Wildermyth

Wildermyth

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KK_StavesAndWands
   
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118.996 KB
8 Dec, 2021 @ 4:19pm
17 Jun, 2022 @ 3:59pm
4 Change Notes ( view )

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KK_StavesAndWands

Description
A mod in a set aimed at making weapon choice more appealing/interesting. I'm touching up relics as I go so they should still be appropriately strong

Changes:
- Wands deal 5/6/7 phys damage
- Staves deal 2/3/4 phys damage
- Wands and Staves both grant 1/2/3 warding
- Staves grant 2/4/6 Potency instead of spell damage
- Wands still grant 2/3/4 spell damage
- Staves no longer grant block
- Some relic staves trade of said potency and warding bonuses for a greater boost to spell damage and or physical damage
3 Comments
Robur Velvetclaw 13 Jul, 2022 @ 9:54am 
I admit - yes it was crazy. So I toned it down, on my end. A very experienced character could kill off a vast army in just 4 turns, using a Petriglass Wand.
KlutzKoady  [author] 12 Jul, 2022 @ 4:00am 
It was intentional. At some point I realized I could do anything and decided to go a little crazy. Does it seem over powered to you? I toned down the damage you could deal with its attack in order to keep it somewhat balanced, and I figured at that range there'd probably be lotsa obstacles in your way.
Robur Velvetclaw 22 Jun, 2022 @ 11:33pm 
Hi, I found a very bizarre bug: you somehow made the Petriglass Wand capable of hitting targets within a 17.6 range. Is this intentional?