This is the change log for the Elemental Mod. It's quite descriptive, and can be viewed as the chief source of information on the mod's features. == Elemental Mod ver. 2.1 == This release was mostly prompted by my comissioning new graphics for dragonscale items and the new spell. While I waited on it, I also wrote a few tweaks and bugfixes. The full list of changes is below: * The Morcarack's scales and the plate armor and shield made from them now have unique graphics. The Spectral Weapon also gets a decent icon. * Primary stat thresholds have been rebalanced. Expect to have 4-6 extra stat rating points in the midgame. * Undead Slaying has been nerfed, and now only increases damage by +50%. * Elemental damage potions now grant better enchantments to weapons. * Combined damage messages now work with Splitter: the damage from the hit and from the fireball is combined. Halved armor message may still be suppressed, though. * Primary stat hints now note if a corresponding pure black potion has been used. Resistance hints now show base value and average damage reduction. * The RDSM crafter now changes his greeting if you do business with him. * Flying Fist has been changed to its MM8 version. * Zero-power pure black potions now don't set the "potion was drunk" bit. * v1.0 fix: Destroy Undead targeted some PC slots preferentially. * v1.0 fix: new buff icons weren't displayed in the widescreen mode. * v2.0 fix: couldn't autobrew gray potions. * v1.0 fix: the new monsters spells could target the party through walls. * Vanilla fix: "of David" didn't work on bows. * v2.0 fix: expired temp enchants weren't removed before an attack. * v2.0 fix: could not sell the new recipes. * Vanilla fix: item-targetting spells rarely affected a wrong item. * v2.0 fix: Day of Gods from pedestals wasn't nerfed. * Vanilla fix: crappy items could be generated on high tlvls. * Vanilla fix: altar of the Sun and Clanker's device resetted their visual appearance on map reload. * Vanilla fix: could not swap equipped spear with some other items. * v2.0 fix: Eofol well made money sounds even at 0 gold. Also I tried to reduce visual glitches when using it. ------------------------------------------------------------------------------- == Elemental Mod ver. 2.0 == While I originally intended to create a separate balance-concerned mod for MM7, I ended up extending this mod with all of my ideas instead. As such, "Elemental Mod" is slowly becoming an artifact title. Well, at least it's catchy! The final vision for this mod is to "polish" the game by improving game mechanics, adding convenient new features, and hopefully improving, or at least not breaking too much, balance. This release mostly concerns itself with the magic system (broadly speaking). There's also a bunch of rule changes and a surprising number of bug fixes. Hopefully, the latter will be eventually assimilated by the MM7Patch. === Alchemy changes === The first main topic of change is potions. In general, alchemy should be more useful and versatile now, and having a Druid is rewarding. Several new black potions have been added. Six of them provide a temporary immunity to one of six elements (fire, shock, cold, poison, mind, or magic). Their duration is quite short, but complete elemental immunity is hard to obtain otherwise, which gives an edge to Druids who alone can brew these potions freely. There's also a black potion that duplicates the Pain Reflection spell. Alchemy has been given an offensive option it lacked before by repurposing weapon-enchancing elemental potions into short-range AOE thrown weapons. (They still retain their old utility, as well.) Thrown potions are affected by gravity, so their range is limited, especially for characters with low Might. On impact, they explode, damaging monsters in a small radius. Damage is (power)d3 for Flaming and Freezing potions and (power)d2 for Shocking and Noxious potions. Another new quasi-potion is holy water. It's outside the alchemy system, but behaves like a potion otherwise. Holy water can be bought at most temples and acts similarly to the potions from the above paragraph, able to either temporarily make one weapon Undead Slaying, or be thrown to damage a group of undead monsters. Unlike elemental potions, the thrown holy water is safe to use at a point-blank range -- unless, of course, you have undead in the party. Holy water is especially notable as one of the few ways to reliably damage Ghosts and Wraiths, who are now immune to unenchanted weapons. Swift Potions have also been given a new functionality: drinking them causes the character to instantly recover (i.e. get an extra turn). It's probably a suboptimal use of a potion in most cases, but some spells (e.g. Ressurection) have very long recovery which could make it worthwhile in a combat situation. There's a number of tweaks as well. Notably, black potions of Pure Attribute (Might, Accuracy, etc.) now give a bonus equal to their power instead of a fixed +50. Since they're usually generated with 20-30 power, this adds a strategic dilemma: do you drink one as soon as you find