v1.50
[h3]GENERAL[/h3]
- Combat messages have been slightly improved to make them more readable.
- The Wizard class loses Light Spell as one of its possible starting spells. Instead it has a new spell: Blinding Blast.
- New Spell: Blinding Blast. (This spell, besides being chosen by the Wizard class at character creation, can be learned in the Wizard Towers by handing over a magic scroll. Only available to characters with a Wisdom value of less than 11).
- LightSpell's image is now used by the Blinding Blast spell (LightSpell now has a new image).
- Increased the WIS value required to learn spells in Wizard Towers and Scholar Guilds by one point.
- The Disintegrate spell can now no longer be obtained in the Scholar's Guild, only in Wizard Towers. The same goes for the Weakness spell.
- Chances of obtaining the Summon Root Folk spell have been increased for those fighter class characters who turn in a magic scroll.
- Classes with fighting prowess are now always guaranteed a combat support spell when they turn in a magic scroll at wizard towers or scholar guilds.
- Magic Blade spell has been added as a possible spell to obtain in Scholar's Guilds.
- Magic books found in libraries no longer give ‘Disintegrate’ as a possible spell. This spell has been changed to ‘Glacial Blast’ in the magic books.
- Added a few more options for evil characters in some adventures.
- Some allies can now display messages with what they say, think or feel. Or they can offer us some kind of help.
- New images of adventure locations.
- Changed images of two generic guardsmen.
- Changed the generic image of the money changer.
- Changed generic image of Orc #2.
- Slightly increased the volume of the ‘Drinking’ sound.
[h3]CAMPAIGN[/h3]
- Characters starting a campaign will now start with 3 gold instead of 1.
[h3]YOUR FIRST ADVENTURE[/h3]
- Added new page between the well and the grove. On this new page 4 different events can occur: The hunter's dog, the giant bee, the owl or the dwarf merchant (The dog event has only 1 chance in 3 to be generated each time the adventure is played).
- Added owl sound.
- Added dog sounds.
[h3]THE BARBARIAN[/h3]
- The image of Prince Cobra's lieutenant has been changed.
- The image of the necropolis in the adventure has been reduced to make room for the characters that can appear in this place.
[h3]THE LABYRINTH[/h3]
- The image of the clay Golem has been changed.
- Added detail to the image of the door leading to the Goblin King's throne room.
- The image of 'Good and Evil Gate' has a little more luminosity.
[h3]SONG OF KINGS & WARS[/h3]
- Added new page before the final battle. The final battle didn't quite suit me as it was just one of the many fights in the game, so I decided to make it a pre-event before the battle. This event is randomly generated among these three possible ones: Cavalry charge, rain of arrows, and fear among the troops.
- In the gardens of Caebrend Castle you can now also find Healing Plants.
- The dying knight that may appear on the path of this adventure can now only be healed with Healing Plants.
- The option to 'Steal the last breath' from the dying knight in this adventure will only be available if the player character is a Necromancer. If the player plays another class, a new ‘Loot the Fallen Knight (Only Evil)’ option is generated.
- Bard class characters can be found by searching the graveyard of Aslona for the elusive ‘Bone Flute’ (One chance in seven).
[h3]THE COBRA'S ARK[/h3]
- Added new adventure page: The Waterfall. This page has 3 possible events: The prisoner of the waterfall, the mysterious cave, or the quiet waterfall.
- Added waterfall sound.
- Added the possibility to attack the jungle woman. (Option for evil characters only).
- Increased the damage Beldar can do if you fight him by 1. (Also now awards 5 bonus experience points for defeating him).
- The image of the exterior of the Cobra Palace has two snake statues as additions.
[h3]THE LOST CITY[/h3]
- The version generated for this story is no longer randomly generated. A start page has been included for this adventure where players will be able to choose which version of the story they want to play.
- A new setting page has been added near the end of this adventure.
- An option to confront your pursuers has been added to the last page of this adventure. This gives players the possibility to fight or flee.
[h3]THE DARK ROCK[/h3]
- The useful item for the mission is no longer the Bone Flute, it is now the Seal of Kutchek.
- The image of the Gate Demon has been changed.
- NPCs can now say a phrase when arriving at the Dark Rock.
- Bard class characters can find by searching the cannibal territory, in the pile of bones, the elusive ‘Bone Flute’ (One chance in three).

- Thank you for reading -