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v0.91.62 Patch Notes - Gnoll, Better AI



New Player Race: Gnoll
[h3]Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.[/h3]

Gnolls are hyena-headed, evil humanoids that wander in loose tribes.

Gnolls resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures behaviors.

Gnolls are nocturnal carnivores, preferring intelligent creatures for food because they scream more.


Gnoll packs are matriarchal because female gnolls tend to be larger, more aggressive, and more cunning than males. Size aside, there are few physical differences in the appearances of female and male gnolls.

On the average, a gnoll male is around 7 feet in height while the average gnoll female is closer to 7-1/2 feet and weighs 300 pounds, though gnolls of both genders appear shorter due to their stooping posture.

Most gnolls have dirty yellow or reddish-brown fur.


[h3]Racial Traits:[/h3]

+4 Str, +2 Con, -2 Int, -2 Cha: Gnolls are strong and hardy, but slow-witted and their hyena appearance repulses most races.

Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice.

Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.

Racial Feats: A gnoll’s humanoid levels give it one feat.

Weapon and Armor Proficiency: Proficient with simple weapons, light armor, and shields.

Armor: +1 natural armor bonus.

Level Adjustment: +1. Powerful races with racial Hit Dice are more special.


[h3]Optimized Monster AI:[/h3]
Optimized AI strategies and priorities for attacking, spellcasting, healing, summoning, awaking, and position, etc.
Significantly improved AI computation speed of ranged or caster monsters such as Elf Arcane Archer and Goblin Frog Whisperer
Improved AI computation speed of out-of-view enemies
Fixed: ranged combatants sometimes rush blindly into enemy lines
Fixed: melee combatants use thrown weapons excessively
Fixed: monsters sometimes defend when can attack
(Above content also applies to player auto-combat AI)


[h3]Others:[/h3]
Human Archbishop has Mass Cure Wounds
Optimized some battle logs
Show cooldown of abilities on character panel
Fixed: performing an action without cooldown may causes other actions to cooldown
Fixed: no log when out-of-view monsters attack us
Fixed: arcane spell failure chance may affects divine spells
Fixed: druid wearing metal armor may affects spellcasting of other classes
Fixed: charisma penalty applies on Divine Grace
Updated French text (by Soifran)


[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, more prestige classes (Arcane Archer, Assassin, Eldritch Knight, Elemental Lord), player races (Lizard Scion), feats and spells, etc.

Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.61 Patch Notes - Duelist



New Prestige Class: Duelist
[h3]A swashbuckling swordfighter who relies upon grace, poise, and acrobatics to win the day.[/h3]

The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Duelists are often found in those regions that possess elaborate rules and etiquette for battle.

Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.

Duelists always take full advantage of their quick reflexes and wits in fights. Rather than wearing bulky armor, duelists feel the best way to protect themselves is not to get hit at all. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray.

Base Classes: Duelists are most often fighters or rangers, but almost as often are rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor. They benefit greatly from the weapon skill the duelist offers. Some paladins and barbarians who deviate a good deal from their archetypes become duelists.

Role: The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.

Alignment: Duelists can be of any alignment, although since most hail from backgrounds as rogues or bards, they tend to eschew lawful behavior. Lawful duelists are not unheard of, however, and such duelists often adhere to a strict code of honor, refusing to attack unarmed or obviously inferior opponents.

Non-adventurers: Duelists are usually loners looking for adventure or a get-rich-quick scheme. Occasionally they work in small, tight-knit groups, fighting with team-based tactics.


[h3]Prerequisites:[/h3]
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d10.
Base Attack Bonus: Good.
Good Saves: Reflex.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Balance, Bluff, Escape Artist, Jump, Listen, Perform, Sense Motive, Spot, Tumble.
Skill Points per Level: 4 + Int modifier.

Weapon Proficiency: Simple and martial weapons.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 3 levels after 10th level (13, 16...).


[h3]Class Abilities:[/h3]

[h3]Canny Defense[/h3]
At 1st level, when not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon.