it, obtaining a smaller bonus early, or wait until you find a Philosopher's Stone and an Alchemy-boosting item, which together can improve the potion's power to 100+, thus giving your character a bigger, but delayed, bonus? You're still limited to one of each potion per character, so you cannot choose both! Potions of Bless, Heroism and Stoneskin have been made a lot less useless by adding half of the potion's power to the resulting buff's power. (Previously, these potions always gave the minimal possible bonus of +5, which could be a bug.) Slaying Potions now have a permanent effect if posiible. Honestly, I was somewhat surprised to learn they didn't have it already. Most potions (specifically, those for which power matters) now have variable price dependent on power. For typical randomly generated power values, the resulting price should stay around the same. The potion recipes sold at alchemy shops have been improved as well. They now list the exact needed mixtures instead of cryptic guidelines, and reading them automatically adds the recipe to your journal. With the proliferation of spoilers, trying to get the players to discover the recipes for themselves is pointless anyway! Last, but not least, I've added an ability to brew any potion in a single click, provided you know the relevant recipes, have the reagents and enough bottles, and posess the necessary Alchemy skill! It's as simple as Ctrl-clicking on an existing potion, or its recipe. The game will then attempt to brew another potion of the same type, first from other potions, or otherwise from base reagents. It works exactly like brewing it manually, and you will be given a descriptive message if the process fails. This functionality is mostly intended to help streamline batch-brewing potions. I'm quite proud of this one. === Item enchantments === The next major part of this release concerns item enchantments AKA bonuses, such as "Vampiric" or "of the Gods". Actually, I mostly concerned myself with weapon bonuses specifically. One of the mod's goals is to strengthen weapon combat, as it's commonly considered inferior to magic, and improving weapon enchantments helps towards that. First off, I added a total of nine non-numeric enchantments. In the below list, "tlvl" stands for treasure level, which ranges from 1 to 6. Spectral: any weapon, tlvl 3-5. Improves the weapon's resistance penetration by changing the element of the attack from physical to magical when it's beneficial. This allows damaging monsters that are immune to normal weapons, such as Oozes; the mod also gives this immunity to Ghosts and Wraiths, and this enchantment is one of the best ways to deal with them. It's still helpful against other monsters, as many enemies are vulnerable to Magic. When fighting with two weapons, only one of which is Spectral, the enchantment only affects 50% of the combined damage. Cursed: any weapon, tlvl 4-5. When hitting a monster with this weapon, it will apply the Cursed debuff with a 20% chance. Monsters that fail a Magic resistance roll will, for the next 20 minutes, have halved chance to-hit, 50% chance of a spell failure, and about 25% lowered elemental resistances. This is mostly identical to MM6 Mass Curse spell (except for the last part), but in this mod, weapons are the only source of the debuff. Wielding two Cursed weapons provides no additional benefit. Of The Wraith: any weapon, tlvl 5-6, uncommon. Combines effects of Spectral and Cursed. Soul Stealing: melee weapon, tlvl 5-6, rare. A counterpart to Vampiric weapons, it will restore some spell points when the character kills an enemy in melee. Wielding two such weapons doubles the effect. Of Backstabbing: melee weapon, tlvl 3-5. Another "double damage" enchantment, this one works on any monster, but only if they're turned away from you. Usually enemies will look at you in combat; reliable ways to get them to turn around are Mass Fear (or Turn Undead), or Berserk to provoke infighting. Lightweight: body armor and shields, tlvl 3-5. Reduces the armor's recovery penalty by 10, assuming it's not already nullified by skill. This means that Lightweight leather and shields never slow the character down at all, and chain and plate with this enchantment will have a penalty of 0 and 5 respectively when combined with Expertise in relevant skill. Of Leaping: boots, tlvl 3-4. Each pair of boots of Leaping increases jump power by 20%, and multiple pairs stack linearly. They do not affect the Jump spell. Of Permanence: shields, helmets and jewelry, tlvl 4-5, uncommon. Make the wearer immune to the Dispel Magic monster spell. This spell is nerfed in several ways in this mod, and this is one of them. Sturdy: anything but belts or jewelry, tlvl 3-4, rare. The enchanted item can never break. Essentially duplicates the effect of Harden Item potion. Next, I've completely rehauled the temporary enchantment system as provided by Fire Aura and such. Now pretty much any weapon can have a temporary enchantment, including already enchanted weapons and artifacts. This means that a weapon can have two bonuses at the same time (permanent