Latest changelog is available at:
https://www.gog.com/forum/low_magic_age
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.
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.
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.
Human
Elf
Half-elf
Dwarf
Gnome
Halfling
Half-orc
Orc
Goblin
Hobgoblin
Kobold
Catfolk
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.
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain:
But meanwhile you suffer:
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.
The subject is protected from all mind-affecting spells and effects.
You place a curse on the subject.
Choose one of the following effects:
Remove curse instantaneously removes all curses on a creature.
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.
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.
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.
This spell restores a petrified creature to its normal state. The creature must make a DC 15 Fortitude save to survive the process.
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.
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
Half-elf Subraces:
Dwarf Subraces:
Gnome Subrace:
Halfling Subraces:
Skill check modifiers of large creatures:
Skill check modifiers of small creatures:
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.
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
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.
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.
Burning Hands
Flame Strike
Fire Storm
Cone of Cold
Freezing Sphere
Polar Ray
Shocking Grasp
Sound Burst
Shout
Greater Shout
Sunburst
Vampiric Touch
Horrid Wilting
Circle of Death
Undeath to Death
Destruction
Disintegrate
Phantasmal Killer
Weird
Ray of Enfeeblement
Poison
Touch of Idiocy
Feeblemind
Enervation
Energy Drain
Daze
Daze Monster
Bless
Bane
Prayer
Hideous Laughter
Rage
Good Hope
Crushing Despair
Power Word Blind
Blindness/Deafness
Remove Blindness/Deafness
Ray of Exhaustion
Waves of Fatigue
Waves of Exhaustion
Shield Other
Protection from Arrows
Stoneskin
Resist Energy
Protection from Energy
Spell Resistance
Blur
Displacement
Ethereal Jaunt
Etherealness
(Clerics of old saves will learn new spells available automatically. Other caster classes can learn new spells through level-up or retraining.)
Single-target multiple attacks automatically switch to next target when current target dies
Stop subsequent useless attacks when target dies
Adjusted spell casting range: Close (3 -> 4 squares), Medium (7 -> 8 squares)
Added new energy damage type: Sonic
Removed critical hit and full attack bonus of spells and other non-weapon attacks
Added Armor Class (Touch) and Armor Class (Flat-Footed) into AC tip of character panel
Changed damage type of some death effects from negative energy to no type
Adjusted miss damage of Slay Living/Finger of Death
Added View Battle Log in adventure mode system menu
Improved tips of some buttons and menus
Added more prompts
Added Limit FPS 60 option
Added more damage dice display options
Show damage dice by default in weapon/action description
More detailed descriptions of conditions
More accurate buff/debuff prompt of 6 abilities
Highlighted action/item description text for better readability
Show ammunition items by default when craft magic equipment
Added guild/bank/... in city tip
Optimized city tip
Optimized text display for stable FPS
Optimized item enchantment text
Optimized condition/aura tips and logs
Optimized some game terms
Optimized some UI details
Optimized some action animations
Optimized audio and other options
Fixed: Unarmed Attack by monk may trigger two-handed weapon knockdown
Fixed: Dwarves no racial bonus when against wolf/werewolf's trip attacks
Fixed: Some range values are displayed incorrectly
Fixed: The spirit state Cannot view other characters under ethereal condition
Fixed: Use First Character Avatar option no effect in resource sites
Fixed: Sometimes icons of material items in inventory are missing
Fixed: Site refreshing bug when player in resource site/dungeon
Fixed: Remnant preparation spells after retraining
Fixed: Sorcerers in tavern sometimes have higher Int than Cha
Fixed: Mithril armor proficiency bug
Fixed: Focus issue of battlefield mouse zooming and character panel/scrollable windows scrolling
Fixed: Middle mouse button on resource site spaces causes wrong plan operation
Fixed: Incorrect daily uses of actions in help
Fixed: Keyboard navigation in help may cause crash
Fixed: Narrow tip in spell slot UI
Fixed: Unreplaced text codes in town quests
Fixed: Several English text errors
Fixed: Several Simplified/Traditional errors
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.
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.
Wizards in old games obtain corresponding familiars automatically
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.
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.
Added 80+ character portraits (Thanks again to Norwegian artist Raymond E. Gaustadnes)
Portraits support multi-size versions:
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.
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.
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.
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.
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.
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.
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)
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.
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)
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.
A monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
A monk can slip magically between spaces once per day.
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.
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.
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)
A monk can speak with any living creature.
(Languages are in development)
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.
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.
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:
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.
Classified weapons as Simple/Martial/Exotic
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.
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
Creatures immune to critical hits can’t be affected by this feat.
This feat may be taken multiple times. Its effects stack.
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.
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.
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 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.
Add +2 bonus to the Fortitude saving throw of your stunning attack.
This feat may be taken multiple times. Its effects stack.
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.
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.
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.
New Adventurers Guild service: Substitute Characters
New adventure operation: Forced Trigger
Disarm traps gain experience points
Increased rate and quantity of Lockpick/Thieves’ Tools/Healer’s Kit in towns
Optimized Lockpick/Thieves’ Tools/Healer’s Kit/Supplies/Spell Materials/Chest, etc. drops
Goblin Rogue/Halfling Thief, etc. drop more lockpicks
Added prompts for dungeon exploration
Now the highest skill rank of party is based on proficiency rank instead of assigned rank
Display proficiency rank instead of assigned rank in skill list
Added Trained Only description into description of Disable Device
Optimized skill modifiers display
Optimized using skill logs
Optimized quest prompts
Fixed: Show Open Lock UI even no dungeon treasure found
Fixed: Skill aid checks always use skill modifiers of the first aider
Fixed: Skill success rates sometimes exceed 100%
Fixed: Level-up speed option of adventure mode sometimes is ineffective
Fixed: Simple Tools appear in arena by mistake
Note: When you encounter a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.
Added operation UI for Disable Device and Search (including normal search and taking 20)
Disable Device now is a trained only skill and has proficiency
Disable Device skill of characters in old saves will be is retained if it has rank; otherwise training is needed
Natthbal: Added Disable Device skill training service
Ajm, Delland: Added Adventurers Guild and provides services
Added Disable Device related quest
Optimized Open Lock logs and prompts
Fixed bug that dead characters can be selected as skill users
Remade Traps: Changed abstract and general traps to concrete traps with detailed parameters, such as attack mode, attack bonus, damage value and reset type, for example:
Basic Arrow Trap
Camouflaged Pit Trap
Deeper Pit Trap
Fusillade of Darts
Razor-Wire across Hallway
Rolling Rock Trap
Wall Blade Trap
Bricks from Ceiling
Burning Hands Trap
Ceiling Pendulum
Acid Arrow Trap
Stone Blocks from Ceiling
Glyph of Warding [Blast]
Lightning Bolt Trap
Falling Block Trap
Fireball Trap
Built-to-Collapse Wall
Spiked Blocks from Ceiling
Chain Lightning Trap
Black Tentacles Trap
Reverse Gravity Trap
etc.
Remade encounter events of adventure sites on world map and trap/treasure encounters in dungeons:
Using new skill operation UI
Added searching supplies event
Discarded empty encounter events
Changed taking 20 searches to taking 10 without time consumption when exploring dungeons
No longer display suspicious place indications when search fails
Discarded some obsolete dungeon options
Treasure rewards now based on challenge level of adventure sites/dungeons instead of player's current level
Improved and optimized save/load functions of Adventure mode:
Multiple saves per adventure
Add/edit description of saves
Optimized the UI
Save adventure hotkey: Ctrl + S
Load adventure hotkey: Ctrl + L
No need to return main menu when load adventure in game
Fixed latest save indicator changes caused by loading
Optimized edit control and other UIs
Increased icon size of specialties and quests on town tips
Fixed item uses display bug of old saves
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.
New skill: Open Lock
New items: Chests of various types and lock DCs
New items: Various tools for Disable Device and Open Lock
Added simple tools to initial items of player party in Adventure mode
Applying circumstance modifiers of tools when disarm traps
Added Open Lock related guild quests
Adjusted some quests
Added Adventurers Guild in Old Capital
Optimized town UI
Optimized tip UI
Optimized descriptions of some items and skills
Fixed bug that items not auto merged after purchasing items in town
Fixed bug that items in trading affect quests
Fixed abnormal exchange operations when move Healer’s Kit to storage box
Fixed bug that characters of old saves may have no skills
Fixed battle difficulty bug of old saves
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.
