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- Ammo: Well done by Edge, fairly limited on how much you can do with it, to boot. Not a lot of changes here.
- "elemental": (5, 2) range Fire/Cold/Lightning/Acid damage added. Standard elemental arrows would, on a low spellpower character, deal better damage due to the heavy elemental conversion spreading the elements over a wide spread; Very few bows boost elements, while physical damage boosting and resistance penetration in strong quantities is not uncommon. Neat arrow type that ended up pretty bad, this should help.
- "blazing, storming, tundral": 25,8 damage on-hit instead of 15, 5. These usually ended up straight up worse than their arcane counterparts; As mentioned, elemental conversion isn't really good for Archers, and while the arcane versions should be better, they're still better even with this change.
- "thought-forged": 30, 10 damage on-hit instead of 15, 5; Grants the same auto-reload as self-loading. Mind is generally not a great element for archers, even moreso than most, generally this is better thought of as an AM ego than anything, as they're the best with it. The auto-reloading just makes sense for something that's literally thought-forged. Seems like the kind of quiver that wouldn't stay empty.
- Amulets: Has some weirdly low use amulets tucked in there. Let's expand them a bit.
- "anchoring": Rebranded "stabilizing". Gains the pin resistance that inertial used to have.
- "inertial": Rebranded "warrior's". Loses pin resistance, gains (10, 5) Physical resistance.
- "shielding": Rebranded "starlit". Gains darkness resistance equal to its light resistance.
- "cleansing", "purifying": Merged into "cleansing". So now Cleansing has Blight/Nature/Poison/Disease resistance.
- "seduction": 8, 2(Mind Damage% and Mind Damage resistance penetration) added, (5,2) Cunning added. This is the first point one of the main goals of this project-making high level egos have much stronger niches, so that they compete better against more generalized artifacts-really comes into play. Mental boosting certainly fits this ego. ;)
- "restful": Tripled life regen(range comes out to around 1 to 4.5 life regen per turn from lowest to highest material). Seems good, given the recent boost of life regeneration in class skills, to start boosting equipment life regen values.
- "vitalizing": Doubled life regen(Comes out to 0.6 to 3 range). Physical save raised from (5,5) to (15,5).
- "vision": Raises LoS radius by 2. Infravision raised from (2,1) to (8,2). Now using your neck slot to reproduce what your lite slot does is actually likely to produce a better result than just using a lite! (This ego was unutterably terrible for a greater ego.)
- "of healing": Lowered to 10, 50 level range, no longer greater ego, rarity dropped from 18 to 10. This fits in best as an intermediate stage amulet, more than it does a greater ego.
- "protective": Armor raised from 3, 2 to 5, 3, Defense raise from 4, 4 to 8, 4, and now grants All Resistance Cap bonus equal to (5, 2). Takes it from generic to extremely unique defensive bonus, without being instantly overpowering.
- "enraging": Level range lowered from 40, 50 to 30, 50. Pretty good but usually wouldn't show up on the average run.
- "mindweaver's": Changed from Cunning bonus stat to Willpower. Fits better.
- "savior's": Change from 10, 5 saves to 15, 10. If all you're doing is saves, you need to be really good at it.
- "wanderer's": Added Dex boosting(same amount as the Con/Cun bonuses, 7, 3). Gains 10% Movement speed(Fixed), as well as (0.3 to 1.5) Life/Stamina regen range. Basically the hodgepodge non-specific bonuses amulet; Should be good for enough people to pass.
- "serendipitous": Luck range changed from 10, 5 to 15, 5. Defense changed from 10, 5 to 15, 5. Accuracy bonus added(15, 5).
- "soulsearing": Rarity cut from 25 to 16. Good amulet, but with the second highest amulet rarity(and the first is weirder for being that rare), and the 40, 50 range, it almost never showed up. This is a bit better.
- "manastreaming": Rarity cut from 35(!) to 20, given a (4, 2) spellsurge on crit.
- "chosen": Essentially removed/heavily retooled to "eclipse". Grants (10, 5) Light/Darkness damage increase and Light resistance is removed. Grants additional when-hit and on_hit(melee) 10, 5 in Darkness in addition to the old Light hits.
