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
- Added 10 Duergar character avatars
- Added 20 Troll character avatars
Others:
- New feat: Multiattack (for Lizardfolk)
- Optimized Lizardfolk's natural weapons related content
- Attacks of Flurry of Blows stack with dual-wielding or Lizardfolk's natural weapon extra attacks (take same penalties)
- Haste and slow dispels each other
- Only War Troll has Cooperative Rend
- Optimized some monster gfx
- Optimized some animals' chinese name
- Optimized character panel background image of monsters
- Optimized class descriptions
- Fixed: Rend/Two-Weapon Rend still triggers after target dies
- Fixed: Weight of equipment of different sizes
- Fixed: Carrying capacity bug of characters of different sizes -
- The standard figures of carrying capacity are for Medium bipedal creatures. A creature of other size can carry more or less weight depending on its size category. Quadrupeds can carry heavier loads.
Size Multiplier Quadruped
- Fine 1/8 1/4
- Diminutive 1/4 1/2
- Tiny 1/2 3/4
- Small 3/4 1
- Medium 1 1-1/2
- Large 2 3
- Huge 4 6
- Gargantuan 8 12
- Colossal 16 24
0.91.47 update (5 November 2021)
Added 32 new animal monsters:
- Cheetah
- Leopard
- Lion
- Dire Lion
- Tiger
- Dire Tiger
- Dog
- Hyena
- Badger
- Dire Badger
- Wolverine
- Dire Wolverine
- Black Bear
- Polar Bear
- Bison
- Rhinoceros
- Elephant
- Baboon
- Ape
- Dir Ape
- Medium Viper Snake
- Large Viper Snake
- Huge Viper Snake
- Constrictor Snake
- Giant Constrictor Snake
- Monitor Lizard
- Crocodile
- Giant Crocodile
- Deinonychus
- Megaraptor
- Triceratops
- Tyrannosaurus
Changed dire animals from elite monsters to normal monsters
Added disease to Dire Rat
Removed redundant bug abilities of following monsters:
- Orc Drudge
- Orc Scout
- Decrepit Skeleton
- Zombie Lord
- Horde Ghoul
- Vampire Spawn
New Grapple Rules:
- Added, modified grapple related abilities:
- Improved Grab
- Rake
- Constrict
- Greater Grapple: Automatically deal damage to the target as if with an unarmed strike per turn
- Optimized grapple related logs
- Optimized Combat Maneuvers related descriptions
Battlefield Right-click Action Options:
- On/off: various default actions
- On/off: Attack of Opportunity and Cleave Use Smite Evil
- Default ranged attack for throwing weapons only when cannot melee attack
Following conditions no longer lose Dex bonus on AC:
- Prone
- Polymorph
- Turned
- Frightened
- Mad
- Charmed
Others:
- Added right-click sorting and row operations to storage box UI
- Optimized encounter generation
- Optimized adventure mode flee UI
- Optimized descriptions of saving throws
- Optimized conditions related logs
- Optimized replacement images when missing character images
- Optimized special ability types
- Encyclopedia: added Monster Special Abilities chapter
- Adjusted house rules: When certain house rules are on (or when your party has characters created based on these house rules), a bonus or penalty will be applied to enemies' attack rolls.
- Fixed: Wrong Int score of some animals
- Fixed: Horrid Wilting does not work on water elementals
- Fixed: Troll's Rend cannot be triggered
- Fixed: Sneak Attack applies to some spells
- Fixed: Some AC modifiers do not apply to Touch AC and Flat-Footed AC
- Fixed: -1 attack when monk not empty-handed and Unarmed Strike is on
- Fixed: Sometimes no quest monster for killing quests
- Fixed: Bug of adventure mode battle result UI
0.91.46 update (2 October 2021)
Monster Improvements and Adjustments:
- Random enchantments for monsters' magic weapons
- Monsters can use masterwork equipment and composite bows, etc.
