more stamina than regular attacks to execute.
Heavy Attacks consist of a 5 hit chain of two-handed slashes and thrusts. Stabs will cripple opponents, and slashes will cause them to bleed. Finishes with a strong double-hitting attack. Hyper armor starts at 200ms, and ends at 100ms before combo advance window. Combos can be advanced at 750ms. Offhands can be used midchain to launch a forward-heavy uppercut.
Light Attacks consist of a 5 hit chain of one-handed slashes and thrusts. Stabs will cripple and bleed opponents. Hyper Armor is active 100ms before hitboxes start, and ends with hitbox. Combos are able to be advanced at 650ms. Offhands can be used midchain to launch a forward-heavy uppercut.
Offhand Attacks will perform a strong forward moving multi-hit opener that can chain into your second light/heavy attack, or a mid-chain offhand attack. Mid-chain offhands will launch forward moving attacks that allows you to close gaps quickly and combo directly into a light or offhand finisher.

New Weapon Type, Handaxes:
Handaxes are an Axe variant that occupies both hands, and has a built-in throwing component. This moveset existed on Dragonslayer's Axe, and is now its own archtype.
Handaxes deal high damage and have considerable hyper armor behind them to trade with, and offhand attacks will execute a projectile throw. Projectile throws deal good damage, stun for a short time, and inflict the same long lasting cripple found on other throwing weapons.

New Weapon Type, Lifestaff:
A tool that delivers life and strength unto others, rather than taking it. Unlike most weapons, the Lifestaff cannot deal damage, only buff and restore nearby targets. Has minimal hyper armor, and leaves the user vulnerable while casting. Keep in mind the Healing Staff is not picky about who is nearby when you cast your heals, so consider when and where to use it wisely. Healing is not affected by Fast Healer.
Light Attacks will launch projectiles that splash a small healing AoE (10% of your maximum health over 1 second, capped at 100 health). Consumes up to 40 stamina. Generates one stack of Lifestaff Overflow on healed targets.
Heavy Attacks will cast an AoE Burst Heal that restores up to 33% of your maximum health instantly (capped at 330 health), and also grants a 25% increase to stamina recovery speed for 15 seconds. Consumes up to 200 stamina. Generates four stacks of Lifestaff Overflow on healed targets.
Offhand Attacks will tunnel the staff into the ground, drawing up power and protection. With an AoE, grant nearby targets Empower (+15%) and Fortify (+600) for 30s, and then after a brief pause, also refill nearby target's stamina bars, grant them a 25% increase to stamina recovery speed, and restore 10% health over 1 second. Consumes up to 400 stamina. Generates two stacks of Lifestaff Overflow on healed targets.
If a target receives too much healing within a short window, they will receive Lifestaff Sickness. Lifestaff Sickness reduces all healing received by a Lifestaff for 10 seconds, and occurs when six stacks of Lifestaff Overflow are reached. Stack count will reset 10 seconds after first stack is applied.

Dragonslayer's Axe:
Renamed to Dragonslayer's Handaxe, now considered a new weaponclass from Axes
Reduced Offhand Damage Multiplier (1.5x > 1x), reduced knockback stun duration (1.1s > .8s), increased delay before being able to dodge out of attack
Reduced time it takes to advance combo for Light Attacks 1 & 3, from starting at 650ms to 600ms
Reduced stacks of Charging it takes to gain Lightning Charged from 10 to 8, removed offhand generating charge. Finishers will now generate 3 charges.
Increased Lightning Charged duration from 10s to 12s to match stack duration
Reduced Durability Cost of throw (19 > 14)
Removed Offhand Sprint Attack
Reduced Heavy Attack combo damage (1.4x > 1.6x > 1.6x > 2x) > (1.4x > 1.5x > 1.6x > 1.7x)
Added slightly more delay to the movement cancel of Heavy 4 (1380ms > 1500ms) and slightly more delay to the dodge cancel window (654ms > 684ms)
When unequipping the weapon, all stacks of Charged and Lightning Charge will be lost
Increased stamina cost to throw (1.5x > 1.75x)

Cindershot Gunblade:
Adjusted animation to shoot closer to crosshair
Added slightly more delay before you can roll cancel out of the animation
Increased stamina cost to fire (1x > 2x)
Increased stamina cost of Offhand Projectile Attacks (1x > 2x)

Warspear:
Adjusted hitbox during Offhand Sweep to reduce the amount of backswing and delay the startup a little more, covers roughly a 270 degree angle around you now
Reduced Damage Multiplier of Offhand Sweep (1.5x > 1.4x)
Reduced hyper armor coverage of Offhand Sweep (from starting at 200ms to now starting at 300ms)
Added slightly more delay to dodge cancel timing of Offhand Sweep
Removed dodge windows from Heavy Attack Windups (period of time before hitbox begins)

