Update 1.3
We've finished the first overall round of balance work we've been chatting with you about for Update 1.3.
[h2]Next[/h2]
Over the next few days we’ll be updating the game with new enemy actions and the Dryads 1.5 content update, and then we'll be following that up with the 2.0 Rozafir maps, which we may do in two parts to start rolling it out sooner during the month.
As always, thanks so much for the support and help.
https://steamcommunity.com/sharedfiles/filedetails/?id=3362925908
[h2]Respec[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3362924159
We'd recommend remaking the party this time around for the economy changes if you decide to test this round or are waiting for 1.5 or 2.0, but if you'd like to keep your progress we have an early-access Respec with Grigore, the Mareshal at Forten Lazure that you can retire and make new guards with. Just chat him up and he'll ask who wants to be remade.
If you don't reset your characters they'll just be a bit over-leveled and much more wealthy than they should be, but it’s completely up to you. There's now a rough cap of ~3500 Xp in the two maps available with the new XP thresholds and gains, and if you respec your characters we'll configure them down to around where they should be based on what level they are currently at.
Below is the final patch and update list, added to from the announcement a few days ago with fixes:
[h3]Visual[/h3]
- [ ] Shadow quality in Character Sheet improved
- [ ] Green blinking visual for Poison damage procs from darts
- [ ] Made NPC damage text blue like main players so it stands out more easily from ground
- [ ] All combat damage text shrunk for more combat clarity
- [ ] New vine cocoon visual and removed radius increase around character
- [ ] Mold field spells only target enemies
- [ ] Fixed NPC head circlet positions
- [ ] Fixed graphics bug where sticks appeared when elixir lands
[h2]~ Additions~[/h2]
- [ ] Added Unique Chanter Character Outfit
- [ ] Equipped Lanterns and Incense items are now modeled on sash
- [ ] Added new tier of faster/less durable farmer weapon: dagger type
- [ ] Added new tier of faster/less durable farmer weapon: pole type
- [ ] Added new tier of faster/less durable farmer weapon: axe type 1
- [ ] Added new tier of faster/less durable farmer weapon: axe type 2
- [ ] Added new tier of faster/less durable buckler shield
- [ ] Added new type of short sword: Pasaaran Spike
- [ ] Added new type of long sword: Pasaaran Giant Spike
- [ ] Added glass shards into explosion for Elyxirs
- [ ] Added more general animations for dialogue vignettes
- [ ] Various bow animations cleaned up
- [ ] Added models for new Robber NPCs with armor
- [ ] Added various models for Dryad Update
[h2]~ Fixes ~[/h2]
- [ ] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [ ] Fixed Yeti T-posing with armor introduced during last update
- [ ] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [ ] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [ ] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [ ] Fixed bug where you could not target breakable objects outside of combat unless action dome was open
- [ ] Removed directional attacks, multi-attack ranges act similarly for positional interest
- [ ] Added mark shot and power shot bonuses to weapon and weapon descriptions
- [ ] Cheaper stackable items are now bought and sold in full stacks (allows price to be cheaper)
- [ ] Added natural armor into character creation, removed spirt absorption since it comes from green orbs and potions
- [ ] Updated chanter robes
- [ ] Updated incense and lantern objects to show correctly in character sheet and on character sashes
- [ ] Updated more bow attack animation variety with anim cleanups
- [ ] Added new basic weapons that your character starts with, previous starting weapons are now for sale with merchant
- [ ] Updated credits in Options menu to include you guys
- [ ] Fixed issue where game could crash if queueing quick saves while saving
- [ ] Fixed bug where elixirs were not doing damage to chests and locks
- [ ] Fixed bug where bow user walks slower in town than other party members
- [ ] Fixed issue where sometimes you didn’t give all the rings to Remus
- [ ] Fixed bug where changing between stunning and killing through dialogue was not updating visual in HUD
[h2]~ Balance - Ruleset ~[/h2]
[h3]~ Merchants ~ [/h3]
- [ ] Merchant sell prices have been adjusted (as well as bartering influence)
- [ ] Peddlers buy back similar items for fewer emeralds each time
- [ ] Repair roll adjusted to utilize skills more than DEX
- [ ] Repairing armor and weapon at blacksmith is cheaper and uses bartering
- [ ] Fixed bug where merchant could have items that you didn’t sell them when they shouldn't yet
[h3]~ Character Stats ~ [/h3]
- [ ] Updated Hit Chance Roll to heavily weigh Skill# over Stats
[h3]~ New stats per weapon ~ [/h3]
Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.
Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)
*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.
- [ ] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats
~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30
= Severity
~~ Damage:
(Severity + WpnDamage + DmgStat) * Armor%
Armor% =
Aura/4 - Combined Armor Number % - Armor Condition Reduction)
[h3]~ Damage ~ [/h3]
- [ ] Updated weapon damage numbers to be flat
- [ ] Baseline low levels below:
~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4
- [ ] Updated Rally rolls to reflect new damage calculation
- [ ] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [ ] Armor is now a percentage in the damage calculation
- [ ] Evasion reduction with armor and heavier weapons
- [ ] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.
[h3]~ Binding ~ [/h3]
SEN/30 + BindingSkill/20
- [ ] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck
[h3]~ Pagan Spells ~ [/h3]
- [ ] Fixed issue with fauna summons where they disappear too fast
- [ ] Increased starting spell potency
- [ ] Updated Pagan Power and Resistance calculations
[h3]~ Songs ~ [/h3]
DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20
- [ ] Update Instrument Power and Resistance calculations
- [ ] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [ ] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds
[h3]~ Intercessions ~ [/h3]
- [ ] Intercessions numbers balanced for early-late game access
- [ ] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [ ] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [ ] Added duration factor to Gluttony intercession
[h2]~ Adjustments ~ [/h2]
- [ ] Side and Back directional attacks now both +1
- [ ] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [ ] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats
[h3]Ammunition[/h3]
- [ ] In assembly kit, you can make only normal elixirs and bomb elixirs
- [ ] Bomb elyxirs damage enemies in a 3 pole radius around target
- [ ] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [ ] Green elixirs reduce armor, updated item to reflect effect
- [ ] Rock Darts updated to decrease enemy armor viability
- [ ] Increased Acorn Dart move speed reduction
- [ ] Shell darts updated to add immediate seconds to enemy's action bar
[h3]Advancement with Level Ups[/h3]
- [ ] XP caps per level balanced
- [ ] Balanced distributed quest and interactions XP
- [ ] Balanced enemy XP
- [ ] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.
We wanted to begin introducing more weapon variations in the next update, and thought we'd walk you through their gameplay and stat options with the new ruleset stuff.
1.3 will feature a couple more grades of items (your guards start with a tier lower than what can be purchased in the shop in Forten Lazure).
https://steamcommunity.com/sharedfiles/filedetails/?id=3361857140
[h3]Damage[/h3]
Raw damage upgrades of +1 and +2 will be treasures, this is a somewhat grounded campaign and the weapons are meant to fit within that.
Weapons have a variable amount of combat-oriented stats that can be chosen to compliment playstyles for a character or suit a character's specific needs. For example a spear designed for crowd control would be harder/heavier to use, have a longer cone, but not do a lot of armor piercing. Items can also be faster or slower, have a higher durability threshold, which affects how much damage it can do, and influence your evasion chance. Those two swappable equipment slots can now compliment actions as needed.
[h3]Multi-hit Radius[/h3]
With 1.3, the Multi-Target dome action now has weapons target based on various attack shapes, and any (and all) targets highlighted get hit. These shapes are variable based on different types of weapons, which could widen the cone, lengthen it, or reduce it (depending on the weapon type).
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880881
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880670
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880484
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880289
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880095
[h3]Action Speed[/h3]
The added time to use the weapon, adding to a character's Action Time. Typically smaller weapons or easier to use weapons require less time, heavier or more bizarre weapons require more.
[h3]Armor piercing[/h3]
Added damage done specifically to a target's armor durability. Heavier and impact weapons have more of this by default, as well as some piercing focused bladed weapons. This will not affect Natural Armor, only equipped armor.
[h3]Mark bonus[/h3]
Some weapons will increase the duration or potency of Mark attacks, which reduce an enemy's ability to evade and leave them in a dazed condition.
[h3]Single Target bonus[/h3]
Some weapons gain bonuses from a focused single attack, one of the three attack types that can be selected in the Combat Dome.
[h3]Evasion Modifier[/h3]
Heavier or more exotic weapons are harder to wield, but all weapons can affect your evasion modifier for avoiding attacks to some degree. Going unarmed and not having weapons equipped skirts this.
[h3]Weight[/h3]
Heaviness modifies a lot of these, as well as weight from your inventory bag.