-- 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
New feature of Action Bar: Unpack Selected Action Group - Can be used to add multiple actions to Action Bar at a time
New item: Healer’s Kit - Can be obtained through Arena/Adventure shops and loots by chance
Add 8 color variants for Backpack/Belt Pouch/Spell Component Pouch/Shoulder Bag
Fixed Arena mode crash bug caused by corrupted saves
Optimized loots of Supplies/Spell Materials/Containers, etc.
Optimized AI information prompts and other UIs
Optimized description of Bracers of armor
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.
Manual Skills ranking
Preset characters auto-ranking skills by default
Added Skills UI for Arena mode
Added Skills Retraining feature -- Arena mode: Retraining in the Skills UI directly -- Adventure mode: Adventurers Guild in Natthbal provides the service of retrain skills
Optimized Skills UI and added some options -- Show Skill Description -- Show Skill Rank -- Show Skill Modifiers -- Skill List Size: Small
Added the skill config button in Character Info panels
Added class skills and skill points entries in Class descriptions
Adjusted Difficulty Class(DC) of chests and traps
Drag & Drop for Character bar (removed old menu items)
Improved Action bar -- Drag & Drop: swap action; delete action -- Delete Selected and Right Actions
Added config bar for Character Info panels of Create Party/Recruit UI
Optimized Character Info panel
Optimized some other UIs
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.
Intimidate
Feint
Improved Feint
First Aid
Treat Bleeding
Treat Poison
Added concepts of Class Skill and Cross-class Skill
Skill ranks automatically grow according to class/cross-class restrictions (skill points and manual ranks will be added next update)
Optimized Skills window: party highest skills list; character skills list; class/cross-class identifications
Now if damaged by attacks of opportunity while casting a spell, a Concentration check is need to continue the casting
Fixed circumstance modifiers for melee touch actions
Fixed carrying capacity bug caused by tremendous Strength and set Str 50 as the upper limit for carrying capacity
Optimized context menus of battlefield and action bar
Optimized character bars
Optimized memory usage of preset characters
Unified terms of Standard Action and Move Action, etc.
Copper Ore
Tin Ore
Iron Ore
Silver Ore
Gold Ore
Platinum Ore
Cold Iron Ore
Mithral Ore
Adamantine Ore
Copper Ingot
Tin Ingot
Bronze Ingot
Iron Ingot
Steel Ingot
Silver Ingot
Gold Ingot
Platinum Ingot
Cold Iron Ingot
Mithral Ingot
Adamantine Ingot
New encounter type: Elite Squad (for both Arena and Adventure)
Optimized BOSS encounters of Arena and dungeons: random Dragon's Den or Elite Squad and fixed overmany Giant Ant Queens
Increased chances of encounter the elite monsters: Minotaur and Medusa
Vermin, Animal, Magical Beast, Construct and Elemental monsters now have rich loot in Adventure (provisional measure)
New option: dungeon grid
Fixed conflict of dungeon/battlefield grid
The option "Viewport auto-follow current character > Only when character out of viewport" is now checked by default
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.
Added 68 gemstones (preparation for Crafting) Adventurers have a chance to obtain gemstones in loot of Adventure mode
List of Gemstones
Banded Agate
Eye Agate
Moss Agate
Azurite
Blue Quartz
Hematite
Lapis Lazuli
Malachite
Obsidian
Rhodochrosite
Tiger Eye Turquoise
Freshwater (Irregular) Pearl
Bloodstone
Carnelian
Chalcedony
Chrysoprase
Citrine
Iolite
Jasper
Moonstone
Onyx
Peridot
Rock Crystal (Clear Quartz)
Sard
Sardonyx
Rose Quartz
Smoky Quartz
Star Rose Quartz
Zircon
Amber
Amethyst
Chrysoberyl
Coral
Red Garnet
Brown-Green Garnet
Jade
Jet
White Pearl
Golden Pearl
Pink Pearl
Silver Pearl
Red Spinel
Red-Brown Spinel
Deep Green Spinel
Tourmaline
Alexandrite
Aquamarine
Violet Garnet
Black Pearl
Deep Blue Spinel
Golden Yellow Topaz
Emerald
White Opal
Black Opal
Fire Opal
Blue Sapphire
Fiery Yellow Corundum
Rich Purple Corundum
Blue Star Sapphire
Black Star Sapphire
Star Ruby
Clearest Bright Green Emerald
Blue-White Diamond
Canary Diamond
Pink Diamond
Brown Diamond
Blue Diamond
Jacinth