• Item Image
    •  Downloads offline

    •  Downloads: 1917

    •  File Size: 596297

    •  Version: 3.23
    •  Author: Dennis Lee

Please post all feedbacks about threat under the designated thread inside "Discussion" tab.
If you're getting install errors, please use DAModder to install.
If you were affected with permanent defense penalties from before, please download Defense Fix in the files section and follow the instructions.

Objective

The objective of this mod is to smooth the talent progression curve, make obscure talents worthwhile, remove some combat annoyance, while maintaining overall balance, without straying too far from vanilla gameplay. I would greatly appreciate any suggestions to achieve better balance across all talents and improve combat experience in general.

Installation

Download the dazip package and install with DAModder.
If you want to use the optional files, simply download and extract the rar to DocumentsBioWareDragon Agepackagescoreoverride. The optional files does not need to be updated unless otherwise specified. But if you extract them to the "denl_combattweaks" folder under override, they will get removed when you update to a new version with DAModder.

CT SP Module FIxes (Last updated with version 3.0)
Some fixes require a module that extends Single Player (CT extends Core Game Resources so it can work with stand-alone campaigns), therefore it has to be seperated from the main package. It does not update with every version, only where there's a new fix or modifications to existing fixes. It currently includes the following fixes/tweaks:
Combat Magic Display Fix- Solves the glitch in which damage display does not reflect the tweak made for Combat Magic in CT.
Supply Party Buff to New Members- Supplies any party-wide buff to new party members added via the party picker, without having to toggle the buff off then on again.
Install this with DAModder as well. Remove the CT CM Display Fix from before if you used it.

Uninstallation
Uninstall with DAModder, and delete the optional files if you use them.
Note: Deactivating the mod will require uninstallation, since it utilizes the override folder.

Optional Files
Area Scaling Tweak - Increases all area max level and creature equipment level. UNTESTED, released on user request.
Bow Stat Tweaks - Personal tweak on bow stats(range, crit chance, and attribute modifier). Check image section for tweak details.
CT Difficulty Patches - For those who feel this mod makes the game easier than they like, or simply want a better challenge. See image section for what's been tweaked. Use only one of Patch 1 or Patch 2. Note: Applies to ALL difficulties, but only to creatures that have not spawned yet. (Most creatures are spawned and initialized upon entering an area for the first time.)
Pet Persists Through Area Load - Self-explanatory. Pet doesn't mysteriously disappear when zoning.
Shield Stat Tweaks - Tweak shield stats to scale damage and give small armor bonus. Check image section for tweak details. BEFORE APPLYING THIS FILE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS, AND SAVE GAME, THEN INSTALL THIS FILE. See FAQ for why and relevant information.

Links (Some other mods by me that you might want to use with CT)
Dog Gift Tweaks
Plus Healing Received Fix
Stop Berserk and Blood Magic Deactivation
Two Specializations Sten


Changes in Update 3.02: Dueling can activate with ranged weapons now, forgot to remove the requirements in 3.0. (Thanks Stratified)
Changes in Update 3.01: Resolved a permanent penalty issue with fear.

Changes in Version 3.0
General
* Added a CT SP Module fix package, moved the Combat Magic display fix in there, as well as adding a fix that supplies any party-wide buff to new party members added via party picker.
* Affinity bonus from 2.9 reduced by 20%.
* Removed the enchantment glow all over dog and Shale's entire body whenever a magic enchant is on.
* Fixed a potential issue where consecutive knockdowns could apply permanent defense penalty. Also increase knockdown/slip defense penalty to -25.
* Fear Effect - Now while feared, target suffers -10 defense penalty. Target now has a 20% chance of being awakened from fear whenever damaged.
* Root Effect - Now only has 50% of being cancelled while damaged, instead of 100%.

Threat Tweaks
* Minor optimizations to improve performance (reduce chance of "combat lag" on slower machines).
* Revisions on all threat numbers from abilities.
* Since threat numbers are still under constant revision, I've delaying adding them to tooltip. For now, I've included threatdata_ct.xls, which contains all ability threat info, in the main package at the root of the dazip for your information.
* Added a console command "threatmod" that shows you your current threat modifier for all generated threats of the currently controlled character.
* Threat modifier has a minimum of -50% and maximum of +200%.
* Mages no longer generate extra perception threat.
* Fear Effect - Any fear effect will clear the threat table on application, except the impact threat (if any) that applied the fear effect. Note that while target is feared, new threat can still be applied by attacking the feared target.
* Increase/Reduce Hostility - Reduced the modifier from 50% to 20%
* Added "Notable new threat manip methods" in the tweaks list under threat section FYI.

Duelist
* Dueling - Learning Upset Balance grants +5 attack to this mode. Learning Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode. Upkeep increased to 40(30).
* Upset Balance - Increased movement penalty to 50%(20%).
* Keen Defense - In addition to +10 defense, this talent now also grants Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't need to reactivate if change weapon set).
* Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range crit instead of autocrit (will still override Rapidshot's non-crit penalty). Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed on-the-fly), not while activating talent. Pinpoint Strike effect will be removed when you deactivate Dueling.

Dual Weapon
* Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of the +5 this talent already gives, only apply to talents)
* Riposte/Cripple/Punisher - While backstabbing, effects will always apply without needing resistance check. Also changed resistance checks for all three talents to against dexterity. (Riposte was cunning, Cripple/Punisher was strength)
* Riposte - Changed resistance check to against dexterity(cunning). If first hit stuns second hit changed to x1.5 damage instead of force critical so if hit already critical there's still bonus. Dual Weapon Expert increases the damage multiplier of second hit (while first hit stuns) to x2.
* Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target).
* Punisher - Only the second hit check for attack/defense penalty now, instead of all check for them while last hit overriding previous results. Decreased penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target). The knockdown resistance check still uses attacker's strength, or cunning with Lethality. Corrected tooltip to state that it actually makes 4 blows instead of 3.
* Dual Weapon Sweep - Dual Weapon Expert make this talent never miss. Furthur increased cost to 30.
* Flurry - Made final hit always crit. Dual Weapon Expert make this talent never miss. Removed cost decrease from previous versions.
* Whirlwind - Reduced the double damage bonus introduced before to 50%. Dual Weapon Mastery makes the attacks stun targets for 2 seconds if both weapons hit.

Archery
* Aim - Removed the extra 5 attack bonus introduced by CT long ago.
* Master Archer - Now grant +10 attack while wielding a bow, applies to both normal or talents. Due to this, innate attack bonus for talents are readjusted.
* Pinning Shot - Changed the physical resistance check from cunning to dexterity. Increased Master Archer duration bonus to 3.5s. Has innate +10 attack.
* Crippling Shot - Reduced base effect duration to 10s(20s), while Master Archer grants extra -5 attack and defense penalty (to target). Made the duration rank adjusted. Increased cooldown to 15s. Has innate +10 attack.
* Critical Shot - Further increased cooldown to 20s. Has innate +15 attack.
* Arrow of Slaying - Cap the level difference bonus at 5 levels. Added Lieutenants to the list of enemies that would get half of this bonus damage (along with bosses and players). For the strained penalty after firing arrow, increased stamine regen penalty to -2(-1), and added an attack penalty of -10, also increased duration to 15s(10s). Master Archer reduces penalty to -5 attack. Has innate +20 attack.
* Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made the duration rank adjusted. Change knockdown check to every target requiring a physical resistance check. Has innate +10 attack.
* Suppressing Fire - Made the new 30% slow in last version only apply if archer has Master Archer.
* Scattershot - For the stun effect, added a physical resistance check against dexterity for players and colored enemies (normal enemies can't resist). If passed the check, duration is reduced to 1 second (Thanks dbkkk). Removed the mysterious 15 extra damage on each hit. Talent is back to always hit on secondary targets.

Shapeshifting
* Now while shapeshifted, enchantment effects can work (for spider/bear only, since swarm cannot attack). (Thanks twoism)
* Spider/Bear Form - No longer turns off automatically when run out of mana. (Thanks neckes)
* Flying Swarm - Removed a debug floaty I accidently left in. With Master Shapeshifter, increased swarm damage AoE radius from 4 meters to 6 meters, but every target beyond 5 meters only suffer quarter damage. Swarm damage is tripled against any target suffering from the Divide the Swarm effect. Increased mana regen penalty to -2(-1).

Power of Blood (Abilities from Warden's Keep)
* See Power of Blood section in complete tweaks list.

Other Talents/Spells
* Perfect Strike - Cost reduced to 50(60).
* Disengage - Cost actully increased to 30, was supposed to be done in 2.9. (Thanks NightKidz)
* Shield Block/Tactics - Added +5 defense permanent bonus to these talents.
* Shield Expertise - Changed the +5 defense perma bonus to +5% dodge chance.
* Indomitable - Cooldown further reduced to 15s.
* Sunder Arms - Cooldown increased to 15s(10s).
* Mighty Blow - Further reduced cost to 30. Cooldown reduced to 15s(20s).
* Two Handed Sweep - Cooldown increased to 30s(20s).
* Feign Death - Cooldown reduced to 180s(300s).
* Removed UI access for pets and animated dead, due to an annoying bug it introduces with party picker.
* Updated AI to avoid enemies wasting Blood Wound spell due to the self target change. (Thanks Maadman)
* Stinging Swarm - Added penalty of -10 attack and defense, plus -20% movement speed while being swarmed.


Complete Version History: Included in the package. Use DAModder to view (during install) or open the dazip with winzip/winrar/7zip, or any other archiver.


Complete Tweaks List

(Description only includes changes from vanilla, not what was already included in vanilla. Check in-game tooltip for the overall effect.)
(Numbers given in brackets are the vanilla value.)

General
* Weapon Style Affinity - With each talent learned in Weapon and Shield, Two-Handed, Dual Weapon, and Archery, the character gains a cost reduction bonus (reflected on fatigue stat) on all activated talents (including specialization and class ones) while wielding the associated weapon style, up to a maximum of -12% fatigue bonus when completely mastered.
* Spell School Affinity - With each spell learned in the four spell schools, the caster gains a cost reduction bonus on all activated spells within that school, up to a maximum of -16% cost when school is mastered. KNOWN ISSUE: The GUI does not reflection the cost reduction, but actual cost is indeed reduced. Also spells would appear greyed out (but can still be used) if remaining mana does not satisfy the GUI cost even if satisfy the new cost. This cannot be resolved as GUI stuff all rests within the game executable and untouchable by modders. (Weapon Style Affinity has no such issue)
* Healing Potion Scaling - Healing Potions will now scale with Constitution modifier(Cons-10) if it is higher than Spellpower.
* Potion Shared Cooldown - Potions of the same type (health or lyrium) will now have shared cooldown of 10 seconds (from individual 5-second cooldown in vanilla).
* All injury kits also share a 5-minute cooldown to furthur discourage dying.
* Enchants on Talents - Weapon enchantments (inlcuding runes, magic ehcnants, and poisons) can now proc on talents too, instead of only normal attacks. If you have a lot of enchants, some damage procs on later hits might not show, and that is because there're too many floaty messages. Rest assured that damage is still applied.
* Talent Result Feedback - Now talents will provide "Miss!"/"Blocked!" floaty message feedback when it happens, like with normal attacks. In vanilla there was none, just an empty swing if you miss.
* Multi-target talents (like the sweeps) will display the "Miss!" message on target instead of on the attacker.
* Attack Speed Bug Fix - Resolved a vanilla bug where if you stack multiple attack speed increase effects, like Haste + Momentum, your speed will be reset to normal. This will no longer happen.
* Debuff Stacking - A debuff effect from the same talent/spell, but from DIFFERENT attackers can now stack, instead of one overwriting the other. Debuff from same talent and attacker still DOES NOT stack.
* Critical Calculation - Tweaked crit calculation so that attacking out of stealth, Death Hex, and autocrit effect(like Pinpoint Strike) has a higher priority over having Dual Striking or Rapidshot on.
* Low Stamina/Mana Regen - Combat stamina/mana regen bonus when level is low is now calculated based on relative level, instead of a fixed value. You now get a +0.5 bonus when < 25%, and +3 bonus when < 10%. The two bonus criteria values were a flat 50 and 25 in vanilla, instead of a percentage like right now.
* Dispel Magic Effect Tweak - On hostile targets, it will work as before, dispelling all effects. On friendly targets, it will only dispel hostile spell effects, including Anti-Magic Ward and Force Field. Affected talents/spells: Cleanse Area, Dispel Magic, Anti-Magic Burst. EXCEPTION: Glyph of Neutralization, still works like before, dispels everything.
* Knocked Down and Slip penalty - Creatures knocked down or slipped now suffers -25 defense penalty when on the ground.
* Fear Effect - Now while feared, target suffers -10 defense penalty. Target now has a 20% chance of being awakened from fear whenever damaged.
* Root Effect - Now only has 50% of being cancelled while damaged, instead of 100%.
* Now any party-wide buff will be automatically re-applied to characters upon resurrection (and also to new party members via party picker in SP fixes packege), intead of having to re-toggle it off then on like in vanilla.
* Non-spell electricity damage (like from runes) can no longer drain stamina like with electricity spells.
* Personal Annoyance Remover (by Rekicker) functionality is now incorporated, in a separate version for those who want PAR with this mod.
* Removed the enchantment glow all over dog and Shale's entire body whenever a magic enchant is on.
* Combat Training 2 - Increased the stamina/mana regen bonus from 0.5 to 1.
* Combat Training 3 - Added a +1 defense bonus to make this rank a tiny little more beneficial to mages. (On top of the +2 attack bonus in Vanilla. Rank 4 not touched since it already has +1 armor.)
* Fixed vanilla bug so only boss ogres force slow-mo deathblow animation now, instead of every single freaking ogre.
* Fixed vanilla bug in Haste and Swift Salve so they apply an aim duration bonus instead of penalty. Haste gives a -0.2s(+0.8s) bonus, and Swift Salve -0.1s(+0.9s).
* Fixed vanilla bug in which enemy wolves' Howl ability is not correctly applying the -5 defense penalty.
* Fixed vanilla animation bug in which golems (except Shale) miss their attacks almost half of the time.
* Updated AoE talent tooltip with range information.