If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

[h3]Improved Reaction[/h3]
At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

[h3]Enhanced Mobility[/h3]
At 3rd level, when wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.

[h3]Grace[/h3]
At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

[h3]Precise Strike[/h3]
At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.

When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield.

A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

At 10th level and every 5 levels thereafter (10, 15, 20…), the extra damage on a precise strike increases by 1d6.

[h3]Acrobatic Charge[/h3]
At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement.

Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

[h3]Elaborate Parry[/h3]
At 7th level, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.

[h3]Deflect Arrows[/h3]
At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Canny Defense
Lv 2 Improved Reaction +2
Lv 3 Enhanced Mobility
Lv 4 Grace
Lv 5 Precise Strike +1d6
Lv 6 Acrobatic Charge
Lv 7 Elaborate Parry
Lv 8 Improved Reaction +4
Lv 9 Deflect Arrows
Lv10 Precise Strike +2d6


[h3]New Optional House Rules:[/h3]
Precise Strike: +5 bonus on attack rolls
Canny Defense: +6 Max
Elaborate Parry: +4 Max
Arcane Trickster: remove prerequisites: Sneak Attack +2d6
(+5 modifications of house rules for old saves)


[h3]Others:[/h3]
Healing spells can remove 1 bad condition without checks
Healing spells can remove more types of bad conditions
Regeneration no longer comes with immunity to bleeding
Character panel new option: Show WIP Feats/Traits (hide by default)
Reduced some monsters' natural armor bonus
Immobilizing enchantment no longer appear on monster weapons
Optimized condition icons and battle prompts
Fixed: can select prestige classes when retraining
Fixed: when selecting spells in level-up UI, uses per day is not updated in time
Fixed: no Natural Weapon Proficiency at Dragon Disciple level 2
Fixed: wrong tip of Cause Fear in description of Drow Noble
Fixed: wrong prerequisites of some spell-like abilities


[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, more prestige classes (Assassin, Eldritch Knight, Elemental Lord), player races (Gnoll, Lizard Scion), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

P.S. Recently the game creator AM got a serious long COVID and is under treatment (DC=30). Sorry if there are delays in subsequent development and updates. Thanks again for your support!

Sale & Regional Pricing Adjustment

Hi Adventurers!

We will start a 14-day sale (-%60) on April 1, after which the game's price in most countries will be adjusted in accordance with Steam’s new regional pricing (the USD original price remains unchanged).

Players who already own this game are not affected. New players may consider buying during this sale to enjoy the lowest price in the current development stage.

- Low Magic Studios

v0.91.60 Patch Notes - Dragon Disciple



New Prestige Class: Dragon Disciple
[h3]An arcane spellcaster who has embraced his latent draconic heritage and, over the course of training and devotion, undergoes a partial transformation into a dragon.[/h3]

As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. Every child of this union unto the thousandth generation claims a bit of dragon blood, be it ever so small. Likewise, the great power wielded by these creatures has long intrigued wizards and alchemists who have sought various magical methods to infuse their bodies with draconic power. As a result, the blood of dragons runs through the veins of many races. For some, this heritage manifests as a sorcerous bloodline and a predilection for magic; for others, however, the power of their draconic ancestors becomes an obsession.

Spellcasters who embrace their draconic heritage and learn to channel their abilities can become dragon disciples, fearsome warriors who possess not only the repertoire of an accomplished sorcerer but also the ability to unleash the furious power of dragons upon their foes. As dragon disciples discover the power of their forebears, they can learn to breathe fire, take flight on leathery wings, and—at the pinnacle of their abilities—assume the form of a dragon.

Base Classes: Most dragon disciples are barbarians, fighters, or rangers who have dabbled as sorcerers or bards. Occasionally, a serious spellcaster explores the path to further a goal of finding out more about his draconic heritage, though at the expense of most of his arcane studies. Clerics and druids rarely choose to become dragon disciples. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage.

Role: With the magic of a spellcasting class at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. Dragon disciples draconic abilities, however, make these versatile spellcasters even more formidable, as they use their breath weapons and flight to destroy their foes directly.