Odzutsku Musket:
Increased projectile speed (5000 > 8000)

Warhammer:
Corrected an issue with Light Attack hitboxes being too short compared to other hitboxes, and fixed a significantly too small hitbox on Heavy 3
Added Shoulder Mixups to the weapon's offhand attacks - either as an opener or mid-chain will accelerate you forward into a shoulder bash with low damage and a long stun, and allow you to execute a finisher attack or an offhand finisher
Light Finishers now perform a double-hitting spin attack, similar to basegame mauls. Damage modifier adjusted to compensate for 2 hitboxes. (1.3x > .7x). Adjusted knockback to be a long stun rather than a pushaway.
Dodge cancel delay is now slightly longer on Offhand Finishers

Fists:
Removed Hyper Armor from Sprint Attacks & Heavies 1-4, reduced hyper armor coverage of Offhand Kicks to only be when hitboxes are active, and Offhand Finisher to only be when airborne.
Added gaps to the dodge cancel windows on the Offhand Kick attacks to prevent dodging during active hitboxes, increased Offhand Attack stamina cost (1x > 1.25x)

Twinned Weapons:
Reworked Heavy Moveset to be a quick 4 hit chain of multi-hit attacks. Hyper Armor starts at 300ms, and ends at combo advance window.
Added a new Light Attack 4 & 5 to combo chain, removed ability to enter spin-combo

Gladius:
Adjusted aim trajectory of Heavy 2 to be slightly better at sweeping
Increased forward movement of Heavy 2 & 4 to better match other moves in the combo
Increased animation speed and made it possible to advance combos sooner on Heavy 2 with Shield
Added small gaps in the Heavy Attack combo that prevent dodging during active hitboxes, similar to other weapons
Hyper Armor coverage during Heavy Attacks was standardized at 250ms starts and ending 100ms before combo advance window (improved coverage). Combo Opener will have additional hyper armor coverage, as will Heavy w/ Shield 2 & 4.
Adjusted Heavy Attack Damage Multipliers: (1.3x > 1.2x > 1.3x > 1.4x) to (1.4x > 1.45x > 1.5x > 1.55x)

Helios Warspear:
Improved throwing accuracy

Warbow:
Offhand Attacks are now a 3-hit chain, with 2 new moves being added at the start that cause the character to use an arrow as a thrusting weapon. Ends in a powerful finisher kick that pushes opponents away. Significantly increased combo damage.
Increased forward movement of kick attack

Knife:
Reduced the amount of time in Light Attacks that you can delay your combo before resetting it, making it less likely

Update: Jul 7, 2024 @ 8:46pm

**Highmane's Arsenal 2.3.3**
**Highlights:**

**Combat Changes:**
Master Gem Fitting:
Reduced bonuses (10 dmg, 14% penetration, -3/-6 stamina cost) > (9 damage, 12% penetration, -2/-4 stamina cost)

Balance Gem Fitting:
Reduced bonuses (-4 / -9 stamina cost > -3 / -6 stamina cost)

Hand Crossbows:
Added about 400-500ms more delay before you can Dodge Cancel out of a reload
Reduced damage multiplier of ranged attacks (1x > .9x)
Improved first shot accuracy

Warhammer:
Renamed weapon class to Greatmace to avoid name conflicts with basegame mauls/hammers/warhammers
Dodge timings are now much more forgiving
Increased animation speed of Lights 1-3, Offhand Attack, and Heavy 4
Combo advance window for Heavy Attacks 1, 2, & 3 now starts earlier
Combo advance window for light attacks is now standardized at 800ms (was 750-900ms)
Increased forward movement of Heavy 3 & 4
Reduced base heavy stamina cost (38 > 36)

Warspear:
Replaced Light Attack 1 with a better forward oriented sweep move
Combo advance windows were adjusted to be quicker and flow more fluidly
Increased forward movement of Light 2, Heavy 3, & Heavy 4
Increased base light attack damage to match heavy (54 > 64)
Improved aiming trajectories for Light 2 & 3
Added missing rotation window to offhand sprint startup
Reduced base light attack stamina cost (30 > 26)

Icestaff:
Heavy Attack now starts with less range on initial cast, but increases in range as animation progresses, and increased animation speed

Battleaxe:
Combo advance windows were adjusted to be quicker and flow more fluidly (all now start at 850ms, down from 870 - 1000ms)
Increased forward movement of Heavy 3 & 4
Dodge windows are now more forgiving
Reduced heavy stamina cost (38 > 36)

