Conan Exiles

Conan Exiles

Deadlands - Factions, Weapon Styles, Sorcery and More
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Update: 5 May, 2022 @ 11:56pm

Version 1.91.61
Out of state, just pushing out a fix for some small things

- Fixed incorrect textures for vendhayan sari
- Fixed vendhayan shoe not working for female characters
- Fixed some of the recipes for vendhayan gear, as well as icons showing up in craft ui properly

- recipes for feasting and quenching man eaters have been adjusted
- Corrected a typo that made all of the afriti stuff uncraftable :O
- DL Pirate 1 uses a saber now instead of throwing spikes until I can figure out how to get them to use spikes normally
- DL Pirates 3 and 5 no longer smash with the force of pirate god

- Devouring Reaping heal refreshes on kill. I will be monitoring this one. Other servers, let me know how it goes.

- Fixed an error with scourgefire orbs applying an out of date damage calculation and resistance for XR feat owners. This will result in slightly more damage as intended. It will also not notify anymore

Update: 19 Apr, 2022 @ 3:34pm

Version 1.91.5
-what is dekvit. how to make things do.

- Huge Donor Addition: Vendhayan Sari, Vendhayan Sari (Epic), and Vendhayan [Piece] (Jyoti). Thanks to Jyoti/DjinniGenie and artist Norbert for some immensely tough, beautiful work! I'm happy to say this is an entirely new addition to Conan Exiles.
--- Base feat learned in deadlands armor. Includes statless sari, necklace, bracelet accessories. Epic version requires Epic Armors. Normal/Epic sari and shirt share the same appearance, jyoti's set has a more elaborate pattern and different pieces.

- Donor set, Adornments of the Sibilant Shadow feat properly marked to not show up in feat window. All pieces now add +1 magic (for ancient blades mod)

- Donor weapon Termination renamed Everbright Hope
- Donor shield Demon Rebuking Bulwalk given effect scourgefire on block-hit

- warspear style: corrected final light combo so it doesn't cancel as early, and spaced its collisions out so you have to stick through the entire time to get the full damage/3 hits
- staff style: all attacks will chain into the old getback swing that used to be on it. You can still block, and if you need to block after an attack, move and then block

- Scourgefire: Corrected a bad that made its ticks only activate after you stopped swinging, so the dot was only really ticking in between missed hits and such. This contributed to the feel of its damage seeming very low.
--- Its duration has been increased from 5 seconds to 6 seconds
--- Its corruption removal effect was set to the permanent effect on the NS class buff rather than the scourgefire corruption removal, so that is fixed now.
--- there was just a whole bunch of stuff fixed don't even ask

- Donor weapon Black Miasma's poison no longer uses the very wrong, ouch, hot kind of bleed.

- Grand Ritual of Necrofication recipe is fixed to point to the 4 lifesteal enchants. Didn't update the recipe when all the kits/enchants had to get fixed a while back
- Another Forsaken Essence recipe has been added.

- Added some boss pirate npcs for a pirate faction. They need to be tested in-game though.

Update: 4 Apr, 2022 @ 7:33am

Version 1.91.58
- Added new Donor Armor set, Undead Slayer (Seyalsien) and Undead Hunter set. Thanks Sey and Norbert! Craft Recipes are not yet in. Should come later this week
- Added donor weapon, Termination, Thanks Aaliyah/Gwendvir and Deaven!
- Added donor weapon, Blade of the Betrayer (Kolamir) scimitar, mace, and greatsword versions. Thanks Kolamir and Norbert!
- Added donor weapon, scourgefire blasts (thrown spikes). Thanks Seyalsien! These or a near identical version will eventually become available with the rest of the class weaponry.
- Fixed donor armor, war maiden (no tasset) to use the no skirt, no tasset model
- Increased War Maiden boots and gauntlet armor by 3 each.

- Doublesword will now smoothly combo between offhand attack spins properly. You can continue the combo chain advancement and go between lights heavies and spins towards the end of light and heavy combo chains.