Threat Tweaks (to promote more strategic play and realism)
* For individual ability use/impact/buff threat and modifier upkeep settings, please see threatdata_ct.xls provided in the root directory of the main package. The taunt effects are implemented in script so those are extra. These info will eventually be added to the tooltip when the values settled down a bit as they are undergoing constant revision.
* Damage Threat - (This item is only FYI, already in vanilla) Threat increase is 1 per percentage of health lost. (ie. Hurting someone for 20% of their hp will increase his threat against you for 20)
* Ally Damage Threat - Allies of the damaged creature within 10 meters will now get a threat increase of 1 per 5% of health lost. Basically, hurting someone pisses off his friend(s) too.
* Heal Threat - Healing a target will increase threat of all creatures currently targeting the healed, for 1 per 2% of HP healed, except when self healing. Overhealing doesn't generate threat.
* Buff Threat - Works similar to heal threat. Threat amount is set per ability. Only applies to activated talents (not, for example, modal party buffs).
* Ability Use Threat - Some abilities will generate set amount (per ability) of threat on use on all enemies within 15 meters of caster or the target location, depending on the ability.
* Ability Impact Threat - Applied on ability impact to target, even if missed or resisted. Amount is set per ability.
* New modal upkeep type: Threat Modifier - Most modals will increase/decrease all incoming threat by a set % set per ability. (Values range from -10% to 30%)
* Total threat modifier has a minimum of -50% and maximum of +200%. Added a console command "threatmod" that shows you your current threat modifier for all generated threats of the currently controlled character.
* Threaten - Now doubles all threat generated, not just damage threat. This is now implemented as a threat modifier upkeep.
* Taunt - Decreased threat generated to 1/2 of before (now 150), due to it can stack with Threaten now.
* The four Weapon and Shield attack talents now has a single-target taunt effect, with 1/3 effectiveness of Taunt (50), in addition to the impact threat.
* Rogues' 20% threat reduction now works on all threat generated, not just damage threat.
* Mages now generate 15% more threat.
* Assassins and Spirit Healers generate 10% less threat, while Berserkers generate 10% more threat.
* Summoned creatures now generate 20% more threat.
* Increase/Reduce Hostility (item property) - Now increases/reduces threat generated by 20%. Can stack if have multiple sources.
* Heavy and massive armor now generates more initial threat than medium armor on perception, previously it was the same. Threat on perception is now: light 5, medium 10, heavy 15, massive 20. For nightmare mode there's no difference in threat generated based on armor type (as designed in vanilla).
* Fixed vanilla bug so melee attackers correctly generate 5 more initial threat on perception. This also doesn't apply to nightmare.
* Increased the minimum threat amount against an attacker (who is attacking self) to 10. (if threat against attacker is less than 10 it will be increased to 10)
* Fear Effect - Any fear effect will clear the threat table on application, except the impact threat (if any) that applied the fear effect. Note that while target is feared, new threat can still be applied by attacking the feared target.
* Fixed vanilla bug where threat against player characters cannot be cleared in some cases such as while being rooted, damage warded, or while being cast sleep.
* Fixed vanilla bug where the "hated class" parameter on creatures was not applying correctly.
* Fixed vanilla bug where threat reduction against a hated target (based on preset criteria) is also doubled along with generated threat.
Notable new threat manip methods (FYI)
* Spellwisp (-5%), Rock Armor/Arcane Shield (-10%), Defensive Fire (-15%), Shimmering Shield (-20%).
* Shield attack talents - Already in last version, but FYI these act as effective single-target taunt; Shield Bash adds 50 threat, with +10 each tier up.
* Any strong attack talents also effectivly makes enemy very pissed at you. (see the xls for exactly how pissed)
* Frightening - Clears target threat table (by fear effect), except leaving 40 threat towards warrior(impact threat).
* Disorient/Sleep -Both clears threat table of target(s). Note that this also means tank's threat is also cleared.
* Horror - Clears target threat table (by fear effect), but has an impact threat of 30, which can be easily overcomed by having someone attacking the target (or just kill it) during the 10 second fear.
* Mind Blast and Distraction, you all know about this.

Warrior and Warrior Specializations
* Threaten - Double all incoming threat, not just damage threat.
* Bravery - Added a 5% damage bonus for any enemy above two the warrior is engaging. Reduced the 3.5% critical bonus (for any enemy above two engaging) to 3%.
* Precise Striking - Attack speed penalty (and a fixed 0.1s aim duration delay for ranged) and critical chance bonus are now correctly applied to range attacks. Cooldown reduced to 10s(15s).
* Taunt - Readjusted cost to 30(40), cooldown to 15s(20s). Effectivenedd halved.
* Disengage - Increased cooldown to 15s(10s), cost to 30(10).
* Perfect Striking - Decreased attack bonus to 30(100) but increased duration to 30s(15s), making this much more useful. Adjusted cost to 50(60), cooldown to 45s(30s).
Berserker
* Reworked bonuses, now as follows:
* Berserk - +6 damage, +2 health regen, but -4 stamina regen, increased upkeep to 40. Exploration stamina regen is applied the same -4 penalty instead of completely disabled like in vaniila.
* Resilience - +10 physical and mental resistance. Removed +5 permanent nature resistance from vanilla.
* Constraint - Removes stamina regen penalty, +2 damage.
* Final Blow - This is now an automatic crit. In addition, targets now suffer 1(0.5) damage per stamina depleted.
Champion
* Rally - Cooldown reduced to 15s(30s). Fixed issue with walking into this AoE could break stealth.
* Superiority - Now removes stamina drain with Rally (which was not mentioned in talent description).
Reaver
* Devour - Like healing potions, now scales with Constitution modifier(Cons-10) if it is higher than the spellpower(which is almost always the case for warrior).
* Frightening Appearance - Increased base fear duration 15s(10s).
* Aura of Pain - Adjusted upkeep to 40(60), cooldown to 20s(45s), effect radius to 6 meters(4). Now breaks stealth of hostile creatures immediately when entering the aura.
* Blood Frenzy - Max damage bonus changed to 25% of damage, instead of a flat 10. Cooldown reduced to 30s(60s).
Templar
* Changed the +2 Magic specialization bonus to +2 Willpower, as magic does nothing extra for templars, while Holy Smite scales with Willpower.
* Cleanse Area - Tweaked dispel magic beahvior to only dispel hostile spell effects on friendlies. See general section for details. Now also able to dispel AoE (by both friendly or hostile) in addition to glyphs.
* Mental Fortress - In addition to +20 mental resistance, now also grants +10 spell resistance.
* Holy Smite - Cost reduced from 75 to 50, and cooldown reduced from 40s to 30s. On friendly templars (doesn't apply to enemies), damage factor increased from x0.2 to x0.3 (applied to 100+willpowe-10), also slightly scale with level past level 10.

Weapon and Shield
* (Optional File) Added an optional file that modifies the stats of shields. Damage potential (use for shield talents) are now scaled based on shield type (in vanilla all shield types do same damage). They also provide slight armor bonus now (except for buckler). See image section for exact modifications. BEFORE APPLYING THIS FILE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS, AND SAVE GAME, THEN INSTALL THIS FILE. See FAQ on why you have to do this.
* Added rune slots to Kite and Heavy Shields. Kite Shields gets only 1 slot at tier 7, while Heavy Shields get 1 at tier 5 and 2 at tier 7. It is only useful with defensive runes, as if you added + damage ones, they will only proc when you use the three shield attack talents, which is quite useless. Magic enchants and poisons still DO NOT work on shields. Also disabled any rune vfx on shields to avoid annoyance.
* The following four attack talents now have also have a taunt effect that's 1/3 of the effectiveness of Taunt.
* Shield Bash - Decreased cooldown to 15s(20s), cost to 15(25). Added AP bonus of 1. Shield Mastery grants a +10 attack bonus(on top of the 10 this talent already has).
* Shield Pummel - Decreased cost to 25(30). Shield Mastery grants a +10 attack bonus(on top of the 10 this talent already has).
* Overpower - Increased cooldown to 25(20), cost to 35(30). Added +3 AP and +10 attack bonus for each hit. Now only the third hit is an auto crit as talent description suggests. Shield Mastery grants another +10 attack bonus and a double strength modifier bonus (like with Shield Bash and Pummel) on each hit, and makes every hit critical. In vanilla, Shield Mastery makes damage roll maximized, but that was quite useless as damage range for shields is a 1.
* Assault - Increased cooldown to 30s(20s), AP bonus for each hit to 4(3). Each subsequent attack now does reduced damage (x1, x0.8, x0.64, x0.512) instead of a flat x0.6 for each attack, with last hit stuns for 2 seconds if target failed physical resistance check against attacker's strength. Shield Mastery removes the damage reduction, and makes the last hit critical(in vanilla the x0.6 reduction was still applied with Shield Mastery, except all damage rolls are maximized).
* Shield Balance - In addition to eliminating -5 attack penalty of Shield Defense, now also grants +5 attack at all times while using a shield. (total of +10 attack with Shield Defense active, +5 without)
* Shield Expertise - In addition to granting extra +5 defense to Shield Defense, now also grants +5% dodge at all times while using a shield.
* Shield Block/Tactics - Added +5 defense permanent bonus to these talents.
* Shield Cover, Shield Defense, and Shield Wall's cooldown are set to 10s.
* Reworked the bonuses of the three shield modals, they are now as follows: (MD - Missile Deflection, D - Defense, A - Armor)
* Shield Cover - Native 10MD+3D, Mastery grants 8MD+2D, Expertise grants 10MD, having both grants allies within 4 meters 10MD. Upkeep increased to 30(20).
* Shield Defense - Native 5D+5MD, Mastery and Expertise each grants 5D, having both grants allies within 4 meters 5D. Upkeep increased to 40(35).
* Shield Wall - Native 2A+3D+5MD, Mastery grants 5D, Expertise grants 3A+2D, having both grants knockdown immunity to the warrior.
* VFX will be available with Shield Cover and Defense AoE to indicate effect range, unless you use the PAR version, in which case there would be none.

Two-Handed
* Added one rune slot too all 2-handers to offset the slow swing.
* Two-handed weapons now get more attribute bonus than weapon-and-shield (or just one weapon). Previoulsy both gets 50-75% of the attribute bonus (a random roll), now two handed gets 65-90%.
* Pommel Strike - Now also applies half damage, but has a chance to miss(blocked). Chance to hit is calculated with +10 attack bonus.
* Indomitable - Adjusted upkeep to 50(60), cooldown to 15s(30s), damage bonus to 3(1),. Added attack bonus of 5 (from nothing, vanilla tooltip lies), and defense bonus of 5. No longer turns off when stamina is depleted.
* Sunder Arms - Cooldown increased to 15s(10s).
* Stunning Blows - Will always stun on criticals now (instead of 50% chance), also added a 10% chance to stun on normal hits. New stun will refresh the duration instead of simply ignored.
* Critical Strike - Death threshold increased from 20% to 50% (a 2H crit usually hits close to or more than 50% on normal enemies, so this at least makes it worthwhile on Lieutenants), bosses still immune. Does 125% damage if creature not killed. Adjusted cooldown to 40s(60s), cost to 45(40).
* Shattering Blows - Fixed bug so constructs (golems, skeletons, corpses, wild sylvans) can be correctly identified now. Modified bonus so that attacks against contructs gains 25% damage, and attackers with this talent now has a chance to shatter frozen or petrified enemies (without needing a critical hit), but chance is only 1/4 compared to a critical strike. In vanilla, it was designed to have damage bonus of [STR-10]/2 against constructs, which was bugged and did not apply.
* Destroyer - Now sunders armor (-5) every hit as per talent description suggests (vanilla only sunder on crits). On each new hit, the penalty duration is also refreshed (vanilla does not refresh debuff, simply ignore new one). Penalty duration increased to 5s(3s).
* Mighty Blow - Now apply a slow effect if target failed physical resistance check against attacker's strength, like the talent description suggested (this wasn't there at all). Reduced the cost to 30(40), cooldown to 15s(20s).
* Powerful Swings - Added armor penetration bonus of 3.
* Two-Handed Strength - Furthur increase Powerful Swings' AP bonus by 2. (There's also a 25% overall AP bonus not reflected in vanilla tooltips.)
* Two-Handed Sweep - The sweep suffers -10 attack penalty, but if hit grants 25% damage bonus. Knockdown effect is still there. Increased cost to 45(40), cooldown to 30s(20s).

