This post is the first one in the series dedicated to the lore of the upcoming major update, “City of Gold”. Today we’ll tell you about the glorious city of Brynn, its history, and its internal situation.
SHORT DESCRIPTION
Brynn. The mere mention of it invokes images of freedom and affluence. Some people see it as a city of skilled craftsmen and industrious merchants, while others - a den of petty hagglers and crooks, where a purse full of gold is more valuable than a person’s life. Either way, there can be little argument about one thing - Brynn is the wealthiest Aldorian city and one of the most prosperous places on the western side of the Continent.
There’s a saying that the very air of Brynn makes people free: according to an ancient custom, anyone can become its citizen after living there for a year. As a result, the city has always been attracting people fleeing from serfdom, poverty, and hunger, many of them becoming permanent residents. After the recent war these streams of refugees turned into rivers, which flooded the city’s streets with peasants hoping to earn some coin for themselves and their families.
HISTORY
It wouldn’t be true to say that Brynn survived the Strife unscathed - after all, the war actually started because of it. During his rule, the late King Etbert stripped Brynn of its status as a free city, making quite a lot of enemies in the process. The monarch’s death and the succession crisis, which followed afterwards, created a perfect opportunity for overturning this decision, and the Brynn elites did just that.
Brynn refused to recognize the authority of the Regent Queen, who became the next ruler, instead opting for an open rebellion. The royal governor was apprehended and executed without a trial, and the control was once again seized by the richest merchant families of the city - the Silver League. The age-long dispute between the local merchants and the nobility was temporarily set aside: they united against the common enemy, creating the Great Magistrate. They plan to settle for no less than overthrowing the existing order and rebuilding Aldor as an alliance of free cities, where kings exist only in fairy tales.
The Royal Council, which rallied around the Regent Queen, decided to take Brynn back by force. At first, luck was on the Council's side: the royal army managed to come out victorious in a few important battles and even reached the walls of Brynn. It seemed that the city was doomed, but the skillful leadership of Duke di Berro allowed the Magistrate to turn the tide and send the enemy fleeing.
The Magistrate got a decisive advantage, and only a sudden outbreak of the Crimson Plague prevented it from launching a counterattack. This never-before-seen disease gave a proper scare to both sides of the conflict and forced them into signing a truce. Soon the Plague ended as inexplicably as it began, but both the Council and the Magistrate decided to maintain the shaky peace and lick their wounds.
This moment of respite was used by the Magistrate to great effect: it invested a huge amount of resources into restoring Brynn, so now the only thing reminding of the brutal siege is scaffolding next to a few remaining breaches in the city’s walls. And yet, even though Brynn is well-prepared to repel external enemies, internal struggles can often be much more unpredictable and insidious...
POLITICS
Brynn is the Great Magistrate in miniature, its political conflicts being most evident in the city’s day-to-day life. There are three major factions competing for control over Brynn:
The Silver League used to be a mid-tier merchant guild. However, over the centuries it amassed great amounts of wealth and political power. The independence of Brynn, the creation of the Magistrate and the civil war which followed - these events were engineered and set in motion mainly by the highest circles of the League.
The League’s cumbersome bureaucracy, although still effective, has lately begun to struggle with its responsibilities. To many of the League’s members it came as a surprise that not every war can be won with money alone, but this realization was long overdue.
Ever since the previous burgomaster’s unsolved murder, the League has been led by Jeon Ballar - a descendant of the richest Brynn family, which made its fortune by trading in elven silk. His enemies often accuse him of currying favors with the Jacinth Kingdoms, and perhaps rightfully so, but no one can rival Jeon in achieving compromises and forming unlikely alliances. The existing status quo between the city factions can be attributed entirely to his efforts.
The Vanguard is a large army consisting of the local nobility’s troops, mercenary bands, and the city’s militia. Created by the League in an effort to reorganize the army, the Vanguard quickly became a government within a government, deeply discontent about the overwhelming influence that the mechant estate has over the Magistrate.
The competent and decisive actions of the Vanguard protected Brynn from being captured by the royalists, so now its military leaders firmly believe that their sacrifice and valor earned them the right to rule the country. The only thing preventing them from openly confronting the League is the money it supports the army with.