- Warspear changes:
--- Changed the way warspear light combos proceed to heavy combos. No more 1 2 -> final heavy knockdown combos.
--- Lights 1 2 3 slowed by about 7% and more smoothly transition to each other.
--- Final light is now a different move, a long reaching poke rather than the javelin's hop. If it catches someone, it will pull them in a little. It is easier to land, stays active and out a lot longer offering a number of tactical advantages (you're being an anti-calvary pike person for a quick bit), so its damage is slightly less than the pointy hop. It is also split between 3 hits, but what this practically means is its 3 stacks (if you don't trick dodge, if you do you lose out on damage and stacks). Light 4 also stays active longer (if you choose and don't cancel out of it)
--- Heavy 1 receives block deflection again when striking blockers
--- Light combo chain has an overall 20% drop in damage, and some of that has been moved towards the later part of heavy attacks. The quick pokes CC duration 0.5s - > 0.3s
--- Some of the heavies have been speed up about 10% and had their damage shifted around so it will feel more evenly spread throughout the heavy combos (less damage on final, more on 2 and 3, 1 remains same)
--- There were some dirty moves you could pull with warspear/lance moveset I left for a long while, and it was also just too easy to lock someone down in certain situations with a high damage output. It is slowed down, but there's a little more forgiveness when it comes to stunning.

--- Overall, it feels smoother, has a few fun new (less dirty) tricks, and feels much better to play against. The CC compared to the attack recovery times on the lights still may need to be looked at.

--- Maybe I figured out how to make the warspear models act right between being held and fashionist storing, but I'm facing some new problems (of some of those models just disappearing when unequipped), so maybe this will finally get figured. In the meantime, after this patch I'll begin fixing up the models and try to have them done within the next 2 patches so even if they don't show up on your back by that time, at least you can skin it and put a spear on your shortbar and it'll sit properly on your back.

- Blackglass warspear and pike no longer produce 50 items

- Unarmed Fighting has its own separate feat category now.

--- Martial reflection should work with all the newer styles.
--- Unarmed Training does not work because it is too baby to yield hard lessons.
--- Hard Lessons are no-drop now.
--- Reduced costs of UAM I, II, III
--- Black lotus palm will only stagger on its first and 10th stack, and stamina drain on its 10th stack (when it resets)
--- Iron Tower now adds an additional stacking armor buff based on your current health. It will disappear when iron tower style is unequipped.

- Shatter effect (shattering fist style, warspear, etc) bonus damage on increased stacks, damage type change from armor piercing to normal. This will result in some less damage done. It should also trace back to you when the bonus damage is what kills an enemy.

- Repair Hammer no longer buffs health by a PHENOMENAL COSMIC POWER amount

- Soul Guide no longer requires scourgefire oil to craft ... lolsigh

- wise red goat can now be targetted, and deleted or picked up as usual placeables go

Update: 17 Feb, 2022 @ 12:46am

Version 1.91.57
- Added Donor Accessory, Heirloom Brightstar Necklace. Thanks Bylan, Thanks artist Norbert!

- Norbert fixed the male corrupted claws so they'll show up right!
- Gwendvir/nightscourge shield struck effect changed from sunder to cripple
- Corruption effects have been altered, and are likely to take longer to get to a successful roll. There are also a few buff/class interactions with it.

- Defensive Style: Heavies will chain further into the light combos, allowing for a little more flexibility and ability to land the final light attack more often. Some of the hyper armor of the lights are increased.

- Claws. Offhand 3 attack (double thrust) now does multiple weak hits for a high stamina cost. They now have a rebound delay when striking shields. Pounce attack recovers quicker (combos into next attack sooner), but uses slightly more stamina now. Narrowed the attack range so claws are less likely to hit in crazy angles.
--- Burning devastation reach significantly shortened so there shouldn't be invisible hotslaps happening
- Lethal Claws moveset. Light attacks stamina cost increased from 1.5 to 2.25x. Heavy attacks reduced from 1.65 to about 1.25. CC on Heavy 3 does not push back as far, to allow big hitter heavy 4 to connect more reliably.
- Warspear moveset. CC adjusted (lowered on lights), final light CC pulls towards you instead of pushing. Final heavy attack speed decreased 20 and recovery time increased, but damage is increased from 1.5x to 1.85x. This should make it a little more risky and less abusive
- DL Whirlwind greataxe can now combo between lights and heavy some. You can end the spin on the 9th strike with a light to do the big thwomp smash. The hyperarmor on the spins has been reduced.