Rogue and Rogue Specializations
* Talent can now backstab except for Below the Belt, Dual-Weapon Sweep, and Whirlwind. This enabled all sorts of backstab bonus like Lacerate/Feast of the Fallen/Dual Weapon Expert to activate if you kill an enemy with talents while in backstab position, also make most talents stronger. In vanilla, backstab on talents are disabled (can only crit or normal hit), citing "anim priority". I have tested it in several different situations with different talents, and noticed no animation anomaly whatsoever. Please let me know if you noticed anything.
* Backstabs now has a chance to shatter a frozen or petrified non-boss enemies, but at 1/10 the chance compared to critical strikes.
* Dirty Fighting - Reduced cost to 15(25), cooldown to 20(25).
* Feign Death - Cooldown reduced to 180s(300s).
* Below the Belt - Cost reduced to 20(25).
* Lethality - Now also applies the +10% critical chance bonus to ranged attacks. In vanilla, only melee attacks get this bonus.
* Evasion - Greatly decreased the chance that a dodge is attributed to this talent, since the animation interrupts just about everything. You still have the same chance to dodge, just get interrupted much less.
Assassin
* Lacerate - Now only apply bleed effect on targets that can bleed (similar to blood magic only affecting targets with blood). Bleed effect from different assassins can now stack. Duration reduced from 4s to 3s to be more effective (same damaged ticked over a shorter time, also potentially more bleeding effects can be applied by the same assassin over a time period).
Bard
* Decreased cooldown for all songs except Distraction to 15s(30s).
* Song of Valor - Doubled both the base regen bonus and attribute factor; now give stamina/mana regen the bonus of (1+0.02x(Cunning-10)).
* Distraction - Now works like a single-target Waking Nightmare with base duration of 15s, and also clears threat table of target.
* Song of Courage - Increased the base attack bonus to 5(3).
* Captivating Song - Increased effect radius to 6 meters(4). Fixed issue with stealth breaking while walking into the AoE even from friendlies.
Duelist
* Dueling - Learning Upset Balance grants +5 attack to this mode. Learning Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode. Upkeep increased to 40(30).
* Upset Balance - Increased movement penalty to 50%(20%).
* Keen Defense - In addition to +10 defense, this talent now also grants Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't need to reactivate if change weapon set).
* Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range crit instead of autocrit (will still override Rapidshot's non-crit penalty). Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed on-the-fly), not while activating talent. Pinpoint Strike effect will be removed when you deactivate Dueling.
Ranger
* (Optional File) Pets now persist through area load. This is optional due to it overrides area_core.ncs, a core script, and it's a one-time modificaiton (does not need to be updated).
* Increased pet level scaling factor (applied to ranger's level): without Master Ranger to 0.8(0.75); with Master Ranger to 1.0(0.9).
* Summoned pets will now show up beside the ranger even if you switched controlling character during cast (or if the AI cast the summon).
* Removed the extra abilities that pets are not supposed to have, such as overwhelm with wolf, previously accessible from the tactics UI when clicking on the "X tactics slots added" popup after summon.
* If you have AT installed and loaded, AT's pet preset tactics will be loaded.
* Wolf - Gets the same tweak bonus for Shred (with Master Ranger) and Fortitude (hidden passive) as Dog (as the talents are shared). See the Dog section for details. Decreased base armor to 2(3). Fixed bug so the Howl ability now correctly decreases the defense of enemies within 5 meters by 5 for 10 seconds; added bonus (only to pet wolf not enemy) of granting allies within 5 meters +5 attack for 10 seconds (the effect tooltip will say penalty to defense, but rest assured you're actually getting bonus to attack, unless it's an enemy wolf using the ability).
* Bear - Increased armor bonus per level to 0.35(0.25). Corrected the Slam ability tooltip to state that it also serves as a single target taunt, and Rage tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds).
* Spider - Increased the Web ability root duration from 4~8 to 8~12 seconds (random roll, increase only applicable to friendly spider).

Dual Weapon
* Fixed vanilla bug that caused any off-hand enchant to not proc at all while backstabbing.
* Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of the +5 this talent already gives, only apply to talents)
* Dual Weapon Expert - Tweaked the behavior so that the bleeding effect can also be applied to normal enemies and creatures with other types of dots (in vanilla only special rank without any dot can be applied this damage), and changed the damage/duration to be (Character Level x 3) over 5 seconds. The chance to cause this bleeding damage is still 10%, unchanged from vanilla. Change the bleeding vfx to show only on initial application of bleed, instead of every single tick of dot to reduce annoyance.
* Dual Weapon Mastery - Increased the fatigue bonus to -5%(-2.5%).
* Dual Striking - Added -15 attack and +15% attack duration penalty. Dual Weapon Training, and Expert each reduces attack penalty by 5, while Finesse and Master reduces attack duration penalty by 5%. Attack duration between each attack is now the slower of the main-hand and off-hand duration (plus penalty of this talent), instead of only the main-hand duration. Fixed an animation issue that's causing attack to mysteriously miss (not even "miss" floaty feedbacks). (Thanks Selea)
* Riposte/Cripple/Punisher - While backstabbing, effects will always apply without needing resistance check. Also changed resistance checks for all three talents to against dexterity. (Riposte was cunning, Cripple/Punisher was strength)
* Riposte - If first hit stuns second hit changed to x1.5 damage instead of force critical so if hit already critical there's still bonus. Dual Weapon Expert increases the damage multiplier of second hit (while first hit stuns) to x2. Decreased cost to 30(40).
* Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target).
* Punisher - Only the second hit check for attack/defense penalty now, instead of all check for them while last hit overriding previous results. Decreased penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target). Cost increased back up to 50. The knockdown resistance check still uses attacker's strength, or cunning with Lethality. Corrected tooltip to state that it actually makes 4 blows instead of 3.
* Dual-Weapon Sweep - Cost increased to 30(20). Attack was set to always be a HIT in code; this is no longer the case. While this means it can miss, it also means it can crit now. It cannot backstab however (if target just happen to be facing away from you). If the target happen to be near the front within both weapon's arc (100 degrees in front), chance to hit/crit for both hit will be seperately calculated. Dual Weapon Expert make this talent never miss.
* Flurry - Made final hit always crit. Dual Weapon Expert make this talent never miss.
* Momentum - Resolved a vanilla bug where stacking with Haste would reset the attack speed back to normal. Added a 20% movement speed increase in this mode. Increased stamina combat degeneration to -6.0(-2.0).
* Whirlwind - Cost increased to 50(40), each strike is calculated with -5 attack, but deals 150% damage with each hit. Dual Weapon Mastery makes the attacks stun targets for 2 seconds if both weapons hit.

Archery (Some bonuses are given in [native/with Master Archer]. Pleas see FAQ for information on range attack duration/speed explanation.)
* Runes, poisons, and magic enchants now work on bows too.
* Attack speed modifier now also applies to range attacks. Note that the multipliers are not as effective on archers as part of an archer's total attack duration resides in the aim duration, which is unaffected by the attack speed modifier(only aim duration penalty/bonus like Rapid Aim). FAQ is also updated.
* Archery talents aim duration changes from a flat 1.5s in vanilla: Each talent now only takes a fixed extra time (on top of normal attack aim duration) to aim. The numbers are [native/with Master Archery]: Pinning Shot and Crippling Shot [0.3s/0.2s], Shattering Shot [0.4s/0.3s], Critical Shot [0.6s/0.4s], Scattering Shot [0.8s/0.6s], and Arrow of Slaying [1.0s/0.8s].
* Fixed a vanilla bug where multiple Rapid Aim and Rapid Shot does not stack correctly. (Note that even with stacking, the overall aim duration still does not drop below 0.)
* Archery talents now has a chance of being interrupt just like normal attacks, if the range attacker does not have Melee Archer. FYI, interrupt threshold is if damage > (Dex-10)/3.
* Ranged ammo effects now work with talents too.
* Rapid Shot, Aim, and Defensive Fire can now be activated together without canceling each other.
* Wearing light armor or clothing now gives archers a -0.2s base attack duration bonus (from 0.8s to 0.6s).
* Aim - The parameters are now: Aim duration delay [0.5/0.3], critical bonus [3.5%/5%], attack bonus [10/15], AP bonus [3/5], damage increase [2/3] (last 2 unchanged from vanilla).
* Defensive Fire - Removed the 1.2s aim delay, but added an attack duration increase of 25%(much less than 1.2s). Defense bonus decreased to [12/20] ([15/30]). Added armor bonus of [2/3].
* Master Archer - Now grant +10 attack while wielding a bow, applies to both normal or talents. Due to this, innate attack bonus for talents are readjusted.
* Pinning Shot - Changed the physical resistance check from cunning to dexterity. Master Archer now adds 3.5s duration bonus (to a total of 12s). Cooldown reduced to 10(15). Has innate +10 attack.
* Crippling Shot - Reduced base effect duration to 10s(20s), while Master Archer grants extra -5 attack and defense penalty (to target). Made the duration rank adjusted. Increased cooldown to 15s. Has innate +10 attack.
* Critical Shot - Increased cooldown to 20s(10s). Has innate +15 attack.
* Arrow of Slaying - Level different bonus is capped at 5 levels, while bonus damage applied to non-normal targets is now 50%(10%). Corrected tooltip to clearly state that base damage is 2x critical damage. For the strained penalty after firing arrow, increased stamine regen penalty to -2(-1), and added an attack penalty of -10, also increased duration to 15s(10s). Master Archer reduces penalty to -5 attack. Cooldown reduced to 45s(60s). Has innate +20 attack.
* Rapid Shot - Reduced cooldown to 10s(30s). Now gives a full Rapid Aim bonus (-0.3s aim duration) from the start. Master Archer allow criticals to happen during this mode.
* Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made the duration rank adjusted. Change knockdown check to every target requiring a physical resistance check. Added a 50% chance to shatter frozen or petrified enemies, and activation VFX to indication talent activation. Has innate +10 attack.
* Suppressing Fire - Penalties no longer stack. Now gives -10 attack and defense, plus -30% movement speed if archer has Master Archer. But base duration is decreased to 5 seconds. Added activation VFX to indicate talent activation, and changed impact VFX on target to be more obvious.
* Scattershot - Reduced cooldown to 30s(40s). Master Archer increases stun duration by 1s (to a total of 3s). For the stun effect, added a physical resistance check against dexterity for players and colored enemies (normal enemies can't resist). If passed the check, duration is reduced to 1 second. Fixed vanilla bug where if initial target died, no one else get damaged/stunned. Removed the mysterious 15 extra damage on each hit and decreased arrow scatter range to 10 meters (15).

Mage and Mage Specializations
* Attack speed modifier now also affect staves.
* Arcane Shield - Increased defense bonus from 10+(spellpowerx0.1) to 10+(spellpowerx0.2). Bonus is capped at 20.
* Arcane Mastery - Increased spellpower bonus to 8(5).
* Vessel of the Spirit - Fixed vanilla bugs where the augment amulet still has effect even not equipped, and the initial knockdown/daze effect could friendly fire. Doubled both the effect radius and mana regen bonus. Added bonus so if you have augment amulet equipped, party members within 5 meters will be revived if dead and within 10 meters will be healed for (100+spellpower)x0.5. Added a fatigue penalty of 50% while weakened.
Spell Combos
* Added a secret new spell combo complete with codex entry.
* Grease Fire - Added slip check on heartbeat similar to to Grease, against igniter's spellpower if magic user, cunning otherwise. Creatures within the effect range are applied 15% fire vulnerability, 25% cold resistance, and 20% slow. Now eliminates ice-based dot/effects. Change damage application to be 10 fire damage per 4 seconds. The VFX now better reflects actual AoE range.
* Improved Drain - Make this 100% more effective than normal drains, from 50% in vanilla.
* Paralysis Explosion - Added a physical resistance check for the paralysis effect, if resisted target is slowed by 40% for the same duration instead.
* Storm of the Century - Added a 50% chance to electrify or freeze(shatterable) targets for 1 second on every heartbeat (2 secs) if failed a physical resistance check.
Arcane Warrior
* Removed the sheath weapon before casting requirement on some spells.
* Combat Magic - Decreased upkeep to 40(50), and also made tooltip show the upkeep value. Fixed vanilla bug so now the game correctly uses Spellpower to calculate attribute bonus instead of Magic-10, so equipment Spellpower bonus can apply.
Blood Mage
* Blood Magic - Increased cooldown to 20s(10s). Added a bonus where, with "Improves Blood Magic" equipments, healing effectiveness are increased from 10% of normal to 20%. FYI, "Improves Blood Magic" equipment also reduced ability health cost from x0.8 normal cost to x0.6. Tooltips is updated with this information.
* Blood Sacrifice - No longer kills target outright, but will leave at least 1hp remaining.
* Blood Wound - Cost increased to 50(40) (before multiplier converting to health), cooldown to 30s(20s). Decreased effect radius to 7.5 meters(10), and spell is now centered on self only. Updated AI to avoid enemies wasting Blood Wound spell due to the self target change.
* Blood Control - Fixed vanilla bug, now damage is only applied if target resists the control, as the spell description implies. Cooldown reduced to 30s(40s).
Shapeshifter
* All shapeshifting are now instant, while cooldowns are all reduced to 10s and upkeep to 30, to make them more versatile and adaptive at different combat situations with less restrictions on when to shapeshift. While shapeshifted, enchantment effects can now work (for spider/bear only, since swarm cannot attack).
* Now modals will stay active while shapeshifting. You can deactivate the active modals while shapeshifted, but you cannot activate one. (Tweak does NOT extend to fade shapes.)
* Greatly increased shape level scaling (level is a float value not an integer) to Spellpower/3( Spellpower/5). With Master Shapeshifter, level is furthur applied a 1.2 multiplier instead of a flat +2. Shape stats are calculated based on resulting level, see image section for exact details.
* Spider Shape - Damage base increased to 3(2). Increased the Web ability root duration from 4~8 to 8~12 seconds (random roll, increase only applicable to friendly spider). With Master Shapeshifter, this shape will now get 10% of enemy health (total health not current) back as mana when dealing a killing blow. No longer turns off automatically when out of mana.
* Bear Shape - Armor per level increased to 0.3(0.25). Corrected the Slam ability tooltip to state that it also serves as a single target taunt, and Rage tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds). No longer turns off automatically when out of mana.
* Flying Swarm - Decreased damage taken by mana to be x1.2 of normal damage (x1.5). Increased damage done by swarm AoE to spellpower/5 + 5(spellpower/6 + 5) (randomized to up to two times that). With Master Shapeshifter, increased swarm damage AoE radius from 4 meters to 6 meters, but every target beyond 5 meters only suffer quarter damage. Swarm damage is tripled against any target suffering from the Divide the Swarm effect. Increased mana regen penalty to -2(-1); exploration regen suffers the same penalty instead of being almost nullified.
* Divide the Swarm - Increased duration to 10s(8.5s), added nature damage of (100+Spellpower)x0.05 per second and triples AoE damage of Flying Swarm while under this spell's effect. Also fixed vanilla bug so this ability now correctly drains additional health (on top of ability cost) instead of mana.
Spirit Healer
* Increased specialization health regeneration bonus from +0.2 to +0.5, making it a least bit more noticable.
* Lifeward - Tweaked behavior, now the lifeward will heal target for (100+Spellpower)x0.1 whenever damaged and health falls below 25% for 10 seconds, and will not expire after just one heal (like in vanilla). After 10 seconds are up, the lifeward heals for (100+Spellpower)x0.3 before expiring. Also enabled the healing VFX for this spell.
* Cleansing Aura - Reduced the tick interval from 5s to 4s to make it more effective. Halved the distance penalty of healing above 5 ft. Now heals the caster too, but only at 1/3 the amount. Reduced cure injury range to 2 meters (5), and now applies a "Cure Fatigue" effect for 3 minutes after curing, in which caster cannot cure another injury until effect expired.