- Natural weapon damage dice advance and increase with level
- Increased attacks of some monsters' natural weapons
- Monsters gain feats randomly
- Adjusted most monsters' feats
- Some monsters no longer learn fighter-specific feats
- Mindless monsters (vermin, some undead, etc.) can not gain more feats and skill points
- Fixed: Skeletal Champion and Zombie Lord can not gain more feats
- Fixed: Monsters may learn a large number of unrelated feats at high levels
- Reduced base ability scores of most normal monsters (Elite Array: 25 buy -> Special Array: 15 buy) and changed equivalent classes from PC classes to NPC classes
- Significantly reduced min level of most monsters
- Limit max number of some monsters in one battle
- Adjusted some monsters' equipment
- Added spell resistance to golems
- Changed Obsidian Golem's Magic Immunity to spell resistance
New Optional House Rules:
- Remove Level Adjustment and Racial Hit Dice
- Improve core races and some subraces' ability adjustments
- Increase slow speed: 20 ft. -> 25 ft.; elf and its subraces gain Graceful Step
- Random enchantments for monsters' magic weapons
- Natural weapon damage dice advance and increase with level
- Monsters gain feats randomly
- Attack of Opportunity and Cleave may make multiple attacks
- Add Con score to total HP
- Fixed: Create new party in arena affect house rules of current party
- Retraining characters of old saves can apply new house rules
- +2 modifications of House Rules for old saves
Hit Points Algorithm Adjustments:
- HP calculation is now based on expected value of class hit dice
- Get max value of hit dice at 1st-level (Racial Hit Dice are excluded)
- Changed "HP per level" to "Hit Dice" in class description
- Optimized HP tip
Storage Box Optimization:
- Added sorting, more options, and deposit/withdraw methods by item types
- Optimized sorting order
- Sorted items on top by default
- Changed sorting options from global to game save
- Changed Auto-store materials option from global to game save
- Fixed: Auto-store materials may eat them
- Fixed: Auto-merge when sort may no effect
Others:
- Attack of Opportunity and Cleave make one single melee attack
- Attack of Opportunity and Cleave do not trigger Smite Evil
- Make extra attack of Haste with main weapon
- Up to 1 alignment enchantment on a weapon
- Optimized weapon damage tip on character panel
- Always show full-round attack on character panel in battle
- Polished some descriptions of feats
- Fixed: Lizardfolk class alignment bug
- Fixed: Lizardfolk multiclass level up bug
- Fixed: Lizardfolk no class skills bug
- Fixed: Some tip format bugs
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:
- Now can choose character build from first class to all classes of the character
- Show both class and build ico in character panel
- Added combat descriptions of some races: Elf, Dwarf, Gnome, Halfling, Orc, Goblin, Hobgoblin, Kobold, Catfolk
- Optimized descriptions of some races
- Optimized physical descriptions of monster races
- Optimized descriptions of level, etc.
- Optimized encyclopedia structure
- Optimized Create Character UI
- Fixed: AC bug of player races with natural armor bonus.
- Fixed: Bug that Hatred is also applied to Cure Wounds, etc.
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:
- Damage reduction 1/adamantine per caster level.
- Immunity to critical hits, electricity, poison, ability score damage, stunning, blindness, deafness, disease, and all spells or attacks that affect your physiology or respiration.
- Take only half damage from acid and fire of all kinds.
- +6 enhancement bonus to Str, -6 penalty to Dex (min. 1).
- Considered armed when making unarmed attacks and deal 1d6 damage (1d4 for Small characters).
But meanwhile you suffer:
- Half speed.
- Arcane spell failure chance of 50%, -8 armor check penalty.
- Special attacks that affect iron golems affect you, too.
- Can't use potions.
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:
- -6 decrease to an ability score (min. 1).
- -4 penalty on attack rolls, saves, ability checks, and skill checks.
- Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
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:
- Half-Human Elf
- Drow Half-Elf
Dwarf Subraces:
- Mountain Dwarf
- Deep Dwarf
- Golden Dwarf
Gnome Subrace:
Halfling Subraces:
- Tallfellow
- Deep Halfling
- Strongmind Halfling
- Syl Halfling
Skills Related:
- Added complete list and description of all 36 skills and 26 separated skills of SRD 3.5
- (including developing skills that currently no application scenarios, just for skill-related racial traits)
- Added skill synergy mechanism (developing skills can also provide synergy)
- Optimized class skills entries of each class
- Optimized skills UI
- Completed 73 skill feats
- Adjusted following skill feats:
- Persuasive :+2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. -> +2 bonus on all Bluff checks and Intimidate checks.
- Self-sufficient :+2 bonus on all Heal checks and Concentration checks. -> +2 bonus on all Heal checks and Survival checks.
- Alertness" :+2 bonus on all Listen checks and Search checks. -> +2 bonus on all Listen checks and Spot checks.
Skill check modifiers of large creatures:
- +4 size bonus on Intimidate and Grap checks.
- -4 size penalty on Hide checks.
Skill check modifiers of small creatures:
- -4 size penalty on Intimidate and Grap checks.
- +4 size bonus on Hide checks.
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:
- Added Skills chapter
- Added Creature Types and Subtypes chapters
- Added The Basics chapter
- Optimized structure and text
- Auto-jump last view entry
- Character panel: right-click skills, feats, spells, etc. to jump to the corresponding encyclopedia entry
Others:
Optimized Character Name and Images UI
- Change battle avatar and associated portrait
- Set portrait associated with battle avatar
- Random battle avatar (base on race and class)
- Random name and battle avatar (base on gender)
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:
- Ogre/Troll: Humanoid -> Giant
- Minotaur/Medusa: Humanoid -> Monstrous Humanoid
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:
- Gray Elf
- Wild Elf
- Wood Elf
- Aquatic Elf
- Sun Elf
- Moon Elf
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):
- Human : +2 One Ability Score -> None
- Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con
- Half-elf : +2 One Ability Score -> None
- Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha
- Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str
- Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str
- Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
Other race-related adjustments:
- Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha
- Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con
- Orc/Kobold: Added Light Sensitivity
- Troll: Darkvision 60 ft. -> 90 ft.