- Experimenting with Oathwrought and fashionist to see about repositioning the staves and warspears to not be weird when sheathed. Made a number of adjustments to daggers/spikes to see if those work

- XR T1: Added corrupted wisps back to t1. Unintentionally went missing.
--- Added a different purified flesh recipe to it as well
--- Grand Ritual of Necrofication recipe fixed

- AA T1: fiery brimstone pick added.
- AA t2: bladefire now activates from t2 instead of requiring t3
- recipe for burning hands has changed
- Burning Devastation (claws) are now properly two handed so that the offhand attacks of claw style can be used

- Reduced feat cost of Dual Wield category to 7
- Reduced feat cost of shortbow to 7, added some arrow types to it
- Unused item, corruption:6, becomes Deep Corruption. Detect Corrupted will search for this.
- Detect Corruption properly works for t2 treefrogs

- AA mace visuals adjusted

- Bjorn's Berserker Throwing Axe is now a 1 stack item, and doesn't run out of ammo. Its stats have been changed slightly due to the advantage. It is no longer huge when hitting, nor is it lootable.
- Added Quenching Man Eaters to BT T1. Collects sacred blood. Feasting Man Eaters removed from BT t1
- Fixed textures on nemedian shield

Update: 26 Jan, 2022 @ 6:52pm

Version 1.91.56

- Treefrog Scorpion Claws use proper icon, switched from scorp queen poison to TP poison, and use the new claws
- Most of the claws have been changed to use the new moveset from the old. Lethal claws, relentless and nasty claws still remain the same. It is possible these may be phased into the new moveset at some point as well. Maybe not.
- Burning Mace appearance fixed
- Changed appearance on raven harrying arrows and increased damage from 10 to 15.
- Reduced stamina cost of scim+scim backdash from 5 to 3.5

Quick update to 2.8

Update: 26 Jan, 2022 @ 1:54am

Version 1.91.55
- Added Donor Warpaint: The Morrigan. Should be craftable at The Altar of Morrigan after the next funcom update. Thanks Hagan, and artist Norbert!
- Added deco item, The Puzzlebox, after a thousand years. Thanks Nicolette/Anya, and artist GgomidesS!
- Added SCORPION CLAWS. For treepeople. Complex kitbash.
- Added Donor Weapon: Shield of The War Maiden (Anya). Thanks Anya, and Norbert! Added to War Maiden's Arsenal
- Added 2h Variant of Senna donor blade
- Adjusted stat bonuses on royal bite and updated the description to reflect the stat and that it does poison, and is not a blackglass weapon

- Devouring reaping was not active at T3 Survival. An extra buff of survival was, which was fixed. Some of you will have to readjust your builds

- Caught the thing I missed on sibilant brood poison. Its actually fixed now.
- Fixed Outsider bane applying to non corrupted
- Elder Warden Tree flail will properly screen its owners now
- Polar goggles glass material fixed
- Blade of Palatine (scimitar version) has its bonus stats added. Emits light now.
- Changed recipe of Hex Blast (also yields 1 now, less craft time)

- Added Nightscourge Hunter Sword and Greatsword
- Added Beast Tribe shortbow, and experimental Raven Harrying Arrows.
- Still working on getting the nightscourge fire to show up and disable dynamically based on whether you have the feat or not
- Removed the bonus heal over time from nightscourge weaponry. Reduced the amount of damage scourgefire does to players

- Purge Aura (NS NPC aura) costs 300 stamina to use, as in its meant to put someone in exhaustion. It is too strong to deserve to chase things with as well. It requires NSH t3 instead of t4
- Purify Invocation set to use Hard Work Mystic T4 feat. The aura will probably be removed from PC use.

- Deadly Shortbow and No More Troubles updated to use treefrog ammo

- Festering shortblade is now a finesse weapon (uses accuracy, has crit chance at 40+ acc)
- Most of the treefrog weapons were not finesse weapons. Poker, bone spear, are. Maul, spear, scimitars, greataxe are not.