Scythe:
Slightly reduced damage multipliers
Offhand Attacks (1.8x, 1.7x) > (1.7x, 1.6x)
Heavy Attacks (1.35x, 1.4x, 1.45x, 1.5x) > (1.25x, 1.3x, 1.35x, 1.4x)
Light Attacks (1.1x, 1.15x, 1.1x) > (1x, 1.1x, 1.1x)
Slightly reduced animation speed of Heavy 1

Ultra Greatsword:
Increased forward movement of mid-chain offhand attacks (overhead chop)

Eastblade:
Increased forward movement of Heavy 2 & 4
Slightly decreased timeframe when you can cancel an attack out of an Offhand Opener or Offhand from Heavy
Reduced heavy stamina cost (36 > 34)

Knife:
Slightly increased combo speed of Light & Heavy Attack combos

Pairblades:
Reduced base stamina costs (22 / 30 > 20 / 28)
Reduced knockback of Offhand Attacks
Replaced Light Sprint Attack with current Heavy Sprint Attack
Replaced Heavy Sprint Attack with a double forward stab that covers slightly more distance

Dragonslayer's Axe:
Added unique effect: Landing attacks builds stacks of "Charged." When reaching 10 stacks, your next melee strike against an enemy will smite all enemies within 2 foundations of you with lightning for up to 15% of their maximum health (clamped at 300).
Changed various aspects of the combo to differ from standard One-Handed Axes and serve as a more competitive pick
Slight increases to the forward movement of Heavy 2 & 3, and replaced finisher with a long-distance cleave. Heavy Attacks have hyper armor starting at 100ms, and ending when combo advance window begins. Adjusted Damage Multipliers: (1.2x > 1.5x > 1.7x > 2x) > (1.4x > 1.6x > 1.6x > 2x). All attacks will now apply Cripple & Bleed.
Light Attack Combo was completely reworked to be a more evenly spaced set of quick slashes with a fast opener. Light Attacks have hyper armor during 200ms-550ms of animation (combo advance window starts at 650ms), and attacks deal comparitively higher damage than light attacks from other weapons. Adjusted Damage Multipliers: (1.33x, 1.1x, 1.33x, 2x) > (1.2x > 1.4x > 1.4x > 1.8x)
Offhand Attacks now combo directly into finishers, and generate 2 stacks of Charged
Increased base durability (1400 > 1800), decreased durability drain from using Offhand Attack (-29 durability to -19)
Slight increase to base stamina cost (22/33 > 24/34)
Removed melee hitbox from offhand attack, increased damage multiplier of offhand projectile (1x > 1.5x)
Offhand Projectile Attacks will now inflict a long lasting movement speed debuff (-15% for 10s)
Increased projectile AoE (65 units > 90 units)
Adjusted base light attack damage to match heavy (49 > 54)

Fighting Fists:
Reduced damage multiplier of Heavy 6 (1.9x > 1.6x) and Heavy 5 (1.7x > 1.6x)
Added more delay to combo advance window of Light Sprint Attacks
Reduced hyper armor coverage of Heavy 6 to hitbox collision, and reduced knockdown input lock time (1.25s > .7s)

Throwing Axes & Throwing Knives:
Projectile hits will now add a movement speed debuff to the target (15% for 10s)
Increased amount of throws per weapon (16 throws > 25 throws)

Helios Warspear:
Projectile hits will now add a movement speed debuff to the target (15% for 10s)

Infused Jewelry:
Ring of Blessings:
Now regenerates 1% of your maximum health every 5 seconds (clamped at 8 health, unaffected by Fast Healer perk) OLD: Regenerates up to 3 health every 2 seconds
Ring of Regeneration
Now regenerates 1% of your maximum health every 6 seconds (clamped at 8 health, unaffected by Fast Healer perk) OLD: Regenerates up to 3 health every 2.5 seconds
Ring of the Lich
Now regenerates 1% of your maximum health and up to 3 stamina every 1.25 seconds, ticks twice (clamped at 8 health, unaffected by Fast Healer perk) OLD: Renegerates up to 6 health every 1 second for 3 seconds, and up to 3 stamina every 1.5 seconds for 3 seconds
Ring of the Vampire
Now regenerates 1% of your maximum health every 1 second, ticks three times (clamped at 8 health, unaffected by Fast Healer perk) OLD: Regenerates up to 9 health every 1 second for 3 seconds
Mule Talisman
Now restores 25% of your maximum stamina (clamped at 50) when initiating a roll. (20s Cooldown) OLD: Increases stamina by 25%, but reduces armor by 50%.
Rejuvination Talisman
Removed -12% maximum health penalty, reworked buff to provide 10% of maximum health over 10 seconds. (Will not scale past 800 health). Can be broken by damage. Cooldown remains at 20s from proc start. No longer scales with Fast Healer perk. OLD: Reduces maximum health by 12%, restores 10-105 health over 7s.
Slayer's Talisman
Removed -15% maximum stamina penalty. Damage bonus remains the same at 15%, but the buff is now identical to and no longer stacks with any other sources of Empowering Crits.
Vanguard / Knight Talisman
Removed -10% stamina recovery penalty. Buff now procs when dipping below 50% stamina (up from below 25% stamina).
Nature Talisman
Removed -10% stamina recovery penalty.