- Human: Added Bonus Skills
- Elf/Half-elf: Fey Blood -> Elven Immunities
- Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)
- Added Languages for all races
- Optimized text of all races
Changed racial ability adjustments of the 7 core races (from OGL PF/3.75 data to OGL 3.5):
- Human : +2 One Ability Score -> None
- Elf : +2 Dex, +2 Int, -2 Con -> +2 Dex, –2 Con
- Half-elf : +2 One Ability Score -> None
- Dwarf : +2 Con, +2 Wis, -2 Cha -> +2 Con, –2 Cha
- Gnome : +2 Int, +2 Cha, -2 Str -> +2 Con, –2 Str
- Halfling : +2 Dex, +2 Cha, -2 Str -> +2 Dex, –2 Str
- Half-orc : +2 Str, +2 Con, -2 Int, -2 Cha -> +2 Str, –2 Int, –2 Cha
Other race-related adjustments:
- Goblin : +4 Dex, -2 Str, -2 Cha -> +2 Dex, -2 Str, -2 Cha
- Drow : +2 Dex, +2 Cha -> +2 Dex, +2 Int, +2 Cha, -2 Con
- Orc/Kobold: Added Light Sensitivity
- Troll: Darkvision 60 ft. -> 90 ft.
- Human: Added Bonus Skills
- Elf/Half-elf: Fey Blood -> Elven Immunities
- Gnome: Favored class Wizard -> sorcerer (will be changed to Bard later)
- Added Languages for all races
- Optimized text of all races
Optimized adventurers spawn in towns:
- Adjusted races/classes rates
- Set matching portrait/avatar by race/class
Others:
- 2 modifications of House Rules for new game
- Adjusted underground ambient illumination of adventure mode: 5% Bright / 45% Shadowy / 50% Dark -> 0% Bright / 40% Shadowy / 60% Dark
- Right-click on race/class/build to jump to Help page
- Polished English story text (thanks Manny / Eisenwulf)
- Fixed: Cannot use Bastard Sword/Dwarven Waraxe two-handed as martial weapon
- Fixed: Favored class error of races in French version
- Fixed: Some typos in Japanese version
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)
- Added Japanese localization [translation progress: 86%] (Thank Synctam - https://synctam.blogspot.com/2017/05/low-magic-age.html)
- Recently, we received feedback from Japanese players that the unofficial Japanese localization made by Synctam cannot be used with the new version. So we contacted Synctam and obtained permission to add the Japanese localization into game, so that it will no longer have compatibility issues with future updates.
- Fixed: A few typos and catachresis in French localization
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)
- Added French localization (Thank KillPower, Targus, JpDonald, Soifran -
http://rpgjeuxvideo.eklablog.fr/low-magic-age-a166591452 )
- Adjusted UIs for different localization
- Added class icons in spell description and spell list of Help
- Polished some text
- Fixed: Speed enhancement bonus of items has no effect
- Fixed: Duplicated ability modifiers in party skill description
- Fixed: Item icon bug after craft
0.91.33 update (5 January 2021)
10 New Spells:
- Heal
- Harm
- Mass Heal
- Haste
- Slow
- Doom
- Entropic Shield
- Disrupting Weapon
- Scorching Ray
- Chill Touch
Remade/adjusted following spells/spell-like abilities, applied new algorithm of spell damage and duration of conditions, etc.:
- Sound Burst
- Shout
- Greater Shout
- Sunburst
- Destruction
- Disintegrate
- Phantasmal Killer
- Weird
- Fireball
- Incendiary Cloud
- Meteor Swarm
- Frost Nova
- Ice Storm
- Lightning Bolt
- Chain Lightning
- Acid Arrow
- Acid Fog
- Magic Missile
- Searing Light
- Cure Wounds
- Inflict Wounds
- Mass Cure Wounds
- Mass Inflict Wounds
- Slay Living
- Finger of Death
- Power Word Kill
- False Life
- Aid
- Death Knell
- Divine Power
- Greater Heroism
- Grease
- Web
- Mass Hold Person
- Mass Hold Monster
- Wail of the Banshee
- Lightning Shock
- Mass Discharge
- Poison Spit
- Poison Cloud
- Poison Burst
- Fire Breath
- Acid Breath
- Repair
Other:
- Added crit confirmation
- Added crit mechanism for spells with touch attack rolls
- Show accurate spell damage in character panel/Level-up UI/Prepare Spells UI
- New option: Show final damage in spell description (uncheck: show damage dice/caster level)
- Unified name of Spell Focus feats
- Added spell resistance for Elite/Solo monsters
- Removed mass healing ability of Human Archbishop
- Fixed: Immunity to instant death has no effect against certain spells
- Fixed: Hit percent error of auto-hit spells vs spell resistance
- Fixed: Characters sometimes forget to retrieve their weapons after drop weapons due to Stunned or Panicked
- Fixed: Shocking Grasp no +3 bonus: When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
- Fixed: Resist Energy/Protection from Energy/Shield Other is no effect for indirect damage
- Fixed: True Strike is no effect for touch attacks
- Fixed: Undeath to Death targeting bug
- Fixed: Bug of Prayer vs spell resistance
- Fixed: Bug of Wanted quests
- Fixed: Animation bug of Acid Breath
- Fixed: Text missing in Create/Level-up character UI
- Fixed: Some English text 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.
0.91.32 update (19 December 2020)
50 New Spells:
-
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.