- Armor(general):
- "stability", "spell shielding" "clarity": Given additional (5, 5) Physical/Arcane/Mind resistances respectively. Quite a low bonus, but these are hard to reproduce and/or fairly strong resists.
- "searing": Given (20, 10) Acid/Fire resistance, and 15, 8 melee projects instead of 8, 8. It was hard to believe this was a 30, 50 ego as it was.
- "of Eyal": Boosted life regen to 2x. (1 to 4, basically.)
- "enlightening": Cunning and Willpower raised from 5, 1 to 6, 3. Mostly a damage armor, so it should be better at it.
- "of delving": Added physical resistance(10, 5) and darkness resistance(10, 10). Again, mysteriously bad armor for the level.
- "of the deep": Rarity dropped from 90(!!!) to 20. Strangely less common than most artifacts, in practice. Too bad; It's solid armor and gives you another waterbreathing option.
- "of thunder": Quite rare offensive oriented (and Arcane) armor is a playground to make good. Now grants 6, 4 bonuses to all forms of crits, 15, 10 to all powers, a Will bonus to match the Str/Mag one, and 10, 10 Lightning resistance.
- "rejuvinating": Tripled(Actually, a bit more; from 20, 5 to 60, 20) life regeneration.
- Belts:
- "of blurring": Defense raised from 10, 5 to 15, 8.
- "hardened": Dropped from 40, 50 to 30, 50. Physical save raised from 10, 5 to 15, 10.
- "of the titan", "clarifying", "protective", "stabilizing", "of the mind", "of the mystic": Merged, though not directly to each other, to make things more interesting. (These are the basic power/save boosting belts.) "of the mind" becomes "of transcendance(short: "transcend")", gains physical save. "of the mystic" gains mindsave. "of the titan" gains spellsave, becomes "of the giants" because many giants like magic.
- "monstrous": Dropped from 40, 50 to 30, 50. Physical power raised from 5, 5 to 10, 5.
- "balancing": Dropped from 40, 50 to 30, 50. Physical damage boost removed, physical crit changed to 10, 5, gains a matching 10, 5 Mindcrit bonus.
- "of burglary": Infravision raised from 2, 2 to 3, 3. Gained a 3, 3 Dex and Cun bonus and Luck bonus increased to 5, 5.
- "skylord's": Raised saves from 10, 5 to 10, 10. Stat bonuses raised to 5, 2.
- "of life": Life regeneration tripled(from 10, 2 to 30, 6. This was oddly low to start with.).
- "containment": Completely retooled. I had no idea what this was originally going for, so I made it a container for resources. All of its previous values were removed, and replaced with; 80, 50 Life max, 40, 25 Stamina, 50, 30 Mana, 20, 20 Vim/Positive/Negative, 20, 20 Paradox failure reduction, 10, 10 Hate, and 20, 20 Psi. Now powered by Arcane, because people are less likely to worry about it that way.
- Boots:
- "of stability": Rolled into "traveler's". Why was there an L20 boot that only raised physical save...?
- "stalker's": Rolled into "miner's". 2, 1 infravision was never worth equipping a boot specifically for. (Boost is kept the same on Miner's; It's a solid ego already.)
- "of void walking": Neat boots that are for some reason 40, 50 and very low impact. Now grants 20, 10 Darkness/Temporal resists, double its current resist all/defense/effect reduction on teleport values, and 10, 10 Darkness/Temporal resistance penetration. Note that all these did before was have small resist all/defense/effect reduction on teleport impacts...
- "restorative": Tripled(or so; from 10, 5 to 40, 15) life regeneration. Lowered from 35, 50 to 20, 50.
- "invigorating": Almost good enough for 40, 50 but not quite. Given a (7, 2-less than 1 point in general) Stamina regen bonus.