Primal Spells
* The resistance bonuses given to victims of the fire/ice spells are added considering the fact that Blizzard gives 50% fire resistance, yet none other fire/ice spells do similar.
* FYI, In vanilla, any ice DoT will immediately quench any fire DoT upon effect application and vice versa. Now with tweaks, associated effects (such as frozen/resistance bonus) will also be removed.
* Flame Blast - Lowered duration to 4s (5.5s), overall damaged unchanged. Gives 20% cold resistance to targets burning. Cost increased to 25(20).
* Fireball - Increased cooldown to 30s(10s), and damage factor to x0.35(x0.3) (this damage factor is applied twice, once instant once DoT). Gives 35% cold resistance to targets burning.
* Inferno - Now gives 50% cold resistance bonus when entering the AoE, as well as 25% fire vulnerability. Tweaked damage application; now direct fire damage will be applied every 2 seconds, instead of applying a fire DoT every 4 seconds. Overall damage from this spell is unchanged.
* Frozen targets from the ice spells are give a bonus of +2 armor.
* Winter's Grasp - Will now quench any fire DoT(and associated effects) upon damage application. Make shattering possible with victims frozen by this spell. Changed frozen calculation to be a simple physical resistance check against caster's spellpower (instead of simply on target's level, which scales badly late game). Decreased damage factor to x0.3 (x0.36). Grants 20% fire resistance to victim.
* Frost Weapons - Added a 1% chance per power(spellpower/7.5) to freeze target for 1 second on hit. Shattering possible.
* Cone of Cold - Will now quench any fire DoT(and associated effects) upon damage application. Grants 35% fire resistance to victim. Cooldown increased to 20s(10s).
* Blizzard - No longer gives the +10 defense bonus while inside the AoE. Tweaked damage application; now every heartbeat (2 seconds) will apply direct cold damage instead of a DoT (overall damage unchanged). Tweaked the freeze resistance check to be rechecked every 6 seconds (to freeze for 3 seconds before rank adjustment), instead of checking only once over the entire spell duration. Party members are no longer immune to the freeze effect. Make shattering possible with victims frozen by this spell. Fixed vanilla bug where the first heartbeat does nothing.
* FYI, all lightning spell damage drains stamina (but not mana) for the same amount. All electrify durations below are rank adjusted.
* Lightning - Added a 50% chance to electrify target for 1 second if failed a physical resistance check against caster's spellpower. Removed "Friendly fire possible" in tooltip (because it's not).
* Shock - Added a 50% chance to electrify targets for 2 seconds who failed a physical resistance check against caster's spellpower.
* Tempest - Added a 20% chance to electrify target for 3 seconds on every heartbeat (2 sec) who failed a physical resistance check against caster's spellpower. Increased cost to 55(50).
* Chain Lightning - Damage now scale with spellpower. Initial damage is (100+spellpower)x0.15 (flat 20 in vanilla). Targets who failed physical resistance check are electrified for 4 seconds when hit. Will now autocast at your current target without requiring manual target selection. Cost increased to 70(60). Removed "Friendly fire possible" in tooltip.
* Rock Armor - Decreased armor bonus cap to 10(12.25).
* Stonefist - Fixed vanilla bug so this spell now actually does nature damage (instead of physical). Removed "Friendly fire possible" in tooltip. Reduced cooldown to 12(15), cost to 25(30). Halved chance to shatter.
* Earthquake - Added a -10 defense and -10 missile deflection penalty to targets inside the AoE. Lieutenants and players no longer immune to knockdown, but chance is half of normal enemies. Added (100+spellpower)x0.1 nature damage applied every heartbeat (4 sec), but if target is not knocked down, damage is halved.
* Petrify - Target petrified now takes half of on all damages received. Targets who resisted the petrify or bosses are applied a 60% movement speed penalty, and a +35% attack duration penalty. Cost increased to 60(40), cooldown to 60s(40s), base duration to 30s(20s). Made bosses immune to the effects.

Creation Spells
* Rejuvinate - Stamina/mana regen bonus now scale with spellpower; bonus is now 8+(spellpower*0.1). Decreased cooldown to 30s(45s). Can be cast on self now.
* Regeneration - Effects now stack even from the same caster.
* Mass Rejuvenation - Increased duration to 20s(15s). Stamina/mana regen bonus now scale with spellpower; bonus is now 6+(spellpower*0.075). Decreased cooldown to 75s(90s).
* Heroic Aura - Missile deflection changed to (100+spellpower)*0.2 (flat 30 in vanilla). Cooldown increased to 8s(5s).
* Heroic Defense - Removed physical resistance bonus. Double bonus for elemental resistances as well as fatigue penalty.
* Haste - Increased mana drain on caster to -10(-3). Resolved bug so now applies a -0.2s aim duration bonus (+0.8s penalty in vanilla), and stacks correctly with Momentum.
* Glyph of Paralysis - Cooldown reduced to 30s(40s).
* Glyph of Warding - Cost adjusted to 35(40), cooldown to 35s(30s). Changed bonuses to +30 defense, +30 physical/mental resistance, +20 elemental resistances (from +30 defense, +50 mental, +30 missile deflection in vanilla).
* Glyph of Repulsion - Cost increased to 40(35), cooldown to 40s(30s). Added knockdown checks while enemy is inside the glyph range every 4 seconds, instead of only while entering the glyph bounds.
* Glyph of Neutralization - Cost reduced to 50(60). Spell ward effect will always be applied even if enemy resisted (due to spell resistance) other hostile effects.
* Spell Wisp - Upkeep reduced to 20(30).
* Grease - Added physical resistance check for moving targets while inside AoE every 4 seconds (instead of only while entering the grease).
* Spellbloom -Changed mana regen bonus to (100+spellpower)x0.05, from a flat 3.0 in vanilla. Cost increased to 30(25), cooldown to 40s(30s).
* Stinging Swarm - When spell is resisted, swarm will no longer disappear, but instead waste a jump and search for next target. Added penalty of -10 attack and defense, plus -20% movement speed while being swarmed. Also no longer requires manual targeting. Cooldown increased to 40s(30s).

Spirit Spells
* Spell Shield - Reduced the Spell Resistance bonus to 30 (75)(this was ninja-applied on top of the 75% chance to take mana damage instead). Increased upkeep to 50(45), cooldown to 20(10).
* Dispel Magic - On friendly targets, will only dispel hostile spell effects now (see general section for details). To offset this benefit, cooldown is increased to 20s(5s), and cost to 30(25).
* Anti-Magic Burst - Similar to above, will only dispel hostile spell effects when cast on friendly targets. Will still dispel any AoE or glyphs regardless of if creator is hostile or friendly. Cooldown increased to 40s(30s), and cost to 50(40).
* Mana Drain - If attempt/accidently use on non-magic users (no mana), will now display "Target not spellcaster!" and abort the cast, so you don't waste time waiting on cooldown. Now will automatically drain your current target when you activate the talent without requiring manual selection.
* Mana Cleanse - Fixed a vanilla bug where the spell is actually replenishing targets' mana, not depleting. Added bonus that gives 20% of cleansed mana back.
* Spell Might - Increased spellpower bonus to 10+Spellpower *0.2(10+Spellpower*0.1), also increased cooldown to 15s(10s).
* Mana Clash - Boss ranks now only get drained 20% mana, while special ranks get drained 50%. Now this is a self-target spell only: AoE will always be centered at the caster.
* (Virulent) Walking Bomb - No longer needs caster alive for bomb to explode/infect. Halved duration to 10s and decreased overall damage by around 1/3.
* Death Syphon - Adjusted mana syphon factor to 0.1(0.08) (applied to 100+Spellpower), upkeep to 40(45), effect range to 7.5 meters(5). Updated tooltip to clearly state you cannot drain the same dead body twice.
* Animate Dead - Increased level scaling factor (applied to mage): without Spell Might active to 0.8(0.75), with Spell Might active to 1.0(0.9). Fixed a rare vanilla bug where the summoned undead could have no weapon. Reduced innate fatigue penalty for the undead to 50%(100%), upkeep to 60(80).
* Force Field - Fixed a vanilla bug where enemy threat could not be cleared against player characters. Now when a player target is force fielded (or damage warded in any way), enemy threat against that target will be cleared. So no more enemies attacking relentlessly at your force fielded tank while you go make yourself a sandwitch.
* Telekinetic Weapon - Double the AP bonus per power(spellpower/7) to fit better with its tier 3 status. Decreased max power cap to 10(12). Increased cooldown to 10s(5s).
* Crushing Prison - Adjusted duration to 12s(9s), cooldown to 45s(60s) so this is at least more useful compared to Force Field. Halved chance to shatter. Enable casting on allies to make setting up a certain spell combo easier.

Entropy Spells
* Made all effect durations in Entropy rank adjusted, resulting in shorter duration for the most part. Affected spells include Weakness, all Hexes, Disorient, and Curse of Mortality.
* Weakness - Adjust duration to 15s(20s) and cooldown to 15s(10s).
* Paralyze - Adjusted cost to 30(35), duration to 10(15), cooldown to 20s(30s). When target resists, movement speed penalty is increased to 40%(20%). Make bosses immune to paralysis effect but will still be slowed.
* Miasma - Cooldown reduced to 20s(30s). Now the resistance check for the speed penalty is re-checked every 5 seconds and the slow effect has a duration of 8 seconds before rank adjustment, so the slow penalty a chance to be reapplied if target resisted it while entering the AoE, instead of remain unaffected the entire time the target is in the AoE. No longer turns off on area transition.
* Mass Paralysis - Adjusted cost to 60(70), cooldown to 40s(50s). When target resists, movement speed penalty is increased to 40%(20%). Lieutenants no longer immune to the paralysis effect.
* Affliction Hex - Spell is now an instant AoE as the decription seems to imply. It can target areas as well as enemies, and resistance penalty will be applied to all targets within the area at spell impact. In vanilla this spell can only be cast on a target, and if enemies near the target leaves its proximity or if the target died during the spell duration, penalty will be removed. Cooldown increased to 40s(20s).
* Death Hex - Increased duration to 20s(10s).
* Disorient - Reworked spell since it was redundant and much less effective than Weakness. Now this spells gives a -20 attack and +20% attack duration penalty. Cooldown and duration is both 15s.
* Horror - Reduced cost to 30(40).
* Sleep - Adjusted effect duration to 15s(12s), effect radius to 7.5 meters(10), and cooldown to 40(50).
* Waking Nightmare - Resolved a vanilla bug with double rank adjustment. Increased cost to 45(40). Decreased duration to 15s(20s).
* Drain Life - Make damage from this spell unresistable since caster still gains full amount of health back.
* Death Magic - Decreased upkeep to 40s(45s). Range increased to 7.5 meters (5). Updated tooltip to clearly state each dead body can only be drained once.
* Curse of Mortality - Fixed a vanilla bug where the victim can still regenerate health in combat. Decreased base duration to 12s(20s), where target suffers (100+Spellpower)x0.05 spirit damage per second while under effect of the spell. Cooldown decreased to 40s(60s). Still cannot heal while under the effect.

Dog (Major buff all over, so you can use it for something other than searching for random junk)
* Growl - Adjusted both cooldown and duration to 15s(30s), also made the duration rank-adjusted.
* Dread Howl - Now stuns any enemy that failed a mental resistance check against the dog's strength, instead of only weak enemies. Made duration rank-adjusted, and decreased cooldown to 30s(40s).
* Combat Training - Increased the attack bonus to +10(+5), armor to +3(+2). (On top of the +5 melee crit already in vanilla.)
* Overwhelm - Decreased cooldown to 40s(60s).
* Fortitude - Changed +10% Fire, Cold, and Electricity resistance to +15% Fire, Cold, and Nature.
* Charge - Make the attack never miss. Decreased cooldown to 20s(30s).
* Shred - Increased the bleeding damage to be x1.5(x1) of the dealt damage. Decreased cost to 30(40). Enabled initial impact vfx.
* Nemesis - Doubled the health regen bonus to be +1 during combat and +2 out of combat.
* Mabari Dominance - Increased attribute bonuses to 5(2). (Applied to strength, constitution, and willpower.)

Power of Blood (Abilities from Warden's Keep)
* Tooltips for Power of Blood abilities are now updated with detailed info like with other abilities, also fixed other info display (in vanilla all PoB tooltips are missing cooldown info, and Dark Passage, a passive ability, had useless info like activation cost and range).
* Enabled impact/use threat and modal threat modifier with these abilities too.
* Blood Fury - Changed the useless knockback effect (push enemy back a bit but does nothing else) to a knockdown + push back effect. Adjusted stamina cost to 15(30), cooldown to 15s(10s).
* Dark Sustenance - Changed 100 instant mana restore to +10 mana regen for 20 seconds.
* Bloody Grasp - Removed the annoying permanent effect icon. Now icon will only appear briefly and be removed on projectile impact. If you already have the icon, cast the spell again and it will go away. No longer requires weapon sheathing while AW casting.



Compatibility

This mod will not be fully compatible with any mod that overrides these files:
rules_core.ncs
player_core.ncs
ability_core.ncs
.ncs files starting with talent_
.ncs files starting with spell_
monster_singletarget.ncs
item_singletarget.ncs
sys_comboeffects.ncs

Or these events:
EVENT_TYPE_COMMAND_PENDING
EVENT_TYPE_ABILITY_CAST_START
EVENT_TYPE_HEARTBEAT2
EVENT_TYPE_EQUIP
EVENT_TYPE_UNEQUIP
EVENT_TYPE_RESURRECTION
EVENT_TYPE_ITEM_ONHIT
EVENT_TYPE_DAMAGED
EVENT_TYPE_ATTACK_IMPACT
EVENT_TYPE_APPLY_EFFECT

And these 2DA:
.GDA files that start with abi_ - any that changed any abilities/items mentioned above
.GDA files that start with bitm_base - any that changed bows or shields
.GDA files that start with cla_ - any that changed templar or spirit healer
.GDA files that start with itemprps - any that overrides an item property mentioned above
.GDA files that start with passive_abilities - any that changed passive talents mentioned above
.GDA files that start with persistent - any that changed Captivate , Aura of Pain, or Death Magic/Syphon
.GDA files that start with shapechange
.GDA files that start with summons

Obviously, if you use another mod that modifies the same talents/spells/mechanics as this mod, one of the mods' change will not take effect even though there is no direct file conflict.
Finally, yes. This mod is compatible with Advanced Tactics and Detailed Tooltips.

