![]() ![]() ![]() Some, like lightning and magic missile have primarily just had numbers tweaks, others like fireblast and corruption are completely reimagined versions of their old selves. To summarize, each and every wand has been reworked to be viable and fit its own strategic niche. There is just waaaay too much going on here to explain in detail. He satisfied hunger through killing, but ONLY through killing, so you’d better keep moving and fighting or you’ll starve. The warlock gets extra survivability at the cost of hunger troubles. The warlock, meanwhile, tends to keep things more divserse, and is more defined by his unique effects. This acts like a second enchantment based on the wand the staff is infused with(yes, this does stack with normal enchants), and allows the battlemage to stack up tremendous magical effects through smart staff use. The battlemages likes to invest hard into his staff, and gains bonus effects from it as a result. BattleMage & Warlockīoth subclasses have also received some new tricks. The staff starts with magic missile, and in the early game you’ll need to lean on magic much harder than before, as you’ve lost your knuckleduster, and the staff’s melee damage is pitiful. Thanks to the staff the mage can invest in ANY wand and be able to transfer upgrades to a more preferred one if he finds one. The staff can only be fused with one wand at a time though, and the fusing destroys the wand In the process! The core design here is to not only allow the mage some extra wand power, but to allow him to invest in wands without fear. The staff can be used for melee in a pinch, and recharges MUCH faster than regular wands. The center point of the entire rework is his new unique item, the Mage’s Staff! This staff can be fused with any wand you find, gaining its effects and keeping the higher level of the two items. He should from now on be known as the wand user, and not the weak warrior who occasionally finds a wand of firebolt. The mage has received a complete overhaul to help diversify his gameplay. Visual indicator added for surprising enemies Buffs now have descriptions, tap their icons! Mimics are now less common, stronger, & give better loot. Scrolls of recharging and mirror image are now more common. Floor 1 now spawns 10 rats every time, exactly enough to level up. Hunger no longer increases while fighting bosses. Sandals of nature adjusted, now give more seeds, less dew. Cape of Thorns buffed, now absorbs all damage, but only deflects adjacent attacks. Chalice of blood nerfed, now regens less hp at high levels. Alchemist’s Toolkit removed (will be reworked) Blessed Ankhs now revive at 1/4hp, but also grant initiative. Wand recharge effects now give charge over time, instead of instantly. Self-targeting with wands is no longer possible. Wands now recharge faster the more charges are missing, for all classes. Wands now cap at 10 charges instead of 9 Warlock reworked, gains more health and fullness from gaining exp, but food no longer restores hunger. Battlemage reworked, staff now deals bonus effects when used as a melee weapon. Now starts with a unique mages staff, empowered with magic missile to start. No longer starts with knuckledusters or a wand ![]()
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