- "blightbringer's": Surprisingly bad, also surprisingly nothing to do with blight(Willpower boost and a spellpower boost). Will bonus changed to Magic, now grants a 5, 5(rather small; Boots usually don't grant damage) Blight/Acid damage bonus, and 30-50% disease resistance. Not entirely sure these are good enough but it's a lot better.
- "wanderer's": Physical and Mind saves boosted from 10, 5 to 15, 10, grants a 5, 1 Cunning bonus to go with its Con bonus.
- "eldritch": Decent but has no generalized bonuses. Given 5, 1 Magic/Willpower bonuses.
- "of heaving": A 40, 50 boot that basically is a charm for the Heave talent at a huge cooldown? That does make me heave. Retool to "of massiveness"("massive" short name); Heave charm cooldown halved(to 15), grants one bonus size category, (7, 3) Con to go with the strength, and increase physical damage by (5, 5).
- "of evasion": Raised defense bonus from 10, 5 to 15, 10.
- "of strife": Decent but unfocused. Granting it a (5, 5) Mind resistance penetration gives it more of a focus while still making it decent for the themed audience(Afflicted). Willpower bonus raised to 4,2(as 2,2 is surprisingly low for a 40, 50 boot), and mindpower raised from 3,3 to 6,3(ditto).
- Bow: There's only two bow specific egos. Both are fine.
- Cloaks:
- "shadow": Added 15, 10 Darkness resistance. Wasn't bad, but was extremely niche.
- "stability", "enveloping": Merged into enveloping.
- "clarity", "protection": Merged into protection. As usual, just-saves equips tend to be pretty bad for any long term use.
- "resilience": Changed to prefix "resilient"(there are relatively few low level prefixes for cloaks).
- "implacability": Added die_at -50(blurred mortality style not instantly dying below 0 life), upped physical/mental save bonuses to 10,10. Fits more for an L30 cloak now.
- "of warlust", "lightening": Merged into "of battle".
- "regal": Lowered to 1, 50, changed to be no longer greater. Was kind of a bad ego.
- "restorative": Life regeneration doubled(from 10, 5/10 to 20, 10/10), Nature and Blight resists doubled from 5, 5 to 10, 10.
- "of sorcery": Magic/Willpower bonuses raised from 2, 2 to 4, 2, spellcrit raised from 3, 3 to 4, 4. Wasn't really enough better than Shaloren(which is a lesser ego that doesn't have a 30 level req).
- "of mindcraft": Same changes as sorcery, as it essentially had the same stats, with Will/Cunning/Mindcrit replacing Mag/Will/spellcrit.
- "of the guardian": Save bonuses raised from 10, 5 to 15, 10.
- "of conjuring": Grants a 10, 5 Arcane damage/resistance penetration bonus, and 20, 10 critical modifier bonus. Really effective for the narrow niche it has, and it had no real character before.
- "of the hunt": Grants a huge 20, 15 accuracy bonus. Makes it a better niche equip and it's fairly unique at that.
- Diggers:
- "of endurance", "of strength": Merged into "of endurance".
- "of the badger", "miner's": Merged into "miner's".
- "woodsman's": Increase nature damage by 5, 5.
- "brutal": Raised critical power bonus from 10, 10 to 15, 15.
- "dream-smith's": Boosts Fire and Mind damage by 10, 5, and mind save is boosted from 5, 5 to 10, 5.
- "soldier's": Grants 5, 5 Physical resistance.
- "bloodhexed": Grants 10, 5 physical crit instead of 5, 1. Gives a similar mindcrit bonus. Grants a 7, 3 Willpower bonus in addition to its strength bonus.
- "crystalomancer's": Grants a 6, 4 spellcrit bonus instead of a 4, 1 one.
- "shattering": Grants a 15, 10 physical resistance penetration instead of a 10, 5 one.
- "sapper's": Grants a 4, 2 Infravision instead of a 2, 1 value.
- "dwarven": Grants a 10, 5 set of save bonuses instead of a 7, 3 set.
- "of predation": Grants a 10% movement speed bonus.
- "deeplife": Grants a 6, 3 Infravision bonus, and 15% Darkness damage affinity.
- Gloves: Largely good still, Edge put a fair deal of good work into these. Only a few changes here too.