Buffs:
Healing Kills
Now regenerates 10% of your maximum health instantly, and an additional 10% of your maximum health over 10 seconds (scaling will not exceed 800 health, does not scale with Fast Healer) OLD: Regenerates up to 78 health instantly, and up to 12 health per second for 10 seconds
Lesser Healing Kills
Now regenerates 10% of your maximum health instantly (scaling will not exceed 800 health, does not scale with Fast Healer) OLD: Regenerates up to 78 health instantly
Healing Banner
Now regenerates 2% of your maximum health every .5 seconds for 2.5 seconds (scaling will not exceed 800 health, does not scale with Fast Healer) OLD: Restores up to 16 health per second for 2 seconds
Restoring Finishers
Now regenerates 5% of your maximum health instantly when landing a finisher and 20% maximum stamina (scaling will not exceed 800 health or 200 stamina, does not scale with Fast Healer) OLD: Restores up to 42 health and up to 20% stamina (capped at 40) when landing a finisher
Healing Attacks:
Now regenerates 2% of your maximum health instantly when landing an attack (scaling will not exceed 800 health, does not scale with Fast Healer). OLD: Restores up to 21 health when landing attacks, .3s cooldown
Vampiric Finishers / Frigid Finishers
Frigid Finishers is identical in function and was name changed to Healing Finishers. Now regenerates up to 9% of maximum health when landing a finisher, does not grant empower. (

Update: Jun 10, 2024 @ 4:51pm

**Highmane's Arsenal 2.3.2**
**Highlights:**

**Combat Changes:**
Scythe:
Reduced damage multiplier of Offhand Opener Attack (2x > 1.8x) and Offhand Follow-up Attack (1.8x > 1.7x)
All attacks now correctly have pulling knockbacks, and Heavy/Offhand Attacks will have slightly longer stun duration
Increased the speed of Light Attacks, slightly increased their forward momentum, you can cancel out of their animations with movement much sooner, and they now end on the 3rd light with a chasing uppercut attack. Additionally, increased damage multipliers (1x > 1.1x) on account of being slower than most typical light attacks.
Adjusted the trajectory of Heavy 1 to be slightly easier to aim
Hitboxes were adjusted to be slightly larger but with less coverage on some attacks, making it very unlikely you will hit someone behind you
Reduced the stamina cost of Heavy Attacks by 10%, Light Attacks by 20%, & Offhand Attacks (Opener by 25%, Follow-Up by 33%)
Swapped Sprint Attacks around for better input usage. Light Sprint Attack now uses Offhand Sprint Attack animation, Heavy Sprint Attack now uses Light Sprint Attack animation, and Offhand Sprint Attack now uses Heavy Sprint Attack animation. Damage values were adjusted accordingly.
Offhand Sprint Attack is slightly slower and costs more stamina (+25%), but covers more distance as a more effective chase tool
Heavy Attack combos now perform a gap-closing, chase attack finisher rather than a basic light when inputting a light attack into the combo
Slight increase of forward movement to Heavy Finisher
Adjusted blendspace to prevent scythe dragging along the ground while moving certain directions, and updated idle animation to use spear-style animations rather than hammer

Pairblades:
Increased equip speed
Increased forward moment of Light & Heavy 1
Increased animation speed of Heavy 1
Small hitbox expansion to help with multi-hit attacks registering fully

Striking Shields:
Stun debuff will now bypass Hyper Armor, forcing a stagger
Hyper Armor for Striking Shield attacks is now only active during hitbox portions (less)
Increased forward distance of Offhand Sprint to match other sprint attacks (affects some other one-handed weapons as well, as they share the same animation)

Ultra Greatswords:
Mid-Chain Offhand Attacks (the big overhead) will now count as Finisher Attacks

Firestaff:
Now scales off of Agility as opposed to Corruption
Removed lingering AoE of Heavy Attacks
Light Attacks will no longer stagger
Added new animation for Heavy Attacks, retains similar timings
Removed movement penalty on Light Attack casts, movement penalty for Heavy Attack will now only exist during windup