The leader of the Vanguard is Duke Arno di Berro, a scion of an old family from the Bronze Isles, who happened to settle down in Aldor. Arno di Berro is an aristocrat in a true sense of this word, and, as expected of an aristocrat, he shows open disdain for republican ideals. Despite all that, he’s still ready to fight for the Magistrate with all the ferocity and courage he can muster...
The New Guild are the artisans of Brynn, its sweat and blood. Initially the city had numerous guilds for various crafts. Their influence was so great that over the years at least a dozen craftsmen assumed the post of Brynn burgomaster. This fact had been greatly annoying the merchant estate, so not long after the war began, they attempted to deal with the guilds once and for all.
Using wartime needs as an excuse, the League merged all guilds into one, placing it under its direct control. This violation of the free craftsmen’s ancient traditions provoked an unrest bordering on revolt. The League was forced to concede, granting the Guild a certain freedom of action, which resulted in the artisan estate gaining more power than it had originally.
The Guild is led by Grandmaster Denvar Brie - one of the best weaponsmiths in the city, a stern and overbearing person. He regards the League in its current state as a crowd of freeloaders living off the working people. All it takes is a snap of his fingers to put all city business on halt, something which he most likely plans to leverage for his own gain.
==================
That’s all for now. We’ll share more details about the factions of Brynn and their leadership in future lore devlogs.
The work on the City of Gold update, planned for Summer 2021, is well underway. It’ll be the largest update of Stoneshard’s Early Access so far, adding a huge amount of new content and drastically changing the way the game functions. Today we’ll talk about a number of important features, which we currently develop.
SAVING ON EXIT
Now that City of Gold took a step away from our standard update schedule (once every 2-3 months), we actually have time to make all required changes to the world generation and saving systems. This means that the City of Gold update will finally introduce a highly requested feature - saving on exit. After its proper implementation, you won’t have to search for a tavern or a nearby camp in case of emergency or interruption - you’ll be able to safely close the game and then continue from where you left off whenever you’re ready.
It’s worth mentioning that this is not quick saving - saves on exit will be deleted upon loading. The character’s death will still return you to the latest camp or tavern save, preserving the weight of risk and responsibility for your choices.
KILLABLE NPCs
Along with the expansion of the global map, there’ll be a new event type added to the game - random encounters, during which you’ll meet new characters and witness many interesting scenes. In order to properly add this feature, we ended up reworking the existing NPC system, making most of them killable.
Naturally, killing NPCs will result in consequences other than an obvious hit to your reputation. Right now we work on the crime and punishment system to properly reflect possible outcomes. We’ll be able to share more details about this feature once it’s close to completion.
NEW LOCATIONS
Other than random encounters, we’ll also add lots of new points of interest. We won’t get into much detail and preserve the intrigue, so here is a screenshot to keep your interest piqued:
RIVERS
Rivers and other bodies of water are an important element of the global map expansion, adding a noticeable amount of variety to the world. Rivers won’t just sit there looking pretty - there’ll be a number of mechanics associated with them, such as swimming.
STEAM ACHIEVEMENTS
Initially we planned to add achievements only after the game is out of Early Access, as their conditions can change significantly during the development. However, we listened to the players and decided to partially implement achievements with the City of Gold update, starting with those which are unlikely to be influenced by possible reworks - about 50 of them in total.
THE LUTE
A small, but a pleasant addition. The Equipment Update II introduced a lute to the game, while City of Gold will let you actually play it. You’ll be able to reproduce your favorite musical pieces to lift the character’s spirit. Or attract nearby enemies, depending on your luck.
We’re happy to announce that Stoneshard has been fully translated to French. The today’s update added French to the list of available localizations, making it eleven in total!
In the near future we also plan to make the game available in European Spanish and Korean languages. Stay tuned for the upcoming announcements!
Until the next time!
0.6.1.9 - Changelog
- Added French localisation - Black Boar Inn celebration has ended
We’d like to recommend you a game our friends made, which has left early access today and is now available with a 25% Launch Discount. We’re sure that some of you will find it to their liking!