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:
- Toad: Master gains +3 hit points initially and +1 additional hit point for each level beyond 3
- Rat: Master gains a +2 bonus on Fortitude saves
- Weasel: Master gains a +2 bonus on Reflex saves
- Snake: Master gains a +3 bonus on Bluff checks
- Bat: Master gains a +3 bonus on Listen checks
- Owl: Master gains a +3 bonus on Search checks
- Woodpecker: Master gains a +3 bonus on Woodcutter checks
- Armadillo: Master gains a +3 bonus on Miner checks
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
- Adjusted Magic Guided Crossbow: May use spellcasting ability instead of Dex on ranged attack rolls
- Reduced and randomized uses of monster spells and other abilities
- New house rule option: When calculate ability bonus spell slots, limit maximum effective ability score to 50 (uncheck: no limit)
- Auto fill spell slots after level up
- Removed +5 Resistance to Spells of caster classes
- Added spell level in spell description
- Optimized description of caster classes
- Optimized level up UI
- Adjusted hotkey of Prepare Spells: s -> p (to avoid conflicts with hotkey of world map scroll)
Fixes
- Fixed: Custom/retrained characters have no default prepared spells
- Fixed: Some values in character panel not updated after loading game
- Fixed: Adventure resource text sometimes overlapped
- Fixed: Cannot use hotkeys to close dialogs in Arena
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:
- Spellcasting mode: Spell Slots (unchecked for Cool-down mode)
- Set minimum spell slots of level-1 to 3 (to balance no level-0 spell slots)
- +1 bonus to all abilities per 10 character levels (suitable for unlimited levels of Arena)
House Rules modifications (2 times) for old games
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:
- Human Archbishop: 5 -> 9
- Human Mage: 8 -> 9
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:
- Show Background: Full-length Portrait
- Show Background: Full-length Avatar
- Show Background: Avatar
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
- Fixed: Needless level selection UI when create new adventure games
- Fixed: Negative uses of Turn
- Fixed: Trade bug of Healer's Kit
- Fixed: Incorrect material entries in description of chests
- Fixed: FPS drop issue caused by Flurry of Blows, etc.
- Fixed: Location indication issue of quest The Missing Banker - Expanding the Scope
- Fixed: Needless Weapon Familiarity entry in Half-orc description
- Fixed: Typo in load penalty description
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:
- Small size: 72x72, *.jpg
- Large size: 256x256, *_b.jpg, display when hover on portrait of character panel
- Full-length portrait: 320x???, *_f.png, as background of character panel
Added full-length portrait related options to character panel
Optimized portrait selection UI:
- Multi-page: Default Portraits, Old Version Portraits, Local MOD/Workshop Portraits, and All
- Multi-size preview
New
- New adventurers guild service: Recruit Adventurers (ie. create characters freely)
- New arena feature: Substitute Characters
- New option: Special music for normal battles
- New common actions: End Action/Dismiss Spell
- Empty Body can be ended by Dismiss Spell, and remaining rounds will be returned
- Removed End Grapple/End Rage
Changes
- Stunning Fist/Snatch Arrows changed to switch type
- Auto-off when switch abilities use up
- Optimized action bar
- Optimized default action prompts
- move-attack supports 5-foot step + Flurry of Blows when no ranged weapons
- Two-handed prompt in off-hand
- Show exact values of party funds in tips of gp labels
- Monk has no initial equipments
- Adjusted wizard's initial weapons
- Abbreviated long names in feat list
- Optimized descriptions of some feats
Fixes
- Fixed: Monsters learn and use combat maneuvers too frequently
- Fixed: Unarmed strikes made by monks are sometimes not counted as unarmed strikes in some mechanics when holding weapons
- Fixed: Stunning Fist has no effect when holding weapons and force unarmed strikes
- Fixed: Quivering Palm has no effect
- Fixed: Cursor cover type bug of move-attack
- Fixed: Multi-class description bug of Gnome
- Fixed: Some messy codes in english text
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:
- Combat Maneuvers Mastery: 3 -> 0
- Drag: 9 -> 0
- Improved Drag: 9 -> 0
- Greater Drag: 12 -> 6
- Overrun: 9 -> 0
- Improved Overrun: 9 -> 0
- Greater Overrun: 12 -> 6
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:
- Punching Dagger
- Glaive
- Bastard Sword
- Two-Bladed Sword
- Dwarven Waraxe
- Dwarven Urgrosh
- Orc Double Axe
- Gnome Hooked Hammer
- Dire Flail
- Whip
- Kama
- Siangham
- Sai
- Nunchaku
- Shuriken
(In current version, two heads of double weapons share the same damage and enchantments)
New feats:
- 15 Exotic Weapon Proficiencies
- Racial Weapon Proficiency: Elf
- Class Weapon Proficiency: Rogue
- Class Weapon Proficiency: Wizard
New/modified weapon groups:
- Light Blade
- Heavy Blade
- Pick
- Mace
- Staff
Added/modified related Martial Weapon Proficiencies
(Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.)
Modified following weapon rules according to 3.5e rules:
Classified weapons as Simple/Martial/Exotic
Changed following weapons to Simple:
- Sickle
- Light Mace
- Heavy Mace
- Morningstar
- Javelin
- Spear
- Longspear
- Heavy Crossbow
- Dart
- Unarmed Strike
Changed Hand Crossbow/Spiked Chain from Martial to Exotic
Changed Quarter Staff from Two-handed to Two-headed (Double)
Added/modified race traits about weapons:
- Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.
- Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
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:
- Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks.
- Self-sufficient +2 bonus on all Heal checks and Concentration checks.
- Alertness +2 bonus on all Listen checks and Search checks.
- Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks.
- Skill Focus: Intimidate +3 bonus on all checks involving the skill.
- Skill Focus: Bluff ...
- Skill Focus: Sense Motive ...
- Skill Focus: Heal ...
- Skill Focus: Concentration ...
- Skill Focus: Listen ...
- Skill Focus: Search ...
- Skill Focus: Disable Device ...
- Skill Focus: Open Lock ...
- Skill Focus: Woodcutter ...
- Skill Focus: Miner ...
- Skill Focus: Blacksmithing ...
- Skill Focus: Weaponsmithing ...
- Skill Focus: Armorsmithing ...
- Skill Focus: Craft Magic Equipment ...
- Skill Focus: Craft Wondrous Item ...
Other:
- Adjusted weapon proficiencies of preset builds
- Optimized default weapons of characters
- Added list of related weapons to descriptions of weapon proficiencies
- Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations
- Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc.
- Replaced some item icons
- Added +2 Fort to Cleric's defense bonuses
- Optimized feats of preset builds of Cleric
- Reduced DC of traps/locks in the early game
- New world scene option: Use First Character Avatar
- Replaced images of Boar/Dire Boar/Bear/Dire Bear
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
- When using a melee weapon, you deal an extra damage on a successful critical hit:
- If the weapon’s critical multiplier is x2, add an extra 1d6 points of damage.
- If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage.
- If the weapon’s critical multiplier is x4, add an extra 3d6 points of damage.
Creatures immune to critical hits can’t be affected by this feat.
Improved Sneak Attack
- Add +1d6 to your sneak attack damage.
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:
- Fighter: Gains an extra feat at 1st level and every 2 levels thereafter (1, 2, 4...). Similar after 20th level (22, 24...).
- Cleric: Gains an extra feat at 1st level and every 3 levels thereafter (1, 3, 6...). Similar after 20th level (23, 26...).
- Wizard: Gains an extra feat at 1st level and every 5 levels thereafter (1, 5, 10...). Every 3 levels after 20th level (23, 26...).
- Rogue: At 10th level and every 3 levels thereafter (10, 13, 16...), gains a special ability or a general feat. Every 4 levels after 20th level (24, 28...).
- Barbarian: Gains an extra feat every 4 levels after 20th level (24, 28...).
New rules for extra feats after epic level:
- Deflect Arrows
- Snatch Arrows
- Stunning Fist
- Improved Stunning Fist
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:
- Rage
- Turn
- Sweeping Strikes
- Whirlwind Attack
- Vital Strike
- Devastating Strike
- Rapid Shot
- Manyshot
- Rain of Arrows
- Turn, Devastating Strike: Removed limitation of once per encounter
- Extra Turning modified to: +4 uses per day of Turn. May be taken multiple times. Its effects stack.
- Adventure: Camping can restore daily uses of abilities
- Arena: Added the Rest feature
Other improvements and fixes:
- Now extra feats of Wizard can be chosen freely
- Modified Weapon Specialization to Fighter class feat
- Modified level in prerequisites of feat/spell to character level or class level
- Level of summoned creature is based on summoner's class level now
- New conditions: Shaken, Frightened, Panicked, Stunned
- Added Available Actions and Options button in battle UI
- Select last class by default when level up
- Optimized character panel
- Optimized some text
- In-game help: added Multiclass Characters section
- In-game help: complete feat list
- Fixed: All abilities +2 per 10 levels caused by last patch
- Fixed: Gain class feats mistakenly when multiclass characters level up
- Fixed: Cleric/Wizard multiclass characters sometimes use wrong spellcasting ability
- Fixed: Cleric/Wizard multiclass characters sometimes cast spells withou Arcane Spell Failure checks
- Fixed: Swap Weapon menu item bugs
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
- Now you can even become a Ftr/Clr/Wiz/Rog/Bbn;)
- Added Favored Class entries into race descriptions
Retrain Character:
- Adventure mode: Adventurers Guild offers Retrain Character service
- Arena mode: Right-click on characters to retrain
- Optimized Create Character/Level Up UI
- Optimized context menu of character
- Optimized character panel
- Show unassigned skill points on character panel
- Reduced prices of Resurrect and Retrain Skills
- Fixed bug where effective proficiency rank may exceed assigned rank after retraining skills
- Fixed bug where dead characters can level up and learn skills
- Fixed bug where barbarian's Improved Uncanny Dodge sometimes is invalid
Update 0.91.24 (19 March 2020)
New craft features
- Bond Silver
- Craft Composite Bow
- Craft Magic Guided Crossbow
- Upgrading Wondrous Items
Optimized Craft UI
- Added Volume Production option in Blacksmithing
- Added optional ammunition related crafts
- Automatically use materials in bank storage box when craft