Knife:
Increase to base stamina costs (15/24 > 19/30) (will only affect newly crafted variants)
Various increases to forward movement across all animations to make it more competitive against picks of similar weapons such as Daggers or Shortspear and give it a solid position as a chase weapon
Adjusted hitbox properties so that every attack's hitbox starts at the hand(s) and uses same size (mostly bigger, and fixes issue where under perfect conditions you could miss point blank attacks)
Comboing out of a Heavy Sprint Attack is now faster
Slight hitbox decrease to Light Sprint Attack
Reduced the stamina cost of offhand backflips (2.35x > 1.5x)

Fighting Fists:
Slight hitbox decrease to Light Sprint Attack, and can't be cancelled with movement until later in the animation. Extended combo window to compensate.

Flasks & Buff Items:
Removed slow potion drink animation entirely, all flasks will now at the very worst share the same animation as Aloe Potions
Some buff flasks will now utilize a faster animation, shared with Curative Potions

New Weapon: The Icestaff
Standing in stark contrast to the Firestaff, the Icestaff channels winter's fury into magical attacks with an emphasis on slowing them down. All attacks will inflict Frost, which will reduce movement speed by 15%. When reaching 10 stacks of Frost, all stacks of Freezing are removed, then you will become stunned and take 10% of your maximum health as damage (clamped at a maximum of 200 health).
Light Attacks will quickly fire off two ice shards in a cone
Heavy Attacks strike with a short range beam of cold, quickly capable of building up Frostbite stacks or dealing with clumps of enemies. Movement speed is increased while channeling this attack.
Offhand Attacks unleash a devastating sequence of 3 ice spikes that can knock enemies up into the air and apply bleed multiple times. The final spike section is larger, and has an additional hitbox.

New Weapon: Hand Crossbows
Hand Crossbows are paired ranged weapons capable of quickly firing off up to 2 shots back to back, dealing a moderate amount of damage.
Light Attacks combo consists of two attacks, both ending with reloading the hand crossbows. Firing off both shots will make the reload take longer.
Heavy Attacks consist of a simple kick that allows you to quickly combo into a shot, putting space between you and your opponent.
Offhand Attacks let you perform a backflip to put even more distance between yourself and your opponent.

Deep One's Eastblade:
Removed Empowering Crits, replaced with Healing Kills

Environmental Interactions:
Arcane Sword & Shortspear are now correctly usable in water
Firestaff & Helios Warspear are now correctly NOT usable in water

Battleaxes:
Increased distance of Offhand Shoulder attack
Ammunition:
Reduced the weight of most Crossbow Bolts & Cartridges, increased max stack size to 1000. At most, a stack of 100 of non-siege oriented ammo will weigh 2 (down from 6-8), which is in line with Warbow arrows.

Crossbows, Muskets, Flintlocks
Manually adjusted projectile launch location for all so that they shoot much closer to crosshair. May differ for characters with sizes extremely outside of vanilla ranges.

Buffs:
Increased Empowering Kills buff duration to 20s (up from 8s)
Adjusted Hellfire: Damage is dealt over 3 seconds, 6 times, instead of 3 seconds, 9 times. Additionally, it is now uncleansable.
Removed debuff effect from Tempest Helm when reaching maximum stacks
Reduced Smolder duration to 5 seconds (down from 8)

**New Conent:**
__Building:__

__Equipment:__
Northern Warden Helm: Imbued with Restoring Finishers, this Heavy Armor provides a boon for those who want to take their big swings with a little more confidence. Restoring Finishers scales up to 700 maximum health and 200 maximum stamina, restoring up to 40 health and stamina on a successful finisher attack hit. (3s cooldown)
Death's Gaze: Imbued with Deadly Finishers, this Light Armor offers very little armor but a significant boon to your offense: When landing a finisher attack, inflict 1 of every stack of common Highmane's poison (Rotflesh, Quickvenom, Brood, Bloodscourge) and gain Enhanced Attack, granting your next damaging attack a +30% increase in damage. (3s cooldown)
Royal Icestaff
Scholar Icestaff
Crystal Icestaff
Ice Shield: Imbued with Empowering Health, gain +10% outgoing damage while at full health.
Reshaper's Firestaff
Longsword of the Forge Snake: Imbued with Empowering Crits & Forgeflame, which will reduce armor and deal a small amount of damage over time. Lasts 4 seconds, reduces armor by 3% per stack, and inflicts 1 damage per stack. Can't be cleansed except by things which remove sunder.
Common Hand Crossbows
Worn Hand Crossbows

__Items:__

__Admin Items:__
Liara's Fist: Deals extremely high knockback with your bare hands

**Other Changes:**
Corrected Assassin Scythe recipe location in feats
Reduced Boogie Orb, Flask of Boogie, Boogie Bomb weight (.58 > .1)
Fixed an issue with the Dryad Shield causing the buff to be outgoing rather than on equip
Grim Scythe, Field Scythe, & Crescent Scythe all now properly have their outgoing debuff effects
Attempted to fix an issue where Firestaff was capable of destorying visual meshes of resources, leaving behind their collision but no mesh
Increased cooldown of Energizing Finishers (.3s > 1.