Alignment: Those dragon disciples that assume the traits of chromatic dragons, such as bestial white and fearsome red dragons, have a proclivity for evil. Conversely, those that take after the metallic dragons, such as stoic brass and chivalric gold dragons, are often of good alignments.

Non-adventurers: Dragon disciples prefer a life of exploration to a cloistered existence. Dragon disciples are drawn to areas known to harbor dragons. Although they are rare, dragon disciples can be found in any land where dragons interact with mortals.


[h3]Prerequisites:[/h3]
Race: Any nondragon (cannot already be a half-dragon).
Languages: Draconic.
Skills: Knowledge (Arcana) 8 ranks.
Spellcasting: Ability to cast arcane spells without preparation.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d12.
Base Attack Bonus: Average.
Good Saves: Fortitude, Will.
Key Abilities: Strength, Dexterity, Constitution.

Class Skills: Concentration, Craft, Diplomacy, Escape Artist, Gather Information, Knowledge, Listen, Profession, Search, Speak Language, Spellcraft, Spot.
Skill Points per Level: 2 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).


[h3]Class Abilities:[/h3]

[h3]Natural Armor Increase[/h3]
At 1st, 4th, 7th, and 10th level, a dragon disciple gains an increase to his existing natural armor (if any).

As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.

[h3]Bonus Spells[/h3]
Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score. A bonus spell can be added to any level of spells the disciple already has the ability to cast.

If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.

[h3]Ability Boost[/h3]
As a dragon disciple gains levels in this prestige class, his ability scores increase.

These increases stack and are gained as if through level advancement.

[h3]Claws and Bite[/h3]
At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size Bite Damage Claw Damage
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.

[h3]Breath Weapon[/h3]
At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below).

Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type. At 7th level, 10th level, 13th level, and every 4 levels thereafter, the damage increases by 2d8.

Regardless of its strength, the breath weapon can be used only once per day.


Use all the rules for dragon breath weapons except as specified here.

The DC of the breath weapon is 10 + dragon disciple level + Con modifier.

A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Dragon Variety* Breath Weapon
Black Line of acid
Blue Line of lightning
Green Cone of corrosive gas (acid)
Red Cone of fire
White Cone of cold
Brass Line of fire
Bronze Line of lightning
Copper Line of acid
Gold Cone of fire
Silver Cone of cold

* Other varieties of dragon disciple are possible, using other dragon varieties as ancestors.

[h3]Wings[/h3]
At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed.

[h3]Dragon Apotheosis[/h3]
At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon becomes more powerful, and he gains +4 to Strength and +2 to Charisma.

His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Natural Armor Increase +1, Bonus Spells +1
Lv 2 Ability Boost: Str +2, Claws and Bite, Bonus Spells +2
Lv 3 Breath Weapon +2d8
Lv 4 Ability Boost: Str +4, Natural Armor Increase +2, Bonus Spells +3
Lv 5 Blindsense 30 ft., Bonus Spells +4
Lv 6 Ability Boost: Con +2, Bonus Spells +5
Lv 7 Breath Weapon +4d8, Natural Armor Increase +3
Lv 8 Ability Boost: Int +2, Bonus Spells +6
Lv 9 Wings, Bonus Spells +7
Lv10 Dragon Apotheosis, Natural Armor Increase +4, Breath Weapon +6d8, Blindsense 60 ft.


[h3]New Options for Combat Difficulty:[/h3]
Monsters have enchanted weapons
Monsters have enchanted armor
Monsters have more wondrous items


[h3]New Optional House Rules:[/h3]
When calculate HP, Con modifier up to 10
Breath Weapon: +2 uses per day
Breath Weapon: DC = 10 + character level / 2 + Con modifier
Removed: Monsters: random enchantments for magic weapons
(+5 modifications of house rules for old saves)


[h3]Adjusted and Optimized Fear-related Spells:[/h3]
Remove Fear
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes.