Breathedge is a hilarious space survival game. You play as the survivor of the spaceliner catastrophe who finds himself in the middle of a ridiculous universal conspiracy, all the while battling the elements in order to find the way home.
Breathedge boasts a wild mix of awesome visuals and exciting first-person survival experience in outer space, spiced with grotesque humor. Collect items, make tools, build vehicles, and more to help you unravel the mystery behind the explosion of the largest space vessel and all its dark secrets. Smooth navigation through space is not without dangers: watch out for extreme cold and heat, ever-encroaching radiation, and coffin-robots out for blood!
Today Stoneshard celebrates its first anniversary: it’s been exactly a year since the game was released into Early Access! By an amazing coincidence, the Black Boar tavern’s anniversary shares the same date - to honor this remarkable event, Brukk the Innkeeper decided to decorate his establishment. During this month his guests will also be gifted a free pie, baked by a special recipe. Make sure to launch the game to participate in the festivities!
Now back to our plans. Over the last year the game saw noticeable improvements: there were four major updates and a content patch, as well as an innumerable amount of hotfixes and smaller updates. We still have a long road ahead of us, something we will talk about today.
Right now we’re working on the “City of Gold” update, the largest one yet. It’s meant to significantly expand the global map, add basic caravan mechanics, the first major city, new biomes, new points of interest, random encounters, and also a number of currently unannounced, but very important features. As you can see, this is a lot of content, so “City of Gold” will be released approximately in Q2 2021.
Most new systems are still being prototyped, so it will be a while before the devlogs on them are published. While we’re working on the technical side of the global map, have a look at this concept art and teasers for the upcoming content:
As we implement the city of Brynn, we also plan to expand the game’s lore. There’ll likely be a few devlogs dedicated to it as well.
That’s all for now. Until the next devlog!
0.6.1.8 – CHANGELOG
- The Black Boar tavern was decorated in celebration of the anniversary. - You can now get a free pie from Brukk. - Changed the troll rewards:
Increased the gold reward up to 10 000 crowns.
Most item rewards were changed: Weber will now give more expensive and higher level items.
Added an option to ask for a crossbow, a spear, a two-handed axe, or a two-handed mace.
-Increased the loot quality in secret room containers. Some of them are now guaranteed to have unique items. - Vases as well as both common and wealthy sarcophaguses now contain less valuable loot. - Temporarily removed unpopular or useless effects (such as resistances to rare damage types) from the list of possible enchantments. - Changed the power of some enchantment effects:
Bleed Chance, Damage Reflection: +5% > +7.5%
Fire, Unholy, Move, Control, and Bleed Resistances: +5% > +10%
Armor Damage: +25% > +33%
Crit Efficiency: +20% > +25%
Spells and Skills Energy Costs, Cooldowns Duration: -10% > -7.5%
- With certain exceptions, equipment higher than level 10 can no longer be found in graves. Drop rates for the rest of the valuable loot were increased. - [Counterattack Mastery] No longer grants Off-Hand Efficiency if the main hand holds a shield. - Decreased the base level range for the equipment sold by merchants. - Fixed the Skeleton Crossbowman, which was technically armed with a bow. - Defensive Stance now works as described. - Skinning a dog now yields a pelt of the correct color. - Fixed the bug preventing unlocked skills from being saved. - Fixed the bug with the Sigil of Darkness disappearing prematurely. - Fixed animals not displaying a visual indicator when entering a territorial state after being shot at.