Combat Tweaks

Item Image

 Downloads offline


Please post all feedbacks about threat under the designated thread inside "Discussion" tab.
If you're getting install errors, please use DAModder to install.
If you were affected with permanent defense penalties from before, please download Defense Fix in the files section and follow the instructions.

Objective

The objective of this mod is to smooth the talent progression curve, make obscure talents worthwhile, remove some combat annoyance, while maintaining overall balance, without straying too far from vanilla gameplay. I would greatly appreciate any suggestions to achieve better balance across all talents and improve combat experience in general.

Installation

Download the dazip package and install with DAModder.
If you want to use the optional files, simply download and extract the rar to DocumentsBioWareDragon Agepackagescoreoverride. The optional files does not need to be updated unless otherwise specified. But if you extract them to the "denl_combattweaks" folder under override, they will get removed when you update to a new version with DAModder.

CT SP Module FIxes (Last updated with version 3.0)
Some fixes require a module that extends Single Player (CT extends Core Game Resources so it can work with stand-alone campaigns), therefore it has to be seperated from the main package. It does not update with every version, only where there's a new fix or modifications to existing fixes. It currently includes the following fixes/tweaks:
Combat Magic Display Fix- Solves the glitch in which damage display does not reflect the tweak made for Combat Magic in CT.
Supply Party Buff to New Members- Supplies any party-wide buff to new party members added via the party picker, without having to toggle the buff off then on again.
Install this with DAModder as well. Remove the CT CM Display Fix from before if you used it.

Uninstallation
Uninstall with DAModder, and delete the optional files if you use them.
Note: Deactivating the mod will require uninstallation, since it utilizes the override folder.

Optional Files
Area Scaling Tweak - Increases all area max level and creature equipment level. UNTESTED, released on user request.
Bow Stat Tweaks - Personal tweak on bow stats(range, crit chance, and attribute modifier). Check image section for tweak details.
CT Difficulty Patches - For those who feel this mod makes the game easier than they like, or simply want a better challenge. See image section for what's been tweaked. Use only one of Patch 1 or Patch 2. Note: Applies to ALL difficulties, but only to creatures that have not spawned yet. (Most creatures are spawned and initialized upon entering an area for the first time.)
Pet Persists Through Area Load - Self-explanatory. Pet doesn't mysteriously disappear when zoning.
Shield Stat Tweaks - Tweak shield stats to scale damage and give small armor bonus. Check image section for tweak details. BEFORE APPLYING THIS FILE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS, AND SAVE GAME, THEN INSTALL THIS FILE. See FAQ for why and relevant information.

Links (Some other mods by me that you might want to use with CT)
Dog Gift Tweaks
Plus Healing Received Fix
Stop Berserk and Blood Magic Deactivation
Two Specializations Sten


Changes in Update 3.02: Dueling can activate with ranged weapons now, forgot to remove the requirements in 3.0. (Thanks Stratified)
Changes in Update 3.01: Resolved a permanent penalty issue with fear.

Changes in Version 3.0
General
* Added a CT SP Module fix package, moved the Combat Magic display fix in there, as well as adding a fix that supplies any party-wide buff to new party members added via party picker.
* Affinity bonus from 2.9 reduced by 20%.
* Removed the enchantment glow all over dog and Shale's entire body whenever a magic enchant is on.
* Fixed a potential issue where consecutive knockdowns could apply permanent defense penalty. Also increase knockdown/slip defense penalty to -25.
* Fear Effect - Now while feared, target suffers -10 defense penalty. Target now has a 20% chance of being awakened from fear whenever damaged.
* Root Effect - Now only has 50% of being cancelled while damaged, instead of 100%.

Threat Tweaks
* Minor optimizations to improve performance (reduce chance of "combat lag" on slower machines).
* Revisions on all threat numbers from abilities.
* Since threat numbers are still under constant revision, I've delaying adding them to tooltip. For now, I've included threatdata_ct.xls, which contains all ability threat info, in the main package at the root of the dazip for your information.
* Added a console command "threatmod" that shows you your current threat modifier for all generated threats of the currently controlled character.
* Threat modifier has a minimum of -50% and maximum of +200%.
* Mages no longer generate extra perception threat.
* Fear Effect - Any fear effect will clear the threat table on application, except the impact threat (if any) that applied the fear effect. Note that while target is feared, new threat can still be applied by attacking the feared target.
* Increase/Reduce Hostility - Reduced the modifier from 50% to 20%
* Added "Notable new threat manip methods" in the tweaks list under threat section FYI.

Duelist
* Dueling - Learning Upset Balance grants +5 attack to this mode. Learning Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode. Upkeep increased to 40(30).
* Upset Balance - Increased movement penalty to 50%(20%).
* Keen Defense - In addition to +10 defense, this talent now also grants Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't need to reactivate if change weapon set).
* Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range crit instead of autocrit (will still override Rapidshot's non-crit penalty). Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed on-the-fly), not while activating talent. Pinpoint Strike effect will be removed when you deactivate Dueling.

Dual Weapon
* Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of the +5 this talent already gives, only apply to talents)
* Riposte/Cripple/Punisher - While backstabbing, effects will always apply without needing resistance check. Also changed resistance checks for all three talents to against dexterity. (Riposte was cunning, Cripple/Punisher was strength)
* Riposte - Changed resistance check to against dexterity(cunning). If first hit stuns second hit changed to x1.5 damage instead of force critical so if hit already critical there's still bonus. Dual Weapon Expert increases the damage multiplier of second hit (while first hit stuns) to x2.
* Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target).
* Punisher - Only the second hit check for attack/defense penalty now, instead of all check for them while last hit overriding previous results. Decreased penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target). The knockdown resistance check still uses attacker's strength, or cunning with Lethality. Corrected tooltip to state that it actually makes 4 blows instead of 3.
* Dual Weapon Sweep - Dual Weapon Expert make this talent never miss. Furthur increased cost to 30.
* Flurry - Made final hit always crit. Dual Weapon Expert make this talent never miss. Removed cost decrease from previous versions.
* Whirlwind - Reduced the double damage bonus introduced before to 50%. Dual Weapon Mastery makes the attacks stun targets for 2 seconds if both weapons hit.

Archery
* Aim - Removed the extra 5 attack bonus introduced by CT long ago.
* Master Archer - Now grant +10 attack while wielding a bow, applies to both normal or talents. Due to this, innate attack bonus for talents are readjusted.
* Pinning Shot - Changed the physical resistance check from cunning to dexterity. Increased Master Archer duration bonus to 3.5s. Has innate +10 attack.
* Crippling Shot - Reduced base effect duration to 10s(20s), while Master Archer grants extra -5 attack and defense penalty (to target). Made the duration rank adjusted. Increased cooldown to 15s. Has innate +10 attack.
* Critical Shot - Further increased cooldown to 20s. Has innate +15 attack.
* Arrow of Slaying - Cap the level difference bonus at 5 levels. Added Lieutenants to the list of enemies that would get half of this bonus damage (along with bosses and players). For the strained penalty after firing arrow, increased stamine regen penalty to -2(-1), and added an attack penalty of -10, also increased duration to 15s(10s). Master Archer reduces penalty to -5 attack. Has innate +20 attack.
* Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made the duration rank adjusted. Change knockdown check to every target requiring a physical resistance check. Has innate +10 attack.
* Suppressing Fire - Made the new 30% slow in last version only apply if archer has Master Archer.
* Scattershot - For the stun effect, added a physical resistance check against dexterity for players and colored enemies (normal enemies can't resist). If passed the check, duration is reduced to 1 second (Thanks dbkkk). Removed the mysterious 15 extra damage on each hit. Talent is back to always hit on secondary targets.

Shapeshifting
* Now while shapeshifted, enchantment effects can work (for spider/bear only, since swarm cannot attack). (Thanks twoism)
* Spider/Bear Form - No longer turns off automatically when run out of mana. (Thanks neckes)
* Flying Swarm - Removed a debug floaty I accidently left in. With Master Shapeshifter, increased swarm damage AoE radius from 4 meters to 6 meters, but every target beyond 5 meters only suffer quarter damage. Swarm damage is tripled against any target suffering from the Divide the Swarm effect. Increased mana regen penalty to -2(-1).

Power of Blood (Abilities from Warden's Keep)
* See Power of Blood section in complete tweaks list.

Other Talents/Spells
* Perfect Strike - Cost reduced to 50(60).
* Disengage - Cost actully increased to 30, was supposed to be done in 2.9. (Thanks NightKidz)
* Shield Block/Tactics - Added +5 defense permanent bonus to these talents.
* Shield Expertise - Changed the +5 defense perma bonus to +5% dodge chance.
* Indomitable - Cooldown further reduced to 15s.
* Sunder Arms - Cooldown increased to 15s(10s).
* Mighty Blow - Further reduced cost to 30. Cooldown reduced to 15s(20s).
* Two Handed Sweep - Cooldown increased to 30s(20s).
* Feign Death - Cooldown reduced to 180s(300s).
* Removed UI access for pets and animated dead, due to an annoying bug it introduces with party picker.
* Updated AI to avoid enemies wasting Blood Wound spell due to the self target change. (Thanks Maadman)
* Stinging Swarm - Added penalty of -10 attack and defense, plus -20% movement speed while being swarmed.


Complete Version History: Included in the package. Use DAModder to view (during install) or open the dazip with winzip/winrar/7zip, or any other archiver.


Complete Tweaks List

(Description only includes changes from vanilla, not what was already included in vanilla. Check in-game tooltip for the overall effect.)
(Numbers given in brackets are the vanilla value.)

General
* Weapon Style Affinity - With each talent learned in Weapon and Shield, Two-Handed, Dual Weapon, and Archery, the character gains a cost reduction bonus (reflected on fatigue stat) on all activated talents (including specialization and class ones) while wielding the associated weapon style, up to a maximum of -12% fatigue bonus when completely mastered.
* Spell School Affinity - With each spell learned in the four spell schools, the caster gains a cost reduction bonus on all activated spells within that school, up to a maximum of -16% cost when school is mastered. KNOWN ISSUE: The GUI does not reflection the cost reduction, but actual cost is indeed reduced. Also spells would appear greyed out (but can still be used) if remaining mana does not satisfy the GUI cost even if satisfy the new cost. This cannot be resolved as GUI stuff all rests within the game executable and untouchable by modders. (Weapon Style Affinity has no such issue)
* Healing Potion Scaling - Healing Potions will now scale with Constitution modifier(Cons-10) if it is higher than Spellpower.
* Potion Shared Cooldown - Potions of the same type (health or lyrium) will now have shared cooldown of 10 seconds (from individual 5-second cooldown in vanilla).
* All injury kits also share a 5-minute cooldown to furthur discourage dying.
* Enchants on Talents - Weapon enchantments (inlcuding runes, magic ehcnants, and poisons) can now proc on talents too, instead of only normal attacks. If you have a lot of enchants, some damage procs on later hits might not show, and that is because there're too many floaty messages. Rest assured that damage is still applied.
* Talent Result Feedback - Now talents will provide "Miss!"/"Blocked!" floaty message feedback when it happens, like with normal attacks. In vanilla there was none, just an empty swing if you miss.
* Multi-target talents (like the sweeps) will display the "Miss!" message on target instead of on the attacker.
* Attack Speed Bug Fix - Resolved a vanilla bug where if you stack multiple attack speed increase effects, like Haste + Momentum, your speed will be reset to normal. This will no longer happen.
* Debuff Stacking - A debuff effect from the same talent/spell, but from DIFFERENT attackers can now stack, instead of one overwriting the other. Debuff from same talent and attacker still DOES NOT stack.
* Critical Calculation - Tweaked crit calculation so that attacking out of stealth, Death Hex, and autocrit effect(like Pinpoint Strike) has a higher priority over having Dual Striking or Rapidshot on.
* Low Stamina/Mana Regen - Combat stamina/mana regen bonus when level is low is now calculated based on relative level, instead of a fixed value. You now get a +0.5 bonus when < 25%, and +3 bonus when < 10%. The two bonus criteria values were a flat 50 and 25 in vanilla, instead of a percentage like right now.
* Dispel Magic Effect Tweak - On hostile targets, it will work as before, dispelling all effects. On friendly targets, it will only dispel hostile spell effects, including Anti-Magic Ward and Force Field. Affected talents/spells: Cleanse Area, Dispel Magic, Anti-Magic Burst. EXCEPTION: Glyph of Neutralization, still works like before, dispels everything.
* Knocked Down and Slip penalty - Creatures knocked down or slipped now suffers -25 defense penalty when on the ground.
* Fear Effect - Now while feared, target suffers -10 defense penalty. Target now has a 20% chance of being awakened from fear whenever damaged.
* Root Effect - Now only has 50% of being cancelled while damaged, instead of 100%.
* Now any party-wide buff will be automatically re-applied to characters upon resurrection (and also to new party members via party picker in SP fixes packege), intead of having to re-toggle it off then on like in vanilla.
* Non-spell electricity damage (like from runes) can no longer drain stamina like with electricity spells.
* Personal Annoyance Remover (by Rekicker) functionality is now incorporated, in a separate version for those who want PAR with this mod.
* Removed the enchantment glow all over dog and Shale's entire body whenever a magic enchant is on.
* Combat Training 2 - Increased the stamina/mana regen bonus from 0.5 to 1.
* Combat Training 3 - Added a +1 defense bonus to make this rank a tiny little more beneficial to mages. (On top of the +2 attack bonus in Vanilla. Rank 4 not touched since it already has +1 armor.)
* Fixed vanilla bug so only boss ogres force slow-mo deathblow animation now, instead of every single freaking ogre.
* Fixed vanilla bug in Haste and Swift Salve so they apply an aim duration bonus instead of penalty. Haste gives a -0.2s(+0.8s) bonus, and Swift Salve -0.1s(+0.9s).
* Fixed vanilla bug in which enemy wolves' Howl ability is not correctly applying the -5 defense penalty.
* Fixed vanilla animation bug in which golems (except Shale) miss their attacks almost half of the time.
* Updated AoE talent tooltip with range information.

