2.0.1
Hotfix: Armors now have the correct value
2.0.0
Parity Update Part 1 ** All Oils, Thesis books, and Tabula have been removed for balance's sake!**
Cyclone type spells have been removed from Claymores, and Spellblades no longer have spells from their respective Technique book.
Instead, Spellblades and Claymores now have the Spellstrike ability, giving the user spell haste as well as on-hit spell damage.
Deathchill Tome changes:
Added Tier 1 Spell: Winter's Grasp - Cast to lay waste onto an area, dealing frost damage and slowing enemies. Extremely spammable.
Deathchill is now Deathchill Brand - Cast to apply a debuff that damages and chills a single enemy. This debuff stacks.
Frostbloom is now Frostbloom Cascade - Perform a nova that chains off of enemies it hits after a second, being performed again in an area around the enemy. Chains twice.
Ice King's Curse is now Mass Hypothermia - Enemies in an area gain 2 stacks of Deathchill and immediately are chilled to two times their freezing threshold.
Phoenix Rites changes:
Added Tier 1 Spell: Flame Lance - Cast to project a lance of flame in front of you, incinerating enemies in a line.
The other spells are largely unchanged
Echoes Unleashed changes:
Added Tier 1 Spell: Starfall - Cast to pelt an area with star bits.
Runic Echoes is now Runic Echoes/Collapse - Passive: You gain a stack of Unleash every 4 seconds. Casting a non-channeled spell causes it to be echoed half a second later as many times as you had stacks of Unleash, consuming your Unleash stacks. Active: Apply a stack of Collapse on an enemy, dealing damage to them 2 seconds later.
The other spells are unchanged.
Rune Armor changes:
No longer grants flat damage. Now grants 15% of the respective element, 3% attack damage, and 1.5 Reabsorption per piece. Roughly equal to Iron Armor in terms of defense.
Magister Armor changes:
No longer grants flat damage. Now grants 20% of the respective element, 4% attack damage, and 2.5 Reabsorption per piece. Roughly equal to Diamond Armor in terms of defense.
Magus Robes Changes:
No longer grants flat damage. Now grants 20% of each element. Reabsorption is unchanged.
Herald Armor changes:
Now grants 12% of Attack Damage gained as their respective element per piece. Now grants 6% of Attack Damage gained as healing power per piece. Reabsorption increased from 2.5 to 4 per piece. Roughly equal to Netherite Armor in terms of defense.
Tier 1 Spellblades now have +2 of their respective element.
Tier 2 Spellblades now have +3 of their respective element.
Claymores now have +4 of their respective element.
All Spellblades and Claymores now have +20% Attack Damage gained as their respective element.
Rebalanced armors to have attributes more consistent with RPG Series content
Fervor now has different holy particles Overpower now has a channel time, and sends you forward while channeling, dragging enemies with you, delivering the final blow at the end of a full channel. Overpower has much lower damage but still retains its movement impairment.
Fixed renderer crash with Cyclone entities
Refined particles for fervor to not be as intrusive
Added 2 more paladin oaths
New model texture, particles, and animations for Shield Shatter
Protect has a shorter cooldown
Rebuke is now a projectile, has larger range, and has a shorter cooldown.
The healing and absorption from Bulwark of the Weak now applies to the Bulwark as well.
Bulwark of the Weak now provides absorption as well as healing.
The active for Echoes spell is now called Collapse, which functions differently.
Spellstrike no longer picks all elements available, only picking the highest.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Added a config setting that toggles legacy content (Spellblades pre-Spellstrike)
Defiance of Destiny passive now has a half second cooldown, but scales 1:1 with healing power.
Updated Spellstrike visuals and sound
Haste and Strength from Spellblade passive is now configurable, defaults to maximum of 10.
Spellblade passive no longer can feed from power that has been gained from the "% attack power gained as # power" attribute
All spells that previously benefit from attack speed no longer do, and have had their coefficients increased to compensate.
Cyclone type spells and Massacre no longer inhibit movement when casting, but no longer propel you forward if they did so previously
Spellblade Passive has been moved to the Flourish spells, the Whirlwind spells, and the t4 Spellblade spells. Therefore, it is no longer absolutely required to use Spellblades to get the passive.
Flourish spells are no longer in Technique books, and have been replaced with overdrive spells, nova spells that can trigger on hit with a cooldown.
Voidforge now has Maelstrom instead of Whirlwind
Magus now drops up to 3 spell oils when killed
Magisters now have a very low chance to drop a single spell oil, and no longer have a drop penalty when killed in the Glass Ocean
All variations of Spell Oils and Thesis of Awakening books are now present in the creative tab, readily available
Spell Oils and Thesis of Awakening books now have customized names depending on their bound spell.
Added translation keys for Glass Ocean dimension and biome, which is called the Mirror's Edge
Fixed a couple magus rare bugs and crashes
Magus once again teleports to the top of the glass ocean if he somehow falls through the water
Magus can be fought outside the Glass Ocean but with half the amount and chance of drops. He does not drop Starforge outside the Glass Ocean
Magus has increased stats in the Glass Ocean
Added a Magus Spawn Egg
Reworked Magus Fight
Magus no longer summons Magisters, nor does he have phases or invulnerability
He keeps his barrier, and swaps elements more often, regardless of relative health
His moves have been changed and updated with new animations
Magus XP has been increased significantly to reflect lack of Hexblade minions
Hopefully these changes allow strong builds to do better against Magus, while making the boss itself harder baseline, with no focus on minions.