- The character no longer gets wet in the rain if staying under a tree. - Fixed the duration of “Defensive Tactic”. - Fixed “Mighty Kick” not applying Stagger when failing to knock its target back. - Fixed crashes caused by throwing certain items. - Fixed “Taking Aim” not working with crossbows. - Reputation bonuses which increase traders’ stock no longer apply to the trapper and the scribe. - Removed an excess folder in the trapper’s trade menu. - Fixed the crash caused by dying to an unsuccessfully disarmed trap. - “Blow After Blow” no longer triggers from destroying props. - Fixed enemies spawning outside of the Abbey’s walls. - Changed the on-hit algorithm: Fumble Chance is now given a priority over Crit Chance. - “Grave Chill” now puts abilities on a 1-4 turns Cooldown instead of a 5 turns one. - Fixed the incorrect duration of the effect of Al’qud. - Changed priorities for enemies’ consumable usage. - Fixed the automatic turn skip upon entering a new location. - Added “Skinning” to the ability bar. - Map tiles with points of interest now follow the same weather rules as the rest of the world. - Coughing now correctly reduces Energy by 10 points, not 10%. - Fixed trajectories for chopped heads. - Birds no longer scare each other when taking off. - “Determination” no longer hits the Troll multiple times. - Fixed “Arc Cleave” replenishing an incorrect amount of Energy. - Fixed “Onslaught” burning an incorrect amount of Energy. - Runic boulders now generate less noise upon being raised. - Fixed “Taste of Victory” not replenishing Energy. - “Defensive Tactic” no longer grants an extra stack to stances when using a spell. - “Feast of Steel” now grants Crit Chance instead of Stagger Chance, as stated in its description. - Fixed some enemies getting multiple Pain debuffs simultaneously. - Fixed saigas not dropping any meat when skinned. - The undead and wraith enemies can no longer be put in Coma. - Mushrooms can now spoil. - Fixed the crash caused by “Hunter’s Mark”. - Fixed the character moving into a tile with a trap right after setting it up. - Log messages about enemies getting the Pain debuff no longer appear while they are hidden in the fog of war. - Fixed the missing sprite for the damaged Visored Bascinet. - Multiple fixes to enemy search algorithms. - Numerous text fixes.
- Fixed “Mighty Kick” not applying Stagger upon failing to Knock its target back. Removed the Cooldown reset upon failing to Knock back.
Replaced the Wraith Warrior’s “Seize the Initiative” with “Cleaving Strike”.
Increased the damage penalty to “Impaling Lunge'' against Immobilized enemies to 33%. “Impaling Lunge” can no longer apply Immobilization to already Immobilized enemies.
Reduced Vomiting chance and Daze/Stun Chances for Hornet Honey and Al’qud aftermathes.
Fixed enemies not using “Mighty Swing” properly.
Fixed “Bad Trip” triggering incorrectly when combining drugs or using multiple alcohol items.
Numerous balance changes to new weapons and the two-handed axes skill tree.
Fixed the incorrect chances for disarming traps.
The Wraith Warrior and Wraith Seer can no longer activate traps.
New ability tree: Two-handed maces - 10 new skills.
New mechanic: Throwing. Throw weapons and other items to deal damage, distract enemies, and trigger traps.
New mechanic: Skinning. The chance to harvest a pelt now depends on the damage type used to kill an animal. Added new hunting trophies: dog pelts, snake skin, and bear fat.
New mechanic: Hearing. Increase your Perception to hear nearby enemies before seeing them.
Two new NPC: Bran the Trapper and Unar the Scribe. The trapper travels between Osbrook and Mannshire, selling various hunting gear and some other items. The second NPC can be found in the Mannshire castle upon completing 3 Osbrook contracts - he trades in treatises.
20 new enemy types, including 7 new minibosses.
25 new armor pieces: 7 helmets, 9 chest pieces, 5 belts, 2 sets of gloves, 1 pair of boots, and 1 shield.
New traps: Pressure Plate (Flame & Poison Cloud), Sound
Combat consumables: added a claw trap, a net, caltrops, and a smoke bomb.
5 new drug types, completed with reworked drug mechanics.
New Mannshire crypt contract.
Additional flora: added 6 berry shrubs, 1, new mushroom type, and 1 new herb type.
ATTENTION: This patch IS COMPATIBLE with the previous version’s saves. It should be possible to continue your current playthrough after this update.
However, we highly recommend starting a new game: item tweaks won’t affect the already equipped or stored items. Additionally, the new contract won’t spawn when playing from an old save.
GAMEPLAY
Enemies can now also feel pain.
Throwing potions applies enemies with their effect for 25% of the original duration.
Fabric, leather, paper, and organic items will burn if dropped on a burning tile.