- "restful": Life regeneration doubled(from 15, 5 to 30, 10).
- "of butchering": Very marginally weak for being AM and 30, 50. Spellsave raised to 15, 8, and Accuracy/physpower raised to 10, 4.
- "of the nighthunter": Infravision raised from 1, 1 to 3, 1. Physical power bonus raised from 7, 3 to 10, 5.
- "of the starseeker": Rarity dropped from 45 to 25.
- "of dispersion": These are great...as swaps. For general use, they're a little weak. Melee on_hit 15, 4 in Arcane(in addition to the normal weapon use one), and a 7,3 bonus to Willpower.
- "of regeneration": Life regeneration tripled(to 4.5, 1.5).
- "of the juggernaut": Physical save bonus boosted to 20, 10. Other saves left as-is.
- "spellstreaming": Spellpower raised from 7, 1 to 12, 4. Spellcrit raised from 4, 1 to 7, 3.
- Heavy Armor: None needed. All heavy armor unique egos are pretty good to me.
- Helms:
- "thaloren": Startlingly bad for an L25 ego, arguably worse than a similarly leveled version of one of the normal stat boost helms. Willpower bonus raised to 8, 2(same as said helms; Was 2, 1!), Mindsave raised from 5, 5 to 10, 5, and Blight resistance(10, 5) added.
- "of precognition": Gives a flat rate 4 cunning no matter what for some reason(changed to 8, 2). 4, 2 Accuracy/Defense bonuses changed to 8, 4.
- "of the depths": Grants 20, 5 Cold resistance.
- "stabilizing": Raised from 10, 5 to 15, 10 Physical Save.
- "warlord's": Pretty bad for 40, 50. Given a 10, 5 physical resistance bonus and a 4, 3 Strength bonus.
- "defender's": *Very* bad for 40, 50. Given All Resistance(5, 2).
- "dragonslayer's": Dropped from 40, 50 to 30, 50.
- "werebeast's": Life regen a bit over doubled, to 70, 10.
- "mindcaging": Mind resist doubled(to 20, 10). Mind resistance raised to 15, 10.
- "catburglar's": Darkness resistance raised to 15, 10 from 10, 5. Infravision raised to 6, 2 from 3, 1.
- "of blood magic": Rarity dropped from 40 to 30.
- "of fortune": Luck bonus raised to 12, 5. Crit bonuses raised from 4, 1 to 6, 2.
- "of sanctity": Gains spell save equal to its mental save(10, 5).
- "of ire": Given a con bonus equal to its strength bonus(5, 1).
- Light Armor:
- "troll-hide": Life regeneration doubled. Note that, in this case, this means a 3 to 15 range. Then again, it's all the ego does.
- "nimble": Given a defense bonus of 8, 2(equal to its range defense bonus).
- "of the wind": Grants 10, 5,/10 Stamina regen.
- "caller's": Added a 8, 5 Nature resistance too(mostly for thematics).
- Light Boots: There's only one! It got tweaked.
- "stealthy": Grants a 10, 5 Luck bonus and a 5, 3 Dex bonus in addition to its stealth bonus.
- Lites:
- "bright": Raise light bonus from 2, 1 to 3, 2. If all something's going to do is light radius bonus, it should be good at it. :)
- "of the sun": Grants 5% Light damage affinity.
- "of the moons": Infravision raised from 2, 1 to 3, 2. Grants 5% Darkness damage affinity.
- "scorching": Grants 5, 5 Fire resistance.
- "of the forge": Grants 5, 5 Mind/Fire resistance.
- "burglar's": Light radius dropped from -2 to -10. Infravision raised from 4, 2 to 7, 3.
- "of revealing", "of clarity": Combined into clarity.
- "guard's", "healer's": Combined into "survivor's".
- "preserving": Life regeneration doubled(To 5.4, 1.1). Additionally gains a 10, 5 Blight resistance.
- "piercing": Physical resistance penetration changed to all resistance penetration.
- "dreamer's": All saves changed from 3, 3 to 8, 4.