[h3]Aesthetics[/h3]
Weapon styles vary from their origins and updating their descriptions is something we're eager get to later with more worldbuilding information.
In general:
Taratorith, Pasaaran and Ameythevian weapons have more distinct styles, whereas the central Minorev blacksmiths adapt more of a melting pot of these aesthetics, though slanted to favor the Varuchov customs. Rare weapons include that of the enemy domains of the Dolki and Skilpi, as well as the more exotic weapons of the East and West Mountain Realms that had made their way to the island. Contraband weapons include that of any looted ancient Lachovinian equipment, and of course any and all weapons from the enemy domains within the Northern Realm are prohibited.
[h2]Next[/h2]
Over the next few days we’ll be updating the game with new enemy actions and the Dryads 1.5 content update, and then we'll be following that up with the 2.0 Rozafir maps, which we may do in two parts to start rolling it out sooner during the month.
As always, thanks so much for the support and help.
https://steamcommunity.com/sharedfiles/filedetails/?id=3362925908
[h2]Respec[/h2]
https://steamcommunity.com/sharedfiles/filedetails/?id=3362924159
We'd recommend remaking the party this time around for the economy changes if you decide to test this round or are waiting for 1.5 or 2.0, but if you'd like to keep your progress we have an early-access Respec with Grigore, the Mareshal at Forten Lazure that you can retire and make new guards with. Just chat him up and he'll ask who wants to be remade.
If you don't reset your characters they'll just be a bit over-leveled and much more wealthy than they should be, but it’s completely up to you. There's now a rough cap of ~3500 Xp in the two maps available with the new XP thresholds and gains, and if you respec your characters we'll configure them down to around where they should be based on what level they are currently at.
Below is the final patch and update list, added to from the announcement a few days ago with fixes:
Update Notes
[h3]Visual[/h3]
- [ ] Shadow quality in Character Sheet improved
- [ ] Green blinking visual for Poison damage procs from darts
- [ ] Made NPC damage text blue like main players so it stands out more easily from ground
- [ ] All combat damage text shrunk for more combat clarity
- [ ] New vine cocoon visual and removed radius increase around character
- [ ] Mold field spells only target enemies
- [ ] Fixed NPC head circlet positions
- [ ] Fixed graphics bug where sticks appeared when elixir lands
[h2]~ Additions~[/h2]
- [ ] Added Unique Chanter Character Outfit
- [ ] Equipped Lanterns and Incense items are now modeled on sash
- [ ] Added new tier of faster/less durable farmer weapon: dagger type
- [ ] Added new tier of faster/less durable farmer weapon: pole type
- [ ] Added new tier of faster/less durable farmer weapon: axe type 1
- [ ] Added new tier of faster/less durable farmer weapon: axe type 2
- [ ] Added new tier of faster/less durable buckler shield
- [ ] Added new type of short sword: Pasaaran Spike
- [ ] Added new type of long sword: Pasaaran Giant Spike
- [ ] Added glass shards into explosion for Elyxirs
- [ ] Added more general animations for dialogue vignettes
- [ ] Various bow animations cleaned up
- [ ] Added models for new Robber NPCs with armor
- [ ] Added various models for Dryad Update
[h2]~ Fixes ~[/h2]
- [ ] Fixed bug where combat could last after it should have ended if offscreen enemies were fighting
- [ ] Fixed Yeti T-posing with armor introduced during last update
- [ ] Bug fixed where emeralds from Act 1 aren’t removed from inventory until after you talk to Mihal
- [ ] Fixed bug where starting spells showed as needing 2 spirit bars in spellbook
- [ ] Fixed bug where songs in dock where not going away when unequipping weapon/songs
- [ ] Fixed bug where you could not target breakable objects outside of combat unless action dome was open
- [ ] Removed directional attacks, multi-attack ranges act similarly for positional interest
- [ ] Added mark shot and power shot bonuses to weapon and weapon descriptions
- [ ] Cheaper stackable items are now bought and sold in full stacks (allows price to be cheaper)
- [ ] Added natural armor into character creation, removed spirt absorption since it comes from green orbs and potions
- [ ] Updated chanter robes
- [ ] Updated incense and lantern objects to show correctly in character sheet and on character sashes
- [ ] Updated more bow attack animation variety with anim cleanups
- [ ] Added new basic weapons that your character starts with, previous starting weapons are now for sale with merchant
- [ ] Updated credits in Options menu to include you guys
- [ ] Fixed issue where game could crash if queueing quick saves while saving
- [ ] Fixed bug where elixirs were not doing damage to chests and locks
- [ ] Fixed bug where bow user walks slower in town than other party members
- [ ] Fixed issue where sometimes you didn’t give all the rings to Remus
- [ ] Fixed bug where changing between stunning and killing through dialogue was not updating visual in HUD
[h2]~ Balance - Ruleset ~[/h2]
[h3]~ Merchants ~ [/h3]
- [ ] Merchant sell prices have been adjusted (as well as bartering influence)
- [ ] Peddlers buy back similar items for fewer emeralds each time
- [ ] Repair roll adjusted to utilize skills more than DEX
- [ ] Repairing armor and weapon at blacksmith is cheaper and uses bartering
- [ ] Fixed bug where merchant could have items that you didn’t sell them when they shouldn't yet
[h3]~ Character Stats ~ [/h3]
- [ ] Updated Hit Chance Roll to heavily weigh Skill# over Stats
[h3]~ New stats per weapon ~ [/h3]
Different weapon types and their Skills are now associated with different stats for Hit Chance and Damage effectiveness.