- Greataxe heavy 2 can cancel sooner.
--- Greataxe heavy 3 speed increased 15%
--- Greataxe heavy 4 speed increased 30% but its recovery time has been pushed forward for slight compensation

- Hyperarmor on Dual scims generally reduced and moved towards the front of the animation. Final combos have not been modified. They will get hits off slightly less safe, and have more danger of being interrupted by attacks with long active attack windows (spear thrusts for example).
- Fixed some claw and unarmed styles being useable in water and allowing for exploit level movement and attacks

- Scimitar + thrown weapon (glaives, axe, etc) will do the backdash but also throw now

- 1H sword. Reduced heavy combo 3 and 4 speed by 10%. Reduced damage of HC3 by 10%. Significantly reduced stamina costs. The jump smash knockdown should be easier/more reliable to activate now.

Update: 18 Jan, 2022 @ 3:40pm

Version 1.91.54
- Added Donor Armor Elder Spirit Warden set. Thanks Sill/Savious/Lotharian/Speaker/a million other
characters...pretty much like me wooooops. And big thanks for the wonderful art, Norbert!
- Added Donor weapon Elder Warden Flail.
- Added Elder Warden Cloak and Skirt accessories to Treepeople T2 Feat
- Added Tree Warden armor set (medium) to Treepeople T3 feats
- Added Tree Warden Greatflail (deadlands whirlwind axe) to Treepeople weaponcrafting feat
- Added Treefrog Scimitars to Treepeople weaponcrafting feat (thanks InteractiveZone)
- Added (converted thrown spikes to) Treefrog Daggers to Treepeople weaponcrafting feat.
- Added new model for burning glaives so they have an appearance again, and will show up on characters when stowed
- Added new model for afriti war axes so they have an appearance again, and will show up on characters when stowed
- Added Summon and Reinvigorate Flamebeast recipies to T3 Asura Afriti Flamekin
- Added (converted lance to) nightscourge hunter spear to weaponcraft
- Added cosmetic admin spawn fire bodyglows. They are accessories, and one of them is definitely cursed .. (visually D:)

- Visibility items are now auras that grant 1000xp per minuteto everyone in a 3000 unit radius

- IA assassins gauntlets added to T3 Trickster feat. Bolts also added.
- Nightscourge Blessing properly looks for t3 instead of t4 now
- Scourgebane blessing properly looks for t2 instead of t1 now
- Inner Focus properly looks at t2 instead of t4 now

- Fixed class teacher items requiring deeds and faction coins still
- Fixed Totem Master not appearing in t3 classes recipe list
- Fixed devouring reaping not triggering on t3 survival perk

- DL Guard mobs are now be player community (-1) and will hopefully defend a bit better

- Funcom Greataxe heavy combo 1 and 2 damage multiplier increased 30% and made to move cancel/recover faster. Slowed slightly so the attack is active for longer. This still results in a damage increase and faster ability to move-cancel or attack-cancel.
--- heavy combo 3 is sped up 10%, cancel/recovery window improved. Hyperarmor pushed forward in the combo and lengthened. You can now cancel into lights easier rather than it being a 'commit to attack 4 and weep' starter.
--- heavy combo 4 knocks down
--- light combo 4 (the carve slice) damage multiplier increased from 85% to 145% and also does mini wounding
--- cc on the lights has been increased by 0.2 seconds and the distance it pushes slightly farther

- returned short cc to light attacks (but not the initial dash)
- all torch swings will now apply lesser burning, unless that torch is a final breath or balesong torch

- Scourgefire damage reduced from 4.6 per tick to 3.334 per tick. Initial burst damage remains the same. Damage reduction of XR undead is removed since story preperations are no longer valid. Damage to PC
division reduced from 4 to 3.

- Ifrit fire damage reduced from 4/2 per tick on npc/pc to 2.7/1.6
- Spectral Bow (all 3 versions) have had stamina damage removed. No weapon in DL mod should have stamina damage on it. If it is a special effect, a debuff, that is different.

- Sibilant brood poison no longer dealing afriti burn. It has been properly named and has a different icon now
- Sibilant throwing spikes now take on their enhanced form when wielded by a t4 set mystic (hard work) since the required feats were previously unavailable

- Encumbrance buff on morrigan claws should fire off properly now

- Nightscourge Hunter weaponry and Afriti weaponry, and all forms of spectral bows will need to be replaced.
- Added missing bonus stats to scourge punishing switch (rapier) and scourge ruining knives (dagger)

- All class feats are now in the RELIGION category. Armor mastery feats are in the religion category under deadlands soul (they're passives, more or less, rather than crafted armor)

Issues:
Dual Glaives do the scim-scim slash dash, rather than throw. I have to figure an alternative out for this

Update: 5 Jan, 2022 @ 5:25pm

Version 1.91.53
- Added Donor Armor: Sibilant Shadow Set. Thank you Setna, and Norbert!

