Home Products Changelog

Release Notes for Low Magic Age

Latest changelog is available at:

https://www.gog.com/forum/low_magic_age


0.91.48 update (23 November 2021)

New Player Races: Duergar (Gray Dwarf) and Troll
Others:
Size Multiplier Quadruped

0.91.47 update (5 November 2021)

Added 32 new animal monsters:
Changed dire animals from elite monsters to normal monsters
Added disease to Dire Rat
Removed redundant bug abilities of following monsters:
New Grapple Rules:
Battlefield Right-click Action Options:
Following conditions no longer lose Dex bonus on AC:
Others:

0.91.46 update (2 October 2021)

Monster Improvements and Adjustments:
New Optional House Rules:
Hit Points Algorithm Adjustments:
Storage Box Optimization:
Others:

0.91.44 update (5 August 2021)

New Races: Aasimar and Tiefling

Planetouched

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

Aasimar and tiefling are the most common planetouched varieties. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

Others:

Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.


0.91.43 update (8 July 2021)

Added 2 powerful races with level adjustment: Catfolk and Hobgoblin

Powerful Races and Level Adjustments

Some races are more powerful than normal races. These races have a racial trait called level adjustment.

When create a powerful race character, add the level adjustment to the character level to get the effective character level, i.e. character level + level adjustment = effective character level.

When level up the character, use the effective character level to determine the experience points needed. Therefore, the character requires more experience points to level up than a normal character. In other words, powerful race characters level up more slowly than normal characters.

Powerful race characters still use the actual character level to determine other stats, such as hit points, skill points, gaining feats, etc.

Generally speaking, a powerful race character cannot be added to an adventure party as an initial character. Only a high enough level adventure party can recruit powerful race characters.

Added detailed background descriptions (Physical Description, Society, Relations, Alignment and Religion, Adventurers, Names, etc.) for following races:

Human
Elf
Half-elf
Dwarf
Gnome
Halfling
Half-orc
Orc
Goblin
Hobgoblin
Kobold
Catfolk

Others:

Fixed: Adventure mode Flee UI mess up
Fixed: Some too long tips of Create Character UI

Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com . It's extremely useful for debugging.


0.91.42 update (24 June 2021)

10 New Spells:

Iron Body

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain:

But meanwhile you suffer:

Mind Fog

Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.

Creatures in the mind fog take a -10 competence penalty on Wis checks and Will saves. A creature that successfully saves against the fog is not affected and need not make further saves.

Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.

The fog is thin and does not significantly hamper vision.

Mind Blank

The subject is protected from all mind-affecting spells and effects.

Bestow Curse

You place a curse on the subject.

Choose one of the following effects:

Remove Curse

Remove curse instantaneously removes all curses on a creature.

Ghoul Touch

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

Remove Paralysis

You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell.

If the spell is cast on one creature, the paralysis is negated.

If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it.

If cast on three or four creatures, each receives another save with a +2 resistance bonus.

Flesh to Stone

The subject, along with all its carried gear, turns into a mindless, inert statue.

If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.

Only creatures made of flesh are affected by this spell.

Stone to Flesh

This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.

Neutralize Poison

Detoxify any sort of venom in the creature touched. The target suffers no additional effects from the poison, and any temporary effects are ended.

The target is immune to any poison during the duration of the spell. It need not make any saves against poison effects applied to it.

The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own.

Others:

Show class list and XP in tip of character level
Fixed: Some new races do not appear in taverns
Fixed: Materials in bank not consumed after craft and save/load game
Fixed: Bugs of pending race/class tip on Create Character UI


0.91.41 update (15 June 2021)

New Subraces:

Half-elf Subraces:

Dwarf Subraces:

Gnome Subrace:

Halfling Subraces:

Skills Related:

Skill check modifiers of large creatures:

Skill check modifiers of small creatures:

Added/Adjusted Racial Traits:

Elf (Including Subraces): Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. Removed Graceful Step: Ignores difficult terrain when shift.

Half-Elf (Including Subraces): Keen Senses: +1 racial bonus on Search, Spot, and Listen checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. Integrated: +2 racial bonus on Diplomacy and Gather Information checks.

Half-Human Elf: No racial bonus on Diplomacy and Gather Information checks.

Dwarf (Including Subraces): Magic Resistance: +2 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +2 racial bonus on saving throws against poison. Hatred: +1 racial bonus to attack rolls against orcs and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

Deep Dwarf: Magic Resistance: +3 racial bonus on saving throws against spells and spell-like effects. Poison Resistance: +3 racial bonus on saving throws against poison.

