Changes from the unmodded game:
Skills
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- new: 'Magic Bag Control', turns auto-distribution to magic bags on/off
- new: 'Field Bed' and 'Coffin', call forth a field bed that you can lie on to regenerate health; use of 'Coffin' requires the Zombie talent; the field beds talk; lying down to heal is MUCH faster than any healing skill, only consumables might heal faster because their effect is instant
- new Aerotheurge: 'Feather Drop' has returned, Adept, cannot teleport enemies
- new Pyrokinetic: 'Burning Blaze' has returned, Adept, not much of AoE effect
- new Hydrosophist: 'Waterball', Novice, a water version of Flare
- new Expert Marksman: 'Brand-New Medication', Novice, a 'First Aid' with side-effects
- new Scoundrel: 'Distract', Novice, hit target turns around; only usable on enemies in combat
- new Man-at-Arms: 'Draw Blood', Master, inflicts bleeding
- new Man-at-Arms: 'Eroding Strike', Master, inflicts weak and can lower bodybuilding
- new Man-at-Arms: 'Breach Defenses', Master, tank, a whirlwind like AoE, lowers bodybuilding and physical resistance, requires a shield
- Brand-New Medication, Waterball and Distract can be taken in character creation
- added missing scrolls for Netherswap, Summon Poison Slug, Decaying Touch and Mass Healing
- Staff of Magus (and Jahan) no longer has a cooldown
- some elemental school and Witchcraft skills have their range increased to 15 (mostly buffs like Fortify, cleanses or Avatars)
- range of Soulsap reduced to 15, range of enemy Soulsap increased to 15
- all Expert Marksman skills and special arrows have a range of 18
- enemies have the same range increases
- Barbed Wire requires a melee weapon, no longer a shield
- Survivor's Karma increases chance to hit (5%)
- Fireballs and arrows no longer fly straight but in a curve
- First Aid and Brand-New Medication additionally remove Decaying Touch
- Doctor additionally removes Slowed and Crawling Infestation
- cooldown of several Scoundrel skills reduced (some are way too high when compared to Man-at-Arms skills with identical effects, like 'Trip')
- damage of Shadow Step modified (little idea how much better it works, should be much higher damage now, added a multiplier of 250), cooldown reduced to 10-8 from 11-9
- changed 'Become Air' from once per combat to 12-10 turns cooldown
- Daggers Drawn now has a damage multiplier of 100% instead of 70%
- a character who learns Tornado automatically gets a second version of it with much lower cooldown; the second Tornado has an AP cost of 25 and can only be used outside of combat
- when Tornado is unlearned, the second OOC version is unlearned when another Adept Aerotheurge skill is learned (removing it immediately is technically almost impossible)
- the second Tornado - 'Violent Summer Breeze' - only removes Burning but not Hasted or Invisibility
- changed skill descriptions of several skills that remove statuses and don't show that in their description or don't show all of them
# Avatar of Air
# Avatar of Poison
# Avatar of Fire
# Avatar of Water
# Blessed Earth
# Purifying Fire
# Cleansing Water
- Fortify removes Weak
- Encourage removes Fear
- Wind of Change additionally removes Charmed
Scrolls and Skillbooks
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- all scrolls replaced by new ones to disable some old incorrect crafting recipes
- there are now scrolls for Netherswap, Summon Poison Slug, Decaying Touch and Mass Healing
- There are now scrolls for all skills of Expert Marksman, Man-at-Arms and Scoundrel
- most of them are no usable scrolls but 'skill descriptions' that are only useful to create skillbooks
- empty scrolls and empty skillbooks for the physical skill schools
- all Skillbooks can now be bought from skill traders, though not all from every trader (Cyseal traders for example carry all Novice and some Adept skillbooks)
- The highest level skillbooks are still only available from the elementals in the homestead (they can be crafted from scrolls of course with enough Crafting)
Talent Books
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- to implement lowered requirements and 'alternative requirements', there are now 'talent books' from which talents can be learned
- talent books require one spare talent point (with a few exceptions)
- requirements to learn are lowered compared to the default game and there are alternative possible requirements for some talents (e.g. Lightning Rod can be learned with either Aerotheurge 3 or Scoundrel 5)
- talent books go to the scrolls bag or skillbook container (there is no separate skillbook bag)
- the following requirement changes were made compared to the standard game (asterik marks an alternative requirement):
# Avoid Opportunists: Scoundrel 2*
# Headstrong: Man-at-Arms 5*
# Lightning Rod: Aerotheurge 3 or Scoundrel 5*
# Sidestep: Man-at-Arms 5*
# Stand Your Ground: Bodybuilding 4
# Voluble Mage: Willpower 4 or Witchcraft 3*
# Weatherproof: Geomancer 1
Traders and Treasure
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- Cylia the Enchantress at the Cyseal market no longer sells ingredients