- New option in storage box UI: Store materials into Storage Box automatically when enter city
New options in Craft UI
- Show complete materials only
- Show success rate > 0% only
- Show success rate ≥ 50% only
- Show equipped when transform existing items
- Show items in backpack when transform existing items
Improvements & Fixes
- Fixed bug of inaccurate skill success rate display (caused by a code error about skill aid checks)
- Fixed enchantment bug of legendary armor
- Reduced time-consume of chopping/mining: 3h -> 2h
- Rogues trained Open Lock and Disable Device by default
- Increased reputation growth
- Increased story NPCs' level
- Reduced difficulty of Spikes Fortress battle
- Added town services menu in town UI
- Improved description of some town functions
- Added description of special materials in item tips
Optimized some UIs
- Fixed wrong silvered affix on crossbows
- Fixed gibberish in recipe list of arcane residues
- Fixed bug where can load game before saving
- Fixed bug where sometimes Craftsman’s Spirit cannot be completed
- Fixed bug where quests may be completed incorrectly after loading game repeatedly
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
- New skill: Craft Magic Equipment
- Abandoned Bowmaking skill (Weaponsmithing includes bows now)
- Bowmaking skills of characters in old saves will be automatically replaced with - Craft Magic Equipment
- New feature: Disenchant magic items
- Increased craft skill proficiency points gaining
- Increased craft cost of some recipes
- Increased craft difficulty and materials consumption of wondrous items with constant magic bonus
- Reduced materials consumption of Weaponsmithing/Armorsmithing
- Reduced grindstone consumption
- Reduced craft time
- Added recipe list in description of material items
- New Craft UI options: Fast craft animations, Show floating text for craft results, Filter: Variable Magic Bonus, Filter: Constant Magic Bonus
- Some monsters have high chance to drop specific items. E.g. Vampires drop Vampire Dust/Ichor.
- Elite/Solo monsters have higher chance to drop valuable materials
- Reduced amount of materials required of Artisans Guild quests
- Adjusted rarity of some materials
- Increased price of all accessories by 50%
- Reduced price of Cloak of Thorns
- Fixed issue where Armor Proficiency is ineffective at Mithril light/medium armor
- Added 10 recipes:
- Higher/Extraordinary Bracers of Armor
- Normal/Higher/Extraordinary Amulet of Natural Armor
- Belt of Mighty Constitution/Amulet of Health/Ioun Stone of Constitution
- Adjusted materials of following recipes:
- Higher/Extraordinary Bracers of Armor
- Normal/Higher/Extraordinary Amulet of Natural Armor
- Higher/Extraordinary Cloak of Spell Resistance
- Cloak of Thorns
- Cloak of the Salamander
- Added 31 mines:
- 8x Common Stone Quarry
- 4x Precious Stone Quarry
- 8x Iron Mine
- 4x Noble Metal Mine
- 4x Special Metal Mine
- 3x Coal Mine
- Increased mine layers
- Optimized monsters distribution of mine layers
- Optimized material distribution of deep layers
Optimized some UIs
- No longer show skill modifiers in character panel, avoiding text wrapping
- Press ESC to pop up system menu in world map and dungeons
- Fixed wrong responses when press ESC to close menus
- Fixed bug of loading game if player in town
- Fixed crash bug when lose Spike Fortress battle
Update 0.91.22 (30 January 2020)
- New craft skill: Craft Wondrous Item
- 212 new recipes for 83 wondrous items
- 69 new talismanic components / miscellaneous materials
- New gemstone: Water Opal
- New Mithral/Adamantine/Darkwood equipment recipes
- New fuel recipes
- Reduced Coal mining/smelting DC: 18 -> 15
- Reduced Mithral/Adamantine mining/smelting DC: 30/35 -> 25
- Adjusted cost of masterwork items creation
- Changed equipment shops in cities to general shops that sell common materials
- Shops in metropolises sell more rare materials
- Increased materials loot of low-level encounters
- Optimized Craft UI
- Optimized some art resources
- Added prompt for proficiency limit in Craft log
- Fixed bug where overload in resource sites
- Fixed bug where crossbows may be made of Adamantite
- Fixed text malposition in edit controls
Update 0.91.21 (15 December 2019)
- Added 4 craft skills: Blacksmithing, Weaponsmithing, Armorsmithing, Bowmaking
- Added dozens of craft recipes: materials, mundane equipment, masterwork equipment, ammunition, etc.
- Added various workshop services and new skills training in San Ayrr, Whitehawk City, Ironthorns, Bertbury
- Added guidance quests for new craft skills
- Halved proficiency points required of gather skills
- Reduced gather DC of raw materials by 2~5
- Swapped gather DC and drop level of Mithril and Adamantine
- Mithril will no longer be material of Sickle
- Optimized descriptions of proficiency/assigned rank
- Optimized skill log
- Fixed some issues about damaged save games
- Fixed guilds disappearing bug
- Added save game prompt
- Fixed bug where some actions have no sound effects
- Fixed bug where some flicker animations run too fast
- Optimized store equipment list UI, etc.