and temporary), and it also means that Fire Aura no longer becomes useless when you outfit the party with good enchanted weapons. The only limitation is that the temporary enchantment musn't be similar in nature to already present bonuses. For example, Ghoulsbane cannot be enchanted with Fire Aura or holy water, and weapons of Darkness are unaffected by Vampiric Weapon spell and Swift Potions. Also, due to their unique nature, bows of Carnage can only be made Swift. Among other changes, Undead Slaying weapons now act similarly to the new Spectral weapons, dealing Holy damage when attacking Undead. As noted above, this makes holy water very helpful against Ghosts and Wraiths in partucular. Most Undead are very vulnerable to Holy, making this enchantment superior to Spectral within its scope of effect, especially considering the double damage. Also, Assassins' weapons now have backstab instead of the modest Disarm bonus. === Spell tweaks === Probably the core content of this release is the multitude of player spell tweaks. Some spells are improved, some are nerfed, and one spell is entirely replaced. One goal I strived towards was to make GM changes of spell effects more significant, as many spells had underwhelming changes at grandmastery in vanilla. This was partly because the magic system was blindly copied from MM6, where any spell could be cast at any level of mastery, and even high-cost spells were substantially better at Master (which was harder to attain than MM7 Master). But in MM7 spell availability is limited by skill, and as the result the weaker effects of higher-level spells were simply discarded, often leaving them overpowered from the get-go, and with no room for improvement at GM. As such, many spells are now rebalanced by shifting them one level of mastery upwards, with Expert having the effect of MM6 Normal skill, Master casting as Expert, and GM working as the previous Master. Some other spells were instead just made stronger at GM. I also improved most debuffs. Condition cure spells are the prime example of the "shifting" approach, as the vanilla GM bonus of unlimited delay was just too useless -- as rightly noted, at Master the allowed delay is already 7 days, and who would wait over a week before casting a cure? So, all Expert- and Master-level cure spells are now shifted to 3 min/level at E, 1 hour/level at M, and 1 day/level at GM. Cure Weakness and Remove Fear are improved instead, acting on the entire party on GM. Awaken already had, so I just removed the unlimited delay to keep it uniform, but left the shortened recovery in place. Ressurection merits special mention, as I felt having a slightly improved Raise Dead as Spirit's ultimate spell was a bit underwhelming. Now it's a "combat revival" sort of spell, as not only it ressurects, it also doesn't inflict weakness and restores some HP, leaving the character ready for combat. It can still cure eradication like in vanilla, and it remains the only cure spell without a time limit. The only practical downside is the 10-minute recovery this spell imposes; I haven't changed that. (The vanilla description claims that higher skill lowers recovery, but this was never actually implemented, and I removed that note.) As mentioned above, I reworked the debuff spells. While generally magic is overpowered, this is not the case for debuffs, which are frustratingly unreliable, especially in the late game. Thus, I made spell skill improve their success chance. The improvement isn't dramatic -- with high skill you'll get maybe 150% of the base chance against tougher targets -- but it's still noticeable. A price to pay for this is that the debuff duration is now mostly fixed -- it increases with mastery, but the numeric skill value doesn't affect it anymore. Generally it's still enough to last through the combat, though. Turn Undead was also affected by the latter change for uniformity, but since it cannot be resisted at all, higher skill reduces recovery instead. I also added one completely new spell: Spectral Weapon. It replaces Fate, and, true to its name, can enchant one weapon to become Spectral. It's a Self counterpart to Fire Aura and Vampiric Weapon, and works much the same. The spell can be useful both in early game, when you need to fight Ghosts and Oozes, and later, when a lot of monsters are less resistant to Magic than to physical attacks. Fate still can be found on scrolls, but you cannot learn it. The icon for the new spell may be replaced with a better one in the future. Next, I backported some spell changes from MM8. Ice Blast now deals 12 + (level)d6 damage (up from d3), Spirit Lash now damages all nearby monsters, and Regeneration is massively nerfed from 5/10/15 HP per 5 minutes to 2/3/4. Returning to shifted spells, Flight now only lasts 10 minutes/level at M, and still drains magic at GM. The three Light buff spells have all been nerfed as well: Day of the Gods and Day of Protection now have lower mastery multipliers (up to x4 at GM), and Hour of Power has more consistent duration -- the vanilla MM7 used a very confusing formula that