- "void-walker's": All on-teleport effects doubled. Additionally grants 5, 5 Cold/Temporal resistance.
- "nightwalker's": Now grants a 10, 10 critical hit modifier.
- "of illusion": Now grants a 10, 5 Defense modifier instead of a 4, 4 one. Saves increased from 10, 5 to 10, 10.
- "of corpselight": Grants -10 Lite, 3, 5 Infravision, 10, 5 blight resistance, the wearer is treated as undead, and the wearer does not need to breathe.
- "of the zealot": Now grants a flat rate 3% all resistance. (It's AM and all it does is raise spellsave...?)
- "ethereal": Spellpower raised to 12, 5. Magic bonus raised to 5, 3.
- "watch-leader's": Lite boost raised from 1, 1 to 3, 3. Grants 50-100% blind resistance, and the same See Invis/See Stealth/See Traps bonuses as Clarity(20, 5 for the first two, 15, 10 for the second).
- Mindstars: Very happy with these egos; Only a few I've noticed as underpowered are getting changed.
- "of flames", "of frost", "of storms": All bonuses changed from 8, 2 to 16, 4(this is elemental damage, elemental resist penetration, elemental damage and melee hit added damage). "of flames" gains the same global speed bonus as Blazebringer weapons, frost does ice damage on hit instead of cold and 5, 5 armor, and "of storms" gains the same 3, 1 bonus to all stats that thunderous weapons have.
- Ranged(launchers): Mostly good here too.
- "swiftstrike": Not bad, but a little weak relative to 30, 50. Added a 6, 1 Cunning bonus.
- "of cold": Was mysteriously 15, 50 while the others around it were 1, 50. I bet it was originally planned to be ice. Lowered to 1, 50.
- "runic": Obvious spot for a talent. Manathrust is boring; 10% chance of Arcane Vortex on_hit. (L3)
- "fungal": Grants a 6, 1 Con bonus.
- "of dampening": Raised from 8, 5 resists to 10, 7.
- "mage-hunter's": Mana Clash chance raised to 20%, now grants a 6, 1 Will bonus and a 10, 5 Mindpower bonus. It was competing very badly with bows in general, let alone the other AM bow(Which does attempts silence on crits).
- "psychic's": Gets a Mind damage increase/Mind damage project equal to that of the elemental bows(14, 8 and 15, 5 respectively). It was a little too focused on mindpower, which relatively few ranged weapon users use.
- Rings:
- "of tenacity": Grants a max life(30, 20) bonus; Players rarely gear for the resists it brings, and most of the other status resist rings have a bonus along with the resist.
- "of perseverance": Life regeneration raised to (4.0, 0.8), around 1.5x.
- "of arcana": 1, 20 changed to 1, 50. There's no real reason for a potentially fatal status blocker to stop showing up, and no other rings provide silence resistance.
- "of blight", "of mind": Rarity dropped from 24 to 12. While the other rare resist rings make sense, these elements are relatively more common than Arcane/Temporal and less powerful than Physical.
- "of arcane power", "of physical power", "of mental power": Merged into "of power". No real point in splitting them, and multi-attributes could use a little love. Level range lowered to 1, 50. Makes an excellent parallel to "savior" rings now.
- "savior": Saves raised from 10, 5 to 12, 6.
- "sneakthief's": Given a 10, 5 accuracy bonus. Not actually necessary, but the three companion rings(Gladiator/Conjurer's/Solipsist) have power boosts.
- "painweaver's": Given a 4, 4 all damage bonus. (Remember, gem rings get 10% at cap along with some crits. This can get another ego though.)
- "savage's": Save bonus raised from 10, 5 to 10, 10.
- "treant's": Save bonus raised from 10, 5 to 10, 10.
- "of misery": Melee project(when weapon hit) added damage of 20, 20 in bleeding, a 10, 10 project in random gloom effects, and a 10, 5 Max Hate bonus.
- "of focus": Rarity lowered to 30.
- "of pilfering": APR and Defense bonuses raised from 7, 3 to 10, 7, added a 10, 7 accuracy bonus.
- "of speed": Movement speed boost raised from 12%, 3% to 15, 10. Attack/Defense bonuses raised from 7, 3 to 10, 5.
- "of blasting": Retooled to "of blinding strikes"(Lightning isn't the first thing I associate with blasting, anyways.), added random blind chance of 12, 3 both when hit and on melee hits.
- Robes:
- "of blight", "of mind": Dropped from 24 to 9. Same logic as the rings, but a lot more important, as getting a relevant damage boost for classes that use these heavily is very major.
- "of time", "of the mountain": Dropped from 24 to 12. Same logic, and these two being this rare heavily hurt PMs, as they only have those two elements. (Arcane robes were already at 12.)
- "shimmering": Dropped from 10, 50 to 1, 50 for consistency with the other elements.
- "of stability": Retooled to "of protection". Grants a 3, 2 Armor/Defense bonus in addition to the saves, and level range reduced to 1, 10.
- "of spell shielding", "spellwoven": Merged into spellwoven.
- "of clarity", "mindwoven": Merged into mindwoven.
- "dreamer's": Dropped to 20, 50 from 40, 50. Grants 5, 3 Willpower/Cunning in addition to saves.
- "dispeller's": Grants a 6, 6 resistance to Fire, Cold, Lightning, Blight, Light and Darkness in addition to saves. Dropped to 30, 50.
- "of retribution": Retooled to "of the elements". Grants a 5, 5 bonus to Fire/Cold/Lightning/Acid damage, a 4, 4 resistance bonus to those elements, and 5, 5 in melee project(on hit) damage in those elements.
- "of Linaniil": This isn't NEARLY overpowered enough for Linaniil. Spellpower raised from 3, 3 to 15, 15. Spellcrit raised from 3, 3 to 10, 5. Rarity upped a little, to 25.
- "of Angolwen": Grants 30%, 20% Silence immunity, 15, 5 spellpower instead of 5, 5 and 5, 2 spellsurge on critical.
- "stargazer's": Grants 5, 5 spellcrit.
- "ancient": Now grants a 30, 20 Paradox Fail Reduction.
- "of power": Raised from 5, 5 spellpower to 10, 10.
- "of chaos": Grants a 10, 15 spellcrit bonus, and a 5, 5 spellsurge-on-crit bonus.
- "sunsealed": Grants a 40, 30 maximum life bonus and a 5, 3 Armor/Defense bonus.
- "of life": Life regeneration raised from 15, 5 to 45, 15. Level range lowered from 35, 50 to 20, 50.
- "slimey": Reduced from 10, 50 to 1, 50. Now does a 7, 3 melee project in addition to the on_hit it had.
- "stormlord's": Grants a 4, 4 Strength and Magic bonus to match the Will. Boosts physical damage by 10, 5.
- "verdant": Con bonus raised from 5, 1 to 8, 2. Life regen raised from 30, 5 to 75, 15.
- "tormentor's": Added hate_on_crit(3, 2) and raised mindcrit to 7, 5(from 4, 1).
- "focusing": Grants a 4, 4 Mag/Will bonus.
- "fearwoven": Grants a 15, 5 Physical damage bonus, and 15, 5 Physical/Darkness resistance penetration bonuses.
- "psion's": Grants a (0.7, 0.3) Psi regeneration bonus, and a 15, 5 Mind resistance penetration bonus.
- Shields:
- "flaming", "shocking", "icy", "acidic": Gained a 5, 5 melee project for their appropriate element as a wielder bonus.
- "of gloom": Special combat bonus lowered to 7, 7 Random Gloom, gains a general 5, 5 Random Gloom wielder melee project.
- "of the forge": Kinda weak for 30, 50. Grants a 10, 10 Fire/Mind resistance bonus.
- "blood-etched": Life regen boosted from 15, 5 to 30, 10.
- "of harmony": Grants a 10, 10 Healing Modifier bonus.
- Slings:
- "of cunning": Grants a 15, 10 physical resistance penetration bonus.
- Staffs: Oh boy.