- Improved selection keyboard operations of edit controls
- Fixed text misalignment issue of edit controls
- Fixed bug where keypad Enter can not trigger OK button
- Fixed arrangement issues of item description
- Fixed ambiguous part in description of champion privileges
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)
- New skills: Miner, Woodcutter
- Added forest farms, mines, quarries, etc. in the world map
- Added Artisans Guild to San Ayrr
- Added quest The Plight of Artisans for new skills
- Changed DC (difficulty class) of aid checks from constant 10 to variates
- Doubled skill proficiency points required per rank
- Added more details in tips of skill training menu items
- Optimized Skills UI
- Show/set skill users
- Show proficiency/assigned ranks
- Description: Added maximum combining users
- Description: Optimized proficiency related text
- Adventure settings: Optimized description of town adventurers related options
- Adventure settings: Added resource/other sites refresh cycle options
- Changed refresh cycles of dungeons/misc sites from random to fixed
- Show Restock/Resource respawn date in tips of sites
- Reduced chances of selling lockpicks/tools in towns
- Reduced lockpicks loot
- Increased maximum carrying capacity of spell materials
- Adjusted terrain and towns around Whitehawk City
- Added hotkeys for frequently-used buttons of some UIs
- Optimized some UI details
- Replaced some art resources
- Adjusted armor of Human Cleric/Human Archbishop/Dwarf Guard/Dwarf Mauler for lower AC
- Fixed enchantment Keen on some ranged weapons such as longbows
- Fixed missing BOSS battle music and loot of the banker quest
- Fixed: can not be assigned again after dismissing a skill user
- Fixed: quest description not updated after losing quest items
- Removed out of ammunition prompts
- Optimized description of Copy Party/Character Details to Clipboard
- Polished English text of adventure events (Thanks again, Roy)
- Fixed "@" typos of some trap names
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)
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New Adventurers Guild service: Substitute Characters
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New adventure operation: Forced Trigger
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Disarm traps gain experience points
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Increased rate and quantity of Lockpick/Thieves’ Tools/Healer’s Kit in towns
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Optimized Lockpick/Thieves’ Tools/Healer’s Kit/Supplies/Spell Materials/Chest, etc. drops
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Goblin Rogue/Halfling Thief, etc. drop more lockpicks
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Added prompts for dungeon exploration
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Now the highest skill rank of party is based on proficiency rank instead of assigned rank
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Display proficiency rank instead of assigned rank in skill list
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Added Trained Only description into description of Disable Device
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Optimized skill modifiers display
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Optimized using skill logs
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Optimized quest prompts
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Fixed: Show Open Lock UI even no dungeon treasure found
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Fixed: Skill aid checks always use skill modifiers of the first aider
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Fixed: Skill success rates sometimes exceed 100%
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Fixed: Level-up speed option of adventure mode sometimes is ineffective
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Fixed: Simple Tools appear in arena by mistake
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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.
Update 0.91.18 (07 August 2019)
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Added operation UI for Disable Device and Search (including normal search and taking 20)
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Disable Device now is a trained only skill and has proficiency
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Disable Device skill of characters in old saves will be is retained if it has rank; otherwise training is needed
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Natthbal: Added Disable Device skill training service
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Ajm, Delland: Added Adventurers Guild and provides services
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Added Disable Device related quest
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Optimized Open Lock logs and prompts
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Fixed bug that dead characters can be selected as skill users
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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:
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Basic Arrow Trap
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Camouflaged Pit Trap
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Deeper Pit Trap
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Fusillade of Darts
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Razor-Wire across Hallway
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Rolling Rock Trap
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Wall Blade Trap
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Bricks from Ceiling
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Burning Hands Trap
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Ceiling Pendulum
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Acid Arrow Trap
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Stone Blocks from Ceiling
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Glyph of Warding [Blast]
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Lightning Bolt Trap
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Falling Block Trap
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Fireball Trap
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Built-to-Collapse Wall
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Spiked Blocks from Ceiling
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Chain Lightning Trap
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Black Tentacles Trap
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Reverse Gravity Trap
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etc.
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Remade encounter events of adventure sites on world map and trap/treasure encounters in dungeons:
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Using new skill operation UI
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Added searching supplies event
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Discarded empty encounter events
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Changed taking 20 searches to taking 10 without time consumption when exploring dungeons
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No longer display suspicious place indications when search fails
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Discarded some obsolete dungeon options
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Treasure rewards now based on challenge level of adventure sites/dungeons instead of player's current level
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Improved and optimized save/load functions of Adventure mode:
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Multiple saves per adventure
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Add/edit description of saves
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Optimized the UI
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Save adventure hotkey: Ctrl + S
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Load adventure hotkey: Ctrl + L
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No need to return main menu when load adventure in game
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Fixed latest save indicator changes caused by loading
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Optimized edit control and other UIs
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Increased icon size of specialties and quests on town tips
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Fixed item uses display bug of old saves
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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 0.91.17 (12 July 2019)
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New skill: Open Lock
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New items: Chests of various types and lock DCs
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New items: Various tools for Disable Device and Open Lock
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Added simple tools to initial items of player party in Adventure mode
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Applying circumstance modifiers of tools when disarm traps
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Added Open Lock related guild quests
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Adjusted some quests
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Added Adventurers Guild in Old Capital
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Optimized town UI
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Optimized tip UI
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Optimized descriptions of some items and skills
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Fixed bug that items not auto merged after purchasing items in town
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Fixed bug that items in trading affect quests
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Fixed abnormal exchange operations when move Healer’s Kit to storage box
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Fixed bug that characters of old saves may have no skills
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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.