Gold Dwarf: Hatred: +1 racial bonus on attack rolls against aberrations.

Gnome (Including Subraces): Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids. Defensive Training: +4 dodge bonus to AC against monsters of the giant type. Keen Senses: +2 racial bonus on Listen checks. Sharp-Nosed: +2 racial bonus on Craft (alchemy) checks.

Forest Gnome: Hatred: +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids (including kobolds). Secret: +4 racial bonus on Hide checks, which improves to +8 in a wooded area.

Halfling (Including Subraces): Sure-Footed: +2 racial bonus on Climb, Jump, and Move Silently checks. Keen Senses: +2 racial bonus on Listen checks. Removed Nimble Reaction: +2 AC against AOs.

Tallfellow: Keen Senses: +2 racial bonus on Search, Spot, and Listen checks. The character who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. No racial bonus on Climb, Jump, and Move Silently checks.

Deep Halfling: Stonecunning: +2 racial bonus on Search checks to notice unusual stonework. Besides, the character also has other stonework related abilities." Craftsman: +2 racial bonus on Appraise and Craft checks that are related to stone or metal. No racial bonus on Climb, Jump, and Move Silently checks.

Goblin: Skilled: +4 racial bonus on Move Silently and Ride checks.

Encyclopedia:

Others:

Optimized Character Name and Images UI

Auto-match portraits Character panel: click battle avatar icon to change name and images Character panel: Show Background: Large Portrait (PNG Format)

Detailed creature types Adjusted creature types of following monsters:

Optimized race description format Optimized race tip text (rules text only) Optimized some French/Japanese text Fixed: prepare spell bug of Cleric/Paladin multiclass


0.91.40 update (25 April 2021)

Added 6 elf subraces:
Added 3 playable monster races:
Added 47 battle avatars
Added 220 character portraits (matching battle avatars)
Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):
Other race-related adjustments:
Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):
Other race-related adjustments:
Optimized adventurers spawn in towns:
Others:

Note: When you encountered a bug, please zip and send your saves (the game folder/saves) to support@lowmagicage.com. It's extremely useful for debugging.


0.91.35 update (14 January 2021)

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


0.91.34 update (13 January 2021)


0.91.33 update (5 January 2021)

10 New Spells:
Remade/adjusted following spells/spell-like abilities, applied new algorithm of spell damage and duration of conditions, etc.:
Other:

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


0.91.32 update (19 December 2020)

50 New Spells:

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


v0.91.31 Patch Notes

New Class - Sorcerer
Familiars

A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent.

A familiar serves as a companion and servant. Different familiars grant different special abilities to its master:

A character with more than one class that grants a familiar may have only one familiar at a time.

Added familiars to wizard class

Wizards in old games obtain corresponding familiars automatically

Others
Fixes

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


v0.91.30 Patch Notes

New spellcasting mode: Spell Slots
Optional House Rules when new game:

True Strike effect on weapon attacks and combat maneuvers only Set users for Listen and Search Optimized initial actions of action bar Increased minimum player level required for some monster encounters:

Added more full-length portraits Added full-length portraits of NPCs Character avatars support multi-size Optimized character portraits/avatars selection UIs Show full-length portraits when browsing premade characters Replaced portraits of premade characters (may forcely replace by Resets premade characters) Adventurers recruited from taverns use some old portraits only by default Added multiple background options in character panel:

Added background icons for equipment slots Optimized Arena UI Optimized some misc UIs Adjusted hotkey of Arena Storage Box: s -> d Custom resolutions allowed to exceed desktop size

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


v0.91.29 Patch Notes (19 July 2020)

Added 80+ character portraits (Thanks again to Norwegian artist Raymond E. Gaustadnes)
Portraits support multi-size versions:

Changes
Fixes

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


v0.91.28 Patch Notes (5 July 2020)

New Class - Monk

Unarmed Strike

Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.

A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Str bonus on damage rolls for all her unarmed strikes.

As the monk level increases, her unarmed strikes have more attacks (1 extra attack at 8th and 15th) and damage.

Small, Medium and Large Monk Unarmed Damage:
Level Small Medium Large
1 1d4 1d6 1d8
4 1d6 1d8 2d6
8 1d8 1d10 2d8
12 1d10 2d6 3d6
16 2d6 2d8 3d8
20 2d8 2d10 4d8

When this ability is actived as a switch ability, you always make unarmed strikes in melee, even holding a melee weapon.

Flurry of Blows

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.