was probably wrong at several places; now the duration exactly matches the duration of its constituent spells cast at the equivalent skill level. Strictly speaking, the two latter buffs are now no better than casting their spells separately, assuming equal skill; however, improving their effect requires only putting points in the school of Light, as opposed to the seven schools that the separate spells are spread amongst, so casting them can still be advantageous. Other GM-level changes: GM Feather Fall grants the same bonus as boots of Leaping, GM Torch Light gives even brighter light than M, and GM Wizard Eye lasts permanently and can never be dispelled, not even by rest or travel. If you do want to dispel it for some reason, just cast it again. By the way, Immolation now has this feature as well, as leaving it on can be dertimental around friendly monsters. Enchant Item is both buffed and nerfed. On one hand, Master EI now normally enchants at tlvl3 (down from 4), and GM, at tlvl4 (down from 5). To enchant at the vanilla power, you need to cast the spell at noon (from 11:00 to 12:59). (The noon thing was planned but never implemented in MM6.) On the other hand, special (non-numeric) enchantments now scale with spell's tlvl instead of being stuck at tlvl3, which was likely a bug. Now you can even get "of the Dragon", "of Darkness" and other top-tier enchantments, as long as you cast at GM and at noon. I also eliminated the exploit that allowed to enchant items of Arms (or Dodging, or the Fist) higher than normally possible. Preservation now halves the chance of monsters causing instant death or eradication. According to the manual, it was supposed to completely protect from these conditions, but it was evidently deemed too powerful. True, but I think partial resistance is okay. Makes the spell more useful, too. Mass Distortion now cannot be entirely resisted, unless the monster is immune to Magic. (In vanilla it had a debuff-like resist-to-nullify check AND an ordinary damage resistance check, and I consider this a bug.) Sunray has been buffed by allowing it to be cast in some aboveground indoors locations. Generaly, if it's not a cave, dungeon, or anywhere in the Pit, you should be able to cast Sunray while in it (during the daytime, of course). As it was in vanilla, the spell just couldn't compete with Meteor Shower and similar outdoor nukes, so now it hopefully will be more useful. Finally, Berserk spell gained a new functionality: it can be cast on a PC to trigger the Insane condition (unless the PC is immune), with all its benefits and downsides. === Item changes === The next batch of changes concerns artifacts and various other items. Firstly, I added new properties to some artifacts both to make the artifacts more competitive, and to make said properties more common. Here's the list: Splitter and Forge Gauntlets grant immunity to Fire. Twilight grants immunity to Poison (as in the element). Phynaxian Crown grants immunity to Cold (and some Poison resistance). Mind's Eye grants immunity to Mind. Elven Chainmail is now lightweight and adds +5 to Bow skill. Old Nick has been significantly buffed number-wise. It also now backstabs instead of slaying elves. Corsair also backstabs now. Kelebrim grants immunity to Dispel Magic. Hermes' Sandals increase jump height. Elfbane has been completely replaced with Sacrificial Dagger, a new Goblin-only artifact that increases maximum SP and has Soul Stealing property. Morcarack (the Emerald Island dragon) now drops his scales instead of a random tlvl 6 item. This means he can no longer be multilooted until the party has a full set of endgame gear; instead, the scales can later be made into one of two unique items, plate armor or a shield. Both grant Fire immunity (and Morcarack is now also immune to fire, as he should be), and the plate is also lightweight. (Please note that the graphics for the new items are VERY temporary; I'll replace them eventually as soon as I can involve some artist.) Genie Lamps now give a quintuple bonus (from +5 to +20), and they can only increase primary stats and resistances, much like in MM6 (except I put Intellect and Personality on the same month to fit). Basic-level spellbooks can now be found randomly, FWIW. Blasters and wands are now equipped in the missile weapon slot (like bows). Accordingly, they by default will not fire in melee range; if you do want to, use the quick spell button (or shift-click on a monster) with no quick spell set. Also, I replaced wand spells Sparks and Spirit Lash with Slow and Psychic Shock, as the former two aren't really ranged spells. On that topic, somewhere in the process of reworking wands I introduced a bug that often prevents them from making a sound when fired. I wasn't able to fix it, unfortunately. It does not affect gameplay, though. More wand changes: they no longer disappear when they're out of charges. You can see the maximum possible amount of charges the wand can have in its description. Wands often spawn not fully charged. Equipped empty wands are colored red, as if they were broken. Wand price