If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Cause Fear
The affected creature becomes frightened for 1d4 rounds.

If the subject succeeds on a Will save, it is shaken for 1 round.

Scare
This spell functions like cause fear, but affects multiple targets.

Fear
An invisible cone of terror causes each living creature in the area to become panicked for 1d4 rounds.

If the subject succeeds on a Will save, it is shaken for 1 round.

If cornered, a panicked creature begins cowering.


[h3]Others:[/h3]
As the monk level increases, her unarmed strikes have more attacks (1 extra attack at 6th, 14th and 18th) and damage.
Shields no longer provide Reflex bonus
Adjusted Sleep duration: 3 -> 1d4 rounds
Increased cool-down of Clockwork Servant's Repair: 2 -> 3 rounds
Added random option to Refresh Challenges
Always show trained skills in character skill list
Show learned languages on right side of character skill list
Learn more languages via Speak Language skill
Show enhanced existing abilities on level-up result UI
Optimized quantity and difficulty of arena challenges
Optimized enchantments order after re-enchanting
Optimized encounter difficulty of Escort quest
Optimized monster/license icons of resource sites
Optimized some condition icons
Optimized some UIs
Optimized mouse wheel scrolling, etc.
Fixed: may attack enemies when charmed
Fixed: range of spray/cone-shaped burst exceeds max area


[h3]Next, we'll work on (rough list):[/h3]
Adventure mode, more prestige classes (Eldritch Knight, Duelist, Elemental Lord), player races (Lizard Scion, Gnoll), feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).

v0.91.59 Patch Notes - Arcane Trickster, Remade Arena Shop



New Prestige Class: Arcane Trickster
[h3]A troublemaker and a scoundrel who uses arcane magic to enhance her thievery and trickery.[/h3]

Few can match the guile and craftiness of arcane tricksters. These prodigious thieves blend the subtlest aspects of the arcane with the natural cunning of the bandit and the scoundrel, using spells to enhance their natural thieving abilities. Arcane tricksters can pick locks, disarm traps, and lift purses from a safe distance using their magical legerdemain, and as often as not seek humiliation as a goal to triumph over their foes than more violent solutions.

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility.

Base Classes: The path to becoming an arcane trickster is a natural progression for rogues who have supplemented their talents for theft with the study of the arcane. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues, sorcerer/rogues, or bard/rogues, although other combinations are possible. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.

Role: With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.

Alignment: All arcane tricksters have a penchant for mischief and thievery, and are therefore never lawful. Although they sometimes acquire their magical abilities through the studious path of wizardry, their magical aptitude more often stems from a sorcerous bloodline. As such, many arcane tricksters are of a chaotic alignment.

Non-adventurers: Arcane tricksters are most often found in large, cosmopolitan cities where their talents for magical larceny can be most effectively put to use, prowling the streets and stealing from the unwary. An arcane trickster is just the sort of person that might bump into you in a crowded tavern. (Check your pockets.)


[h3]Prerequisites:[/h3]
Alignment: Nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (Arcana) 4 ranks.
Spells: Ability to cast level-3 arcane spells.
Special: Sneak Attack +2d6.


[h3]Class Features:[/h3]
Level Limit: 10.
Hit Dice: d4.
Base Attack Bonus: Poor.
Good Saves: Reflex, Will.
Key Abilities: Dexterity, Strength, Constitution.

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge, Listen, Move Silently, Open Lock, Profession, Sense Motive, Search, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Rope.
Skill Points per Level: 4 + Int modifier.

Weapon Proficiency: None.
Armor Proficiency: None.

Bonus Feats: Gains an extra feat every 4 levels after 10th level (14, 18...).

Bonus Spellcasting Level: When leveling up this class, the effective spellcasting level of a spellcasting class is also increased.


[h3]Class Abilities:[/h3]

[h3]Ranged Legerdemain[/h3]
An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.