Threat Tweaks (to promote more strategic play and realism)
* For individual ability use/impact/buff threat and modifier upkeep settings, please see threatdata_ct.xls provided in the root directory of the main package. The taunt effects are implemented in script so those are extra. These info will eventually be added to the tooltip when the values settled down a bit as they are undergoing constant revision.
* Damage Threat - (This item is only FYI, already in vanilla) Threat increase is 1 per percentage of health lost. (ie. Hurting someone for 20% of their hp will increase his threat against you for 20)
* Ally Damage Threat - Allies of the damaged creature within 10 meters will now get a threat increase of 1 per 5% of health lost. Basically, hurting someone pisses off his friend(s) too.
* Heal Threat - Healing a target will increase threat of all creatures currently targeting the healed, for 1 per 2% of HP healed, except when self healing. Overhealing doesn't generate threat.
* Buff Threat - Works similar to heal threat. Threat amount is set per ability. Only applies to activated talents (not, for example, modal party buffs).
* Ability Use Threat - Some abilities will generate set amount (per ability) of threat on use on all enemies within 15 meters of caster or the target location, depending on the ability.
* Ability Impact Threat - Applied on ability impact to target, even if missed or resisted. Amount is set per ability.
* New modal upkeep type: Threat Modifier - Most modals will increase/decrease all incoming threat by a set % set per ability. (Values range from -10% to 30%)
* Total threat modifier has a minimum of -50% and maximum of +200%. Added a console command "threatmod" that shows you your current threat modifier for all generated threats of the currently controlled character.
* Threaten - Now doubles all threat generated, not just damage threat. This is now implemented as a threat modifier upkeep.
* Taunt - Decreased threat generated to 1/2 of before (now 150), due to it can stack with Threaten now.
* The four Weapon and Shield attack talents now has a single-target taunt effect, with 1/3 effectiveness of Taunt (50), in addition to the impact threat.
* Rogues' 20% threat reduction now works on all threat generated, not just damage threat.
* Mages now generate 15% more threat.
* Assassins and Spirit Healers generate 10% less threat, while Berserkers generate 10% more threat.
* Summoned creatures now generate 20% more threat.
* Increase/Reduce Hostility (item property) - Now increases/reduces threat generated by 20%. Can stack if have multiple sources.
* Heavy and massive armor now generates more initial threat than medium armor on perception, previously it was the same. Threat on perception is now: light 5, medium 10, heavy 15, massive 20. For nightmare mode there's no difference in threat generated based on armor type (as designed in vanilla).
* Fixed vanilla bug so melee attackers correctly generate 5 more initial threat on perception. This also doesn't apply to nightmare.
* Increased the minimum threat amount against an attacker (who is attacking self) to 10. (if threat against attacker is less than 10 it will be increased to 10)
* Fear Effect - Any fear effect will clear the threat table on application, except the impact threat (if any) that applied the fear effect. Note that while target is feared, new threat can still be applied by attacking the feared target.
* Fixed vanilla bug where threat against player characters cannot be cleared in some cases such as while being rooted, damage warded, or while being cast sleep.
* Fixed vanilla bug where the "hated class" parameter on creatures was not applying correctly.
* Fixed vanilla bug where threat reduction against a hated target (based on preset criteria) is also doubled along with generated threat.
Notable new threat manip methods (FYI)
* Spellwisp (-5%), Rock Armor/Arcane Shield (-10%), Defensive Fire (-15%), Shimmering Shield (-20%).
* Shield attack talents - Already in last version, but FYI these act as effective single-target taunt; Shield Bash adds 50 threat, with +10 each tier up.
* Any strong attack talents also effectivly makes enemy very pissed at you. (see the xls for exactly how pissed)
* Frightening - Clears target threat table (by fear effect), except leaving 40 threat towards warrior(impact threat).
* Disorient/Sleep -Both clears threat table of target(s). Note that this also means tank's threat is also cleared.
* Horror - Clears target threat table (by fear effect), but has an impact threat of 30, which can be easily overcomed by having someone attacking the target (or just kill it) during the 10 second fear.
* Mind Blast and Distraction, you all know about this.

Warrior and Warrior Specializations
* Threaten - Double all incoming threat, not just damage threat.
* Bravery - Added a 5% damage bonus for any enemy above two the warrior is engaging. Reduced the 3.5% critical bonus (for any enemy above two engaging) to 3%.
* Precise Striking - Attack speed penalty (and a fixed 0.1s aim duration delay for ranged) and critical chance bonus are now correctly applied to range attacks. Cooldown reduced to 10s(15s).
* Taunt - Readjusted cost to 30(40), cooldown to 15s(20s). Effectivenedd halved.
* Disengage - Increased cooldown to 15s(10s), cost to 30(10).
* Perfect Striking - Decreased attack bonus to 30(100) but increased duration to 30s(15s), making this much more useful. Adjusted cost to 50(60), cooldown to 45s(30s).
Berserker
* Reworked bonuses, now as follows:
* Berserk - +6 damage, +2 health regen, but -4 stamina regen, increased upkeep to 40. Exploration stamina regen is applied the same -4 penalty instead of completely disabled like in vaniila.
* Resilience - +10 physical and mental resistance. Removed +5 permanent nature resistance from vanilla.
* Constraint - Removes stamina regen penalty, +2 damage.
* Final Blow - This is now an automatic crit. In addition, targets now suffer 1(0.5) damage per stamina depleted.
Champion
* Rally - Cooldown reduced to 15s(30s). Fixed issue with walking into this AoE could break stealth.
* Superiority - Now removes stamina drain with Rally (which was not mentioned in talent description).
Reaver
* Devour - Like healing potions, now scales with Constitution modifier(Cons-10) if it is higher than the spellpower(which is almost always the case for warrior).
* Frightening Appearance - Increased base fear duration 15s(10s).
* Aura of Pain - Adjusted upkeep to 40(60), cooldown to 20s(45s), effect radius to 6 meters(4). Now breaks stealth of hostile creatures immediately when entering the aura.
* Blood Frenzy - Max damage bonus changed to 25% of damage, instead of a flat 10. Cooldown reduced to 30s(60s).
Templar
* Changed the +2 Magic specialization bonus to +2 Willpower, as magic does nothing extra for templars, while Holy Smite scales with Willpower.
* Cleanse Area - Tweaked dispel magic beahvior to only dispel hostile spell effects on friendlies. See general section for details. Now also able to dispel AoE (by both friendly or hostile) in addition to glyphs.
* Mental Fortress - In addition to +20 mental resistance, now also grants +10 spell resistance.
* Holy Smite - Cost reduced from 75 to 50, and cooldown reduced from 40s to 30s. On friendly templars (doesn't apply to enemies), damage factor increased from x0.2 to x0.3 (applied to 100+willpowe-10), also slightly scale with level past level 10.

Weapon and Shield
* (Optional File) Added an optional file that modifies the stats of shields. Damage potential (use for shield talents) are now scaled based on shield type (in vanilla all shield types do same damage). They also provide slight armor bonus now (except for buckler). See image section for exact modifications. BEFORE APPLYING THIS FILE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS, AND SAVE GAME, THEN INSTALL THIS FILE. See FAQ on why you have to do this.
* Added rune slots to Kite and Heavy Shields. Kite Shields gets only 1 slot at tier 7, while Heavy Shields get 1 at tier 5 and 2 at tier 7. It is only useful with defensive runes, as if you added + damage ones, they will only proc when you use the three shield attack talents, which is quite useless. Magic enchants and poisons still DO NOT work on shields. Also disabled any rune vfx on shields to avoid annoyance.
* The following four attack talents now have also have a taunt effect that's 1/3 of the effectiveness of Taunt.
* Shield Bash - Decreased cooldown to 15s(20s), cost to 15(25). Added AP bonus of 1. Shield Mastery grants a +10 attack bonus(on top of the 10 this talent already has).
* Shield Pummel - Decreased cost to 25(30). Shield Mastery grants a +10 attack bonus(on top of the 10 this talent already has).
* Overpower - Increased cooldown to 25(20), cost to 35(30). Added +3 AP and +10 attack bonus for each hit. Now only the third hit is an auto crit as talent description suggests. Shield Mastery grants another +10 attack bonus and a double strength modifier bonus (like with Shield Bash and Pummel) on each hit, and makes every hit critical. In vanilla, Shield Mastery makes damage roll maximized, but that was quite useless as damage range for shields is a 1.
* Assault - Increased cooldown to 30s(20s), AP bonus for each hit to 4(3). Each subsequent attack now does reduced damage (x1, x0.8, x0.64, x0.512) instead of a flat x0.6 for each attack, with last hit stuns for 2 seconds if target failed physical resistance check against attacker's strength. Shield Mastery removes the damage reduction, and makes the last hit critical(in vanilla the x0.6 reduction was still applied with Shield Mastery, except all damage rolls are maximized).
* Shield Balance - In addition to eliminating -5 attack penalty of Shield Defense, now also grants +5 attack at all times while using a shield. (total of +10 attack with Shield Defense active, +5 without)
* Shield Expertise - In addition to granting extra +5 defense to Shield Defense, now also grants +5% dodge at all times while using a shield.
* Shield Block/Tactics - Added +5 defense permanent bonus to these talents.
* Shield Cover, Shield Defense, and Shield Wall's cooldown are set to 10s.
* Reworked the bonuses of the three shield modals, they are now as follows: (MD - Missile Deflection, D - Defense, A - Armor)
* Shield Cover - Native 10MD+3D, Mastery grants 8MD+2D, Expertise grants 10MD, having both grants allies within 4 meters 10MD. Upkeep increased to 30(20).
* Shield Defense - Native 5D+5MD, Mastery and Expertise each grants 5D, having both grants allies within 4 meters 5D. Upkeep increased to 40(35).
* Shield Wall - Native 2A+3D+5MD, Mastery grants 5D, Expertise grants 3A+2D, having both grants knockdown immunity to the warrior.
* VFX will be available with Shield Cover and Defense AoE to indicate effect range, unless you use the PAR version, in which case there would be none.

Two-Handed
* Added one rune slot too all 2-handers to offset the slow swing.
* Two-handed weapons now get more attribute bonus than weapon-and-shield (or just one weapon). Previoulsy both gets 50-75% of the attribute bonus (a random roll), now two handed gets 65-90%.
* Pommel Strike - Now also applies half damage, but has a chance to miss(blocked). Chance to hit is calculated with +10 attack bonus.
* Indomitable - Adjusted upkeep to 50(60), cooldown to 15s(30s), damage bonus to 3(1),. Added attack bonus of 5 (from nothing, vanilla tooltip lies), and defense bonus of 5. No longer turns off when stamina is depleted.
* Sunder Arms - Cooldown increased to 15s(10s).
* Stunning Blows - Will always stun on criticals now (instead of 50% chance), also added a 10% chance to stun on normal hits. New stun will refresh the duration instead of simply ignored.
* Critical Strike - Death threshold increased from 20% to 50% (a 2H crit usually hits close to or more than 50% on normal enemies, so this at least makes it worthwhile on Lieutenants), bosses still immune. Does 125% damage if creature not killed. Adjusted cooldown to 40s(60s), cost to 45(40).
* Shattering Blows - Fixed bug so constructs (golems, skeletons, corpses, wild sylvans) can be correctly identified now. Modified bonus so that attacks against contructs gains 25% damage, and attackers with this talent now has a chance to shatter frozen or petrified enemies (without needing a critical hit), but chance is only 1/4 compared to a critical strike. In vanilla, it was designed to have damage bonus of [STR-10]/2 against constructs, which was bugged and did not apply.
* Destroyer - Now sunders armor (-5) every hit as per talent description suggests (vanilla only sunder on crits). On each new hit, the penalty duration is also refreshed (vanilla does not refresh debuff, simply ignore new one). Penalty duration increased to 5s(3s).
* Mighty Blow - Now apply a slow effect if target failed physical resistance check against attacker's strength, like the talent description suggested (this wasn't there at all). Reduced the cost to 30(40), cooldown to 15s(20s).
* Powerful Swings - Added armor penetration bonus of 3.
* Two-Handed Strength - Furthur increase Powerful Swings' AP bonus by 2. (There's also a 25% overall AP bonus not reflected in vanilla tooltips.)
* Two-Handed Sweep - The sweep suffers -10 attack penalty, but if hit grants 25% damage bonus. Knockdown effect is still there. Increased cost to 45(40), cooldown to 30s(20s).

Rogue and Rogue Specializations
* Talent can now backstab except for Below the Belt, Dual-Weapon Sweep, and Whirlwind. This enabled all sorts of backstab bonus like Lacerate/Feast of the Fallen/Dual Weapon Expert to activate if you kill an enemy with talents while in backstab position, also make most talents stronger. In vanilla, backstab on talents are disabled (can only crit or normal hit), citing "anim priority". I have tested it in several different situations with different talents, and noticed no animation anomaly whatsoever. Please let me know if you noticed anything.
* Backstabs now has a chance to shatter a frozen or petrified non-boss enemies, but at 1/10 the chance compared to critical strikes.
* Dirty Fighting - Reduced cost to 15(25), cooldown to 20(25).
* Feign Death - Cooldown reduced to 180s(300s).
* Below the Belt - Cost reduced to 20(25).
* Lethality - Now also applies the +10% critical chance bonus to ranged attacks. In vanilla, only melee attacks get this bonus.
* Evasion - Greatly decreased the chance that a dodge is attributed to this talent, since the animation interrupts just about everything. You still have the same chance to dodge, just get interrupted much less.
Assassin
* Lacerate - Now only apply bleed effect on targets that can bleed (similar to blood magic only affecting targets with blood). Bleed effect from different assassins can now stack. Duration reduced from 4s to 3s to be more effective (same damaged ticked over a shorter time, also potentially more bleeding effects can be applied by the same assassin over a time period).
Bard
* Decreased cooldown for all songs except Distraction to 15s(30s).
* Song of Valor - Doubled both the base regen bonus and attribute factor; now give stamina/mana regen the bonus of (1+0.02x(Cunning-10)).
* Distraction - Now works like a single-target Waking Nightmare with base duration of 15s, and also clears threat table of target.
* Song of Courage - Increased the base attack bonus to 5(3).
* Captivating Song - Increased effect radius to 6 meters(4). Fixed issue with stealth breaking while walking into the AoE even from friendlies.
Duelist
* Dueling - Learning Upset Balance grants +5 attack to this mode. Learning Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode. Upkeep increased to 40(30).
* Upset Balance - Increased movement penalty to 50%(20%).
* Keen Defense - In addition to +10 defense, this talent now also grants Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't need to reactivate if change weapon set).
* Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range crit instead of autocrit (will still override Rapidshot's non-crit penalty). Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed on-the-fly), not while activating talent. Pinpoint Strike effect will be removed when you deactivate Dueling.
Ranger
* (Optional File) Pets now persist through area load. This is optional due to it overrides area_core.ncs, a core script, and it's a one-time modificaiton (does not need to be updated).
* Increased pet level scaling factor (applied to ranger's level): without Master Ranger to 0.8(0.75); with Master Ranger to 1.0(0.9).
* Summoned pets will now show up beside the ranger even if you switched controlling character during cast (or if the AI cast the summon).
* Removed the extra abilities that pets are not supposed to have, such as overwhelm with wolf, previously accessible from the tactics UI when clicking on the "X tactics slots added" popup after summon.
* If you have AT installed and loaded, AT's pet preset tactics will be loaded.
* Wolf - Gets the same tweak bonus for Shred (with Master Ranger) and Fortitude (hidden passive) as Dog (as the talents are shared). See the Dog section for details. Decreased base armor to 2(3). Fixed bug so the Howl ability now correctly decreases the defense of enemies within 5 meters by 5 for 10 seconds; added bonus (only to pet wolf not enemy) of granting allies within 5 meters +5 attack for 10 seconds (the effect tooltip will say penalty to defense, but rest assured you're actually getting bonus to attack, unless it's an enemy wolf using the ability).
* Bear - Increased armor bonus per level to 0.35(0.25). Corrected the Slam ability tooltip to state that it also serves as a single target taunt, and Rage tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds).
* Spider - Increased the Web ability root duration from 4~8 to 8~12 seconds (random roll, increase only applicable to friendly spider).