Update: May 10, 2024 @ 2:12pm

**Highmane's Arsenal 2.3.1**
**Highlights:**

**Combat Changes:**
Healing Kills modifier was adjusted - On any kill, instantly regain 7.5% of your maximum health + another 10% over 5 seconds. Latter heal can be interrupted by direct damage. (Old: On any kill, regain 20% of your health over 10 seconds. Can be interrupted by direct damage.) Affects Goldforged Katana, Goldforged Eastblade, Mythril Greatsword, Unyielding Legs. Unyielding Legs will only receive the instant heal, but will stack.)

Striking Shields now apply Stunned (99% movement speed reduction for 1 second, and blocks the ability to attack and dodge while it is active) instead of Stunning Cripple (75% movement speed reduction for 2 seconds). When Stunned clears, you will gain Stunned immunity for 8 seconds. Stunned counts as a Cripple for debuff clearing properties.
Added a followup attack to Striking Shield opener bashes (consumes 120% stamina), and a sprint attack (consumes 180% stamina)
Slightly increased delay before you can attack with another weapon after a Striking Shield attack
Fixed an inconsistency between Striking Shields in which some had a base stamina cost of 45, and one was set to 50. Now, all striking shields have a base stamina cost of 50.
Hyper Armor for attacks now starts at 200ms (up from 100ms)

Fighting Fists:
Reduced Offhand Finisher damage (2x > 1.7x)

Dual Weapons:
Reduced forward movement and attack reset timings of Offhand mixup from Light or Heavy combos, reduced damage multiplier (.95x > .75x)
Reduced damage of Heavy Attacks 1 through 4 by 10%
Reduced rotation windows of Heavy Openers and Offhand Mixup
Hyper Armor now starts at 300ms during heavy attacks (Heavy Opener remains 200ms), and for multi-hit attacks, it now only covers active hitbox frames providing more interrupt opportunity
Increased stamina cost of Heavy Attacks by 20% (excluding Spin Loop)
Reduced knockback duration of multi-hit attacks (Heavy 3, 4, & Offhand Mixup)

Rapier:
Increased the speed of Opener Heavies, Heavy 2, Heavy 2 w/ Throwing Axe, and Opener Light

Dragonslayer's Axe:
Reduced rotation window of Heavy Opener (consistency with Dual Weapons)

Fixed an issue with Hellfire Grenades being reusable more than once when crafted with certain thrall bonuses

Reworked Faceless Veil due to mod conflict issues with invisibility and changing character layouts at runtime:
Crouching now triggers an Empower (+30%) that lasts for 6 seconds. When the Empower expires, gain the unique buff Faceless, which grants 1-4 stamina (based off your maximum stamina, capping at 200) when successfully landing attacks. You can't regain Empower while Faceless is active.

Reduced the weight of Curative Potions (.3 > .1), increased the duration of Poison Immunity (8s > 12s), altered animation, and they now also grant a small, instantaneous heal on use (up to 6% of your maximum health, capping at 60 health)

New Weapon Variant: Scythe
The Scythe is a very high damage weapon, with the unique ability to pull in targets rather than knock them away on any attack. Unlike most weapons, the Scythe does not have any knockdown capability, and can get past any shield's guard with any attack.
Heavy Attack combos consist of reaping slashes, with moderate hyper armor coverage. They have a strong pull that when landing attacks makes it difficult to get away from, and have Cripple on all hits.
Light Attack combos consist of quick, back to back horizontal slashes, designed to deal with group of enemies or agile opponents.
Offhand Attack openers are a slow, extremely high damage rushing uppercut attack, designed to put fear into your opponents if not outright end them. You can follow up into a quick light, a heavy finisher, or another high damage offhand attack. Both the Offhand Opener and Offhand Followups count as Finisher attacks.

Thralls, NPCs, & AI:
Added complex combo conditions for humanoid enemies wielding Highmane's weapon types - both hostile NPCs and Thralls will now perform various combos and mixups when wielding these weapon types, unique to each weapon

Mounts:
Added Gladius, Warbows, Knives, Rapiers, Shortbows, Shortblades, Dragonslayer's Axe, Helios Warspear, Arcane Sword, Eastblades, Clubs, Halberds, Shortspears, Longswords, Warmaces, Warspears, and Katanas to be able to be used on Horse/Camel/Rhino mounts. Note that Rhinos are more restricted with what weapons can be equipped, and due to Funcom limitations this is not compatible with other mods that load custom weapon movesets to be used on Mounts. Whichever mod is loaded later in the Modlist will be prioritized in what weapons can be used on Mounts.