Update 0.91.16 (1 July 2019)
- New feature of Action Bar: Action Group - 19 groups of action presets:
-- 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
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New feature of Action Bar: Unpack Selected Action Group - Can be used to add multiple actions to Action Bar at a time
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New item: Healer’s Kit - Can be obtained through Arena/Adventure shops and loots by chance
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Add 8 color variants for Backpack/Belt Pouch/Spell Component Pouch/Shoulder Bag
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Fixed Arena mode crash bug caused by corrupted saves
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Optimized loots of Supplies/Spell Materials/Containers, etc.
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Optimized AI information prompts and other UIs
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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.
Update 0.91.15 (14 June 2019)
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Manual Skills ranking
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Preset characters auto-ranking skills by default
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Added Skills UI for Arena mode
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Added Skills Retraining feature
-- Arena mode: Retraining in the Skills UI directly
-- Adventure mode: Adventurers Guild in Natthbal provides the service of retrain skills
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Optimized Skills UI and added some options
-- Show Skill Description
-- Show Skill Rank
-- Show Skill Modifiers
-- Skill List Size: Small
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Added the skill config button in Character Info panels
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Added class skills and skill points entries in Class descriptions
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Adjusted Difficulty Class(DC) of chests and traps
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Drag & Drop for Character bar (removed old menu items)
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Improved Action bar
-- Drag & Drop: swap action; delete action
-- Delete Selected and Right Actions
- Delete All Actions
-- Improved tip of usage instructions
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Added config bar for Character Info panels of Create Party/Recruit UI
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Optimized Character Info panel
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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.
Update 0.91.14 (31 May 2019)
Added 5 new skills:
- Intimidate
- Bluff
- Sense Motive
- Heal
- Concentration
Added 6 new actions/feats for the new skills:
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Intimidate
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Feint
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Improved Feint
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First Aid
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Treat Bleeding
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Treat Poison
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Added concepts of Class Skill and Cross-class Skill
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Skill ranks automatically grow according to class/cross-class restrictions (skill points and manual ranks will be added next update)
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Optimized Skills window: party highest skills list; character skills list; class/cross-class identifications
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Now if damaged by attacks of opportunity while casting a spell, a Concentration check is need to continue the casting
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Fixed circumstance modifiers for melee touch actions
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Fixed carrying capacity bug caused by tremendous Strength and set Str 50 as the upper limit for carrying capacity
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Optimized context menus of battlefield and action bar
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Optimized character bars
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Optimized memory usage of preset characters
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Unified terms of Standard Action and Move Action, etc.
Update 0.91.11 (14 April 2019)
- Added 9 Ores and 11 Metal Ingots (preparation for Crafting)
- Adventurers have a chance to obtain Ores and Metal Ingots in loot of Adventure mode
List of Ores and Metal Ingots:
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Copper Ore
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Tin Ore
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Iron Ore
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Silver Ore
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Gold Ore
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Platinum Ore
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Cold Iron Ore
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Mithral Ore
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Adamantine Ore
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Copper Ingot
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Tin Ingot
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Bronze Ingot
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Iron Ingot
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Steel Ingot
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Silver Ingot
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Gold Ingot
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Platinum Ingot
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Cold Iron Ingot
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Mithral Ingot
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Adamantine Ingot
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New encounter type: Elite Squad (for both Arena and Adventure)
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Optimized BOSS encounters of Arena and dungeons: random Dragon's Den or Elite Squad and fixed overmany Giant Ant Queens
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Increased chances of encounter the elite monsters: Minotaur and Medusa
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Vermin, Animal, Magical Beast, Construct and Elemental monsters now have rich loot in Adventure (provisional measure)
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New option: dungeon grid
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Fixed conflict of dungeon/battlefield grid
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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.
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
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Banded Agate
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Eye Agate
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Moss Agate
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Azurite
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Blue Quartz
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Hematite
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Lapis Lazuli
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Malachite
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Obsidian
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Rhodochrosite
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Tiger Eye Turquoise
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Freshwater (Irregular) Pearl
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Bloodstone
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Carnelian
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Chalcedony
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Chrysoprase
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Citrine
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Iolite
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Jasper
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Moonstone
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Onyx
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Peridot
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Rock Crystal (Clear Quartz)
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Sard
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Sardonyx
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Rose Quartz
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Smoky Quartz
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Star Rose Quartz
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Zircon
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Amber
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Amethyst
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Chrysoberyl
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Coral
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Red Garnet
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Brown-Green Garnet
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Jade
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Jet
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White Pearl
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Golden Pearl
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Pink Pearl
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Silver Pearl
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Red Spinel
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Red-Brown Spinel
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Deep Green Spinel
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Tourmaline
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Alexandrite
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Aquamarine
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Violet Garnet
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Black Pearl
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Deep Blue Spinel
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Golden Yellow Topaz
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Emerald
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White Opal
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Black Opal
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Fire Opal
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Blue Sapphire
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Fiery Yellow Corundum
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Rich Purple Corundum
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Blue Star Sapphire
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Black Star Sapphire
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Star Ruby
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Clearest Bright Green Emerald
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Blue-White Diamond
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Canary Diamond
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Pink Diamond
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Brown Diamond
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Blue Diamond
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Jacinth