Wildermyth

Wildermyth

Expanded Items: Armors
Showing 31-40 of 51 entries
< 1  2  3  4  5  6 >
Update: 10 Apr, 2020 @ 1:14pm

Color update.

Update: 11 Mar, 2020 @ 11:40am

Update

Update: 11 Mar, 2020 @ 10:58am

Big balance update see armors stats list.

Update: 24 Feb, 2020 @ 3:01am

Visual improvements.

Update: 3 Feb, 2020 @ 4:21am

Update
-Mystic armors have been fixed, no more floating strings or armor variations depending on the weapons equiped. They look much better now.
-GhostTraff armor visuals improved by hand.
-Obscured removed until further testing. Replaced by some armor bonus.

Update: 28 Jan, 2020 @ 12:00pm

Update
Code text cleaning.
- Obscured bonus for hunters armors doubled.

Update: 28 Jan, 2020 @ 11:56am

Update
Code text cleaning

Update: 3 Jan, 2020 @ 1:32am

(loot is hard coded in this game, my modifications do nothing until they implemented it)
Loot tables tweeked for a better experience. Just small modifications.
-Tier 1 loot removed from chapter 3 to 5 and halved in chapter 2.
-Tier 2 loot chances halved from chapter 4 and 5.
-Augments loot chance increased by 5 and 10 respectively in chapters 4 and 5.
-You can loot Off-hands only in chapters 1 and 2.

Update: 1 Jan, 2020 @ 5:16am

- Fixed visuals in high Tiers Mystic Armors.

Update: 13 Dec, 2019 @ 7:28am

- Now characters don't receive a random free tier I armor when they upgrade to a class. It was nice but now is more progresive and up to the player wich armors equip. Plus makes sense looting armors tier I.
- Armors ordered in columns.
- Visuals fixed (still some minor detaills to fix)
- Elementaldrab stunt change reduced to +10,+15,+20 instead of +10, +20, +30. Added 0.5 warding to tier I.
- Brawlgard tier 3 block reduced to 10
- Wildergard tier 3 dodge reduced to 10.
- All the armors that had -0.4 speed lose that penalty, so they are more balanced to other armors.
- Some cost have been changed to be more balanced-realistic.