**New Conent:**
__Building:__
Added 4 decorative Cactus variations

__Equipment:__
Wooden Eastblade (inflicts Concussive damage)
Deep One's Eastblade (Inflicts Quickvenom, possesses Empowering Crits, and scales with Strength as opposed to Agility)
Gouda Guardian Shield
Lacuna's Coil Ultra Greatsword (Inflicts Curse & possesses Energizing Finishers)
Divine Scythe (Cleansing)
Grim Scythe (Rotflesh Poison)
Frigid Scythe (Frostburn & Frigid Finishers, granting health & empower when landing one)
Field Scythe (Brood Poison)
Crescent Scythe (Bloodscourge Poison)
Assassin's Scythe (Agility Scaling)
Acheron Scythe (Quickvenom Poison)

__Items:__
(ToT Accessory) Ornate Sheath
(ToT Accessory) Depths Sheath

__Admin Items:__

**Other Changes:**
Added NoDrop tag to all Relic tier items and admin items that had a chance of spawning under some conditions to ensure they don't pop up whilst looting
Added a recipe for Armor Scraps to Highmane's Essentials
Added a recipe for Crystal to Highmane's Essentials
Fixed an issue where some innate cooldowns were not correctly preventing effects from occuring
Updated Ghost Horse, Ghost Saddle, Pack Horse, Zebra Horse, and all Pony variant textures
Increased the crafting speed on the Battlepass Egg (for testing I swear)
Added "Highmane's Arsenal" tag to all existing items in 6th slot, may be some duplicate tags until I clean it up (localization was disabled for this specific string, please let me know if there are issues in other languages)
All items are now set to Tier 4, allowing repairs as if they were on the Epic level
Updated iconography for weapons - all custom movesets will now have horizontally flipped icons to indicate their difference better, rather than just some (excpetions made for Twinned & Dual weapons since they have a unique sub-icon already)
Updated rarity borders

Update: Apr 2, 2024 @ 12:09pm

**Highmane's Arsenal 2.3.0**
**Highlights:**

**Combat Changes:**
Lesser Invisibility no longer prevents target lock (Faceless Veil, Invisibility Potion)

**New Conent:**
__Building:__

__Equipment:__
Eldritch Artifact - Sorcery Catalyst - commission item
Eldritch Firestaff - Firestaff Weapon - commission item
Crimson Jeweled Staff - Sorcery Catalyst - commission item
Court-Wizard's Staff - Sorcery Catalyst - commission item
Slayer's Greatsword - Imbued with Hellfire, an effect shared with the Everburn Pairblades, which is a 3 second DoT that can't be cleansed and ticks quickly for damage. - commission item
Templar's Blade - One-Handed Sword. - commission item
Shortblade of the Grove - Imbued with Healing Attacks, restoring the wearer as they deal damage. - commission item
Shield of the Grove - commission item
Glaive Warspear - Non-Relic sweeping Warspear variant imbued with Slowness. - commission item

__Items:__

__Admin Items:__

**Other Changes:**
Fixed an issue with Knight / Vanguard Talisman where infinite uptime was possible if you repeatedly refreshed the buff while it was active, buff will now correctly expire after 6 seconds and won't be reset while active, cooldown now starts when the buff activates (effectively reducing cooldown to 14 seconds)
Fixed an issue with Vanguard Talisman empower buff not functioning
Adjusted the function logic of the Lesser Invisibility buff function to be more optimized. Buff will now break when Dodging, Attacking, being Knockbacked, taking direct damage from enemies, and dealing direct damage to enemies, and will no longer break when sprinting.

Update: Mar 10, 2024 @ 6:54pm

**Highmane's Arsenal 2.2.9**
**Highlights:**

**Combat Changes:**
Ultra Greatsword:
Replaced Offhand Opener attack with a fast, double-slash move. You can adjust your aim between slashes, and the attack will combo into the 3rd hit of a light/heavy chain or an offhand overhead. Inflicts cripple, and both attacks deal .9x weapon damage (1.8x if you hit both). Costs 1.3x heavy attack stamina.
Slight increase to the animation speed of all attacks

Quarterstaff:
Increased Heavy Attack Damage multiplier by 10%
Increased animation speed of Offhand Finisher, Heavy 3, and Heavy 4