Short Sword
HitChance: Dex/Sen (whichever is greater)
Damage: Agl/Str (whichever is greater)
Long Sword
HitChance: Dex
Damage: Str
Ax
HitChance: Sen/Dex (whichever is greater)
Damage: Str
Scepter
HitChance: Str/Dex (whichever is greater)
Damage: Str
Pole
HitChance: Dex
Damage: Str/Sen (whichever is greater)
Bow
HitChance: Sen
Damage: Str
Elyxirs
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Blowpipe
HitChance: Sen/Dex (whichever is greater)
Damage: [comes from item]
Unarmed
HitChance: Sen/Dex/Agl (whichever is greater)
Damage: Aur + Str
Whip/Flail
HitChance: Dex
Damage: Agl/Str (whichever is greater)
*Non-bow ammunition items have been given increased damage numbers, and not associated with a Damage Stat.
- [ ] Updated Hit and Damage Rolls to heavily weigh Skill# over Stats
~~ To Hit:
Attacker
HitChanceStat/20 + WpnSkill/20
vs Target
AGL ( - any evasion reduction from armors/weapons)/20 + ArmorSkill/30
= Severity
~~ Damage:
(Severity + WpnDamage + DmgStat) * Armor%
Armor% =
Aura/4 - Combined Armor Number % - Armor Condition Reduction)
[h3]~ Damage ~ [/h3]
- [ ] Updated weapon damage numbers to be flat
- [ ] Baseline low levels below:
~ dagger & fist: 2
~ one-handed weapons: 3
~ two-handed weapons: 4
~ arrows: 4
~ darts and elyxirs: 4
- [ ] Updated Rally rolls to reflect new damage calculation
- [ ] Vollings and animals have a natural armor that can be increased by equipping armor and cannot be broken
- [ ] Armor is now a percentage in the damage calculation
- [ ] Evasion reduction with armor and heavier weapons
- [ ] Added an armor breaking variable to weapon types, where some weapons will decrease the condition of the enemy's armor faster than others. This can be seen in the item description.