At 1st level and every 4 levels thereafter (1, 5, 9…), the uses per day for this ability increases by 1. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

(Added Ranged Legerdemain option to Disarm Trap UI)

[h3]Sneak Attack[/h3]
If a rogue (or any other class with this ability) can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A rogue can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

[h3]Impromptu Sneak Attack[/h3]
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 3rd level and every 4 levels thereafter (3, 7, 11…), the uses per day for this ability increases by 1.


[h3]Auto Gained Abilities:[/h3]
Lv 1 Ranged Legerdemain 1/day
Lv 2 Sneak Attack +1d6
Lv 3 Impromptu Sneak Attack 1/day
Lv 4 Sneak Attack +2d6
Lv 5 Ranged Legerdemain 2/day
Lv 6 Sneak Attack +3d6
Lv 7 Impromptu Sneak Attack 2/day
Lv 8 Sneak Attack +4d6
Lv 9 Ranged Legerdemain 3/day
Lv10 Sneak Attack +5d6


[h3]Adjusted Sneak Attacks:[/h3]
Spell sneak attacks: spells with touch attack rolls and damage rolls can be used for sneak attacks, including:
- Acid Arrow
- Searing Lit
- Scorching Ray
- Polar Ray
- Shocking Grasp
- Chill Touch
- Vampiric Touch
- Disintegrate
Changed sneak attack Cover check to Concealment check
Optimized sneak attack prompts


[h3]New Optional House Rules:[/h3]
Impromptu Sneak Attack: +2 uses per day
Impromptu Sneak Attack: one use per action (unchecked: one use per attack)
(+5 modifications of house rules for old saves)



Remade Arena Shop and Champion Privileges:

Added 31 shop-related privileges
Added more shop features (most require corresponding privilege):
Buy:
- Limited Items
- Mundane Equipment
- Masterwork Equipment
- Magic Equipment
- Enchanted Equipment (Uncommon)
- Enchanted Equipment (Rare)
- Special Material Equipment (Silvered)
- Special Material Equipment (Mithral)
- Special Material Equipment (Adamantine)
- Special Material Equipment (Darkwood)
- Wondrous Items (Magic, Uncommon, Rare)
- Potions
- Ammunitions (Mundane, Masterwork, Magic, Special Materials)
Crafting:
- Upgrade Magic Items
- Re-enchant
- - Lock Enchantment #1
- - Lock Enchantment #2
- - Lock Enchantment #3
- - Lock Enchantment #4
- Craft Masterwork Equipment
- Craft Magic Equipment
- Craft Enchanted Equipment (Uncommon)
- Craft Enchanted Equipment (Rare)
- Remake Equipment (Silvered)
- Remake Equipment (Mithral)
- Remake Equipment (Adamantine)
- Remake Equipment (Darkwood)
- Craft Composite Bows
- Craft Magic Guided Crossbows
Maximum magic bonus of buy/upgrade magic items is equal to corresponding magic bonus of player party
Limited items exclude items that can be freely purchased
Can reset champion privileges
Optimized Shop and Champion Privileges UI


[h3]
Others:[/h3]
Some monsters wear Cloak of Resistance
Increased bonus of Crossbow Sniper: +1 -> +2
Critical rate in weapon description includes Keen enchantment
Optimized arena UI
Optimized some other UIs
Optimized current character indicator and other battlefield indicators
Optimized description of some feats
Fixed: no lower abilities compensation for spell DC
Fixed: Dex penalty on AC causes Feint against wrong AC
Fixed: human/half-elf's favored class can be prestige class
Fixed: set Auto-Replenish Ammunition in battle causes crash after battle
Fixed: tip bug after opening encyclopedia in level-up UI
Fixed: wrong value suffix in ability names
Fixed: penalty of town jobs may be 0
Updated Italian text (by T.i.g.e.r)



[h3]Next, we'll work on (rough list):[/h3]
Some prestige classes (details TBD), new player races (Lizard Scion, Gnoll), more feats and spells, etc.


Note: If you have any suggestions or feedback, please feel free to leave them in this announcement or send to [email protected] (attach your saves if necessary: game folder/saves).