Dual Weapon
* Fixed vanilla bug that caused any off-hand enchant to not proc at all while backstabbing.
* Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of the +5 this talent already gives, only apply to talents)
* Dual Weapon Expert - Tweaked the behavior so that the bleeding effect can also be applied to normal enemies and creatures with other types of dots (in vanilla only special rank without any dot can be applied this damage), and changed the damage/duration to be (Character Level x 3) over 5 seconds. The chance to cause this bleeding damage is still 10%, unchanged from vanilla. Change the bleeding vfx to show only on initial application of bleed, instead of every single tick of dot to reduce annoyance.
* Dual Weapon Mastery - Increased the fatigue bonus to -5%(-2.5%).
* Dual Striking - Added -15 attack and +15% attack duration penalty. Dual Weapon Training, and Expert each reduces attack penalty by 5, while Finesse and Master reduces attack duration penalty by 5%. Attack duration between each attack is now the slower of the main-hand and off-hand duration (plus penalty of this talent), instead of only the main-hand duration. Fixed an animation issue that's causing attack to mysteriously miss (not even "miss" floaty feedbacks). (Thanks Selea)
* Riposte/Cripple/Punisher - While backstabbing, effects will always apply without needing resistance check. Also changed resistance checks for all three talents to against dexterity. (Riposte was cunning, Cripple/Punisher was strength)
* Riposte - If first hit stuns second hit changed to x1.5 damage instead of force critical so if hit already critical there's still bonus. Dual Weapon Expert increases the damage multiplier of second hit (while first hit stuns) to x2. Decreased cost to 30(40).
* Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target).
* Punisher - Only the second hit check for attack/defense penalty now, instead of all check for them while last hit overriding previous results. Decreased penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery increases both attack and defense penalty by -5, to a total of -15 (to target). Cost increased back up to 50. The knockdown resistance check still uses attacker's strength, or cunning with Lethality. Corrected tooltip to state that it actually makes 4 blows instead of 3.
* Dual-Weapon Sweep - Cost increased to 30(20). Attack was set to always be a HIT in code; this is no longer the case. While this means it can miss, it also means it can crit now. It cannot backstab however (if target just happen to be facing away from you). If the target happen to be near the front within both weapon's arc (100 degrees in front), chance to hit/crit for both hit will be seperately calculated. Dual Weapon Expert make this talent never miss.
* Flurry - Made final hit always crit. Dual Weapon Expert make this talent never miss.
* Momentum - Resolved a vanilla bug where stacking with Haste would reset the attack speed back to normal. Added a 20% movement speed increase in this mode. Increased stamina combat degeneration to -6.0(-2.0).
* Whirlwind - Cost increased to 50(40), each strike is calculated with -5 attack, but deals 150% damage with each hit. Dual Weapon Mastery makes the attacks stun targets for 2 seconds if both weapons hit.

Archery (Some bonuses are given in [native/with Master Archer]. Pleas see FAQ for information on range attack duration/speed explanation.)
* Runes, poisons, and magic enchants now work on bows too.
* Attack speed modifier now also applies to range attacks. Note that the multipliers are not as effective on archers as part of an archer's total attack duration resides in the aim duration, which is unaffected by the attack speed modifier(only aim duration penalty/bonus like Rapid Aim). FAQ is also updated.
* Archery talents aim duration changes from a flat 1.5s in vanilla: Each talent now only takes a fixed extra time (on top of normal attack aim duration) to aim. The numbers are [native/with Master Archery]: Pinning Shot and Crippling Shot [0.3s/0.2s], Shattering Shot [0.4s/0.3s], Critical Shot [0.6s/0.4s], Scattering Shot [0.8s/0.6s], and Arrow of Slaying [1.0s/0.8s].
* Fixed a vanilla bug where multiple Rapid Aim and Rapid Shot does not stack correctly. (Note that even with stacking, the overall aim duration still does not drop below 0.)
* Archery talents now has a chance of being interrupt just like normal attacks, if the range attacker does not have Melee Archer. FYI, interrupt threshold is if damage > (Dex-10)/3.
* Ranged ammo effects now work with talents too.
* Rapid Shot, Aim, and Defensive Fire can now be activated together without canceling each other.
* Wearing light armor or clothing now gives archers a -0.2s base attack duration bonus (from 0.8s to 0.6s).
* Aim - The parameters are now: Aim duration delay [0.5/0.3], critical bonus [3.5%/5%], attack bonus [10/15], AP bonus [3/5], damage increase [2/3] (last 2 unchanged from vanilla).
* Defensive Fire - Removed the 1.2s aim delay, but added an attack duration increase of 25%(much less than 1.2s). Defense bonus decreased to [12/20] ([15/30]). Added armor bonus of [2/3].
* Master Archer - Now grant +10 attack while wielding a bow, applies to both normal or talents. Due to this, innate attack bonus for talents are readjusted.
* Pinning Shot - Changed the physical resistance check from cunning to dexterity. Master Archer now adds 3.5s duration bonus (to a total of 12s). Cooldown reduced to 10(15). Has innate +10 attack.
* Crippling Shot - Reduced base effect duration to 10s(20s), while Master Archer grants extra -5 attack and defense penalty (to target). Made the duration rank adjusted. Increased cooldown to 15s. Has innate +10 attack.
* Critical Shot - Increased cooldown to 20s(10s). Has innate +15 attack.
* Arrow of Slaying - Level different bonus is capped at 5 levels, while bonus damage applied to non-normal targets is now 50%(10%). Corrected tooltip to clearly state that base damage is 2x critical damage. For the strained penalty after firing arrow, increased stamine regen penalty to -2(-1), and added an attack penalty of -10, also increased duration to 15s(10s). Master Archer reduces penalty to -5 attack. Cooldown reduced to 45s(60s). Has innate +20 attack.
* Rapid Shot - Reduced cooldown to 10s(30s). Now gives a full Rapid Aim bonus (-0.3s aim duration) from the start. Master Archer allow criticals to happen during this mode.
* Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made the duration rank adjusted. Change knockdown check to every target requiring a physical resistance check. Added a 50% chance to shatter frozen or petrified enemies, and activation VFX to indication talent activation. Has innate +10 attack.
* Suppressing Fire - Penalties no longer stack. Now gives -10 attack and defense, plus -30% movement speed if archer has Master Archer. But base duration is decreased to 5 seconds. Added activation VFX to indicate talent activation, and changed impact VFX on target to be more obvious.
* Scattershot - Reduced cooldown to 30s(40s). Master Archer increases stun duration by 1s (to a total of 3s). For the stun effect, added a physical resistance check against dexterity for players and colored enemies (normal enemies can't resist). If passed the check, duration is reduced to 1 second. Fixed vanilla bug where if initial target died, no one else get damaged/stunned. Removed the mysterious 15 extra damage on each hit and decreased arrow scatter range to 10 meters (15).

Mage and Mage Specializations
* Attack speed modifier now also affect staves.
* Arcane Shield - Increased defense bonus from 10+(spellpowerx0.1) to 10+(spellpowerx0.2). Bonus is capped at 20.
* Arcane Mastery - Increased spellpower bonus to 8(5).
* Vessel of the Spirit - Fixed vanilla bugs where the augment amulet still has effect even not equipped, and the initial knockdown/daze effect could friendly fire. Doubled both the effect radius and mana regen bonus. Added bonus so if you have augment amulet equipped, party members within 5 meters will be revived if dead and within 10 meters will be healed for (100+spellpower)x0.5. Added a fatigue penalty of 50% while weakened.
Spell Combos
* Added a secret new spell combo complete with codex entry.
* Grease Fire - Added slip check on heartbeat similar to to Grease, against igniter's spellpower if magic user, cunning otherwise. Creatures within the effect range are applied 15% fire vulnerability, 25% cold resistance, and 20% slow. Now eliminates ice-based dot/effects. Change damage application to be 10 fire damage per 4 seconds. The VFX now better reflects actual AoE range.
* Improved Drain - Make this 100% more effective than normal drains, from 50% in vanilla.
* Paralysis Explosion - Added a physical resistance check for the paralysis effect, if resisted target is slowed by 40% for the same duration instead.
* Storm of the Century - Added a 50% chance to electrify or freeze(shatterable) targets for 1 second on every heartbeat (2 secs) if failed a physical resistance check.
Arcane Warrior
* Removed the sheath weapon before casting requirement on some spells.
* Combat Magic - Decreased upkeep to 40(50), and also made tooltip show the upkeep value. Fixed vanilla bug so now the game correctly uses Spellpower to calculate attribute bonus instead of Magic-10, so equipment Spellpower bonus can apply.
Blood Mage
* Blood Magic - Increased cooldown to 20s(10s). Added a bonus where, with "Improves Blood Magic" equipments, healing effectiveness are increased from 10% of normal to 20%. FYI, "Improves Blood Magic" equipment also reduced ability health cost from x0.8 normal cost to x0.6. Tooltips is updated with this information.
* Blood Sacrifice - No longer kills target outright, but will leave at least 1hp remaining.
* Blood Wound - Cost increased to 50(40) (before multiplier converting to health), cooldown to 30s(20s). Decreased effect radius to 7.5 meters(10), and spell is now centered on self only. Updated AI to avoid enemies wasting Blood Wound spell due to the self target change.
* Blood Control - Fixed vanilla bug, now damage is only applied if target resists the control, as the spell description implies. Cooldown reduced to 30s(40s).
Shapeshifter
* All shapeshifting are now instant, while cooldowns are all reduced to 10s and upkeep to 30, to make them more versatile and adaptive at different combat situations with less restrictions on when to shapeshift. While shapeshifted, enchantment effects can now work (for spider/bear only, since swarm cannot attack).
* Now modals will stay active while shapeshifting. You can deactivate the active modals while shapeshifted, but you cannot activate one. (Tweak does NOT extend to fade shapes.)
* Greatly increased shape level scaling (level is a float value not an integer) to Spellpower/3( Spellpower/5). With Master Shapeshifter, level is furthur applied a 1.2 multiplier instead of a flat +2. Shape stats are calculated based on resulting level, see image section for exact details.
* Spider Shape - Damage base increased to 3(2). Increased the Web ability root duration from 4~8 to 8~12 seconds (random roll, increase only applicable to friendly spider). With Master Shapeshifter, this shape will now get 10% of enemy health (total health not current) back as mana when dealing a killing blow. No longer turns off automatically when out of mana.
* Bear Shape - Armor per level increased to 0.3(0.25). Corrected the Slam ability tooltip to state that it also serves as a single target taunt, and Rage tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds). No longer turns off automatically when out of mana.
* Flying Swarm - Decreased damage taken by mana to be x1.2 of normal damage (x1.5). Increased damage done by swarm AoE to spellpower/5 + 5(spellpower/6 + 5) (randomized to up to two times that). With Master Shapeshifter, increased swarm damage AoE radius from 4 meters to 6 meters, but every target beyond 5 meters only suffer quarter damage. Swarm damage is tripled against any target suffering from the Divide the Swarm effect. Increased mana regen penalty to -2(-1); exploration regen suffers the same penalty instead of being almost nullified.
* Divide the Swarm - Increased duration to 10s(8.5s), added nature damage of (100+Spellpower)x0.05 per second and triples AoE damage of Flying Swarm while under this spell's effect. Also fixed vanilla bug so this ability now correctly drains additional health (on top of ability cost) instead of mana.
Spirit Healer
* Increased specialization health regeneration bonus from +0.2 to +0.5, making it a least bit more noticable.
* Lifeward - Tweaked behavior, now the lifeward will heal target for (100+Spellpower)x0.1 whenever damaged and health falls below 25% for 10 seconds, and will not expire after just one heal (like in vanilla). After 10 seconds are up, the lifeward heals for (100+Spellpower)x0.3 before expiring. Also enabled the healing VFX for this spell.
* Cleansing Aura - Reduced the tick interval from 5s to 4s to make it more effective. Halved the distance penalty of healing above 5 ft. Now heals the caster too, but only at 1/3 the amount. Reduced cure injury range to 2 meters (5), and now applies a "Cure Fatigue" effect for 3 minutes after curing, in which caster cannot cure another injury until effect expired.

