[img]https://clan.cloudflare.steamstatic.com/images//27379329/b09f3a3adea4eef05204386edcb97c41da51348b.png[/img] New Exotic/Double/Monk weapons: - Punching Dagger - Glaive - Bastard Sword - Two-Bladed Sword - Dwarven Waraxe - Dwarven Urgrosh - Orc Double Axe - Gnome Hooked Hammer - Dire Flail - Whip - Kama - Siangham - Sai - Nunchaku - Shuriken (In current version, two heads of double weapons share the same damage and enchantments) New feats: - 15 Exotic Weapon Proficiencies - Racial Weapon Proficiency: Elf - Class Weapon Proficiency: Rogue - Class Weapon Proficiency: Wizard New/modified weapon groups: - Light Blade - Heavy Blade - Pick - Mace - Staff Added/modified related Martial Weapon Proficiencies (Some weapon proficiencies of old characters will be replaced or reserved. Retraining can fix them.) [img]https://clan.cloudflare.steamstatic.com/images//27379329/262571bb88b57e2e11de4f75a50b4e4d144119e8.jpg[/img] Modified following weapon rules according to 3.5e rules: Classified weapons as Simple/Martial/Exotic Changed following weapons to Simple: - Sickle - Light Mace - Heavy Mace - Morningstar - Javelin - Spear - Longspear - Heavy Crossbow - Dart - Unarmed Strike Changed Hand Crossbow/Spiked Chain from Martial to Exotic Changed Quarter Staff from Two-handed to Two-headed (Double) Added/modified race traits about weapons: Dwarf - Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Elf - Weapon Proficiency: Elves are proficient in longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow). Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons. Gnome - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. Halfling - Warslinger: +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim. Added/modified class weapon and armor proficiencies: Fighter Weapon Proficiency: Simple weapons, 2 optional martial weapon groups. Armor Proficiency: All armor and shields. Cleric Weapon Proficiency: Simple weapons, 1 optional martial weapon group. Armor Proficiency: All armor, light and heavy shields. Wizard Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow, quarterstaff. Armor Proficiency: None. Rogue Weapon Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, short sword. Armor Proficiency: Light armor. Barbarian Weapon Proficiency: Simple weapons, 2 optional martial weapon groups. Armor Proficiency: Light and medium armor, light and heavy shields. [img]https://clan.cloudflare.steamstatic.com/images//27379329/710312d38728ed22d0fdfe0de2833c179e944475.png[/img] New Skill Specialization feats: - Persuasive +2 bonus on all Bluff checks, Intimidate checks and Sense Motive checks. - Self-sufficient +2 bonus on all Heal checks and Concentration checks. - Alertness +2 bonus on all Listen checks and Search checks. - Nimble Fingers +2 bonus on all Disable Device checks and Open Lock checks. - Skill Focus: Intimidate +3 bonus on all checks involving the skill. - Skill Focus: Bluff ... - Skill Focus: Sense Motive ... - Skill Focus: Heal ... - Skill Focus: Concentration ... - Skill Focus: Listen ... - Skill Focus: Search ... - Skill Focus: Disable Device ... - Skill Focus: Open Lock ... - Skill Focus: Woodcutter ... - Skill Focus: Miner ... - Skill Focus: Blacksmithing ... - Skill Focus: Weaponsmithing ... - Skill Focus: Armorsmithing ... - Skill Focus: Craft Magic Equipment ... - Skill Focus: Craft Wondrous Item ... Adjusted weapon proficiencies of preset builds Optimized default weapons of characters Added list of related weapons to descriptions of weapon proficiencies Changed chinese names of Weapon Proficiency/Focus/Specialization feats to traditional translations Optimized weapon descriptions of Longsword/Greatsword/Quarterstaff, etc. Replaced some item icons Added +2 Fort to Cleric's defense bonuses Optimized feats of preset builds of Cleric Reduced DC of traps/locks in the early game New world scene option: Use First Character Avatar Replaced images of Boar/Dire Boar/Bear/Dire Bear Fixed: Less feats when some classes level up Fixed: Sometimes cannot learn feats that require specific class level Fixed: Rogues and barbarians recruited in taverns have one more feat Fixed: Wrong levels for Rogue's bonus feats Fixed: Wrong level for Rogue/Barbarian's Improved Uncanny Dodge Fixed: Sometimes skill users are not initialized automatically Fixed: Wrong daily uses when view actions in combat Fixed: 0 or too low daily uses of some actions of monsters/NPCs Fixed: Numeric overflow in bank interest reports Fixed: Cannot be enter the mine below Willburgh Fixed: Some special symbols (such as ') in character names mess skill UI Note: When you encountered a bug, please zip and send your saves (the game folder\saves) to support@lowmagicage.com. It's extremely useful for debugging.