Added a system for enemy interactions with traps. By default enemies are aware about the traps of their faction and the traps which were installed within their Vision. Other traps will remain hidden - the chance for them to be discovered depends on enemy Perception. Some enemies also learned how to disarm discovered traps.
Activated claw traps can be picked up, repaired at a blacksmith, and then placed again.
Manually disarming traps will grant experience.
New stat: Stagger Chance
New effect: Stagger. Reduces Crit, Counter, Dodge, and Block Chances to 0, and increases Fumble Chance to 100%.
BALANCE
Changes to the characters’ Affinities:
Arna starts with Two-handed maces. Jorgrim starts with Two-handed axes. Dirwin starts with Two-handed axes. Velmir starts with Two-handed axes and Two-handed maces, but no longer has Maces affinity. Jonna starts with Dual Wielding.
[/b]] 25 > 40 Piercing Damage Bleeding duration: 10-16 > 10-20 Change the formula for damage from Bleeding and Burning - now they don’t scale from Max Health as much.
Base unarmed damage was increased by 2 points.
Block Chance now only works if you have a weapon or a shield equipped.
Crit Efficiency: the base damage multiplayer for crits has been increased from 110% to 120%.
Rebalanced loot from the brigands.
[[b]Brigand Madman
[/b]]: removed “Adrenaline” and “Painful Stabs”.
[[b]Ancient Troll
[/b]]: Decreased its Accuracy from 100% to 90%. Troll’s Armor was increased to 50. Experience granted on death was increased by 20%.
[[b]Stun
[/b]]: its maximum duration was decreased from 5 to 2 turns
[/b]]: +20% > +15% Life and Energy Drain, Damage Reflection.
[[b]Blessing
[/b]]: The duration of shrine blessings was increased to 1440 turns. Removed passive Sanity and Morale change. Added an immediate Sanity and Morale boost upon using a shrine Added +10% Healing Efficiency.
[[b]Satiety
[/b]]: added +10% Healing Efficiency.
[[b]Deafening Roar
[/b]]: To avoid situations with the simultaneous Stun and Disarm, there’s now a sequence of checks, launched one after another in case the previous one fails: firstly, it’s 25% to Disarm. Then, it’s 75% to Stun, and finally - 100% chance to Daze.
[Henbane]: reduced the duration of “Battle Rage” to 12 turns. The effect is no longer guaranteed to activate, instead there’s a 25% chance – high Intoxication can raise this chance up to 100%.
[[b]Velmir
[/b]]: The Condition of his starting helmet was reduced from 60% to 40%
[[b]Waterskin
[/b]]: reduced the number of uses from 10 to 6.
[[b]Stardust
[/b]]: changed its effect.
An item’s level now has lower influence on the damage from enchantments.
Dual Wielding now consists of 3 tiers, just like all other ability trees with 10 skills.
Increased the maximum level for items sold by merchants.
[/list]
CHANGES TO ABILITIES
SWORDS
[[b]Endurance Training
[/b]] 25% chance to replenish 5% Max Energy on hit > +25% Energy Restoration for 3 turns after using a sword ability.
[[b]Honed Edge
[/b]] +5% Bleed Chance for 5 > 3 turns.[/list]
MACES
[[b]Armor Break
[/b]] Added a Stagger Chance. Applies -30% > -15% Control Resistance.
[[b]Dazing Strikes
[/b]] Changed: +5% Daze Chance for mace attacks > Mace attacks apply their targets with -3.5% Accuracy and -3.5% Damage for 4 turns.
[[b]Moment of Weakness
[/b]] Stunned enemies take +33% > +20% Damage.
[[b]Concussion
[/b]] Changed: Mace attacks apply -5% Control Resistance for 4 turns > Mace crits apply -15% Control Resistance for 3 turns.[/list]
TWO-HANDED SWORDS
[[b]Feint Swing
[/b]] Now applies its target with +10% Damage Taken for 4 turns. Other bonuses are doubled if the target is Staggered.
[[b]Feast of Steel
[/b]] Added +5% Crit Chance to its stacking effect. Every third attack gains +100% Crit Chance > +100% Stagger Chance
[[b]Heroic Charge
[/b]] Added a Stagger Chance
[[b]Parry
[/b]] All received attacks are guaranteed to trigger a Counterattack > Grants +75% Counter Chance Each successful block reduces the Skill’s cooldown by 1 > 2 turns. Added: Each Counterattack grants +7.5% Crit Chance for 3 turns.