Pairblades:
Slight animation speed increase to Heavy 2 & 4
Heavy Attack 3 will now combo into the next attack sooner

Warbow:
Reduced the damage & armor penetration of Bodkin & Broadhead arrows
Bodkins now deal 15% armor penetration and 22 base damage
Broadheads now deal 0% armor penetration and 30 base damage

Dual Axes & Twinned Swords:
Hyper armor for Heavy & Offhand Attacks now starts at 200ms (up from 0-100ms)

Pyromancer's Staff:
Dodge Cancel window of Light & Heavy attacks now starts earlier

Mule Talisman: Increased armor debuff penalty (25% > 50%)
Slayer's Talisman: Decreased stamina penalty (25% > 10%), now grants a unique variation of Empowering Crits that can stack with other variations of Empowering Crits.
Vanguard Talisman: Reduced stamina recovery speed penalty (15% > 10%), will now proc when below 25% of maximum stamina, lasts 6s, but has a 20s cooldown after buff ends
Knight Talisman: Reduced stamina recovery speed penalty (15% > 10%), will now proc when below 25% of maximum stamina, lasts 6s, grants 600 armor, but has a 20s cooldown after buff ends

Faceless Veil:
When entering Invisibility, you now gain Empowered (+30%). Buff will be removed 3 seconds after Invisibility is broken, or when dealing damage. Added missing temperature resistance, a base +8 to stamina, and adjusted armor upwards to match Master's Headband.

**New Conent:**
__Building:__
Added Disappearing Weapon Display Rack to Misc. Decorations feat

__Equipment:__
Tempest Helm: A medium relic helm, that when dealing damage, accumilates stacks of Tempest. At intervals of 5, you are granted Empower based on how many stacks you have (5 Stacks = 5%, 10 Stacks = 15%, 15 Stacks = 30%). At 15 stacks, you'll also start taking damage. Stacks last 12 seconds, maximum stack size is 15.
Valkyrja Longsword: A relic longsword, imbued with Frostburn. Hits will inflict an uncleansable slow (15%) and DoT (1 dmg per second, per stack) that lasts for 3 seconds

__Items:__
Vanir Vest - A simple clothing piece for men and women, commisioned by Liaru
Old Aventurer Shirt (male only) - A variation of the Old Shirt, with added leather components
Cloth Adventurer Shirt (male only) A variation of the Cloth Shirt, with added leather components
Warm Cap - A simple headwear for men and women, commisioned by Liaru
Flask of Light - Consumable that grants a 10 minute aura of light around you, can be removed with Cleansing Beans

__Admin Items:__
(HA) Siltstrider
Increased Minecraft Pig's XP drop from 38,000 to 38,000,000

**Other Changes:**
Fixed an issue with particle effect on Dragon's Daughter Longsword not displaying properly on dedicated servers
Fixed an issue where Bows, Shortbows, and the Pyromancer's Staff would not rotate the character's body when mid-attack
Fixed an issue with the Baby Hyena that caused it to not receive damage
Monster Mushroom will now correctly give loot when harvested

Update: Feb 12, 2024 @ 12:24am

**Highmane's Arsenal 2.2.8**
**Highlights:**

**Combat Changes:**
Shortspear Heavy 2 now inflicts Bleed instead of Cripple

**New Conent:**
__Building:__

__Equipment:__
Dragon's Daughter Longsword - possessing Vampiric Finishers, this weapon will empower and heal you when successfully landing a finisher attack.
Woodland Eastblade
Butcher's Eastblade
Elven Eastblade
Sayaheed Pairblades
Faceless Veil - A relic of those who'd rather remain unseen. When crouching while wearing this, you will enter an invisibility state that renders you mostly invisible for a time. Lasts 60 seconds, has a 30 second cooldown when invisibility ends, and invisibility will break when attacking, being damaged, sprinting, or dodging.

__Items:__
Battlepass Egg - Crafted with 1 egg, can also be consumed. I will let you figure out what this does. :)

__Admin Items:__
(HA) Recipe: Processing Bench Recipes - Unlocks Processing Bench Recipes feat if for some reason the Processing Bench Thrall is unable to be obtained on your server. Note that this still has to be spawned by an admin.
(HA) (WIP) Morrigan Wings (Accessory) - When completed, will have access to Flight and have an animation set to go with it.

**Other Changes:**
Added a recipe to craft the Processing Bench Thrall Spawner seperately to Crafting: Highmane's Arsenal
Attempted a fix on Processing Bench Thrall Spawner not correctly spawning thralls on certain maps (notably Siptah and Sapphire maps)
Fixed an issue with missing collision on Big Tree Stump
Fixed an issue with missing equip animations and sheathe slots for Quarterstaffs