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GENERAL - "magic skill" stat was renamed into "magic power" and now affects wand's damage/effect - "willpower" was renamed into "attunement" and now affects recharge rate not as much - potions of Strength now increase your magic power in addition to its previous effects - Scholar now receives bonus magic power only on every 3rd level up - Acolyte now receives bonus magic power only on every 6th level up - Warrior and Brigand do not get additional magic power on level ups at all - increased starting health for all character classes from by 5 points - regeneration rate now depends on the max health amount only - nerfed waterskins and oil lantern - Acolyte now starts with three empty bottles instead of a potion of Overgrowth WANDS & RINGS - wand damage, recharge rate, and number of charges were significantly rebalanced - combat wands now are Magic Missile, Disintegration, Smiting, Lightning, Acid Spray and Firebrand - utility wands now are Ice Barrier, Thornvines, Force Blast, Charm, Life Drain and Damnation - wands will never miss their target anymore (except Magic Missile) - "utility" wands can miscast/squeeze charges, just like combat wands - only unidentified and/or cursed wands will ever miscast now - changed curse chances for wands/rings to be dependent on chapter rather than floor number - wands and rings now have much more detailed descriptions ALCHEMY & POTIONS - brewing potions now requires an empty potion bottle and two specific herbs - empty bottles can be found in shops, laboratories, and among the loot - using incorrect herbs will give you unstable potion which is, well, unstable - added potions of Rage, Toxic Gas, and Confusion Gas - Potion of Overgrowth was replaced with Potion of Webbing - Potion of Blessing was divided into Potion of Shield and Potion of Blessing - Potion of Corrosive Gas was replaced with Potion of Caustic Ooze - Potion of Caustic Ooze creates temporary acid puddles on the floor - rain created by potions of Thunderstorm now can refill wells in its area of effect HERBS & FOOD - raw meat cannot be cooked by burning or freezing it, but is completely safe to eat - burning raw meat will turn it into burned meat, which is a worse version of raw meat - you can, however, cook raw meat in alchemy pots, making it more nutritional - it can also be cooked with herbs to provide a much longer resistance buff when eaten - herbs now require only one turn to be eaten (was three turns before) - herbs now remove debuffs and apply short resistance buffs when eaten - spawn rates of different herbs now depends on the current chapter - implemented Feyleaf herb, which increases magical resistance when eaten - Dreamweed was renamed into Dreamfoil and had its sprite changed slightly - herbs and other types of food now have much more detailed descriptions EQUIPMENT - quarterstaffs now increase your magic power by 10-25% depending on their upgrade level - rebalanced prices and quantities of ammunition and throwing weapons - missile and flintlock weapons got their damage increased - light throwing weapons can now inflict bonus damage on sneak attacks - debuffs from special throwing weapons now ignore target's armor - javelins and tomahawks can now knock their targets back on hit - chakrams can now be used to hit several enemies at once - harpoons were reworked and will be more reliable now - throwing items at secret doors now also reveals them - weapon enchantments do not provide bonus damage for certain wands anymore - added a confirmation pop-up when equipping items which are too heavy for you BUFFS & DEBUFFS - the Enraged buff now has decreased effect, but lasts longer - Mind Vision now increases Perception by 25% - Levitation now increases Dexterity by 25% - Invisibility now increases Stealth by 25% - Invisibility is now dispelled on stealing - Corrosion now causes its target to spawn an acid puddle on death - Vertigo now prevents you from receiving "Focused" buff from skipping turns - being Poisoned now decreases attack speed only by 25% (instead of 50%) - electricity damage does not inflict Electrified debuff on its targets anymore - electricity damage now just gets increased by 50% if the target is standing in the water MOBS - slightly buffed minimum damage for most of the mobs mobs - Goo was tweaked to make its fight easier for new players and less annoying for veterans - King of Dwarves was tweaked to make his fight to be less confusing/unfair for everyone - carrion eaters, giant spiders and cave scorpions are now vulnerable to mind debuffs - warlocks and evil eyes will not miss anymore (same as the corresponding wands) - carrion eaters are not resistant to body and acid anymore - updated giant spider sprites, and now they only spawn webs on death - cave scorpions now spawn acid puddle instead of corrosive gas on death - dwarf monks aren't resistant to mind effects anymore - dwarf warlocks now deal more damage with their ranged attacks - charmed mobs should be a bit more independent now - hitting charmed/controlled mobs doesn't remove the effect from them DUNGEON - moved old wandmaker NPC to the Sewers, and sad ghost NPC to the Prison - decreased amount of water in the bonus well rooms (only guaranteed wells are on the 4th floor of a chapter) - poison dart traps were changed into confusion gas traps - toxic gas trap now releases toxic gas instead of corrosive gas - trapped vaults now can be filled with summoning traps - made item piles on the already visited tiles visible through the fog of war - small changes to the layout of the second boss floor nd imp's shop floor - secret doors on the 2nd floor are now guaranteed only if you have not unlocked at least one of the strength, upgrade or boss badges yet
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