- Fixed bug of war maiden boots taking over legs appearances

- Added Anonymous Visibility potion. Only shows 'Someone' instead of character name.
- The main visibility potions give 1000 kill xp every tick (30 seconds).
- Reduced crit damage of blasphemy's effect, and increased cooldown on it. (2->3 seconds)
- Increased cooldown of normal DL crit effect from 1.2 to 1.5 seconds.
- Added War Maiden Arsenal feat for the donor weapons
- Added Sibilant Shadow feat for the donor armor set
- Donor weapons durabilty increased to 2000 if it was lowerthrowing rokc
- No more spinning trails from throwing rocks. Further decreased their weight
- Decreased weight of Pocket Sand

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 4 Jan, 2022 @ 8:12am

Version 1.91.52
- Fixed various armor kits being totally bonkers. Also fixed some old ones that haven't been touched in ages.
- Fixed afriti flame not giving credit when killing. Also lowered NPC damage as it was far, far outstripping comparable dots and doing too much on its own.
- Fixed reckless stance not crafting from jheb shrine
- Moved smoldering invocation from AA T2 to T1
- Reckless no longer removed your armor to become a period of invulnerability.
- Moved Detected Corrupted for mystics from t4 to t3. Inner focus (nightscourge hunter buff) is removed from t3 and replaced with Invocation: Mystic Cleanse. They can self cleanse corruption slowly during an animation.
- Fixed class guide not showing up in the recipes of the class feat, as well as beast tribe t1 feat teacher item not showing. The feat teachers can now be dropped/moved.
- Added Immunize to Heavy Armor Mastery when it goes on cooldown.
- Bonus survival perks should now only tell you once per life they are active

Added Donor Weapons:
- Bright Staff, thanks to Seyalsien and artist Kujo!
- Rugged Smasher, thanks Braevrick and artist Kujo! Thanks to Norbert for the physics additions!
- Black Miasma, thanks to Grixx and Kujo!
- Blade of Palatine added, thanks to Anya and Kujo!
- Damage decreased on katana and 1hsword Inquisitor. Increased on 2h sword. Fixed bonus stats on 2h sword and increased them by +1. Hilt length increased to match Blade of Palatine.

Coming soon:
...Setna's Sibilant Shadow armor set.
... 2h stance buffs. I have started on these, but they are not ready. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?

Update: 31 Dec, 2021 @ 2:21pm

Version 1.91.5
- Added NSH daggers and rapiers to the weapon list. good lord, sorry lol (but then again no one reported!)
- Added Headclonking vine mace to Treefrog Weaponry. Icey blade will be added to XR in the upcoming patch.
- Added Volsungr's Icy Blade to XR weaponcraft
- Added Beast Tribe T2: Reckless Stance. Discard armor, regain full stamina periodically if over 50 stamina, lose health constantly. Can't use aloe potions during it.
- Added Beast Tribe T2: Headbutt stance. Ram them! It now also gives mini-wounding.
- Added admin grantable feat, Resonant Soul: Survival permanent buff. Give the feat and they will automatically have the bonus.

- Heavy Armor Mastery, during Momentum cooldown, periodically removed sunder. At the beginning and end of the cooldown at HAM 2, shatter is removed.

- Shattering Tide stance now begins with flying elbow and flying knee for light and heavy.
-- Some of the attacks (starters and finishers) now do mini-wounding.
-- Stun time increased on light attack 3.

- The final hit of scimitar light attacks knocks down, but costs more stamina. One of the light attacks was missing a 20% damage multiplier. The final hit has been increased by 40%. The Scimitar heavy combo chain have had a total of roughly 40% total damage added. The attacks do not shield bounce. Mini-wounding has been added on the first, every 2nd, and last heavy attack combos.

- Unarmed Defensive Style heavy combo 1 stuns for longer than before. The second heavy attack combo, and light 1 have mini-wounding.