[[b]Arc Cleave
[/b]] Added a Stagger Chance. Each enemy hit reduces active Cooldowns of the ability tree by 1 > 3 turns. Added: Replenishes 7.5% Max Energy for each Staggered enemy.
[[b]Courage
[/b]] Added: If the target survives, grants +10% Damage for each adjacent enemy.
[[b]Fight to Death
[/b]] While “Feast” is active, killing enemies reduces active Cooldowns of the ability tree by 3 turns > Each consecutive strike against the same target grants +7.5% Stagger Chance and +5% Counter Chance for 5 turns. The effect resets upon attacking a different target.
[[b]Taste of Victory
[/b]] Killing enemies with two-handed swords replenishes 7.5% > 15% Max Energy. Added: Attacks against Staggered enemies grant +5% Damage for 4 turns.
[[b]Revanche
[/b]] Added: while Parry is active, blocked attacks replenish 5% Max Energy. [/list]
DAGGERS
[[b]Double Lunge
[/b]] Now also reduces the Skill’s cooldown when killing an enemy.
[[b]Deadly Trick
[/b]] Grants +25% Crit Chance > +25% Bleed Chance and +25% Counter Chance. Added: The strike also has a Stagger Chance.
[[b]Gaping Wound
[/b]] Applies the effect for 8 > 10 turns. Using abilities has a 50 > 75% chance to trigger Bleeding. The Bleeding duration has been increased. The effect applies +20% > +33% Abilities Energy Cost. Added: the effect applies -25% Bleed Resistance.
[[b]Coup de Grace
[/b]] Finishing an enemy off with this skill now grants +50% Crit Chance for 4 turns.
[[b]Quick Hands
[/b]] Killing enemies > Dagger strikes reduce active Cooldowns of the ability tree by 1 turn.
[[b]From the Shadows
[/b]] Added: Thrown daggers do +30% more Damage.
[Counterattack Mastery] Dagger strikes grant +4% > +5% Counter Chance for 5 turns.
[[b]Weakening Jabs
[/b]] Dagger attacks apply their target with +4% Damage Taken > -5% Damage and +5% > +7.5% Cooldowns Duration.
[[b]Danse Macabre
[/b]] Changed: Dagger crits gain +10% Life Drain > Dagger Crits grant +4% Dodge chance for 5 turns and permanently apply their target with +10% Damage Taken and -10% Bleed Resistance.[/list]
STAFFS
[[b]Unwavering Stance
[/b]] Added: Every 3rd attack gains +100% Crit Chance
[[b]Destabilizing Hits
[/b]] Added: the effect is also triggered by applying Stagger.
[[b]Now or Never
[/b]] Effect duration 1 > 2 turns. Added: is now also triggered by Dodging and grants +25% Stagger Chance.
[[b]Battle Trance
[/b]] Staff crits now reduce all active Cooldowns, not just the ability tree’s. [/list]
SHIELDS
[[b]Retaliation
[/b]] Added: Can now only trigger once per 5 turns.
[[b]Last Bastion
[/b]]: Added: Can now only trigger once per 8 turns. [/list]
PYROMANCY
[Ring of FIre] Applies -20% > -10% Fire Resistance for 4 > 3 turns.
GEOMANCY
[[b]Rune of Sustention
[/b]] Added: Grants the caster -10% Damage Taken when occupying tiles adjacent to their runic boulders.
[[b]Runic Boulder
[/b]]: Raising a boulder will now generate noise. [/list]
COMBAT MASTERY
[[b]Seize the Initiative
[/b]] Reduced the maximum number of stacks from 6 to 5. If the target uses active abilities, they reduce the number of debuff stacks on it and the number of buff stacks on the attacker. Added: added a Stagger Chance to the initial hit and Counter Chance buff/debuff to its stacking effect.