- "cruel": Critical modifier raised from 10, 10 to 20, 10.
- "earthen": Grants a 10, 2 armor hardiness bonus.
- "potent": Grants a 3, 2 Spellpower bonus.
- "shimmering": Grants a 0.3, 0.1 Mana regeneration bonus.
- "blighted": Reduced from 30, 50 to 15, 50. Max Vim is worth 20, 10 to 30, 10.
- "ethereal": Grants a 5, 3 spellpower bonus. Defense bonus raised from 10, 2 to 15, 10.
- "greater": Grants a 4, 3 spellpower bonus.
- "voidwalker's": Grants a 10, 5 Cold/Temporal resist bonus, and a 30, 20 paradox failure reduction. All three on-teleport traits are boosted by 10 to the scaling value(20, 5 resallteleport, 30, 5 defense on teleport, 35, 5 effect reduction on teleport).
- "of fate": Save bonuses raised from 8, 2 to 10, 5. Grants a 5, 3 spellcrit bonus.
- "of illumination": Light radius bonus changed from 4, 1 to 3, 2. Combat defense bonus of 10, 5.
- "of might": Spellcrit bonus raised from 10, 2 to 10, 5.
- "of projection": Grants a 2, 2 spellpower bonus and a 2, 2 spellcrit bonus.
- "of warding": Grants a 4, 4 Defense and Armor bonus.
- "of blasting": Grants a 5, 5 Spellpower and Spellcrit bonus.
- "of channelling": Spellpower bonus raised from 10, 2 to 10, 8.
- "of greater warding": Grants a 6, 6 Defense and Armor bonus.
- "of invocation": Grants a 5, 5 Spellpower and Spellsurge on crit bonus.
- "lifebinding": Uncommented. Pretty good ego, didn't even need changes. :)
- "infernal": Uncommented, damage bonuses removed, 25, 15 critical damage modifier added.
- "bloodlich's": Uncommented, damage bonuses removed. 5, 3 Vim on crit/30, 20 Max Vim added, 9,1 Cun/Con bonuses added to match the Magic bonus, 0.2 Negative regen(negates the natural drain of Negative) added, 30, 20 Max Negative added, and 20, 10 critical modifier added. This isn't an entirely new ego, honest, it has one shared stat with the original!
- Weapons(general): No changes, to my surprise. That's a pretty good job, Edge.
- Wizard Hats:
- "of magic", "of willpower" "of cunning": Combined with "shielding", "stabilizing" and "clarifying" respectively.
- "of seeing": Rolled into "of warding", which was retooled to "of the sentry". See its entry for more.
- "augmenting": Damage bonuses raised from 7, 3 to 12, 3.
- "eldritch": Grants 5, 5 Spellpower.
- "of knowledge", "of arcana": Stat bonuses raised from 3, 2 to 4, 3.
- "aegis": Life regeneration tripled, from 1.5, 0.5 to 4.5, 1.5.
- "of madness": Grants a 9,1 matching Cunning bonus to its Willpower bonus, a 4,4 Mindcrit bonus and a 20, 10 Mindsave bonus, but has a -20% resistance to Confusion/Fears.
- "of the Brotherhood": Cooldown on charm dropped from 30 to 10, Adds a 9,1 Con bonus to match the Magic bonus. Grants a 15, 5 Arcane damage bonus.
- "decomposition": Resists lowered to 5, 3. Resistances to all non-physical, arcane and mind elements added.
- "of blight", "of mind": Lowered in rarity to 12. See previous logic for this. Still less common than the average elemental hat.
- "of warding": Retooled to "of the sentry". Gains "of seeing's" bonuses, and infravision is raised from 2, 1 to 6, 3.
- "focusing": Combined with "spellwoven" and "mindwoven"(The mana regen went to the former, Psi to the latter).
- "fearwoven": Grants a 15, 5 Physical damage bonus, and a 15, 5 Physical/Darkness resistance bonus.
- "psion's": Grants a 15, 5 Mind resist bonus, a 10, 5 Phys save bonus and a 15, 10 Mindsave bonus.
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