Lv 1: +1 extra attack. All attacks made that round takes a –2 penalty.
Lv 5: the penalty lessens to –1.
Lv 9: the penalty disappears.
Lv 11: +1 extra attack.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons. When with unarmed strikes, the extra attacks from Unarmed Strike count.

A monk always applies her full Str bonus to damage rolls of a flurry of blows.

When wearing armor, using a shield, or carrying a medium or heavy load, the monk cannot use this ability.

AC Bonus

A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks.

When unarmored and unencumbered, the monk adds her Wisdom bonus to her AC. In addition, a monk gains a +1 bonus to AC every 5 monk levels (+1 at 5th, +2 at 10th, ...).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed.

She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Fast Movement

A monk gains a +2 enhancement bonus to her speed every 3 levels (+2 at 3rd, +4 at 10th, ..., +20 at 30th).

A monk in armor, using a shield, or carrying a medium or heavy load loses this extra speed.

Still Mind

A monk gains a +2 bonus on saving throws against mind-affecting spells and effects, since her meditation and training improve her resistance to mind-affecting attacks.

Ki Strike

A monk's unarmed attacks are empowered with ki which improves with her monk level.

Her unarmed attacks are treated as specific types of weapons for the purpose of dealing damage to creatures with damage reduction:
Lv 4: magic weapons
Lv 7: cold iron and alchemical silver weapons
Lv 10: lawful weapons
Lv 16: adamantine weapons

In addition, +1 enhancement bonus to her unarmed strikes every 5 levels (+1 at 5th, +2 at 10th, ...).

(Cold iron and lawful weapons related monsters are in development)

Slow Fall

A monk within arm's reach of a wall can use it to slow her descent. When calculate the distance of the fall, reduce by 5 feet per monk level. At 20th level, she can fall any distance without harm.

Purity of Body

A monk gains control over her body's immune system. She gains immunity to all diseases except for supernatural and magical diseases.

(Diseases are in development)

Wholeness of Body

A monk can heal her own wounds. She can heal a number of hit points of damage equal to her monk level x (2 + her Wis bonus / 2) each day, and she can spread this healing out among several uses.

Diamond Body

A monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Abundant Step

A monk can slip magically between spaces once per day.

Diamond Soul

A monk gains spell resistance equal to her current monk level + 10."},-- In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm

A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires.

When this ability is actived, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds.

Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die: the monk level/2 + Wis modifier vs. the target's Fortitude. If succeed, it dies. If failed, the quivering palm effect disappears.

Creatures immune to critical hits cannot be affected.

Timeless Body

A monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The monk still dies of old age when her time is up.

(Aging is in development)

Tongue of the Sun and Moon

A monk can speak with any living creature.

(Languages are in development)

Empty Body

A monk can enter the Ethereal Plane and become ethereal.

For the duration of the ability, the monk is in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the ability expires, she returns to material existence.

She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

For the Material Plane, she is invisible and insubstantial. However, she can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Normally, ethereal creatures and material creatures can't attack each other. Ethereal creatures treat other ethereal creatures and ethereal objects as if they were material.

As an insubstantial creature, the monk can move through solid objects, including living creatures. When the ability expires and she become material while inside a material object (such as a solid wall), she is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that she so travel.

Perfect Self

A monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature.

The monk gains damage reduction 10/magic. She is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. But the monk can still be brought back from the dead.

Adjusted Combat Maneuvers Training feats:

Combat Maneuvers Mastery: +2 bonus on Combat Maneuver Defense -> Can use all the combat maneuvers: Trip, Grapple, Bull Rush, Drag, Overrun.
Decreased level requirement of Combat Maneuvers feats:

Other improvements and fixes:

Improved Unarmed Strike: +4 proficiency bonus on unarmed strikes.
Stunning Fist - Uses per day: Character level/4 -> Monk level + Non-nonk level/4
Weapon Focus/Improved Critical - prerequisite: Simple Weapon Proficiency -> Any Weapon Proficiency
Whirlwind Attack: adjusted prerequisites. Standard action -> Full-round action
Improved Whirlwind Attack: discarded
Devastating Strike: No class prerequisite. Level: 12 -> 11

Optimized create/level-up character UI
Display the highest priority default action icon prompt only on battlefield
Added monk avatars
Replaced icons of Falchion/Flails
Optimized action description format
Optimized descriptions of some feats, such as Improved Unarmed Strike
Optimized descriptions of some classes
Added Profession/Craft skills in description of classes
Added description of bypassing damage reduction in attacks of character panel
Unified chinese translations of Trip

Fixed: No monk feature on Quarterstaff
Fixed: Wrong uses per day in action bar prompt and Wiki
Fixed: Some special symbols (such as ') in character names mess equipment comparison list of Arena shop

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com It's extremely useful for debugging.