also depends on both its current and maximun charges. Finally, magic shops can now recharge wands! Fancier shops can restore more charges, up to 80% of maximum. The next few tweaks are intended to make melee slightly stronger. Firstly, the limit on attack speed has been raised -- it's now 10 attacks per round for blasters and 5 for any other weapon. This limit is enforced both in turn-based and realtime mode. Next, when using two weapons, the skill of the weapon in the right hand affects the damage now. (It used to be the left hand, which was unfortunate as neither sword nor dagger skill give damage bonuses to most classes.) Lastly, most two-handed swords and axes gained a bonus to damage, which will hopefully make them more competitive. I also reworked the damage dice of many artifacts to bring them in line with their base item types. Charele was a special case, as its improbable 3d9+18 damage was the entire point of the artifact. Now it has halberd dice and a more realistic to-hit bonus, but it gets the two-handed damage bonus as an unique artifact property. Oh, and Mash is a club instead of a mace now. === Other changes === Probably the largest diversion in this release was when I decided to rework the reputation system. Now, instead of being stored per-map, your reputation is shared between all locations in the same region. The main benefit of the new system is that the reputation given in castles and other indoor locations is now meaningful. The reputation penalties given in the dungeons (for theft, murder etc.) now matter as well. Additionally, having all of a dozen different reputation counters made it easier to implement a gamescript command to change reputation in another region; many quests have been changed to make use of this. The only places where reputation doesn't matters are Eeofol and Shoals, as those regions are unpopulated; it always stays at zero there. Other reputation changes: almost all quests change it now. Theft doesn't, unless you get caught. Armageddon has a heavy reputation penalty. Town hall bounties improve reputation slightly. Finally, "disreputable" NPCs such as gypsies and pirates will now only change reputation in their home region, but this change is permanent. Rationale: with reputation affecting prices, the Duper NPC, unlike in MM6, becomes almost useless. Now, at least, the Duper's Merchant bonus can be used at full effect if you travel to another region after hiring them. Temple donation rewards have been increased in power proportionally to the donation cost. They still depend on the day of the week, as well. Barrels and cauldrons found in some maps give level-dependent bonuses now, up to +15 at level 99. Drink now or save for later, your choice! On that note, I also changed the barrels in the Walls of Mist so that they refill only once per year instead of on each visit. This was exploitable even in vanilla, but with the above improvement it's just too much. In vanilla, HP and SP could rarely rise above normal maximum. It would stay that way (unless lost or spend) until the first healing effect (including regeneration), which would reset it to the limit. That has been redone. Now there are more ways to legitimately "overheal" (Shared Life, Souldrinker, Vampiric and Soul Stealing weapons, and occasionally potions), and healing won't remove the extra points, but they will quickly dissipate on their own, reducing by 25% every five minutes. Monster Dispel Magic has been made less annoying. In addition to items of Permanence, it's now possible for party-wide enchantments to resist being dispelled (a random PC's resistance is checked for each buff). The base odds of resisting have been increased fourfold as well, as it's one of the cases where the game checks primary stats, and such checks were unreasonably difficult in vanilla. Cursed PCs have greatly reduced Luck for symmetry with Cursed monsters. Wishing wells in Bracada and Eeofol are now limited-use (5/day for the former and 12/month for the latter). I also slightly changed the possible effects. There are now exactly three challenges of each type instead of seven +5 ones and scarcely any others. Hopefully this will reduce the number of duplicates. Right-clicking on character stats now displays the base stat value (without items) and stat rating (which is used for most stat-related bonuses). Dwarven guards have been put on a diet & exercise regimen. Now they're much less likely to get stuck in doorways and block passages with their girth. Some spell descriptions have been rewritten; notably, spell schools now list learnable spells. Rest encounter probabilities are now more varied (used to be 10% almost everywhere), and you won't be attacked by normally peaceful monsters. Also, resting is now safe if all monsters on the map are peaceful -- used to be that your golem triggered goblin attacks in your castle, which was clearly a bug. I tweaked shops a little: Tatalian island stores are now open at night, and Castle Harmondale shops stay open till 23:00. Also, castle potion shop is replaced by a magic shop (for convenient selling), and