- there is a new ingredient trader at the Cyseals North Gate waypoint
- veggie seller at Cyseal Market now sells wheat
- Bertia now sells meat, milk and honey
- Cyseal's fish vendor now sells crab claws (randomly 3 or 11 on every restock)
- there is a now soap seller (waiting to be found IN Cyseal, find him/her)
- all tools have been removed from traders because they are no longer needed
- some traders carry single instances of a tool so you can buy it to unlock one of the new ones (for example Shereth sells one lockpick and one disarm kit for the tutorial dungeon skippers)
- Gerome the painter now sells dyes and vials for dye crafting
- traders now remove everything sold to them before they restock; only traders do that, simple NPCs like legionaires, guards, citizens or miners don't; potential enemies in the Goblin Village, Sacred Stone and Hunters Edge also clean up, if they're traders
- trader inventory regeneration happens every hour (realtime) and every time you start the trade with a character of a higher level than level the trader registered during the last inventory generation (i.e. when you level up, the trader immediately regenerates)
- boss and miniboss drops have been improved (significantly for Mega-Bosses); there is still no guarantee for drops you might like because there is still the RNG that puts boosts on the drops ;-)
Enemy changes
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- enemies no longer turn around when an attack misses them; they still turn around when they block an attack
- time between enemy animations is now increased to around 6 seconds to make targeting easier and mis-clicks in combat less often (thanks to Abraxas* for this idea and code)
- enemies using some weapon types do slightly more damage due to weapon changes (see section with weapon changes)
Characters
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- run speed increased, as most mods do
- replaced My Precious with Walk it Off (Fighter) and What a Rush (Cleric)
- players get free Pet Pal talent (if you chose it in character creation, you get a free talent point)
- replaced Escapist with Pinpoint for Wolgraff
- main companions each have a trait now:
# Madora: Vindictive
# Jahan: Blunt
# Bairdotr: Obedient
# Wolgraff: Renegade
Miscellaneous
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- added some portraits to character creation
- changed icon colors for leadership boosts to make it easier to see differences
# Leadership 1: yellow
# Leadership 2: orange
# Leadership 3: red
# Leadership 4: purple
# Leadership 5: blue
# Leadership 6: green
Items
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- soaps are now usable and remove 'Oiled'; be careful to use them ONLY when Oiled
- new versions of bone/moon/star/pixie dust with unique icons, all stackable
- new: mineral dust, stackable
- changed weapon damage curves (see section on weapons)
- reduced the price of the better ring kits to almost the price of the initial kit
- gear drops (weapon, armor, shields, jewelry) can now have a higher level than 20; crafted gear could go above the 'soft cap' before already
- gear durability degrade speed reduced, greatly reduced for weapons (but not to zero)
- all crafted magic belts and helmets - Claw Belt, Antler Helmet, etc. - can now be improved with the same crafting recipes as other belts or helmets
- branches are no longer weapons and can be stacked now (they were only useful in crafting before anyway)
- new: water arrowheads (sold by traders, can also be crafted with Crafting 1)
- new: cursing arrowheads (not sold by traders, can only be crafted with Crafting 6, debuff potions make sense again)
- new: A 'doll representing an infamous general from a distant future' can now be crafted into an unbreakable voodoo doll on the crafter statue (Crafting 6); can only be crafted by players, not companions; damage of this doll is a bit lower than that of regular voodoo dolls (but those are level bound and consumed on use); deals crushing damage, 4 AP use; configured for the Equipment Bag, from there it can be dragged onto the skill bar to use the spell
- stack sizes massively increased
- changed arrow and grenade AP cost
- weight of arrows and grenades significantly reduced (average 1/5 of before)
- changed quest scrolls (like Evelyn's Reveal Spell) that they can no longer be accidently turned into empty skill scrolls
- blood stones (star stones) now also remove negative statuses newly introduced in EE (like Mark of Death), and additionally Knocked Down which was not even removed before
- increased the item level of several unique weapons and adjusted their damage (lowered); their damage is still higher than that of drops
- increased the item level of the Weresheep armour set to 20 and the requirement to level 19, which is approximately the level one usually has when the set can be crafted
- changes to item boosts, no principal changes, so there might still be all those silly boost combinations (like Master spells on gear, unusable due to extreme AP requirement; might be work for the future ;-)
