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Braxus

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sirbob592

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  • Relic Tweaks explained

    A note on relic changes coming in the next patch.  There are several issues with relics in the base game, especially if you use the Uplay Ubisoft relics.  The issues are:

    They are too powerful for that stage of the game, especially The Hacker and Thunderstaff.  
    Two-handed weapons gain experience at twice the rate of single handed relics (if you kill a monster and get 5xp, your 2-handed relic will gain 10xp, same for quest reward xp). This means they upgrade very rapidly indeed.

    Changes I have made:


    Doubled the xp required to level up two-handed relics.  In actuality this returns them to a "normal" rate (in vanilla they level up 50% faster than intended).
    Further increased the xp requirements for the Uplay relics by another 20-...

  • Major Update v0.60 released

    Hi all. I've released a major update to Custom and Prestige classes including the following main changes:


    Added two new classes,  the Dwarf Purifier (replaces Runepriest) and the Orc Quakeheart (replaces Shaman). 
    Natural weapon relics for the Monk (Staff) and Fledgling (Bite and Claws).   These are powerful relics with 15 upgrade levels that you get from the start of the game (staff for Monk and claws for Fledgling) or after a promotion quest (vampire bite for Fledgling).
    Buffed less useful spells to make them more relevant.  I've made numerous tweaks to magic to make neglected schools more useful, and underpowered spells more relevant:


    Dark magic buff.  Now gets an extra 15 points of resistance penetration by grandmaster.  Weakne...

  • New classes explained

    Human "Monk" (promo "Ascetic", replaces Mercenary): Grandmaster spear, 2H, dodge, with Master air magic and arcane discipline. Special ability: wind dash to move 1 tile, and a modified Mandate of Heaven to give +10 air damage to all party members. Gains +3/1 health/mana on level up.

    Human "Blackguard" (promo "Assassin", replaces Freemage): Grandmaster daggers, crossbow, dodge. Master dark magic and dual wield. Special abilities: Poisoning Strikes (chance to poison), and Relentless (deal +15% damage for every strike an enemy didn't block last turn). Gains +1/3 health/mana on level up.

    Elf "Arcane Warrior" (promo "Spellblade", replaces Bladedancer): Grandmaster sword, prime magic, mysticism. Master shield, 2H, heavy armor, earth magic. Special abilities: Only use ...

  • v0.40 released

    Another new patch after some playtesting, introducing a new class - the Dwarf Frostwarden.   A reimagining of the vanilla Scout class, the Frostwarden grandmasters crossbow and water magic for powerful ranged combat.  Push enemies back with Tsunami and then punish them with your penetrating crossbow shots.

    Other changes:

    Buffed Fire Shield spell.  Doubled its base damage so it should scale better and remain useful further into the game.   (I think it probably needs to be doubled again but I'll try this for now.)
    Buffed the Hour of Power statue to give +20 attack instead of +10, as it wasn't really worth picking up in its current state.  No changes to the castable spell.
    Buffed the Well-Rested bonus to last for 250 turns instead of 200, in line w...

  • v0.31 released

    The attached files support several new classes - added the Demonspawn as well as a bunch of balance fixes.
    Human Monk (mercenary base)
    Human Blackguard (freemage)
    Elf Arcane Warrior (bladedancer)
    Elf Necromancer (druid)  (New!!)
    Dwarf Reaver (defender)
    Orc Champion (barbarian)
    Orc Demonspawn (hunter)  (New!!)


    Fixed starting weapons, starting health/magic values, starting skills, as well as a number of missing/misaligned text entries.  Boosted Duncan's quest to give more antidote potions as well as 500 starting gold - characters have more choices at the start of the game now so the gold should help you if you need to buy an extra cheap weapon or spell.


    I am playing through with a Blackguard, Necromancer, Re...

  • v0.01 released

    Setting things up for my MMX class mod.   The attached files already contain changes supporting several custom classes including:

    Human Monk (mercenary base)
    Human Assassin (freemage)
    Elf Arcane Warrior (bladedancer)
    Dwarf Slayer (defender)
    Orc Champion (barbarian)

    More work and testing required. A big drawback is all of them still rely on the base class templates, so they look the same and require e.g. the Windsword quest to level up.  There's not much I can do about that easily, but they should at least be fun and different to play.  ...