former Nighon magic shop now sells black potions (more reason to get there early). Most AOE and shrapnel-like spells now should display a single combined message for all damaged monsters -- at least in turn-based mode. It can break if another spell is cast before the previous one hits. Similarly, stun, paralysis, and halved armor messages are combined with the damage messages. The only weapon that will still produce two messages is Splitter -- the fireball that it spawns usually overwrites the regular damage message. I might fix that later. Convenience feature: when one of the equipped items is broken, the character's AC number becomes colored red. Empty wands do not trigger this, though. Steadwick ore smiths can now make two-handed weapons, bows, and shields. Leaving the Grand Temple of the Moon now only deletes the Telekinesis scrolls that were obtained from the unlimited-use secret panel. Bookshelves are reworked slightly -- almost any spellbook can be looted, and I removed the possibility of finding nothing -- if there's anything left, you will always find it. On that topic, high Perception affects bookshelves loot. Many sarcophages in the Barrows have decent items inside, but graverobbing has consequences! Again, high Perception helps. Finally, banks now add a 1% interest each week, like in older games. === Bug fixes === The more I mess around with MM7's code, the more bugs I discover. So why not to fix them! Eventually most of these should end up in the MM7Patch. Fix: Gibbet wasn't dealing extra damage to dragons or demons. Fix: temporary enchantment duration strings weren't localized. Fix: some quests were giving/reducing reputation four times instead of one. Fix: leave map event didn't trigger when using stables or a boat. Fix: faerie pipes award wasn't given to all characters. Fix: Archibald was supposed to only give you a blaster if you were on a quest to slay Xenofex. Fix: white barrels never generated randomly. Fix: pickpocketing an item produced a wrong message. Fix: failing to cure insanity still caused weakness. Fix: failing to raise dead still caused weakness and set HP to 1. Fix: GM Immutability could protect from execution in castles. Fix: Archers couldn't use their fire arrows. Fix: Sacrifice didn't cure conditions or aging. Fix: Master Healer NPC removed armor skills. Fix: Lloyd's Beacon was usable in Clanker's Lab before you disabled its defences. Fix: buff duration was displayed incorrectly in some circumstances. Fix: Water Walking used power every 5 minutes instead of 20. Fix: Control Undead had wrong description. Fix: "of Feather Falling" enchantment never generated randomly. Fix: zombification worked incorrectly in v1.0 of my patch. Fix: some alchemical explosions could break hardened items. Fix: item bonuses to GM Bow skill didn't improve damage. Fix: "N/A" string that displays when no bow is equipped wasn't localized. Fix: The Maze's magic resistance pool could be used repeatedly. Fix: Seknit Undershadow's tea didn't stack with other Endurance bonuses. Fix: stealing Mr. Malwick's wand gave it wrong max charges count. Fix: falling from Celeste was supposed to choose one of 6 different loactions. Fix: when visiting a region for a first time, weather wasn't initialised. Fix: Bracada docks teleporter was slightly off-target. Fix: resting in dark region taverns was often way too long. Fix: clubs had no base recovery set (it's 100 now). Fix: Hunter NPC and Hunter PC had the same string resource (which broke some localizations). Fix: Castle Harmondale bookshelf checked for School of Sorcery membership. Fix: some objects in the Grand Temple of the Moon reset after save reload. Fix: in a couple maps, scripted traps had prohibitive skill requirements. Fix: drowning dealt fire damage (it's cold now). Fix: travelling to a new region on foot duplicated ground items. Fix: some parts of Walls of Mist's keyhole pillars weren't clickable. Fix: a part of For Riverstride's exit door didn't work. Fix: Welnin +2 accuracy well wasn't clickable. Fix: dragons and titans dropped too little gold. Fix: mace paralysis checked poison resistance (it's physical now). ------------------------------------------------------------------------------- == Elemental Mod ver. 1.0 == === Main change: revamped, MM6-like elemental system === All attacks (spell or otherwise) now belong to one of the following elements: fire, shock (electricity), cold, poison, physical (e.g. weapon attacks), mind, magic, holy (undead-targeting attacks), or energy (ignores resistances). It differs from MM6 in that mind is separate from magic (I think the reason there were so many magic-immune monsters in MM6 (undead, titans, elementals...) is that NWC wanted to make them immune to mental attacks, and those were magic-elemental), and there's a formal element for anti-undead spells. Spell elements mostly follow MM6, but there are some differences. Here's the complete list: All Fire spells, as well as Sunray, attack with fire. Sparks, Lightning Bolt and Starburst attack with electricity. Ice Bolt, Ice Blast and Souldrinker* attack with cold. Poison Spray, Acid