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Dark Souls - Rekindled Mod
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This page was last updated on 19 May 2021, 4:21AM
- Changelogs
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Version 2.01
- Fixed magic classes not starting with attuned spells in their inventory, causing the spells to be lost upon removal
- Monk now starts with Heal and Force and no longer starts with Seek Guidance
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Version 2.00
- (Note that some of these may be reverted later, such as the nerfs to the Protection rings and Leo Ring)
Increased Priscilla’s Dagger base damage to 90
Smough’s Hammer can no longer be buffed
Stone Greatsword now scales 50% intelligence, no longer has Divine modifier, now has Abyssal modifier (20%)
Greatsword of Artorias (Blessed) now deals 50% bonus damage to Abyssal enemies instead of 20%
Significantly reduced repair cost of Crystal Greatsword/Straight Sword/Shield, now costs 100 Souls per unit
Fixed the Painting Guardian Sword not having a raised crit rate like in the description (Now 105)
Fixed Sunlight Pendant drop being in the wrong Category making it unobtainable through the Princess Guard Covenant. It should now drop properly if you do not already possess it.
Removed the additional damage reduction on the Protection rings
The Leo Ring only increases non-Physical damage by 20% on successful counters
Magic damage can benefit from all Counters (10% bonus) but still must be thrusting attack (Player-based Sorceries are considered thrusting) - this is confirmed to work in all PvE cases but PvP where it most likely doesn’t affect other players. Note that some enemies are not weak to Counter damage
Astora’s Straight Sword, Crest Shield, Crescent Axe get the regen effect all Divine weapons get
Dragon Crest Shield gets the Fire defense all Fire weapons get
Channeler Trident gets the Magic Defense all Magic/Enchanted/Occult weapons get alongside the Channeler Helm spell boost.
Giant’s Halberd gets Lightning defense (+10)
The Crystal Greatsword now shares the Claymore moveset and damage types.
Fire and Lightning paths no longer get reduced AR at low upgrade levels (Fire max AR raised to Lightning)
Magic, Occult, and Enchanted weapons get +10 Magic defense, Lightning gets Lightning defense, and Fire gets Fire defense. Divine weapons restore health slowly. 2 per 2 seconds
Changes to scaling have been made - magic ascension soft caps are now 40, like all other weapons - scaling follows identical patterns to quality weapons
Ricard’s Rapier now scales 6/95
Made the Club upgrade like a normal weapon instead of having unique upgrade tables. Now scales 100% Strength, down from 130, back to original, but has improved base damage.
Reduced Morning Star scaling to 60%, removed attack speed penalty - bleed on the most stunlock-heavy weapon class in the game is a little strong
Added 50/50 STR/DEX scaling to Dark Hand. Bonus negligible.
Removed the Faith and Intelligence requirements from ALL of the Greatswords of Artorias, including the Abyss Greatsword
All spells requiring over 30 Intelligence or Faith have had their requirements reduced by half the difference between them and 30 (Sunlight Spear and White Dragon Breath have a requirement of 40, everything under 30 unchanged) Note that the soft cap for Catalysts and Talismans remains at 50
Tweaked Emit Force to have a larger initial hitbox so that it can be used at point blank range more easily (may hit ground again)
Removed bonus scaling from upgrading Magic, Divine, and Occult path weapons (AR higher than intended/balanced)
Had to artificially reduce Divine base mag damage (no effect on gameplay just making notes to myself) - upgrades to 2.3* base mag damage
Fixed Crystal shields getting less Stability than intended
Increased the power of Velka’s Rapier R2’s (in all ways), especially followup R2 which was its weakest attack.
Increased Stone Greataxe base damage to 217 to be closer to BKGA in AR
DST always inflicts toxic (toxic not increased on R2)
Fixed the Ring of the Sun Princess not being in the empty chest in Anor Londo
Classes more closely resemble their original counterparts, to be added in description later
Gifts also changed
Drakes now drop Scales at a 15% chance instead of 5% chance
The Berenike Knight in the Undead Burg now drops three titanite shards when killed.
Any Berenike Knight guaranteed to drop Large Titanite Shards drops two.
Allowed the Red Sign Soapstone to be used while Hollow
The Homeward Pendant is only a memory
Red Eye Orb can now be used by Chaos Servants (still must be acquired from Darkwraith covenant)
Removed HP bonus from Sun Princess ring, now regenerates 1 Hp/sec on top of providing Synergy
Changed Life Ring HP Bonus from 5% to 20%, removed regen effect.
Removed the attunement slot from the Witch’s Ring
Removed attunement slot from Cat Covenant ring.
Reduced enemy Channeler buff’s damage amplification from 1.85* to 1.4*, same as Channeler Trident. Reduced duration to 30 secs on Channeler allies.
Reduced Dark Mask damage bonus to 5%
Blue Tearstone Ring now also provides a flat 50 Defense to all types as well as multiplying by 1.5. Not sure if that causes 50 defense to also be boosted
Stone Set no longer provides Equip Load at low health but increases Stamina slightly (roughly 10% total)
Re-increased STR scaling on the Dragonslayer Spear (at 100%)
Set of Favor no longer regenerates HP
Artorias is weak to Occult and Abyssal modifiers
Manus is now weak to Abyssal modifiers
Kalameet is weak to Divine
Bloatheads and Humanity Phantoms are weak to Abyssal
Kalameet’s attack dogs are weak to Divine
Painting Guardians are weak to Occult
Nito is weak to Divine
Guardians and Scarecrows are now weak to Occult, as are the “Demonic Foliage” and Stone (Clay) Knights in Darkroot Garden
Titanite Demons are now weak to Demon effects (Black Knight weapons)
Seath is now weak to Occult (look up his name in King’s Field)
Quelaag is weak to Demon
Gargoyles are now weak to Occult
Replenishment and Bountiful Sunlight now heal for 10/second (base) gaining 2HP/sec with each level of Resonance and now last 75 seconds base with an extra 15 seconds per Resonance level. Note that the Lingering Dragoncrest Ring increases duration by 50% but also slows healing rate, healing the same amount over a longer period of time.
Sanctus reverted to old regeneration stats (2HP/2s, still has saving grace effect at low health)
Ensured that the Black Knight weapons were buffable
Removed SharedHitList from Firestorm variant spells and Gravelord Sword dances. Have fun murdering bosses
Crystal Ring Shield now penetrates terrain and targets.
Changed names on the Greatsword (Berenike Greatsword/Brk. Greatsword), BKH (Black Knight Glaive), Scythe (Bardiche), etc. Updated Bardiche description to match changed attack data.
Server now weighs 9 units and requires 21 Strength. Also deals more Stamina damage than the Murakumo and Gravelord Sword (30 base)
The Lucerne deals Thrust damage again.
Ghost Blades are buffable again.
Izalith Catalyst can cast both Sorceries and Pyromancy. INT scaling reduced to previous values (175->140) and removed absurd thrusting attack.
Velka’s Talisman can cast Sorceries.
Beatrice’s Catalyst can cast Miracles.
Darkmoon Catalyst FTH scaling increased to 160 putting it on par with the Logan’s Catalyst.
Demon’s Catalyst can cast all forms of magic, making it the most versatile item in the game. It now has a 30% Faith scaling.
INT scaling increased on Tin Banishment Catalyst to 140 (on par with other catalysts)
INT scaling on Logan’s and Sorcerer’s Catalyst increased by 10%
Appropriately turned the Fire Straight Sword Hilt into a Torch. Moveset of a Mace but with the utility of a Skull Lantern. Note that when in your left hand it sets your right hand weapon on fire regardless of any other buffs
Prowling Demons now drop Titanite when they don’t drop a Catch Pole. This can include Slabs. (The LOWEST chance is for the Lost Izalith Demon at 1%)
Increased Souvenir of Reprisal drop chance to 15% on Crow Demons
Crystal Golems have a chance of dropping Green Titanite Shards, and give drops more frequently
Man-Serpents can drop Large Titanite Shards and drop their weapon more frequently (10 and 5%) Serpent Mages mirror this with Green Titanite Shards.
The Berenike Greatsword deals an extra 10 base Poise damage (+20%)
The Demon Great Machete deals 25% extra Stamina damage to shields
DGA stamina damage increased to 25% extra over standard Greataxe
DGH 20% poise boost changed to 25% stamina damage boost
Smough’s Hammer and Dragon Tooth get +20% poise damage (+10 base)
Standard Spear weight reduced to 3, STR required reduced to 10
Lucerne now deals 30 base Poise damage and gets almost twice the stamina damage to shields (almost Great Hammer), ~30% more than BKH
Gargoyle’s Halberd, Scythe, and standard Halberd now have +25% poise damage (25 base)
Roughly halved Torch Hollow Fire damage
Sentinel shield slam no longer deals damage in an AoE
Asylum, Taurus, and Stray Demon no longer deal AoE damage on attacks (“blasts” have been removed). Being stepped on by the Taurus demon still hurts but deals less damage.
Karmic Justice blast damage changes to 225/225
Magic Shield and Strong Magic Shield now last one minute.
Fall Control now lasts one minute.
Hush also lasts one minute.
Bastard Sword weight reduced to 5. Strength requirement updated (14)
Reverted Claymore. Now requires 16 Strength and weighs 6 units.
Murakumo deals reduced stamina damage to blocking targets. (20 base)
- (Note that some of these may be reverted later, such as the nerfs to the Protection rings and Leo Ring)
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Version 1.96
- The Lucerne now deals Strike damage on all attacks but Criticals, which still deal Thrust damage
The Server now weighs 7 units and requires 18 Strength. It has 30 base Poise damage, down from 35.
Decreased Hollow Soldier and Hollow Warrior Armor weight by 1 unit each
Increased Silver Knight Set lightning defense by 20%, giving it some of the highest Lightning defense in the game. Reduced Fire defense to be slightly inferior to Magic defense.
Dark Mask now works properly - no longer visibly affects AR but should affect damage
Fixed Power Within’s icon being wrong (is now a sword, not a shield)
Increased Orange Charred Ring’s Fire damage to 150, and added 1 physical damage. Yeah, it adds damage to kicks and falls.
Greatly increased Black Knight fire defense, slightly reduced Lightning defence. Lowered Bleed resist (Now 145). They are now slightly weak to Strike and Thrust but highly resistant to Slash.
Silver Knights share the same physical resistances and weaknesses of the Black Knights but resist Lightning instead of Fire.
Demonic Statues are now weak to Strike, Thrust, and Lightning, but resist Slash.
Capra, Taurus, and Winged Demons are weak to Slash damage.
Capra Demons and Taurus Demons resist Strike somewhat - Channeler Helm and Dark Mask now give a 10% bonus - smaller values do not work.
- The Lucerne now deals Strike damage on all attacks but Criticals, which still deal Thrust damage
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Version 1.95
- Reduced Stone Greatsword weight to 12 and Strength requirement to 24
Gargoyle’s Shield stability decreased to base 59 (just over Tower Kite), Physical block increased to 95%, Fire block decreased to 50%
Balder Shield now blocks 70% Fire damage
Reduced weight of Balder armor and leggings (new weights 8 and 4.5, previously about 10.3 and 6.4), Balder Armor base Thrust defense decreased by 6 (about 20 final defense)
The following now have -5 base Thrust defense: Catarina Set, Set of Favor, Set of Thorns, Hard Leather Set (not including Helm), Adventurer Set (has -2)
Adventurer Set weight reduced, now 4.5/13/2.5/3.5 (total decreased by about 2 units)
The Sack now increases healing slightly , like a holy set’s helmet (previous poison-duration-reducing effect did not work)
Fixed Lightning Spear sounding and looking like a Soul Arrow when casting
- Reduced Stone Greatsword weight to 12 and Strength requirement to 24
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Version 1.94
- Fixed the Bloodbite and Poisonbite ring being a power of ten too expensive
Made sure resistances for Undead Dragon and Quelaag were working properly (can now be poisoned)
Reduced Manus’ Toxic resist to 240
- Fixed the Bloodbite and Poisonbite ring being a power of ten too expensive
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Version 1.93
- All Shields now share the Greatshield Strength scaling (no longer scale with Dexterity)
Jagged Ghost Blade scalings reduced to 40/40
Ghost Blade scalings reduced to 35/35
Domhnall of Zena now sells Feather Arrows and Sniper Bolts instead of Wooden Arrows/Bolts
Halved price of Bite rings sold by Oswald
Vamos now sells Fire Arrows instead of Wooden Arrows
Chester now sells Poison Arrows instead of Large Arrows
Patches now sells unlimited Divine Blessings
Ordinary skeleton archers in Firelink Shrine and the Catacombs now drop arrows as well.
Artorias now has only 200 Toxic resistance
Kalameet has 220 Toxic resistance.
The Scythe now deals Normal damage.
Fixed Halberds - Only Lucerne and ordinary Halberd deal thrust damage on standard attacks. All attacks now deal the type of damage one would expect.
Gargoyle’s Shield now gives Gargoyle Halberd resistances.
The 200- and 400-value Souls can now be sold for their old amount of 500
- All Shields now share the Greatshield Strength scaling (no longer scale with Dexterity)
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Version 1.92
- Increased Toxic buildup on the Gravelord Sword to 40
Un-nerfed the Zweihander
Fixed Transient Curse not working as intended (now changed properly), doubled duration
Chaos Eaters now drop Red Titanite Chunks in pairs instead of White Titanite Chunks (probably oversight on FromSoft’s part)
Crossbow-wielding and bow-wielding Hollows and Balder Knights drop 3 Standard Bolts at a 10% chance.
Giant Skeletons drop 3 Large Arrows the same way other bow-wielding enemies do.
Fixed Armored Tusks still being immune to Toxic
Undead Dragons are now easily poisoned and toxified (150/150 resistances)
The Hellkite Drake has lower resistances, 150/150 poison/toxic and 115 Bleed with bleed reduction.
Decreased Gaping Dragon’s Toxic resist to 200.
Decreased Quelaag’s resistances to 300/175/150
Decreased Seath’s resistances to 300 each. Defenses to Slash and Thrust reduced slightly, Strike resistance increased
Gargoyles are slightly less resistant to Strike and more resistant to Slash
Ornstein resists Slash but is weak to Strike
Quelaag resists Strike but is weak to Slash
Gaping Dragon resists Slash but is weak to Thrust
Ceaseless Discharge is weak to Slash and Thrust, resists Strike
Nito is now weak to Strike and resists Thrust and Slash
Sif is now weak to Slash and resistant to Strike
The Centipede Demon is weak to Slash
Kalameet is now weak to Strike and Thrust
Mass of Souls is now weak to Slash and Thrust
Hydras are now weak to Thrust
Sanctuary Guardians are less resistant to Magic
Ultra Greatsword stunlock reverted. Apparently there are few weapon types that CAN’T stunlock.
Dark Hand strong attacks cannot be parried and ignore guard. Grab attack can (probably) be executed with left hand.
Dragon Bone Fist now weighs 6 units and requires 16 Strength.
Golem Axe now weighs 8.5 units and requires 21 Strength.
Un-nerfed the Great Club.
Crystal Golems are now weak to Thrust damage. Golden Golems are more resistant to Lightning but less resistant to Magic.
Prowling Demons are resistant to Slash, Magic, and especially Lightning but weak to Fire, Strike, and Thrust, fitting with their stony nature.
Crow Demons are slightly weak to Thrust, as they are birds.
Darkwraiths are now weak to Strike and Thrust.
Demonic Foliage is weak to Slash and resistant to Strike and Thrust.
Smough is now weak to Slash but resistant to Thrust. His Fire defense has been doubled but his Magic defense has been lowered.
Added Escape Death (ID 5500) - Requires 25/25 Faith/Intelligence, 4 Attunement slots. Lasts until death, acts like a Rare Ring of Sacrifice but as a personal buff (cannot be stacked). Sold by Oswald of Carim for 90,000 Souls instead of Homeward Bones. Icon is identical to Karmic Justice. Due to technical limitations, can be purchased repeatedly, though there is absolutely no point in doing so.
The following attacks can no longer be parried: Abyss Greatsword 2hR2, DGM R2’s, 2-handed Butcher Knife r2’s, Titanite Catch Pole jumping attack (r2)
NOTE: Confirmation needed on “unparryable” attacks, just got parried by a skeleton on an attack that was changed to be unparryable.
- Increased Toxic buildup on the Gravelord Sword to 40
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Version 1.91
- Halved the difference between 20 and all higher strength requirements (39 Strength allows the player to meet all Strength requirements)
Reduced Moonlight Butterfly Horn scaling to 120%
Reduced Crystal Straight Sword base damage to 173 (-8 base, roughly -21 final)
Oolacile Catalyst now gets 10 Poise damage like other basic Catalysts
Izalith Catalyst now deals Thrust damage properly
Gravelord Sword can no longer be buffed
Transient Curses no longer count as weapon buffs and their use is now restricted properly
Repair now restores 50 durability in 3 casts
Gravelord (Great)sword Dance now causes the same Toxic effect as the Gravelord Sword
Chaos Eaters, Crystal Butterflies, Pinwheel Servants Titanite drop chance changed to - Chunk 35%, double Chunk 10%, Slab 5%
Possessed Trees no longer drop reinforced weapons
Chaos Bug drop chances for Red Chunk and Sunlight Medal increased to 15/5% respectively
Increased Dark Hand drop rate to 2%, from 1%
- Halved the difference between 20 and all higher strength requirements (39 Strength allows the player to meet all Strength requirements)
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Version 1.83
- Fixed Six-Eyed Helm of the Channelers’ damage bonus not working
Fixed Sanctus dealing damage instead of healing while at low health
Increased Sanctus passive healing to 5HP/2sec\
Karmic Justice now decreases physical damage taken by 20%, Magic 30%, Fire and Lightning 10% and heals for 25% of your health when activated
Karmic Justice damage increased to 200phys/300Magic.
Dragon Head Stone damage increased to 150/175/200/250 based on covenant rank. Previous was 120/125/130/140.
Reduced Pike running attack damage to 70/80 and 80/95 (chain/final hit). Originally 65/75 and 75/90. No longer deals nuclear damage.
- Fixed Six-Eyed Helm of the Channelers’ damage bonus not working
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Version 1.82
- Pasted so it's sloppy
Left-handed shield attacks are no longer be able to be parried.
At max tier, shields gain half the stability boost that Normal upgrade paths get. (10%)
Raw upgrade damage has been increased to 3.5*base damage. (1.9/2.2/2.5/2.8/3.1 /3.5) For the record, if you’re above 20 in a major physical stat (e.g. not strength with Spears) it does not out-damage the standard path.
Changed Raw upgrade materials. Requires 1 large / 2 large / 3 large / 1 chunk / 2 chunk / 3 chunk, roughly matches standard Ascension damage
Pierce Shield has 57 base Stability but now gains Stability through its upgrades.
Spiked Shield upgrades like a normal shield , 53 base Stability
Reduced stun time on shield bashes
Phalanx drop the Iron Round Shield - around 1% chance
Old but worth pointing out - Phalanx drop +10 Spears/Large Leather Shields
The chest with Prism Stones in it bears 50 stones now
The empty chest in Gwyn’s tomb now has the Ring of the Sun Princess in it
Entering the Princess Guard covenant now grants a special Pendant
Said Pendant allows Princess Guard users to cast Bountiful Sunlight at no cost
Hollows in the New Londo area sometimes drop Transient Curses (10%)
Changed Estoc and Rapier descriptions to match changed moveset.
Smoothed elemental stability gain
Removed drops from Nito and Seath
Homeward Pendant is now dropped by Leeroy, not Gwyn
Fixed Seath staggering on every attack (no longer staggers)
GLGS now prevents weapon buffs instead of personal buffs
Probably fixed custom Miracle boosts
Seath’s resistances are now 600/300/600 with Bleed reduction
Quelaag’s resistances are now 500/300/200 with Bleed reduction
Crow Demons, Man-Serpents, Leeches, Cragspiders, and Rats now drop their items on the ground
Skeletons now drop the Warrior’s Round Shield
Undead Merchant now sells Red and White Round Shield
Red and White Round shield now blocks 75% Lightning damage
Warrior Round Shield now blocks 90% Physical damage
Caduceus Round Shield now blocks 75% Magic damage
Crystal Ring Shield now blocks 90% Physical, 95% Magic, 40% fire damage and no longer gives the MLGS Magic resistance
Reduced Undead Dragon’s Toxic resist to 400
Bonewheel Shield now upgrades like an ordinary shield (Gains Stability)
Black Knights in the Undead Asylum have a 50/50 chance of dropping their swords/shields, respectively
Pendant changed to Homeward Pendant
New Pendant known as Sunlight Pendant
- Pasted so it's sloppy
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Version 1.81
- Every level in the Darkmoon Blade covenant also increases the Darkmoon Blade duration by 5, up to 75 seconds
Every rank increases the Dragon Torso Stone damage buff duration by 1 second, up to 8 seconds
Fall Control, Emit Light, Muffle, Regeneration miracles, Transient Curses, etc. now work the way they previously did
Pendant is infinite Homeward Bones
Reverted Chaos Blade to original values
Changed Raw upgrade - Acts like +20 weapon but with no scaling, really only good if you’re going to get little/no scaling anyway. Damage curve is a bit more steep.
Increased base damage of Crystal Ring Shield to 150
reduced Magic/Divine damage scaling on shields (could reach 600 AR)
Gwyn now drops the Pendant (Nito doesn’t)
Rhea and Petrus now drop a Divine Blessing instead of the Pendant
Seath is no longer immune to status effects has high Poison (600) moderate Toxic (300) and moderate Bleed (400) resistance and Bleed damage reduction (deals 9% health)
Nito drops the Elite Cleric set, Seath drops the Mage Smith set.
Elite Cleric set is about the same as the normal cleric set (includes healing bonus)
Mage Smith set is about the same as the normal Sorcerer set (added Poise)
- Every level in the Darkmoon Blade covenant also increases the Darkmoon Blade duration by 5, up to 75 seconds
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Version 1.71
- Changed Straight Sword Hilt, has various movesets. Changed Raw Hilt damage for testing purposes.
- Dark Hand is better for blocking, 40 stability with Light Shield deflection. Now has 20 base Physical damage with 200 Mag damage that scales 50/50% with FTH/INT
- Straight Sword Hilt movesets: Normal, DGA for Crystal, DSS for Lightning, Rapier(now Estoc) for Raw, , PGS for Magic, MLGS for Enchanted, GSoA for Divine, AGS for Occult, QFS for Fire, Zwei for Chaos
- Decreased Sanctus emergency healing to 1% HP per 2 seconds so it does not always outpace Power Within at low health
- Removed Sanctus passive healing from the Astora's Straight Sword
- (Clientside) Ultra Greatsword R1's no longer stunlock and actually stun for a very short amount of time.
- Divine and Occult Straight Sword Hilts have an aux. effect of 500 (5*) for testing purposes
- Increased poise damage of the Butcher Knife's R2's to 56/70 for 1h and 2h respectively
- Improved damage on Pike's running attack. Roughly equivalent to 3 hits if all connect
- Improved Poise damage for Pike's strong attacks to 30/40 for 1h and 2h respectively
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Version 1.59
- *this entire patch could use some testing, I know for sure that bonuses given to armor sets do not stack between pieces*
The Tiny Being's Ring now restores 10 HP plus 1% of your max HP every 5 seconds
The Leo Ring now increases ALL types of damage on successful counter hits (+40%). The damage must still come from a thrusting attack, and Physical will still deal the most damage, as no other type gets the original 20% bonus.
The Hawk Ring gives 200 range. Have fun sniping.
Repair gets 10 casts but only restores 15 durability per cast. It functions well alongside the Crystal Greatsword, Straight Sword, Shield, and Armor.
Fixed Bountiful and Soothing Sunlight not working in all covenants. Probably.
Bountiful Sunlight and Replenishment, Hush, Fall Control now stack with other buffs (Bountiful and Soothing Sunlight use the same buff apparently)
The Izalith Catalyst now scales 175% with Intelligence, beating an Ascended Flame +5 at high levels of Intelligence (around 40 Int. or so)
Cast Light requires 8 Intelligence
Repair requires 12
Chameleon requires 10
Hidden Body requires 16
Dark Bead requires 20
Added Bleed to the Ghost Blade (30 per hit)
The Crystal Greatsword has a higher base damage (230) but lower scalings (34% each), resulting in a generally higher damage output
The Crystal Straight Sword has the same damage scalings and a base damage of 181. It generally outdamages standard Straight Swords. It will probably be nerfed a little
The Great Lord Greatsword has been greatly buffed. It now has 60/60 scalings in Str/Dex, a fully upgraded base damage of 262 Phys/150 Fire, and a max AR of almost 730. It also has a 150 Divine modifier.
The Stone Greatsword now has a 110 Divine Modifier.
The Sniper Crossbow now weighs 6 units and requires 16 Strength. Two-handing it still does not change the requirement.
Increased the stability of the Crystal Ring Shield to 50, from 45.
Increased the stability of the Spiked Shield to 55, from 48.
Increased the stability of the Pierce Shield to 60, from 49.
The Sunlight Shield now blocks 75% lightning damage but only blocks 20% magic damage.
The Gargoyle Shield now has base 63 Stability (+7 from previous 56). It has the most Stability of any Medium shield, beating out the Balder shield by 2 Stability when fully upgraded.
The Crystalline Set (armor) now has 15 Durability.
Any piece of the Set of Favor restores 5 HP every 10 seconds and increases stamina regen by 3
The Sack and all pieces of the Guardian Set increase stamina damage to blocking targets by 10%.
The Stone Set no longer directly decreases stamina regen, and increases stamina regen by 5 when under 30% HP.
The Fang Boar Helm causes damage when rolling, identical to the Helm of Thorns.
The Crown of the Great Lord grants 1 Humanity every 5 minutes.
The Mask of the Sealer increases Curse Resist by 30% and decreases both visual and auditory detection range by 20%.
The Dark Mask increases physical damage dealt by 5%.
The Pharis Hat decreases detection range by 10% (both types) and increases Bow Range by 30.
The gloves of the Holy, Brass, Maiden, Dingy, Cleric, and Paladin sets increase healing received by 20%
The Six-eyed Helm of the Channelers increases Magic and Physical damage from spells by 5%.
- *this entire patch could use some testing, I know for sure that bonuses given to armor sets do not stack between pieces*
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Version 1.51
- Fixed Transient Curse, now stacks with other buffs
- non-Boss Souls can now be sold to Frampt at their appropriate value
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Version 1.43
- Bountiful Sunlight and Soothing Sunlight no longer require Princess Guard membership.
Soul Spears now cast like Heavy Soul Arrow (slower)
White Dragon Breath now casts like a Soul Arrow (faster)
- Bountiful Sunlight and Soothing Sunlight no longer require Princess Guard membership.
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Version 1.42
- Fixed the Old Witch's Ring so that it properly boosts Pyromancy, added icon
The Great Lord Greatsword now makes any weapon in your right hand look like it's on fire, preferably the Sword itself. The buff deals zero damage.
The Izalith Catalyst now has 150% Intelligence Scaling and acts like a Pyromancy Flame. It also now has the "poke" attack of the Banishment Catalyst.
- Fixed the Old Witch's Ring so that it properly boosts Pyromancy, added icon
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Version 1.41
- Re-added Bleed to the Jagged Ghost Blade
Barbed Straight Sword has been reverted to its original values
Fixed the Silver Knight Straight Sword not having any scaling, now has an additional 12% Strength scaling
The Crystal Ring Shield has normal range again
The Claymore now weighs 9 units and requires 22 Strength, otherwise unchanged.
The Ring of the Sun Princess now boosts HP by 20%.
The Chloranthy Ring now boosts Stamina by 20%.
The Evil Eye Ring now also gives 20 souls per proc, and can proc more frequently (hardly noticeable)
The Cat Covenant Ring now causes the user to deal 50% more Stamina damage to blocking opponents.
The Poisonbite Ring now affects Toxic
The Old Witch's Ring increases Pyromancy damage by 20% (not working in this patch) and gives 1 Attunement Slot.
The Darkmoon Blade Covenant Ring gives 50 Magic Defense and an Attunement Slot.
The Dark Wood Grain Ring now cuts defenses by 20%.
All Defense rings now also directly cut 10% of their respective damage type, besides the Speckled Stoneplate Ring that cuts each type of elemental damage by 2.5%.
The Crown of Dusk now cuts all major defenses by 30%.
The Plank Shield now blocks poison and toxic like the Spider Shield.
The Set of Thorns deals double the previous damage (base 110->220) causing much more significant damage when wearing the full set.
- Re-added Bleed to the Jagged Ghost Blade
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Version 1.9
- Halved all Skeleton magic defense
All Skeletons now drop their items on the ground
All Crystal equipment can be repaired, but has 1/20th the base durability (Washing Pole and Broken Round Shield tied for lowest durability, 3, highest durability Demon Great Weapons with 30)
Made sure that the Estoc and Rapier were dealing the right damage types (Swapped behavior ID’s to match moveset)
Darkmoon Seance Ring increases physical and magic defense by 25
Darkmoon Covenant Ring does this as well
Cat Covenant Ring also gives an attunement slot
White Seance Ring increases healing by 10%
Changed Dragon Form - 5/16 Poise, head gives 10 defense, Body gives 1.5* defenses, doubles (1.1 and 1.8) aux. Resistances. Offers no Lightning defense.
Karmic Justice slightly reduces damage dealt - 15% for most, 30% for magic - detonation unchanged
Chameleon halves non-Strike/Fire damage while active
Transient Curse gives 25 physical defense while active
Toxic Mist, Dark Fog, DST Toxic reduce defenses by 20%
Poison Mist reduces damage by 10%
Dung Pies reduce damage by 20%
Rotten Pine Resin reduces defenses by 15%
Poison from swamps reduces damage by 5%
Fixed Pharis Hat and Mask of the Sealer increasing detection range instead of decreasing it
Poison Arrows decrease defenses by 10% and increase the distance from which you can lock onto them
Poison from the Oolacile Catalyst, Plank Shield, and Large Club decrease Poise by 20 and damage by 10%
Gravelord Sword now deals 5+1% HP damage per second - may require balance changes
Silver Talisman base damages increased to 75 each
Catalyst bashes deal more poise damage - Oolacile gets 5, most get 10, Tin Banishment and Tin Crystallization Catalyst gets 20, Demon's Catalyst gets 30
Dagger + parrying dagger deal 8 base Poise damage, Ghost Blade and Priscilla’s Dagger get 10, Bandit’s Knife gets 12
Mail Breaker deals 10 base Poise damage, Rapier+Velka’s+Ricard’s gets 15, Estoc gets 20 (same as Straight Swords)
Certain attacks should be able to break terrain - Heavy Soul Arrows, Karmic Justice explosions, Wrath of the Gods, Ultra Greatsword 2h Rs’s, Dragon Greatsword 2h R2’s (projectile included), DGM 2hR2’s, Greataxe 2hR2’s, DKGA 2hR2’s, Stone Greataxe R2’s, All 2h Great Hammer attacks, Great Club R2’s, Smough’s Hammer R2’s
Shields cannot be parried, period.
Doubled Demon Firesage’s Fire defense.
Increased Iron Golem’s resistance to Slash and weakness to Strike
Fang Boars can now be poisoned (75 resistance to Psn and Toxic)
Reduced Hellkite Dragon Thrust and Lightning defense, increased Slash defense, now has 300 resistance to all aux. Effects and bleed reduction. Note that it is immune to fire damage.
Increased Seath’s Toxic resist to 600
Gwyn, Lord of Cinder has 400 in all resistances, and has greatly increased Fire defense (Matches Lightning defense)
Hitting the Gaping Dragon’s head deals double damage instead of 1.5*
Gaping Dragon has 400 Toxic resist with 240 Bleed resist + damage reduction, immune to Poison
Artorias - Reduced Fire and Thrust defense, 600 Toxic resistance and 240 Bleed resist with Bleed reduction
Manus - Reduced Lightning and Fire defense slightly, 600 Toxic resist with 240 Bleed resist and reduction
Reduced Kalameet’s Lightning defense, has 500 toxic resist
Decreased Havel’s Shield buff durability usage to 100
Second 2h R2 on Dragonslayer Spear no longer consumes durability
The Sack now reduces Poison and Toxic duration to 25% while worn instead of increasing stamina damage to shields
Swapped Sack Lightning and Fire defense - Large Club 2h R2 also destroys columns, etc. like the other 2h Great Hammer attacks
- Halved all Skeleton magic defense
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Version 1.8
- ( i just pasted this from my personal changelog so it's messy)
Emit Force now slowly (1.5 secs) increases to max original size
Undead Rapport now has an invisible projectile with a moderate range (about half of Crystal Ring Shield)
Removed Bleed from Sniper and Feather ammunition
Doubled Fire damage on Skull Lantern to 150
Added Magic damage to catalyst bashes - Sorcerer’s, Darkmoon, Beatrice’s catalyst get 100 magic, Logan’s gets 120
Beatrice’s Catalyst gets 150 Occult, Tin Darkmoon gets 150 Divine
Silver and Canvas Talismans get 120 Divine, Darkmoon gets 150, Velka gets 150 Occult
Ordinary Talisman gets 50/50 Magic/Lightning, Canvas, Ivory, Velka’s gets 100 Mag, Sunlight gets 100 Lightning, Darkmoon gets 120 mag.
Plank Shield now gets Large Club poison effect, blocks 90% physical damage
Changed shield bash moveset for all but Pierce shield (same bonuses, different moveset)
Pierce and Spike base damage increased to 90/95, increased Divine and Magic scaling
Look at shield section above
Chaos Blade is no longer buffable
Talisman is now called the Silver Talisman
Ghost Blade and Jagged Ghost Blade scale 45/45, have high-tier damage. Neither can be buffed
Mail Breaker has 67 base damage and 120 crit, Raw changed to deal more base damage than +15 but have no scaling
Toxic Rats and Engorged Hollow Toxic now cut healing properly
Blowdart Snipers now deal 45 buildup so that they’re still a threat
Serpent Mages now deal lightning damage like the visuals suggest
The Iron Golem’s wind blast attack now deals physical damage, like the axe from its soul
Increased Artorias’ armor to be just under the ordinary Knight Set when fully upgraded (in phys. Defense, 210) and swapped Magic and Fire defense. It’s a pretty good set against anything but Fire damage
Increased Set of Favor phys. defense and Brass defense to match Artorias set, roughly.
Increased Stone Set and Guardian Set to roughly match Smough’s set in physical defense
Havel’s physical defense just barely beats fully upgraded Giant’s. Halved lightning defense
Frog Rays drop their items on the ground
Reduced Possessed Tree bleed resistance, they now drop a +5 Club (20%), A Great Club +5 (5%), 2 of any Moss Clump type (25% chance each)
Nito drops a Pendant for future uses
Skull Lantern now has a 10% drop rate
Murakumo drop rate is now 5%
Large Club drop rate is now 5%
Silver Knight Spear/Straightsword drop chance is 3%, shield is 2%, small chance of Silver Talisman (1%). Arrow chances is 7% plus a 3% chance of 10 arrows
Gave the Daughter of Chaos the Izalith Catalyst. Don’t get hit, she has 57 Intelligence.
Sunlight and Silver Talisman increase Lightning damage dealt with Miracles by 10%
Ivory Talisman increases healing done by 10% on spells - probably
Magic Shield now has 15 casts, Great Magic Shield has 8 casts. Both last 20 seconds. Normal Magic Shield also raises physical block to 100% (invisible)
Calamity Ring increases enemy visual range 10x
Divine shields now get the same magic defence boost that Magic shields do
Changed stun behavior on the left hand shield bash back into a normal (long) stun
Shield info - changed Shield upgrades to more closely resemble weapons.
Base damage is 60/80/100 (*0.75, *0.8 for magic)
Small - 20% strength, 50% dex, Base Damage increase to 60. Changes to 5/13/70% scaling on Divine and Magic paths.
Medium is 40% STR and 30% DEX. Base damage is 80. Phys scaling on Magic/Divine is 10/8.
Large shields get 70% STR and 100 base damage. Phys scaling for mag/div is 18.
Unique large shields get 160 base damage.
Crystal Shield gets 130 base damage.
- ( i just pasted this from my personal changelog so it's messy)
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Version 1.7
- Poison now reduces stamina regeneration by -15. This includes PvE sources and PvP sources.
- Toxic now halves healing. Blighttown Snipers deal reduced Toxic buildup as well (from 80 to 30)
- Charcoal Pine Resin now adds 150 fire damage
- All of the following weapons can now be buffed: Priscilla's Dagger, both Ghost Blades, all Black Knight weapons, the SIlver Knight Spear, the Gravelord Sword, Smough's Hammer, and the Chaos Blade.
- Power Within causes the user to deal additional stamina damage to shields
- Flash Sweat now cuts Fire damage by 70% and increases Poison and Toxic buildup by 50%
- Increased the poise damage Medium Shields and Greatshields do (Base 30 and 50 respectively). Shield bashes deal double Poise damage, so bashes deal 40/60/100 Poise damage.
- Left-handed shield bashes are a guaranteed stun in PvE against enemies that are kickable, but are not guaranteed to stun in PvP.
- The Silver Knight Straight Sword now weighs 5 units and requires 14 Strength.
- The Sunlight Straight Sword always has a 110 Divine effect (130 on the path). This is reflected by the Darksword, for the Occult property.
- Wooden Arrows deal 10 poise damage, Heavy Arrows deal 30.
- Sniper Bolts and Feather Arrows deal 33 Bleed buildup.
- Magic Barrier now blocks 50% magic damage (from 30%) and both Magic Barriers last 60 seconds.
- Resist Curse now multiplies Curse Resistance by 6 for 5 minutes.
- Increased sell prices for covenant items (2000 for Sunlight Medals, Souvenirs of Reprisal, Eyes of Death)
- Upgrade materials have better sell prices (100 for a Shard, 300 for Large/Green, 1000 for Chunks, 10000 for any Slab, 5000 for a Dragon Scale or Demon Titanite, 4000 for Twinkling)
- Changed Forest Hunter rewards, 10% - Twinkling, Titan. Chunk, 2 Blooming Moss, 20% - 5 Green Blossom, 3 Lloyd's, 10 Poison Knives, 5% - 1 Humanity or 5000 Souls
- Broken Straight Sword, Club now deal ordinary Poise damage for their weapon class
- Giant Halberd - Decreased weight to 12 with a 28 Strength requirement, increased Poise damage 50% (Equal to BKH)
- Dragon Bone Fist, Estoc deal double Poise damage
- Swapped Rapier and Estoc movesets
- Increased Demon Spear weight to 8 and strength requirement to 20. Now attacks slightly slower.
- Large Club now has 50 Poison buildup
- Reduced the Poison buildup the Sanctuary Guardian deals, to 50
- Mask of the Father now increases equip load by 10%
- Stone Set bonus now increases Stamina Regen by 10 and Equip Load by 10%, on each piece while under 30% HP
- Sanctus now heals the user rapidly while under 15% HP
- Lloyd Talismans now last 45 seconds on players (may not affect other players properly)
- Increased the damage left-handed fist attacks do (used to do 70%, now does 100%. May still be weak)
- Decreased price of Large and Green Titanite Shards at Crestfallen Merchant (3000) and Giant Blacksmith (2400)
- Domhnall sells infinite Gold Pine Resin
- Poison and Fire Arrows are now 50 Souls each, Moonlight and Dragonslayer Arrows are 250
- Darkwraiths and Skeleton Babies should now drop their items on the ground
- DARK SOULS 1 - POISE EDITION
Added poise to every armor item in the game.
Also tweaked weight and some defense values
X is a value that I left untouched,
Holy Set - Gave Curse resistance (5/10/7/7), reduced weight (x/3/0.3/1.5). Poise = 3/5/1/4
Brigand Set - Poise = 3/8/4/4
Leather Set - Decreased weight (x/3/1.8/1.8), poise = 3/8/4/4
Tattered Cloth - Reduced thrust defence by 2 on each piece, poise = 2/4/3/3
Sorcerer - Poise 1/4/2/2
Black Leather - Changed weight (x/x/2.4/2.4), poise = 2/5/3/3
Wanderer - Poise = 2/5/3/3
Antiquated - Poise = 0/2/1/3
Big Hat - 4/4/2/2
Black (Velka's) Set - Increased physical defense (15/40/16/16), poise = 3/6/2/2
Black Sorcerer Set - Poise = 1/3/1/1
Chester’s Set - 3/7/2/4
Crimson Set - 3/6/2/5
Dingy Set - Poise = 1/4/1/3
Gold-Hemmed Black Set - 2/5/2/4
Hollow Thief's Set - Poise = 2/4/-/2
Sack = 5 poise
Maiden Set - Poise 1/4/1/3
Moonlight Set - Poise 5/6/1/2
Painting Guardian - Poise = 1/3/1/5
Shadow Set -Defence changed to (13/35/20/20, upgraded total 132, removed Strike defense bonus and gave 10 Slash bonus), poise = 2/3/2/2
Witch Set - Poise = 2/4/1/3
Xanthous Set - Poise = 10/4/2/4
Sunlight Maggot - 2 poise
Mask of the Father - 5 Poise
Mask of the Mother - 3 Poise
Mask of the Child - 2 Poise
Bloated Head - 4 Poise
Sorcerer Head - 2 Poise - Silver Knight, Black Knight, Balder, Plank, and Gargoyle shields now have the Bash moveset (has been improved)
- Increased Astora's Straight Sword Divine effect to 130, increased physical base damage to 100
- Soul Spears no longer deal stamina damage to shields, as they penetrate them
- Ghosts are probably weak to Divine now.