[[b]Defensive Tactic
[/b]] and [Offensive Tactic]: Changed: Instead of a static bonus for each enemy within Vision , they now grant stacking bonuses for performing certain conditions. Tactics now work for a limited number of turns. Switching tactics no longer takes a turn or spends Energy.
[[b]Finisher
[/b]]: Added: this attack now has +25% Crit Chance.
[[b]Against the Odds
[/b]] Prevents Health from dropping below 10 > 15% Added: the first attack received during the next turn does no damage and is automatically countered.
[[b]Stance Training
[/b]]: “Defensive Tactic” now increases weapon stances’ duration by 1 turn for each received attack.[/list]
ATHLETICS
[[b]Mighty Kick
[/b]] Added: Failing to knock the opponent back now Staggers them for 2 turns.
[[b]Sudden Lunge
[/b]] Confusion Chance was replaced with Stagger Chance.
[[b]Dash
[/b]] Bonus Damage for each adjacent enemy was replaced by Counter Chance.
Each enemy adjacent to the starting position increases the Energy cost of the Skill by 20% > 10%
[/list]
DUAL WIELDING
Some of the skills were moved around. “Dual Wielding Training” is now available earlier, while “Dying Fervor” was moved further down the ability tree.
[[b]Enough for Everyone
[/b]] The effect is no longer removed if the target leaves the adjacent tile.
[[b]Deflect
[/b]] Changed: Using this skill no longer reduces Hands Efficiency. Each fully blocked attack now grants +5% Hands Efficiency for 2 turns and reduces active Cooldowns of the ability tree by 1 turn.
[[b]Whirlwind
[/b]] Changed: Can now jump between the same targets for an unlimited number of times. Each jump now grants -10% > -15% Hands Efficiency . The Skill’s Cooldown is no longer reduced by killing enemies. The same goes for bonus Hands Efficiency - killing enemies no longer increases it. Added: +4% Dodge Chance for 3 turns per each strike.
[[b]Concentration
[/b]] Lasts for 6 > 12 turns. Added: receiving damaging attacks reduces the duration of the effect by 1 turn.
[[b]Dual Wielding Training
[/b]]: Using weapon-based skills no longer grants bonus Hands Efficiency. Using weapon-based skills while wielding two weapons of the same type grants +7.5% Crit Chance and -7.5% Fumble Chance for 2 turns. Using weapon-based skills while wielding two weapons of the different type grants +25% Off-Hand Efficiency and +7.5% Counter Chance for 2 turns.
[[b]Berserk Tradition
[/b]] +2.5% Hands Efficiency > +4% Counter Chance. All bonuses now scale based on the character’s level and Attributes.
[[b]Dying Fervor
[/b]] Grants +10% > +20% Hands Efficiency when Health drops below 50%. Added: Additionally grants +7.5% Crit Chance and +7.5% Counter Chance when Health drops below 33% [/list]
SPEARS
[[b]Nail Down
[/b]] Changed: Immobilizing enemies with this skill no longer reduces active Cooldowns of “Nail Down” and “Impaling Lunge”.
[[b]Impaling Lunge
[/b]] Changed: The bonuses are no longer doubled when attacking Immobilized Enemies. Using this skill against Immobilized enemies now does -25% Damage and halves other bonuses, but instantly refreshes this Skill’s Cooldown.
[[b]Maneuver
[/b]] Changed: now gains stacks for each reduced Cooldown, not fully refreshed one.
[[b]Determination
[/b]] Added: replenishes 10% Max Energy for each affected enemy. The enemies are additionally applied with -20% Move Resistance for 3 turns.
[/b]!] Affected enemies are applied with -25% > -15% Piercing Resistance for 1 > 2 turns. The chance to trigger “Impaling Lunge” on a basic attack is 15% > 10%.
[[b]Wounding Spearhead
[/b]] Spear crits deal extra damage equal to the target’s 4% Current Health > 5% Max Health. Added a threshold for the max damage, based on the character’s Strength and Agility.[/list]
BUFFS TO UNIQUE ITEMS
As you may already know, the shortcomings of the existing item quality system prevent the unique items from being enchanted, which makes them less attractive to players. To compensate for this issue while the quality system is being properly reworked, most of the existing unique items (with the exception of the starting ones) were buffed: