It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
v0.91.27 Patch Notes
====================
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 ...

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

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 folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.