Primal Spells
* The resistance bonuses given to victims of the fire/ice spells are added considering the fact that Blizzard gives 50% fire resistance, yet none other fire/ice spells do similar.
* FYI, In vanilla, any ice DoT will immediately quench any fire DoT upon effect application and vice versa. Now with tweaks, associated effects (such as frozen/resistance bonus) will also be removed.
* Flame Blast - Lowered duration to 4s (5.5s), overall damaged unchanged. Gives 20% cold resistance to targets burning. Cost increased to 25(20).
* Fireball - Increased cooldown to 30s(10s), and damage factor to x0.35(x0.3) (this damage factor is applied twice, once instant once DoT). Gives 35% cold resistance to targets burning.
* Inferno - Now gives 50% cold resistance bonus when entering the AoE, as well as 25% fire vulnerability. Tweaked damage application; now direct fire damage will be applied every 2 seconds, instead of applying a fire DoT every 4 seconds. Overall damage from this spell is unchanged.
* Frozen targets from the ice spells are give a bonus of +2 armor.
* Winter's Grasp - Will now quench any fire DoT(and associated effects) upon damage application. Make shattering possible with victims frozen by this spell. Changed frozen calculation to be a simple physical resistance check against caster's spellpower (instead of simply on target's level, which scales badly late game). Decreased damage factor to x0.3 (x0.36). Grants 20% fire resistance to victim.
* Frost Weapons - Added a 1% chance per power(spellpower/7.5) to freeze target for 1 second on hit. Shattering possible.
* Cone of Cold - Will now quench any fire DoT(and associated effects) upon damage application. Grants 35% fire resistance to victim. Cooldown increased to 20s(10s).
* Blizzard - No longer gives the +10 defense bonus while inside the AoE. Tweaked damage application; now every heartbeat (2 seconds) will apply direct cold damage instead of a DoT (overall damage unchanged). Tweaked the freeze resistance check to be rechecked every 6 seconds (to freeze for 3 seconds before rank adjustment), instead of checking only once over the entire spell duration. Party members are no longer immune to the freeze effect. Make shattering possible with victims frozen by this spell. Fixed vanilla bug where the first heartbeat does nothing.
* FYI, all lightning spell damage drains stamina (but not mana) for the same amount. All electrify durations below are rank adjusted.
* Lightning - Added a 50% chance to electrify target for 1 second if failed a physical resistance check against caster's spellpower. Removed "Friendly fire possible" in tooltip (because it's not).
* Shock - Added a 50% chance to electrify targets for 2 seconds who failed a physical resistance check against caster's spellpower.
* Tempest - Added a 20% chance to electrify target for 3 seconds on every heartbeat (2 sec) who failed a physical resistance check against caster's spellpower. Increased cost to 55(50).
* Chain Lightning - Damage now scale with spellpower. Initial damage is (100+spellpower)x0.15 (flat 20 in vanilla). Targets who failed physical resistance check are electrified for 4 seconds when hit. Will now autocast at your current target without requiring manual target selection. Cost increased to 70(60). Removed "Friendly fire possible" in tooltip.
* Rock Armor - Decreased armor bonus cap to 10(12.25).
* Stonefist - Fixed vanilla bug so this spell now actually does nature damage (instead of physical). Removed "Friendly fire possible" in tooltip. Reduced cooldown to 12(15), cost to 25(30). Halved chance to shatter.
* Earthquake - Added a -10 defense and -10 missile deflection penalty to targets inside the AoE. Lieutenants and players no longer immune to knockdown, but chance is half of normal enemies. Added (100+spellpower)x0.1 nature damage applied every heartbeat (4 sec), but if target is not knocked down, damage is halved.
* Petrify - Target petrified now takes half of on all damages received. Targets who resisted the petrify or bosses are applied a 60% movement speed penalty, and a +35% attack duration penalty. Cost increased to 60(40), cooldown to 60s(40s), base duration to 30s(20s). Made bosses immune to the effects.

Creation Spells
* Rejuvinate - Stamina/mana regen bonus now scale with spellpower; bonus is now 8+(spellpower*0.1). Decreased cooldown to 30s(45s). Can be cast on self now.
* Regeneration - Effects now stack even from the same caster.
* Mass Rejuvenation - Increased duration to 20s(15s). Stamina/mana regen bonus now scale with spellpower; bonus is now 6+(spellpower*0.075). Decreased cooldown to 75s(90s).
* Heroic Aura - Missile deflection changed to (100+spellpower)*0.2 (flat 30 in vanilla). Cooldown increased to 8s(5s).
* Heroic Defense - Removed physical resistance bonus. Double bonus for elemental resistances as well as fatigue penalty.
* Haste - Increased mana drain on caster to -10(-3). Resolved bug so now applies a -0.2s aim duration bonus (+0.8s penalty in vanilla), and stacks correctly with Momentum.
* Glyph of Paralysis - Cooldown reduced to 30s(40s).
* Glyph of Warding - Cost adjusted to 35(40), cooldown to 35s(30s). Changed bonuses to +30 defense, +30 physical/mental resistance, +20 elemental resistances (from +30 defense, +50 mental, +30 missile deflection in vanilla).
* Glyph of Repulsion - Cost increased to 40(35), cooldown to 40s(30s). Added knockdown checks while enemy is inside the glyph range every 4 seconds, instead of only while entering the glyph bounds.
* Glyph of Neutralization - Cost reduced to 50(60). Spell ward effect will always be applied even if enemy resisted (due to spell resistance) other hostile effects.
* Spell Wisp - Upkeep reduced to 20(30).
* Grease - Added physical resistance check for moving targets while inside AoE every 4 seconds (instead of only while entering the grease).
* Spellbloom -Changed mana regen bonus to (100+spellpower)x0.05, from a flat 3.0 in vanilla. Cost increased to 30(25), cooldown to 40s(30s).
* Stinging Swarm - When spell is resisted, swarm will no longer disappear, but instead waste a jump and search for next target. Added penalty of -10 attack and defense, plus -20% movement speed while being swarmed. Also no longer requires manual targeting. Cooldown increased to 40s(30s).

Spirit Spells
* Spell Shield - Reduced the Spell Resistance bonus to 30 (75)(this was ninja-applied on top of the 75% chance to take mana damage instead). Increased upkeep to 50(45), cooldown to 20(10).
* Dispel Magic - On friendly targets, will only dispel hostile spell effects now (see general section for details). To offset this benefit, cooldown is increased to 20s(5s), and cost to 30(25).
* Anti-Magic Burst - Similar to above, will only dispel hostile spell effects when cast on friendly targets. Will still dispel any AoE or glyphs regardless of if creator is hostile or friendly. Cooldown increased to 40s(30s), and cost to 50(40).
* Mana Drain - If attempt/accidently use on non-magic users (no mana), will now display "Target not spellcaster!" and abort the cast, so you don't waste time waiting on cooldown. Now will automatically drain your current target when you activate the talent without requiring manual selection.
* Mana Cleanse - Fixed a vanilla bug where the spell is actually replenishing targets' mana, not depleting. Added bonus that gives 20% of cleansed mana back.
* Spell Might - Increased spellpower bonus to 10+Spellpower *0.2(10+Spellpower*0.1), also increased cooldown to 15s(10s).
* Mana Clash - Boss ranks now only get drained 20% mana, while special ranks get drained 50%. Now this is a self-target spell only: AoE will always be centered at the caster.
* (Virulent) Walking Bomb - No longer needs caster alive for bomb to explode/infect. Halved duration to 10s and decreased overall damage by around 1/3.
* Death Syphon - Adjusted mana syphon factor to 0.1(0.08) (applied to 100+Spellpower), upkeep to 40(45), effect range to 7.5 meters(5). Updated tooltip to clearly state you cannot drain the same dead body twice.
* Animate Dead - Increased level scaling factor (applied to mage): without Spell Might active to 0.8(0.75), with Spell Might active to 1.0(0.9). Fixed a rare vanilla bug where the summoned undead could have no weapon. Reduced innate fatigue penalty for the undead to 50%(100%), upkeep to 60(80).
* Force Field - Fixed a vanilla bug where enemy threat could not be cleared against player characters. Now when a player target is force fielded (or damage warded in any way), enemy threat against that target will be cleared. So no more enemies attacking relentlessly at your force fielded tank while you go make yourself a sandwitch.
* Telekinetic Weapon - Double the AP bonus per power(spellpower/7) to fit better with its tier 3 status. Decreased max power cap to 10(12). Increased cooldown to 10s(5s).
* Crushing Prison - Adjusted duration to 12s(9s), cooldown to 45s(60s) so this is at least more useful compared to Force Field. Halved chance to shatter. Enable casting on allies to make setting up a certain spell combo easier.

Entropy Spells
* Made all effect durations in Entropy rank adjusted, resulting in shorter duration for the most part. Affected spells include Weakness, all Hexes, Disorient, and Curse of Mortality.
* Weakness - Adjust duration to 15s(20s) and cooldown to 15s(10s).
* Paralyze - Adjusted cost to 30(35), duration to 10(15), cooldown to 20s(30s). When target resists, movement speed penalty is increased to 40%(20%). Make bosses immune to paralysis effect but will still be slowed.
* Miasma - Cooldown reduced to 20s(30s). Now the resistance check for the speed penalty is re-checked every 5 seconds and the slow effect has a duration of 8 seconds before rank adjustment, so the slow penalty a chance to be reapplied if target resisted it while entering the AoE, instead of remain unaffected the entire time the target is in the AoE. No longer turns off on area transition.
* Mass Paralysis - Adjusted cost to 60(70), cooldown to 40s(50s). When target resists, movement speed penalty is increased to 40%(20%). Lieutenants no longer immune to the paralysis effect.
* Affliction Hex - Spell is now an instant AoE as the decription seems to imply. It can target areas as well as enemies, and resistance penalty will be applied to all targets within the area at spell impact. In vanilla this spell can only be cast on a target, and if enemies near the target leaves its proximity or if the target died during the spell duration, penalty will be removed. Cooldown increased to 40s(20s).
* Death Hex - Increased duration to 20s(10s).
* Disorient - Reworked spell since it was redundant and much less effective than Weakness. Now this spells gives a -20 attack and +20% attack duration penalty. Cooldown and duration is both 15s.
* Horror - Reduced cost to 30(40).
* Sleep - Adjusted effect duration to 15s(12s), effect radius to 7.5 meters(10), and cooldown to 40(50).
* Waking Nightmare - Resolved a vanilla bug with double rank adjustment. Increased cost to 45(40). Decreased duration to 15s(20s).
* Drain Life - Make damage from this spell unresistable since caster still gains full amount of health back.
* Death Magic - Decreased upkeep to 40s(45s). Range increased to 7.5 meters (5). Updated tooltip to clearly state each dead body can only be drained once.
* Curse of Mortality - Fixed a vanilla bug where the victim can still regenerate health in combat. Decreased base duration to 12s(20s), where target suffers (100+Spellpower)x0.05 spirit damage per second while under effect of the spell. Cooldown decreased to 40s(60s). Still cannot heal while under the effect.

Dog (Major buff all over, so you can use it for something other than searching for random junk)
* Growl - Adjusted both cooldown and duration to 15s(30s), also made the duration rank-adjusted.
* Dread Howl - Now stuns any enemy that failed a mental resistance check against the dog's strength, instead of only weak enemies. Made duration rank-adjusted, and decreased cooldown to 30s(40s).
* Combat Training - Increased the attack bonus to +10(+5), armor to +3(+2). (On top of the +5 melee crit already in vanilla.)
* Overwhelm - Decreased cooldown to 40s(60s).
* Fortitude - Changed +10% Fire, Cold, and Electricity resistance to +15% Fire, Cold, and Nature.
* Charge - Make the attack never miss. Decreased cooldown to 20s(30s).
* Shred - Increased the bleeding damage to be x1.5(x1) of the dealt damage. Decreased cost to 30(40). Enabled initial impact vfx.
* Nemesis - Doubled the health regen bonus to be +1 during combat and +2 out of combat.
* Mabari Dominance - Increased attribute bonuses to 5(2). (Applied to strength, constitution, and willpower.)

Power of Blood (Abilities from Warden's Keep)
* Tooltips for Power of Blood abilities are now updated with detailed info like with other abilities, also fixed other info display (in vanilla all PoB tooltips are missing cooldown info, and Dark Passage, a passive ability, had useless info like activation cost and range).
* Enabled impact/use threat and modal threat modifier with these abilities too.
* Blood Fury - Changed the useless knockback effect (push enemy back a bit but does nothing else) to a knockdown + push back effect. Adjusted stamina cost to 15(30), cooldown to 15s(10s).
* Dark Sustenance - Changed 100 instant mana restore to +10 mana regen for 20 seconds.
* Bloody Grasp - Removed the annoying permanent effect icon. Now icon will only appear briefly and be removed on projectile impact. If you already have the icon, cast the spell again and it will go away. No longer requires weapon sheathing while AW casting.



Compatibility

This mod will not be fully compatible with any mod that overrides these files:
rules_core.ncs
player_core.ncs
ability_core.ncs
.ncs files starting with talent_
.ncs files starting with spell_
monster_singletarget.ncs
item_singletarget.ncs
sys_comboeffects.ncs

Or these events:
EVENT_TYPE_COMMAND_PENDING
EVENT_TYPE_ABILITY_CAST_START
EVENT_TYPE_HEARTBEAT2
EVENT_TYPE_EQUIP
EVENT_TYPE_UNEQUIP
EVENT_TYPE_RESURRECTION
EVENT_TYPE_ITEM_ONHIT
EVENT_TYPE_DAMAGED
EVENT_TYPE_ATTACK_IMPACT
EVENT_TYPE_APPLY_EFFECT

And these 2DA:
.GDA files that start with abi_ - any that changed any abilities/items mentioned above
.GDA files that start with bitm_base - any that changed bows or shields
.GDA files that start with cla_ - any that changed templar or spirit healer
.GDA files that start with itemprps - any that overrides an item property mentioned above
.GDA files that start with passive_abilities - any that changed passive talents mentioned above
.GDA files that start with persistent - any that changed Captivate , Aura of Pain, or Death Magic/Syphon
.GDA files that start with shapechange
.GDA files that start with summons

Obviously, if you use another mod that modifies the same talents/spells/mechanics as this mod, one of the mods' change will not take effect even though there is no direct file conflict.
Finally, yes. This mod is compatible with Advanced Tactics and Detailed Tooltips.


top