Update v0.91.27 (7 June 2020)

New Exotic/Double/Monk weapons:
New feats:
New/modified weapon groups:
Modified following weapon rules according to 3.5e rules:

Classified weapons as Simple/Martial/Exotic

Changed following weapons to Simple:
Added/modified race traits about weapons:
Added/modified class weapon and armor proficiencies:

Fighter
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: All armor and shields.

Cleric
Weapon Proficiency: Simple weapons, 1 optional martial weapon group.
Armor Proficiency: All armor, light and heavy shields.

Wizard
Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow, quarterstaff.
Armor Proficiency: None.

Rogue
Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword.
Armor Proficiency: Light armor.

Barbarian
Weapon Proficiency: Simple weapons, 2 optional martial weapon groups.
Armor Proficiency: Light and medium armor, light and heavy shields.

New Skill Specialization feats:
Other:
Fixes:

Fixed: Less feats when some classes level up
Fixed: Sometimes cannot learn feats that require specific class level
Fixed: Rogues and barbarians recruited in taverns have one more feat
Fixed: Wrong levels for Rogue's bonus feats
Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge
Fixed: Sometimes skill users are not initialized automatically
Fixed: Wrong daily uses when view actions in combat
Fixed: 0 or too low daily uses of some actions of monsters/NPCs
Fixed: Numeric overflow in bank interest reports
Fixed: Cannot be enter the mine below Willburgh
Fixed: Some special symbols (such as ') in character names mess skill UI

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to [support@lowmagicage.com]. It's extremely useful for debugging.


Update 0.91.26 (9 May 2020)

New epic level (after 20th level) feats: Overwhelming Critical, Improved Sneak Attack, Terrifying Rage

Overwhelming Critical

Creatures immune to critical hits can’t be affected by this feat.

Improved Sneak Attack

This feat may be taken multiple times. Its effects stack.

Terrifying Rage

While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if its character level less than yours) or shaken (if its character level equal to or up to twice your character level) for 4d6 rounds.

An enemy with character level greater than twice your character level is not affected by this feat.

New rules for extra feats after epic level:
New rules for extra feats after epic level:
Deflect Arrows

Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it.

You must have at least one hand free (holding nothing) to use this feat. You must be aware of the attack and not flatfooted.

Snatch Arrows

When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it.

Thrown weapons can immediately be thrown back at the original attacker without Attacks of Opportunity or kept for later use. You can turn this option on/off in combat.

Stunning Fist

Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (1/2 your character level + your Wis modifier vs. foe's Fortitude), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round.

You can turn this feat on/off in combat.

Uses per day: Character level/4.

Can be used no more than once per round. A failed attack roll ruins the attempt, too.

Improved Stunning Fist

Add +2 bonus to the Fortitude saving throw of your stunning attack.

This feat may be taken multiple times. Its effects stack.

Added "Uses per day" rule to following abilities:
Other improvements and fixes:

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.25 (1 April 2020)

Multiclass
Retrain Character:

Update 0.91.24 (19 March 2020)

New craft features
Optimized Craft UI
New options in Craft UI
Improvements & Fixes
Optimized some UIs
Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com It's extremely useful for debugging.

Update 0.91.23 (1 March 2020)

Improvements
Optimized some UIs

Update 0.91.22 (30 January 2020)


Update 0.91.21 (15 December 2019)

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.20 (19 October 2019)

Note: When you encountered a bug, please zip and send your saves (the game foldersaves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.19 (21 August 2019)


Update 0.91.18 (07 August 2019)


Update 0.91.17 (12 July 2019)

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.16 (1 July 2019)

-- Weapon Attacks -- Combat Maneuvers -- Skill Actions -- Misc Actions -- Special Actions

-- Level-1 Spells -- Level-2 Spells -- Level-3 Spells -- Level-4 Spells -- Level-5 Spells -- Level-6 Spells -- Level-7 Spells -- Level-8 Spells -- Level-9 Spells -- Damage Spells -- Effect Spells

-- All Spells -- All Non-spell Actions -- All Actions

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.15 (14 June 2019)

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.14 (31 May 2019)

Added 5 new skills:
Added 6 new actions/feats for the new skills:

Update 0.91.11 (14 April 2019)

List of Ores and Metal Ingots:

Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.


Update 0.91.07 (1 April 2019)

Added 68 gemstones (preparation for Crafting) Adventurers have a chance to obtain gemstones in loot of Adventure mode

List of Gemstones