Burst and Toxic Cloud attack with poison. Impolsion, Flying Fist**, Shrapmetal, and most direct-damage Earth spells are physical attacks. All Mind spells attack with mind. Mass Distortion, Spirit Lash, Harm, Prismatic Light, Armageddon and most debuffs attack with (non-elemental) magic. Turn Undead***, Destroy Undead and Control Undead attack with holy. Light Bolt attacks with energy, meaning it can't be resisted. Dragon Breath attacks with both fire and poison, much like MM8 Darkfire Bolt. For resisting this spell, the lesser of the two resistances applies. * I initially intended to make Souldrinker magic-elemental, but there's already Prismatic Light, and plenty of other magic spells, while cold was underrepresented. Hopefully the "sepulchral cold" excuse makes sense. ** This is a change from MM6. I'm not completely sure the fist is not a metaphor, but if it's not, the physical damage makes more sense. *** Turn Undead cannot actually be resisted, but it won't affect creatures immune to holy (i.e. non-undead). Poisoned weapons once again attack with poison instead of body. Blasters attack with energy. Monster attacks and resistances have been reworked. Generally, non-spellcasting monsters are vulnerable to magic; natural, non-poisonous monsters are vulnerable to poison, fire-based monsters are vulnerable to cold, and cold-based monsters are vulnerable to fire. In other cases, poison resistance was copied from body, magic is approximately light and dark averaged, and for undead, spirit was converted to holy. (Non-undead monsters are immune to holy by definition.) Monsters that attacked with light and "earth" now attack with energy; dark attacks are converted to magic. Water attacks are now either cold or poison. The six elemental resistance spells have been renamed appropriately, so, Earth now has Magic Resistance spell, Body has Poison Resistance, etc. I've managed to draw new buff icons (on the buff panel in the middle-right), but the spellbook images and spell-casting animation are a bit beyond my skill. Thankfully, they are mostly vague enough to pass as-is. I've also renamed Protection from Magic to Immutability to avoid confusion. There's a couple of other minor changes, such as the new poison resistance protecting from the poisoned condition, and Phynaxian Crown boosting both cold and poison resistance. One notable tweak: base stats (Might, Intellect, etc.) are now more effective at preventing harmful conditions. To elaborate: some conditions can be prevented by having high base stats, and others, by high elemental resistances. But in the original game even with 500+ in all stats the PC only had a 2-in-3 chance to resist stat-based conditions, while for resistance-based ones one only needed 50-60 or so to achieve the same level of protection. Now, base stats are about 4 times more effective for this purpose. === Undead-related changes === I've gone on a surprisingly lengthy detour with various undead-related changes while developing this mod. In addition to the new holy element, these mostly concern undead PCs. The original lich immunities were weird! The character got 200 body and mind resistance on lichification, and then any resistance that was 200 or above was treated as an immunity. That meant a lich could become immune to other elements by stacking enough buffs; conversely, if body or mind resistance was lowered (e.g. by equipping Hareck's Leather), the existing immunity was lost. In this mod, liches are immune to poison and mind, always, and their resistances aren't even checked for this purpose. In addition, zombified players are given the same immunities. The price for this is the vulnerability to holy attacks. Some monsters (priests, wizards and angels) can now cast Turn Undead or Destroy Undead if they detect an undead in your party. Turn Undead scares all undead PC, unconditionally; Destroy Undead deals holy damage to one PC. Liches have some holy resistance (20 plus any luck bonus); other zombified PCs are completely vulnerable. Reanimation spell is also changed: the zombified creature now has the same changes as the zombified PC (poison and mind immunity, but vulnerable to holy). Monsters that can cast Destroy Undead may target these monsters as well. Also, dark temples now don't turn stoned players and liches to zombies. === Bug fixes === While browsing the disassembly, I also found and fixed a few bugs in the original game. I've forwarded those to GrayFace, so hopefully the fixes will be included in the next version of MM7Patch. But for now, they'll be in this mod, because why not. Fix: "of Assasins" and "of Barbarians" weren't dealing elemental damage. Fix: Kelebrim wasn't substracting 30 from earth (now poison) resistance. Fix: Armageddon could not be resisted (now magic resistance applies). Fix: control undead on the GM level did not work. Fix: charm on the M level did not work; also, on the GM level it acted like on E, and on E it acted like on M. Fix: when monster cast spells on another monster, wrong resistance was checked. Fix: some pre-placed monsters had spells they couldn't cast.