- Increased carrying capacity for (ordinary Firebombs and Throwing Knives are in 1.71) resins, repair powder, and Prism Stones to 999
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Version 1.6
- -The Maiden, Cleric, Paladin, Holy, Dingy and Brass sets now boost healing by roughly 2% per piece
-The buffs on the Set of Favor, Guardian Set, and Stone Set now stack between pieces
-Stone Set's effect is somewhat negligible, it might not function at all (will fix quickly)
-The Egg Head Attack has been changed - deals 350 Thrust damage, deals 400 poise damage and knocks the target back significantly - can be parried
-Sorceries (probably) benefit from the Leo Ring (same 40% bonus damage)
-Tiny Being's Ring now increases HP by 5%, like it did in the past - The Great Lord Crown now functions properly, granting 2000 Souls and 1 humanity every 2 minutes (and on equip)
- Chaos Blade now has a base damage of 155, deals bonus damage to Demons (20%) and has 10% Occult property
- Silver Knight Spear Strength scaling increased to 20%, from 4%
- Changed critical values again, removed negative modifiers from large weapons
All Halberds have 95 Crit
Both Scythes have 85 Crit
The Shortsword, Zweihander, P.G.Sword, Hand Axe, Warpick, and Partizan have 105 Crit
The Spear has 110 Crit
The Man-Serpent Greatsword, Winged Spear, Silver Knight Spear, Channeler's Trident, Dragonslayer Spear have 95 Crit
- -The Maiden, Cleric, Paladin, Holy, Dingy and Brass sets now boost healing by roughly 2% per piece
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Version 1.5
- -The Crystal Greatsword, Straight Sword, and Shield now have lowered durability (10/10/30), can be repaired, and can be reinforced. Note that it takes 1000 Souls to repair 1 durability point on each of these items!
-The Crystal Flamberge can no longer be repaired
-The Adventurer's (Zena's) Set can now be reinforced with ordinary Titanite up to +10. Its defenses have been lowered to compensate (Armor of the Glorious has -9 Magic defense, -11 Fire defense, -5 Lightning defense, -10 normal Defense, Helm of the Wise has -6 normal Defense)
-The Crystalline Set now upgrades with Twinkling Titanite
-The Moonlight Set now upgrades with Twinkling Titanite
The Eastern Set now upgrades with ordinary Titanite (reduced defense on chest by 5 and helmet by 3)
-Adventurer's Set has different effects - Helm of the Wise gives 1 Attunement Slot, Armor of the Glorious gives the Gold Serpent Ring, Gauntlets of the Vanquisher give the Silver Serpent Ring effect, and the Boots of The Explorer are unchanged.
-The Crown of the Dark Sun now gives +20 Bow Range.
-Seek Guidance, Homeward, all Healing, and all Force miracles generate Resonance Rings in other worlds. No new miracles benefit from Synergy.
-Soul Spears ignore shields.
-The Dark Hand's special attack ignores shields.
-Heavy Soul Arrows and Dark Orb now deal much more stamina damage against blocking targets.
-Dark Bead drains less stamina on block - about 60% of previous stamina damage
-The Bellowing Dragoncrest Ring no longer affects fire damage (Pyromancy) or lightning damage (which it already could not affect)
-Reduced Critical Rate on the Mail Breaker slightly - now has a bonus of +37.
-Blue Tearstone Ring now also halves bleed damage while active
-Bloodbite Ring also reduces Bleed damage by 10%
If you're interested in numbers -
Crystalline Set is not as good as Heavy Armor but offers a lot of physical defense
Adventurer Set gives less physical defence than other armors but a lot of elemental resistances
Moonlight Set is roughly on par with other Light Armors
Eastern Set pieces are roughly on par with medium armors, set is slightly lower because of gloves
The Crystal weapons are almost exactly on par with +15 weapons but behind ascended Crystal weapons.
- -The Crystal Greatsword, Straight Sword, and Shield now have lowered durability (10/10/30), can be repaired, and can be reinforced. Note that it takes 1000 Souls to repair 1 durability point on each of these items!
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Version 1.4
- Rusted Iron Ring (and Boots of the Explorer) cut aggro range slightly (10%)
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Version 1
- Demon's Great Hammer deals base 60 Poise damage, 20% more on all attacks
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Version
- The Lucerne now deals Strike damage on all attacks but Criticals, which still deal Thrust damage
The Server now weighs 7 units and requires 18 Strength. It has 30 base Poise damage, down from 35.
Decreased Hollow Soldier and Hollow Warrior Armor weight by 1 unit each
Increased Silver Knight Set lightning defense by 20%, giving it some of the highest Lightning defense in the game. Reduced Fire defense to be slightly inferior to Magic defense.
Dark Mask now works properly - no longer visibly affects AR but should affect damage
Fixed Power Within’s icon being wrong (is now a sword, not a shield)
Increased Orange Charred Ring’s Fire damage to 150, and added 1 physical damage. Yeah, it adds damage to kicks and falls.
Greatly increased Black Knight fire defense, slightly reduced Lightning defence. Lowered Bleed resist (Now 145). They are now slightly weak to Strike and Thrust but highly resistant to Slash.
Silver Knights share the same physical resistances and weaknesses of the Black Knights but resist Lightning instead of Fire.
Demonic Statues are now weak to Strike, Thrust, and Lightning, but resist Slash.
Capra, Taurus, and Winged Demons are weak to Slash damage.
Capra Demons and Taurus Demons resist Strike somewhat
- The Lucerne now deals Strike damage on all attacks but Criticals, which still deal Thrust damage
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- Author's activity
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May 2021
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19 May 2021, 4:21AM | Action by: LordofSandvich
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December 2019
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Playtest - Full SkeleForm Dec 9th [version 12-9-19]
October 2019
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Playtest Oct 2 [version 10-2-30]
July 2019
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December 2018
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Fallen Set
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FlutedSet
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