Weapons
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- new: craftable one-handed hammers
- new: craftable two-handed mauls
- all one-handers - swords, axes, clubs and daggers - now have built-in +1 Single-Handed; this boost is for shield users (dual wielders don't profit from it); enemies using single-handers will do a bit more damage because of this
- dagger damage slightly increased
- spear damage slightly increased and changed them into weapons with a very big damage range, i.e. they now have low minimum and very high maximum damage
- axe damage reduced to the level of swords
- club damage slightly decreased to make up for decreased crushing resistance of a lot of mobs
- massively reduced the difference in damage between weapons without any damage boosts and those with massive damage boosts
- as a result, the damage of crafted weapons could also be massively decreased; they are still very good but no longer massively higher in damage than drops without the biggest damage boosts
- changed the craftable Tenebrium damage boost, it is no longer a lot higher than the one on real Tenebrium weapons
- tenebrium weapons can be improved with Crafting/Blacksmithing
- reduced base damage of Tenebrium weapons to make up for the additional built-in tenebrium damage and the new craftablity; base damage of tenebrium weapons is now lower than that of non-tenebrium weapons
- upgradeable weapon kits added to crafting, they can now be further improved; weapon kits can compete with drops and crafted weapons now
- crossbow damage slightly increased; legendary AP cost reduction boost of crossbows replaced by a boost to the Crossbow ability (the AP cost boost makes them more unbalancable than anything else)
- increased wand damage a tiny bit and wands can now be improved in crafting
- staff damage increased; Staff of Magus is maybe worth a try again
Arrows and Grenades
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- AP cost of using grenades and special arrows changed as follows:
- arrow unchanged AP cost (4): fire arrow, knockdown arrow, poison arrow, poison cloud arrow, slow down arrow, stun arrow
- arrow reduced AP cost (3): silver arrow, smokescreen arrow, steam cloud arrow, water arrow
- arrow increased AP cost (5): explosive arrow, frost arrow, stun cloud arrow
- arrow increased AP cost (6): cursing arrow
- arrow increased AP cost (7): charm arrow
- grenade unchanged AP cost (3): water balloon, oil flask, poison flask, firestorm grenade, holy hand grenade, smoke grenade, toxic grenade
- grenade increased AP cost (4): armor piercing grenade, frost grenade, meteor grenade, nail bomb, plague grenade
- grenade increased AP cost (5): breaching fire grenade, eye of the patriarch grenade, nightmare grenade, razzle dazzle grenade, scales of steel grenade, thunderbolt grenade, tremor grenade
- grenade increased AP cost (7): love grenade
- if you ask why charm consumables have such high AP cost: this mechanic should not even exist at all, at least for players
Consumables
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- the effects of food and drinks no longer need to be 'discovered'
- AP cost of all food and drinks reduced to 2 AP
- all food 'final products' - those that cannot be further crafted into something better - have all negative effects removed and all heal 15% vitality (well, a diner is still 'improvable')
- poisoned consumables now do a percentage of damage instead of a fixed amount, because they are the healing equivalents for Zombies; the damage (zombie heal) percentage of poisoned consumables is a bit lower than the one of their unpoisoned equivalents because of the additional poison DOT; but not too much, because a DOT helps only little during a single combat turn
- poisoned consumables no longer show any direct poison damage in their tooltip, because the damage/healing is done by script; the poison DOT is still shown
- all poisoned consumables now have the same positive/negative effects as their normal counterparts (except poison resistance)
- the talent 'Five Star Diner' now works, it doubles the healing effect of food and drinks (not potions); but 'Five Star Diner' does NOT double other effects of food and drinks (like constitution boosts)
- 'Five Star Diner' works for poisoned consumables as well (except for the poison DOT)
- all cooking recipes for normal food can be done with their poisoned counterparts as well (for example a poisoned potato can be cut into poisoned cold fries which can be baked to poisoned rivellon fries)
- all potions have their effect duration doubled except for telekinesis and invisibility potions (the big invis potions already lasts for 15 turns)
- medium/large/huge healing potions have their AP cost increased to 3/4/6
- medium/large poison potions have their AP cost increased to 3/4
- medium/large/huge resistance potions have their AP cost increased to 3/4/8
- all other medium/large potions have their AP cost increased to 3/4 (except debuff potions, they are usually not consumed but only used in crafting anyway)