[h3]~ Binding ~ [/h3]
SEN/30 + BindingSkill/20
- [ ] Increased binding resistance roll for targets. Sensory stat now less useful for Binding than the Skill itself, so high sensory builds can't bind without some skill or luck
[h3]~ Pagan Spells ~ [/h3]
- [ ] Fixed issue with fauna summons where they disappear too fast
- [ ] Increased starting spell potency
- [ ] Updated Pagan Power and Resistance calculations
[h3]~ Songs ~ [/h3]
DEX/30 +SEN/10 + Instrument Item Power + InstrumentSkill/20
- [ ] Update Instrument Power and Resistance calculations
- [ ] Adjusted Song effects numbers to both be more potent and also to reflect ruleset updates
- [ ] Song skill is more weighted in calculation now, so equipping an instrument that has no skill will result in failed rolls for songs that debuff enemies and very weak effects for songs that buff companions and summon birds
[h3]~ Intercessions ~ [/h3]
- [ ] Intercessions numbers balanced for early-late game access
- [ ] Adjusted intercession calculation to weigh skill more heavily than Aura, so that companions without intercession skill will not be able to use items unless their Aura is ~mid-game level
- [ ] Updated Good Health intercession to Last Meal, adds unblockable poison damage to attacks
- [ ] Added duration factor to Gluttony intercession
[h2]~ Adjustments ~ [/h2]
- [ ] Side and Back directional attacks now both +1
- [ ] Fixed an error with sneak attacks where bonus damage was added (sneaking still allows you to avoid enemy evasion rolls)
- [ ] Updated Hit Chance, Evade Chance and Damage calculations to weigh Skill more heavily than stats
[h3]Ammunition[/h3]
- [ ] In assembly kit, you can make only normal elixirs and bomb elixirs
- [ ] Bomb elyxirs damage enemies in a 3 pole radius around target
- [ ] Assembly kit resources create more darts and arrows (similar to how elixirs worked) for each stick and resource (4x)
- [ ] Green elixirs reduce armor, updated item to reflect effect
- [ ] Rock Darts updated to decrease enemy armor viability
- [ ] Increased Acorn Dart move speed reduction
- [ ] Shell darts updated to add immediate seconds to enemy's action bar
[h3]Advancement with Level Ups[/h3]
- [ ] XP caps per level balanced
- [ ] Balanced distributed quest and interactions XP
- [ ] Balanced enemy XP
- [ ] Level up multiplier for skill level ups under 60
There are now a few tiers of multiplier boosts for a character's most used skills as they reach up to 60. For example if it was the most used and sitting at ~10 Skill you'd receive +16 points. So without training you could get up to usable skill in something new in around 3-4 levels.
Weapons
We wanted to begin introducing more weapon variations in the next update, and thought we'd walk you through their gameplay and stat options with the new ruleset stuff.
1.3 will feature a couple more grades of items (your guards start with a tier lower than what can be purchased in the shop in Forten Lazure).
https://steamcommunity.com/sharedfiles/filedetails/?id=3361857140
[h3]Damage[/h3]
Raw damage upgrades of +1 and +2 will be treasures, this is a somewhat grounded campaign and the weapons are meant to fit within that.
Weapons have a variable amount of combat-oriented stats that can be chosen to compliment playstyles for a character or suit a character's specific needs. For example a spear designed for crowd control would be harder/heavier to use, have a longer cone, but not do a lot of armor piercing. Items can also be faster or slower, have a higher durability threshold, which affects how much damage it can do, and influence your evasion chance. Those two swappable equipment slots can now compliment actions as needed.
[h3]Multi-hit Radius[/h3]
With 1.3, the Multi-Target dome action now has weapons target based on various attack shapes, and any (and all) targets highlighted get hit. These shapes are variable based on different types of weapons, which could widen the cone, lengthen it, or reduce it (depending on the weapon type).
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880881
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880670
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880484
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880289
https://steamcommunity.com/sharedfiles/filedetails/?id=3361880095
[h3]Action Speed[/h3]
The added time to use the weapon, adding to a character's Action Time. Typically smaller weapons or easier to use weapons require less time, heavier or more bizarre weapons require more.
[h3]Armor piercing[/h3]
Added damage done specifically to a target's armor durability. Heavier and impact weapons have more of this by default, as well as some piercing focused bladed weapons. This will not affect Natural Armor, only equipped armor.
[h3]Mark bonus[/h3]
Some weapons will increase the duration or potency of Mark attacks, which reduce an enemy's ability to evade and leave them in a dazed condition.
[h3]Single Target bonus[/h3]
Some weapons gain bonuses from a focused single attack, one of the three attack types that can be selected in the Combat Dome.
[h3]Evasion Modifier[/h3]
Heavier or more exotic weapons are harder to wield, but all weapons can affect your evasion modifier for avoiding attacks to some degree. Going unarmed and not having weapons equipped skirts this.
[h3]Weight[/h3]
Heaviness modifies a lot of these, as well as weight from your inventory bag.
[h3]Aesthetics[/h3]
Weapon styles vary from their origins and updating their descriptions is something we're eager get to later with more worldbuilding information.
In general:
Taratorith, Pasaaran and Ameythevian weapons have more distinct styles, whereas the central Minorev blacksmiths adapt more of a melting pot of these aesthetics, though slanted to favor the Varuchov customs. Rare weapons include that of the enemy domains of the Dolki and Skilpi, as well as the more exotic weapons of the East and West Mountain Realms that had made their way to the island. Contraband weapons include that of any looted ancient Lachovinian equipment, and of course any and all weapons from the enemy domains within the Northern Realm are prohibited.