- The Dual scimitar combo chains have had their stamina costs increased by roughly 25% between all the different combos

- Fixed nonworking armor bonus on Mezmering Staff

- Changed recipe for Grand Ritual of Necrofication to not require ghostmaker axe, but keystones. Adjusted other ingredients.
- Changed recipe for treefrog poison to use human flesh instead of purified flesh
- Added beast faction switchers (and beast wisening skullstick) to t3 beastmaster, and the individual ones to the totems
- Supernatural Stalker Vision and Detect Corrupted are added to t3, and t2 of each class respectively. They will also bypass the feat check if used by an admin character.
- Dread Beasts now craft in inventory and require corruption to craft.
- Inferno Aura and Purge Corruption Aura have been removed from AA/NSH craftable feats due to being just too powerful and effective and a nightmare to balance for PCs
- Blessings no longer work on weapons with over 50 damage.

- Bonus survival perks changed. T2 Grants reaping perk (heal on kill). Moved T6 perk to replace DL's bonus T3 perk: Grants devouring reaping perk (tiny heal over time, and bonus stamina on kill). Added an item available in Deadlands survival category that describes these perks.
- Reaping now costs 20 feat points.

Faction reworks, now classes!
All the classes have 3 tiers.
--- They do not require someone to teach you how to get there. They do require feat points and level 60.
--- *They are purchaseable
--- T1 is the intro to it, and some useful utility. T2 is when they really come into their own. T3 is when they really master the class.
--- *Weaponcrafting is available per class for a very high cost (but it will be blocked on our server due to conflict with class mods, inventory overload, and keeping the acquisition and importance of these things meaningful). This feat group is mainly meant to be accelerated by admin quests.
--- Teaching is an admin granted feat that has what t5 used to have, the way to produce the teacher items to uprank someone. Grant and use at your own risk.
* = via default deadlands mod. On main Deadlands server, these are disabled via Hard Work and must be learned via quests.

For in depth information on the classes, you can look at the Deadlands Guide: Classes.

We will be sharing mushi scripts via a google drive once these are finish. Keep in mind these are custom tailored to our current setting, which includes the continent mayapan and their civilization (basically a blend of maya and inca. Eventually we'll get some armors and weapons to further this.)


The classes still require lore writeups for their abilities for roleplayers. The main thing slowing us down is gathering up/writing up the lore needed to RP these abilities or sciences out with reasonable competence.

To select a class (Our Server): Be level 60. Don't have another class. Find the class intro npc and complete the journey.
To select a class (everyone else): Be level 60. Don't have another class. Open the feat window, go to weapons category, choose deadland classes. Purchase the feat. Make one of the Class Beginner items and use it.

As of now, the feats can be purchased with feat points (reduced costs from before) AFTER obtaining a t1 seeker token. Once you use a seeker token and get that t1 feat, you will not be able to learn another class. If you use a yellow lotus feat reset potion, you will not lose these feats. You must be admin reset or can use a faction reset item (supplied by admin)

- Move useable items out of t5 feats to weaponcrafting or elsewhere in tiers. Make t5 feats invisible/admin characters only.
- Remove non faction legendary/relic weapons from t2 and t3 ranks

- It is possible existing characters with these feats may suddenly have a ton of feat points since the cost have been reduced from 10,000 to 20, 500, 1500 for most of the tiers. They may need to be admin reset, if it matters

- We will include our mushiscript for the classes when they are done, though they are tailored to the server's current timeline and location so they will still need editing.

Coming soon:
... Several donor weapons and an armor set, likely tomorrow.
... 2h stance buffs. I have started on these, but they are not ready. Or stance buffs that are doubly improved when wielding 2h weapons. Will post on discord deadlands-mod channel when I've got a better handle on what I can do.
.... Examining religious armors granting set bonuses or something to make them a bit useful in the hands of BELIEVERS
... Considering splitting the mod up into the pure combat stuff, and factions and all the other goodies (like factions) that build upon the base combat stuff or the extras

Known Issues
- Flame healing applies oddly sometimes.
- Funcom reverted their decision and made the ammo list for bows matter again. None of the base game bows add this. I'll try and investigate a dynamic solution that alters bows to just take these arrows.
- Corruption claws (male) material is wrong
-Jhil Champion Helmet does not yet have physics (feather bounce)
- Mounted weapons working. Let's be real am I ever going to fix that mountain?